title stringlengths 2 53 | content stringlengths 53 109k ⌀ |
|---|---|
Kulum | Kulum Settlement Information Type Village Kingdom Nords Fortification SargothTihr World Map Mount&BladeKulumSargothTemplate:World Map/Mount&BladeWarbandKulumTihrTemplate:World Map/Warband Kulum is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located on the far left side of the village from where the player enters, standing next to a table set with pottery. Kulum lies on relatively flat land with low hills and fairly heavy tree coverage while a small stream divides the village in half. It has a total of six structures, as well as a small wooden bridge connecting the village over the water. There are several fields here, one growing cabbages, one squash, one is full of shrubs, and one is cleared with only piles of hay or straw remaining. A fenced-in area behind some of the buildings is probably an animal pen, though it is empty, and a net in the water is probably used to catch fish. There seems to be a picnic spread next to a campfire by the watermelon patch set with chicken as well as bread stored in a basket. There is a fenced graveyard a short distance away from the village. If sent here during a Hunt Down Fugitive quest, the target may be found on the other side of a thick tree, standing next to the graveyard. 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 |
Kwynn | Kwynn Settlement Information Type Village Kingdom Nords Fortification SargothCurin Castle World Map Mount&BladeKwynnSargothTemplate:World Map/Mount&BladeWarbandKwynnCurin CastleTemplate:World Map/Warband Kwynn is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located between the two buildings up the hill to the right from where the player enters, standing next to a woodpile and stool. Kwynn is set on very uneven terrain, with many hills of inconsistent heights, as well as a large number of trees and shrubs. It has a total of five structures and a large, but very decrepit, stone wall in the middle of the village. There is an apple tree farm here and the numerous empty baskets strewn throughout the village implies it plays a significant role, but an invisible barrier makes it inaccessible to the player. If sent here during a Hunt Down Fugitive quest, the target may be found next to a woodpile on the right side of the apple 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 |
Lady Isolla of Suno | Lady Isolla of Suno Appears in Official Information Faction Kingdom of Swadia Title Claimant Culture Swadian Character Background Parents King Esterich Lady Isolla of Suno is the claimant to the throne of the Kingdom of Swadia. She was the only child of King Esterich who had named her as his heir. Isolla claims that he had named her many times, in front of nobles and lords, and it was quite common in Swadia for rulers to be female. In fact, the most famous Swadian rulers were female. However, her father's cousin Harlaus took the throne, protesting that only a madman could name a woman as an heir. Harlaus counters by stating that the kingdom needs a strong leader to protect its people, and while there are stories about Swadian warrior queens, they all end with the Swadian army crushed, and its people broken. He invites the player to discuss stories about princesses when Swadia's enemies have been vanquished and its people are safe. This, however, is not possible, as if Swadia takes over the entirety of Calradia, Isolla will have left Calradia. As a claimant, she will also leave Calradia if Swadia has been defeated as there is no kingdom left to rule. Gallery[] Lady Isolla of Suno in starting equipment 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 |
Lance/Mount&Blade | Lance LancePolearmBase value: 110 denarsWeight: 2.5Swing: 16bThrust: 26pSpeed rating: 88Weapon reach: 180 |
Larechia | Larechia was a location mentioned in early versions of Mount&Blade - specifically v0.202, also known as Warrider. Background[] In the early versions of Mount&Blade, Larechia was a location mentioned by Marnid during his backstory dialogue. He claimed to have been headed there to trade before his caravan got ambushed by the Khergit and then betrayed by its own guards. In later versions, his destination was changed to Sargoth. No other mentions of Larechia, nor any other information on it are known. Trivia[] It is possible that 'Larechia' was an in-universe, albeit colloquial, name for the Kingdom of Swadia, seeing as King Larec ruled it in older versions. This seems to be confirmed by the fact that, between v0.202 and v0.860, Marnid's destination was changed to "Harlausia", with King Harlaus replacing King Larec as Swadia's ruler. |
Lerias Welon | Lerias Welon Official Information Kingdom Kingdom of Vaegirs (formerly) Monarch Prince Kurzak (formerly) Title Leader of Peasant Rebels Personal Details Gender Male Lerias Welon is a character appearing in Warrider, version 0.202 of classic Mount&Blade. Lerias was the leader of the Peasant Rebels of Serrepa. The player would meet him during one of the quest for one of the two joinable kingdoms. If the player sided with the Kingdom of Vaegirs, they would be sent to negotiate with Lerias. If they side with the Kingdom of Swadia, they will be assigned to escort Captain Rucas, who will do the negotiating. Either way, it can be assumed that both kingdoms had sent their own envoys regardless of who the player sided with. Although originally distrusting of the envoys, Lerias agreed to negotiate. If the player sided with the Vaegirs, Lerias would demand an official document from Count Aolbrug that promised amnesty to the rebels and additional rights for peasants. If the player sided with the Swadians, Lerias would agree to swear loyalty to them in exchange for their military support against the Vaegirs and other benefits. Regardless of which kingdom the player sided with, neither keeps their promises and Lerias and the rebels are ultimately killed or imprisoned. Upon learning the rebellion was deceived, Lerias gathers a group of peasant rebels and challenges the player, accusing them of being a liar. If he survives the ensuing fight, he is devastated by the realization that the peasants will never be free and the rebellion was pointless. After that, he is taken to prison. His further fate is unknown but it can be assumed he is eventually executed. |
Lezalit | Lezalit Portrait Full Body Appears in Official Information Culture Geroia Character Details Found in Taverns Hire Cost 400 denars Likes ArtimennerHungerHeavy battle casualties Liked by Artimenner Dislikes BundukYmiraBorcha as emissaryRetreating Disliked by BundukYmira Connections Dhirim Noble Yes Character Background Home Geroia Background Military Instructor Noble Gender Male Parents Geroian Count (father) Lezalit is a Geroian military instructor noble and a companion in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Trivia Biography[] Lezalit is the second son of a Geroian noble, and without an inheritance, decided to seek opportunities in Calradia as a military instructor. One time, he spent a winter attempting to train Vaegir soldiers in Ismirala Castle, but failed due to the Vaegirs' dislike for discipline. When he is first met, he explains that he was training the local garrison, but the lord of the town disliked Lezalit's harsh methods and fired him. After this, he started looking for new employment and found the player. Personality[] Lezalit has a strong dislike for disorder and insubordination, which he tries to correct through aggressive use of harsh disciplinary methods, as he believes that fear is among the most important motivators at a commander's disposal. He holds similar opinions on the rules of feudal hierarchy, but he is not opposed to deposing what he sees as weak kings that do not live up to their titles. Relationships[] Artimenner - Lezalit is impressed with Artimenner's professionalism in the battlefield, which suits Lezalit's military mind. Bunduk - Lezalit hates Bunduk for not obeying his orders in the battlefield and disrespecting him. Ymira - He and Ymira had an argument about his treatment of soldiers as Ymira opposed his use of torture and execution as means to enforce discipline. He dislikes when his authority is questioned. Gameplay[] His starting equipment is not great, but he does have high skills in Power Strike, making him a useful melee warrior (mounted or infantry). A crossbow would be a good ranged option if you keep him as infantry as it does not require spending extra points in Power Draw. Lezalit should have his intelligence boosted to increase his already-high Trainer skill. He also has a reasonably high starting training skill level, which can make him useful for low-level characters or to those who wish to avoid spending points in this area. If elevated to lordship, Lezalit enjoys claiming fiefs for himself and will take a massive reputation loss when he or his closest friends don't get one. This can make him a difficult lord to manage as a monarch. Dialogue[] Main article: Lezalit/Interactions Stats and Equipment[] Lezalit - Default Stats and Equipment Attributes Stat Points Level 5 Strength 9 Agility 8 Intelligence 11 Charisma 8 Health 46 Armor Head ? Body Nobleman Outfit Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 3 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 1 Riding 2 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Short Sword Ranged ? Shield ? Mount ? Trivia[] While Lezalit shows that he has good ideas about troop composition in his dialogue, he does not possess the Tactics skill. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Light Crossbow/Mount&Blade | Light Crossbow Light CrossbowBase value: 67Weight: 2.5Damage: 34pAccuracy: 99Speed Rating: 45Requires Strength: 8 |
Light&Darkness | "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! Light&Darkness is the name of multiple mods with the same story-line based in the original Mount&Blade map with a High Fantasy Setting. The series contains many new additions over the native game, including an actual plotted story-line; something that even many of the most popular mods don't have. New Game Play Features[] An actual plot The horse armor combining system The Weapons and Armors repair system A new-and-somewhat-improved camping system Blackjack in the tavern. More and stronger heroes: Four modified veterans, the Zendar Trifecta (Xerina, Dranton and Kradus), the three Generals of the Durhua Empire, and two new and unique heroes The three unique evil heroes; Fenrir, Hel, and Jormungand The Mysterious Bandit Leaders: Oguma of the Tundra, Melva of the Forest, Nabaer the Pirate and Black Khergit Baheshtur Khan The Energy Bar which is in turn, related to energy strikes and various abilities. A remote Horse Market (Mid-Game) Unique Weapons/Armors/Horses Unique Items Dungeons The Almighty Shield of Fate The return of Zendar and the Dark Knights The Sixth Faction: The Dark Empire New Character Creation System Epic Intro Power Gems (only 4 in first chapter) Unique flaming sword (after completing certain quest) Special rewards in arena melee fights (can be added by paying a certain amount of denars before the melee fight) Create your own banner using the banner creating system A map during battle which indicates your and enemies troop location Unique Merchants (one of which sells guns) In total 7 factions can be made (the 5 original, Durhua Empire, and the player's faction) Unique companion abilities (ranging from increased damage to massive energy blasts) A unique ability for the player to discover Unique Mirror of Truth (which can be obtained after completing a part from the mainline quest) A National Tournament (during manline quest) And An Epic Adventure Chapter One: A Teaser[] The character creation in Light and Darkness is not in the same style as the original game's "construct your history", but instead in a small survey of questions regarding your morals, your tactics and your values (for example, "Your company is surrounded by enemies. You....") Upon creating your character, a small cutscene plays where the player is introduced to the history of Calradia. The main things to take note of during the scrolling text is the creation of the Durrhea Empire by foreign invaders. After that, a Fire Emblem-esque opening introduces you to the factions of Calradia, which excludes the Sarranids. Your player will experience a dream where he/she is dressed in an ornamental churburg wielding a flaming sword and a golden shield. The player in the dream will appear to be blasted by a fireball from a mage on the top of a dark spire before waking up. Going downstairs and talking to Suker, the tavern keeper, will reveal that a caravan dropped you off at the tavern, but due to drinking too much, you slept through their exit from Zendar. They used your money to pay for the bill, and in order to regain your lost coin, you can take a manhunting job from the Constable Hareck, who has put a bounty on the heads of the nearby River Pirates (100 gold a party). You can also talk to Marnid in the tavern, and once you are eligible, recruit him. Going into the main square of Zendar will introduce you to the characters Shoey (a young girl who can tell you the history of the town and rumours), Pain (the horse merchant and race-manager), Prince the tournament master, Guy the trainer, Fat Robin the weaponsmith, Alix the armorsmith, and the general goods store merchant. You can accept various quests from all of them, of which rewards can vary (from a repeating crossbow to a brick). In order to enlist into the manhunting job, train with master Guy and defeat the first two tiers of fighters (Novice and Regular), or defeat the first tier and win a tournament from Prince. Once these requirements are met, you can talk with Hareck to accept the job. When prompted, you can either say that you have never done a manhunter job before, or that you have experience with hunting bandits. The first option will put you in a manhunter party, where defeating the first 5 (25% completion) bandit parties is risk-free, and the second option will have Hareck send you on your own manhunter party upon which you can accept quests from Alix (bring 25 Nomad Armors to him for a corrazina), Fat Robin's quest (retrieve a Fire Spar for a variety of choices for high-tier weapons), and Ramun to find Borcha, an expert tracker. Guy in question, upon defeating all tiers of his training, will give you a Clue that can put you on a quest to retrieve a scroll which grants a powerful ability (one which I won't spoil). Either way, when you are sent on your way to hunt the River Pirates on your own, you should always retrieve Borcha from the prison in Rivacheg (go to the castle hall and go straight instead of taking the stairs). The town will be blocked by a guard, and you can either pay up or pass a speech-check involving either intelligence, charisma or strength to get the guard out of your way. You will need prisoner management to get Borcha out of the prison, and at least 50 denars. Borcha will be added to your prisoners list. Initiate dialogue and recruit him. It is usually a good idea to hunt the River Pirates and get the Nomad Armors for the Armorsmith Alix to get the Corrazina, an armor on-par with medium-high tier armors. Upon reaching 50% completion, Suker the tavernkeeper will send a messenger to you and ask for your help. His request is this: a group of suspicious pilgrims have went past Zendar with prisoners and are heading to Wercheg (presumably for the port). He asks you to get rid of them and will award you with a certificate (which will be useful later) and the chance to get a book which can grant you 5 extra Charisma. The Pilgrims, upon connecting with their party on the map will reveal that the pilgrims are quite fanatical, and that Ymira, among others, are prisoners of them. Initiate combat. Typically, the fight shouldn't be too much of a problem since a), you should have the corazzina, which is enough armor to completely negate their weapons (staves and daggers), and b) their unit strength is comparable to that of a recruit, perhaps worse. Once the pilgrims are defeated, Ymira will, quite distressingly, direct you to a valley near Dhirim, where the rest of her family was taken to be "sacrificed". It is also recommended to recruit the 30 Refugee prisoners from the Pilgrims as they can upgrade to medium-tier crossbow units with repeating crossbows (extremely efficient) and eventually to top-tier horse archers and infantry. Beat the pilgrims in their hideout and one last pilgrim will reveal himself as a worshipper of "Mehdiuz" before dying. Ymira, distressed by the death of her parents, will join your party and is quite a competent medic. You can also retrieve the Fire Spar when looting the hideout. Return to Suker for a Certificate of a Knight, and go to Guy for a book that can increase your Charisma. Also, return to Fat Robin for a reward. The rewards are as follows: a masterwork bastard sword that can increase your powerstrike, a masterwork Khergit Cavalry Bow, several throwing spears that can increase your powerthrow, a spear that can increase your powerstrike and finally, a repeating crossbow (used by the Camp Defenders, the Female Warriors, and the Sword Sisters, the troops from the Refugee line). Typically, the crossbow is the optimal decision, due to several reasons. First, the crossbow is triple-shot and does competent damage (able to kill most Sea Raiders with two bolts), can be used on horseback, and has no requirement other than strength (compare that to the Masterwork bow, which requires 7 powerdraw). Bring the news of the pilgrims to Count Arrasies (the lord of Zendar), and he will initially appear shocked. He will then dismiss you to continue the manhunting job for Hareck Continue hunting River Pirates. upon reaching 100% completion, speak with Constable Hareck. He will redirect you to Arrasies which will task you to hunt down the Sea Raider leader Nabaer. This is the first real challenge the player will face. Nabaer has around 70 troops, of around 20 are Pirate Kings, heavy shock infantry. Nabaer himself is a force to be reckoned with, but has no competent archers or cavalry of any kind. The most effective strategy is to buy some Tools and build a troop "in Camp => Prepare for Battle => Set a Trap). Setting effectively sets down a "killzone" on the battle map once you are within range of it. You can activate the trap to effectively wipe out 60% if Nabaer's force. You can then take your rescued Refugees, who have hopefully upgraded to Female Warriors and Camp Defenders and watch the rest of Nabaer's troops fall to the repeating crossbows. Upon finishing the fight, Borcha will find a small golden medallion, the Medal of Heroes. It will increase your Leadership and Charisma, and upon showing it to Arrasies with news of your defeat of Nabaer, will prompt him to start a cutscene if which he explains to you that that medallion belonged to the legendary hero Leon, who united Calradia and forced out an ancient empire, the Durhua Empire and its worship of the Dark God Mehdiuz when it conquered all of Calradia and forced it into endless bloodshed and tyranny. Arrasies will remark that the medallion appearing after worshippers of Mehdiuz kidnapping sacrifices can't be a coincidence, and also informs you of a legend about 5 gems, that when paired with the medallion, bought Leon the power he needed to take back Calradia. Arrasies states that Zendar was called the "Horn of Calradia" due to its role in warning Calradia of foreign threats and dispatches the player on a mission to warn the kings of each faction. From there, your objectives fracture in each direction. With the revelation of the medallion of Leon, you could attempt to find the 5 gems, or you could address the threat of the Durhua directly and hunt down the pilgrims while warning the five kings. However many options there are however, one thing is clear. The Durhua Empire will return. External links[] Chapter One Link |
Light Lance/Mount&Blade | Light Lance Light LancePolearmBase value: 89 denarsWeight: 2.5Swing: 16bThrust: 27pSpeed rating: 90Weapon reach: 175 |
Linen | Linen Classic/Warband Viking Conquest Games Base value 250 250 250 365 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Flax Bundle Made Into... N/A Linen is a non-consumable trade good. It can be made from flax bundles at a linen weavery. Linen weaveries can be bought for an initial cost of 6,000 denars and a weekly cost of 120 denars. It requires an input of 2 flax bundles (can be bought by the player) and produces 2 linen. The average profit per week is 80 denars and thus has a profit margin of 1.3%. 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 |
List of castles | The following is a list of castles and fortresses throughout the Mount&Blade series. Mount&Blade[] Castles in classic Mount&Blade: Khergit Khanate Asugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle Kingdom of Nords Alburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr Castle Tehlrog Castle Kingdom of Rhodoks Almerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder Castle Ibdeles Castle Jamiche Castle Maras Castle Kingdom of Swadia Derchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar Castle Ryibelet Castle Senuzgda Castle Tevarin Castle Vyincourd Castle Kingdom of Vaegirs Bulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir Castle Slezkh Castle Tilbaut Castle Yruma Castle Warband[] Castles in Mount&Blade: Warband: Khergit Khanate Asugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle Kingdom of Nords Alburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr Castle Tehlrog Castle Kingdom of Rhodoks Almerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder Castle Ibdeles Castle Jamiche Castle Maras Castle Kingdom of Swadia Derchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar Castle Ryibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle Vyincourd Castle Kingdom of Vaegirs Bulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir Castle Slezkh Castle Yruma Castle Sarranid Sultanate Bardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa Castle Teramma Castle Weyyah Castle With Fire & Sword[] Fortresses in Mount&Blade: With Fire & Sword: Cossack Hetmanate Bratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava Crimean Khanate Izmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun Fortress Kyzyl-yar Fortress Perekop Kingdom of Sweden Allenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg Muscovite Tsardom Bryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' Polish Commonwealth Bar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz Castle Lublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress Viking Conquest[] Castles in Viking Conquest: Kingdom of Alban Dun Duim Dun Foither Dun Taruo Dun Averte Dun Onlaigh Art Muirchol Kingdom of Alt Clut Cathures Cuil nam Caer Caradawg Gobhann Kingdom of Brycheiniog The Kingdom of Brycheiniog has no castles. Kingdom of Connachta Cathair Chomain Luighne Connacht Fiachrach Aidne Ath Berchna Kingdom of Cornubia Towan Blystra Din Tagell Kingdom of Danmark Skyfa Vebjorg Huhelstath Heidabyr Kingdom of East Engle Norwic Haegelisdun Rendlaesburh Grantebrycge Kingdom of Friese Kennemer Vles Inge Kingdom of Glywyssing Meigen Cil Ceincoed Caer Went Kingdom of Gwynedd Caer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth Kingdom of Laigin Cell Dara Liamhain Dun Bolg Ros Mhic Treoin Kingdom of Laithlind Caer Reghed Dun Baitte Ynys Manaw Bjarnaroy Orkneyjar Veisafjordr Kingdom of Mide Ath Mor Ard Eachadha Ard Breacain Lagore Crannoc Kingdom of Mierce Snotingaham Lincylene Ham Tune Hreapandun Oxenaforda Colne Ceaster Gegnesburh Stanford Kingdom of Mumain Grian Airbh Les Mor Ciarraighe Luachra Muscraighe Dun Na Mbarc Kingdom of Northhymbre Caer Ligualid Mame Ceaster Donne Ceaster Middelsburh Denisesburna Ad Gefrin Din Baer Wicstun Kingdom of Northvegr Skiringssalr Hordaland Agdir Rogaland Kingdom of Uladh Mairg Laigen Kingdom of West Seaxe Dun Sebuirge Magh Rath Magh Cobha Druim Mor Tribe of Osraige Hrofae Ceaster Dornwara Ceaster Searoburh Dorce Ceaster Wiltun Ham Tun Badon Escan Ceaster Ui Neill of Aileach Rath Clochair Fir Fearnmhaigh Ard Macha Mag Dumai Bannerlord[] Castles in Mount&Blade II: Bannerlord: Aserai Ain Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel Castle Shibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle Battania Ab Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen Castle Pendraic Castle Rhemtoil Castle Uthelaim Castle Khuzait Akiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar Castle Khimli Castle Simira Castle Tepes Castle Usek Castle Sturgia Mazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor Castle Urikskala Castle Ustokol Castle Vladiv Castle Vlandia Caleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel Castle Tirby Castle Usanc Castle Verecsand Castle Northern Empire Ataconia Castle Atriom Castle Gaos Castle Epinosa Castle Lochana Castle Mecalovea Castle Rhesos Castle Syratos Castle Varagos Castle Southern Empire Chanopsis Castle Corenia Castle Jogurys Castle Lavenia Castle Melion Castle Morenia Castle Odrysa Castle Sestadaim Castle Western Empire Garontor Castle Gersegos Castle Hertogea Castle Onica Castle Oristocorys Castle Thorios Castle Thractorae Castle Veron Castle See Also[] List of towns List of villages |
List of mods | Contents 1 Classic Mount&Blade Mods 1.1 Total Conversions 1.2 GamePlay Mods 1.3 Miscellaneous 2 Mount&Blade: Warband Mods 2.1 Single Player Mods 2.2 Multiplayer Mods 2.3 Both (MultiPlayer & SinglePlayer): 2.4 Viking Conquest Mods 3 Mount&Blade: With Fire & Sword Mods 4 Mount&Blade II: Bannerlord Mods 5 Other Mods 6 Mod Repositories This page is a list of modules for the Mount&Blade series. Fans of particular mods should take some time to flesh out the entries and keep the version numbers up to date. A few iconic images would be nice as well. It is the intent that viewers take some time to develop complete articles on their favorite mods rather than just being satisfied with links to a download. Mods with names but no links will be removed from this list. Classic Mount&Blade Mods[] The following mods were designed for the original Mount&Blade, and are not compatible with the expansion. A few have been ported, though. Players can explore the elven city of Caras Galadhorn in the module The Last Days of the Third Age. Total Conversions[] 1866: A western-themed mod set in the year after the American Civil War. Hegemony Solid and Shade Star Wars Conquest (v0.9.4-relcand): Star Wars universe. Sword of Damocles: kingdom management, additional mercenaries and factions, customisable banners among other things. The Last Days of the Third Age (v3.13): Lord of the Rings conversion (Requires M&B v1.011) WWII China Battlefield: Adds guns, grenades, artillery, flamethrowers, etc. Play during the Sino-Japanese War, a multi-sided historical conflict that saw spears and muskets wielded against machine guns and katanas. Adds a great deal to fief-building and equipping your army, as well. GamePlay Mods[] Battle Size Changer (v1.1): allows combat up to 1000 soldiers on the battlefield. Miscellaneous[] Graphical Enhancement Textures (v2.5): updates textures and graphics. Mount&Blade: Warband Mods[] The following mods are for Warband. Single Player Mods[] The playable area and all the playable factions in the A Clash of Kings mod. Adventure in the East. A historical mod taking place in the Middle East in the year of 634. All Blunt Weapons: A mod that changes all the native weapon's damage into blunt. Anno Domini 1257: Total Conversion mod. Changes the setting to 13th century Europe. Azgad: A new story and new quests to Calradia. Based on the village of Azgad. A Clash of Kings: A Game of Thrones themed mod. A World of Ice and Fire: A Game of Thrones themed mod. A World of Ice and Fire Wiki BannerPage significantly improves areas in which game hasn't aged well. and creates more immersive experience for hardcore players, returners and new players alike. Bellum Imperii: Roman Modification in the time of Emperor Marcus Aurelius. Blood in the West: A Lord of the Rings mod. Brytenwalda: A mod based on the British Isles. Calradia Reimagined: A mod based around hugely expanding native gameplay, along with the addition of new and more historically accurate factions. Calradia - Warring States (v1.2611 final beta): adds new faction, new city, and other new features. Diplomacy: Adds new diplomatic options. Evlat: A new story and new quests to Calradia. Five Dynasties & Ten Kingdoms. A historical mod taking place in China in the year of 923. Floris Mod Pack (2.54): A mod consisting of many others, improves gameplay, content and appearance within the native setting of Calradia. Contains 3 separate modules, each sorted by number and extent of influence mods have on the game. Freelancer: A mod that allows you to join any lord's army. Gekokujo: A mod set in the Sengoku period of Japan. Honour & Glory: The year is 1547 Europe Hundred Years War Mod Land of bleeding ice Mod(v0.1) and patch(v0.2) Light&Darkness: Fantasy series of mods set in Calradia. Narnia: The Golden Age (v0.1 beta): A mod set in C.S.Lewis' World of Narnia. Naruto Mod: An anime-like mod set in the world of Naruto. New Elgante: A mod pitting Colonial factions and Native tribes against each other. Ottoman Scenario: Adds new scripts, Mosques and Ottoman faction. Paradigm Worlds: A very wierd, but fun Mount&Blade mod. Peloponnesian War Perisno: A fantasy mod. Phantasy Calradia: Mod that adds magical powers, weapons, and monsters. Prophesy of Pendor: A fantasy mod. Sevenheart - Order RPG Skilled Magic Calradia: Hardcore fantasy mod with large map and more magic spells then in any other mod. Silverstag Star Kingdoms: Mod that has an immature twist. The Red Wars: Mod that is set in 1920's Calradia. Vexed Native Mod: Decreased grind for money and experience, allows more ammo, Inn keepers work as ransom brokers, faction colours are brighter, and many more changes. DiploVexed: A combination of the Diplomacy and Vexed Native mods. Warsword Conquest: Fantasy mod based on Warhammer. L'Aigle: Mod based on Fifth Coalition of Napoleonic Wars. Nordların Yükselişi ( Rise Of Nords) A strange mod changing game mechanics link of mod is Multiplayer Mods[] Calradia Slave Rebellion CRPG Full Invasion 2 (Survival Invasion Mod for Warband) Mount and Gladius (v2.0), Mod that allow groups to play in the Roman age. v3.0 is coming soon. Mercenaries Mount & Musket Nord Invasion Nirecotive Old America 1860's Persistent World The Deluge: 17th century mod. Vikingr Both (MultiPlayer & SinglePlayer):[] Brytenwalda Extra Invasion Imperium Graecorum (v0.45) New Elgante Shogun Swords of Damocles: Warlords Viking Conquest Mods[] Viking Conquest is already a module for Warband, but it can have its own mods as well: Viking Conquest Balance Mod - hundreds of gameplay and balance improvements, including more elite AI armies, AI lords stats based on history and literature, increased Norse sailing advantage, lords families etc Mount&Blade: With Fire & Sword Mods[] The following mods are made for With Fire & Sword. Csatádi's Visual and Historical Mod: Single player overhaul. New items, scripts, companions, scenes, rebalance and bugfixes. Enhancement Mod (With Fire & Sword) SP War Getting Worse Mount&Blade II: Bannerlord Mods[] The following mods are for Bannerlord. Bannerlord Online Sword & Musket Bannerlord Twitch (BLT): Mod made for Twitch participation. Allows viewers to adopt a hero that can be trained and increased in power to fight alongside or against the main player, along with many other functions. Other Mods[] The following mods are not made using any of the official Mound&Blade engines. Mine and Blade: A Mount&Blade-inspired mod for Minecraft. Mod Repositories[] Links to mod download sites. Taleworlds_Mod_Board M&B Repository M&B Nexus M&B Warband Nexus M&B WFaS Nexus Moddb |
List of towns | The following is a list of towns throughout the Mount&Blade series. Mount&Blade[] Towns in classic Mount&Blade: Khergit Khanate Halmar Ichamur Narra Tulga Kingdom of Nords Sargoth Tihr Wercheg Kingdom of Rhodoks Jelkala Veluca Yalen Kingdom of Swadia Dhirim Praven Suno Uxkhal Kingdom of Vaegirs Curaw Khudan Reyvadin Rivacheg Warband[] Towns added in Mount&Blade: Warband: Sarranid Sultanate Ahmerrad Bariyye Durquba Shariz With Fire & Sword[] Towns in Mount&Blade: With Fire & Sword: Cossack Hetmanate Chernigov Kiev Sich Crimean Khanate Akkerman Azaq-kale Bakhchisaray Kyzykermen Muscovite Tsardom Cherkassk Moscow Pskov Polish Commonwealth Krakov Lviv Smolensk Warsaw Vilna Kingdom of Sweden Koenigsberg Reval Riga Viking Conquest[] Towns in Viking Conquest: Kingdom of Alban Scuin Cell Rigmonaid Kingdom of Alt Clut Dun Breatann Kingdom of Brycheiniog Brycheiniog Kingdom of Connachta Cruaghan Kingdom of Cornubia Bosvenegh Kingdom of Danmark Ribe Kingdom of East Engle Dunwic Kingdom of Friese Dorestad Kingdom of Glywyssing Caer Dyf Kingdom of Gwynedd Ynys Mon Caer Meguaidd Kingdom of Laigin Maistiu Kingdom of Laithlind Dubh Linn Kingdom of Mide Temair Kingdom of Mierce Tomtun Lundenwic Cirren Ceaster Kingdom of Mumain Caiseal Kingdom of Northhymbre Eidynburh Bebbanburh Jorvik Kingdom of Northvegr Tunsberg Kingdom of Uladh Rath Celtair Kingdom of West Seaxe Cippanhamm Cantwaraburh Witan Ceaster Tribe of Osraige Ceall Cainnigh Ui Neill of Aileach Aileach Bannerlord[] Towns in Mount&Blade II: Bannerlord: Aserai Askar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala Battania Car Banseth Dunglanys Marunath Pen Cannoc Seonon Khuzait Akkalat Baltakhand Chaikand Makeb Odokh Ortongard Sturgia Balgard Omor Revyl Sibir Tyal Varcheg Varnovapol Vlandia Charas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot Calradic Empire Northern Empire Amprela Argoron Diathma Epicrotea Myzea Saneopa Southern Empire Danustica Lycaron Onira Phycaon Poros Syronea Vostrum Western Empire Amitatys Jalmarys Lageta Ortysia Rhotae Zeonica See Also[] List of castles List of villages |
List of villages | The following is a list of villages throughout the Mount&Blade series. Mount&Blade[] Villages in classic Mount&Blade: Khergit Khanate Ada Kulun Amashke Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr Tulbuk Uhhun Zagush Kingdom of Nords Aldelen Ambean Buillin Fearichen Fenada Gisim Haen Jayek Jelbegi Kulum Kwynn Odasan Rizi Ruvar Udiniad Vayejeg Kingdom of Rhodoks Buvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles Ilvia Istiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar Kingdom of Swadia Amere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Ibiran Iyindah Nemeja Nomar Rduna Ruluns Ryibelet Tahlberl Tosdhar Tshibtin Ushkuru Yalibe Yaragar Kingdom of Vaegirs Ayyike Bazeck Bhulaban Fisdnar Hanun Ismirala Karindi Mazen Mechin Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh Tebandra Ulburban Uslum Vezin Warband[] Villages in Mount&Blade: Warband: Khergit Khanate Ada Kulun Amashke Bhulaban Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tulbuk Uhhun Zagush Kingdom of Nords Aldelen Ambean Buillin Fearichen Fenada Haen Jayek Jelbegi Kulum Kwynn Mechin Odasan Rizi Ruvar Vayejeg Kingdom of Rhodoks Buvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles Ilvia Istiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Kingdom of Swadia Amere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim Ibiran Iyindah Nemeja Nomar Rduna Ruluns Ryibelet Tadsamesh Tahlberl Tosdhar Tshibtin Ushkuru Veidar Yalibe Yaragar Kingdom of Vaegirs Ayyike Bazeck Fisdnar Hanun Ismirala Karindi Mazen Rebache Shapeshte Shulus Slezkh Sumbuja Tebandra Tismirr Udiniad Ulburban Uslum Vezin Sarranid Sultanate Aab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti Mazigh Mijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat Tilimsal Unriya Uzgha With Fire & Sword[] Villages in Mount&Blade: With Fire & Sword: Cossack Hetmanate Boguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets Kryliv Leschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod Pavoloch Pohrebysche Pologi Potoki Snovsk Zolotonosha Crimean Khanate Ak-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash Sinelnikovo Sivash Tumnek Muscovite Tsardom Klin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa Tarusa Valuiki Yefremovo Polish Commonwealth Amere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi Ludinovo Molodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow Rudnya Sambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai Vendau Vydzy Wadowice Widawa Yartsy Zamoshye Kingdom of Sweden Elbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau Torma Weissenstein Wesenberg Viking Conquest[] Villages in Viking Conquest: Kingdom of Alban Bal Duim Bal Foither Bal Tauro Bal Averte Bal Onlaigh Bal Muirchol Bal Rigmonaid North Bal Rigmonaid South Bal Scuin East Bal Scuin West Kingdom of Alt Clut Tref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West Kingdom of Brycheiniog Tref Brycheiniog East Tref Brycheiniog West Kingdom of Connachta Bal Chomain Bal Luighne Bal Fiachrach Aidne Bal Berchna Bal Cruaghan East Bal Cruaghan West Kingdom of Cornubia Tref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West Kingdom of Danmark Skyfa By Vebjorg By Huhelstath By Heida By Ribe By North Ribe By South Kingdom of East Engle Nor Ham Haegelis Ham Rendlaesham Grante Ham Dun Ham North Dun Ham South Kingdom of Friese Kennemer Terp Vles Inge Terp Dore Ham West Dore Ham East Doccinga Kingdom of Glywyssing Tref Ceincoed Tref Went Tref Dyf East Tref Dyf West Kingdom of Gwynedd Tref Bych Tref Bran Tref Arth Tref Erth Tref Seniont Tref Sws Tref Mon East Tref Mon West Tref Meguaidd East Tref Meguaidd West Kingdom of Laigin Bal Dara Bal Liamhain Bal Bolg Bal Ros Mhic Treoin Bal Maistiu East Bal Maistiu West Kingdom of Laithlind Tref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa By Dubh Linn By North Dubh Linn By South Kingdom of Mide Bal Mor South Bal Eachadha Bal Breacain Bal Crannoc Bal Tara Bal Temair North Bal Temair South Kingdom of Mierce Snotingaham South Lincylene Ham Ham Hreapan Ham Oxena Ham Colne Ham Gegnes Ham Stan Ham Lunden Ham North Lunden Ham South Tom Ham East Tom Ham South Cirren Ham East Cirren Ham West Kingdom of Mumain Bal Grian Airbh Bal Les Mor Bal Ciarraighe Luachra Bal Muscraighe Bal Na Mbarc Bal Caiseal East Bal Caiseal West Kingdom of Northhymbre Ligualid Ham Mame Ham Donne Ham Middels Ham Denises Ham Ad Gefrin Ham Baer Ham Wics Ham Eidyn Ham East Eidyn Ham West Eofer Ham East Eofer Ham West Bebban Ham North Bebban Ham South Kingdom of Northvegr Skiringssalr By Horda By Agdir By Rogaland By Tuns By East Tuns By West Kingdom of Uladh Bal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Kingdom of West Seaxe Hrofae Ham Dornwara Ham Searo Ham Dorce Ham Wil Ham Ham Ham Badon Ham Escan Ham Cantwara Ham North Cantwara Ham South Cippan Ham East Cippan Ham West Witan Ham North Witan Ham South Tribe of Osraige Bal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Ui Neill of Aileach Bal Clochair Bal Fearnmhaigh Bal Macha Bal Dumai Bal Aileach East Bal Aileach West Bannerlord[] Villages in Mount&Blade II: Bannerlord: Aserai Abba Abghan Abu Khih Ain Baliq Asmait Barihal Baq Bir Seif Bunqaz Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa Jahasim Kuqa Lamesa Mabwaz Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Zalm Battania Ab Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig Ban Dalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat Nal Glenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig Pendraic Rhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim Khuzait Akiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy Ispantar Kamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk Mazen Mivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira Tepes Tismil Ulaan Urunjan Usek Sturgia Alebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh Forin Glavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan Nevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala Ustokol Visibrot Vladiv Yangutum Zhemyan Vlandia Alantas Alorstan Arromanc Caleus Calioc Cananc Chornad Drapand Deriat Etirburg Ferton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Mot Ormanfard Oritan Palisont Rodetan Rulund Savinth Sirindac Talivel Tirby Usanc Valanby Verecsand Vesin Northern Empire Aeoria Agalmon Alatys Alosea Ataconia Atrion Avasinton Boreagora Crios Dyopalis Epinosa Enoisa Gaos Gymos Hetania Jeracos Lochana Marathea Masangara Mecalovea Nortanisa Orthra Pons Potamis Rhesos Samatha Stathymos Syratos Tememos Themys Varagos Vealos Southern Empire Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea Western Empire Aegosca Alsasos Arpotis Bergum Carphenion Dradios Elipa Elvania Gamardan Garontor Gersegos Goleryn Garengolia Hertogea Leblenion Lysia Montos Neocorys Nideon Onica Oristocorys Phasos Primessos Tarcutis Thersenion Thorios Thractorae Vathea Veron Vinela Zeocorys Maps[] These maps show the relationship between villages and their fortifications. With Fire & Sword See Also[] List of towns List of castles |
Long Bow/Mount&Blade | Long Bow Long BowBase value: 145Weight: 1.8Damage: 22pAccuracy: 99Speed rating: 82Requires Power Draw: 3Mount&Blade |
Looter | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Looter (With Fire & Sword). For the Bannerlord version, see Looter (Bannerlord). Looter Troop Information Culture Bandits Wages 1 denar/week Acquired from... Prisoners Upgrades to... Forest Bandit- or -Mountain Bandit Upgrade Cost 10 denars XP for Kill 38 experience Ransom Value 32 denars Looters are tier-one bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] They can be found all over Calradia in groups of 3-45 and are among the weakest enemies in both Classic and Warband. They are also the most common outlaws, similar to Forest and Mountain Bandits - at least during early game. Armed with cheap blades, clubs, and stones, Looters only pose a threat to the weakest, most unprotected, and inexperienced player. They will throw stones from afar until approached or out of ammo, and/or then charge and swarm. Some will throw stones at you again if you move out of melee range while they still have ammo. Looters will always try to swarm you and knock you out to capture you. Looters who hold throwing stones will stay back from the rest of the group and attempt to pummel you with their weak projectiles. A well-armored adventurer will be effectively invulnerable to thrown rocks, allowing you to ignore them until you get closer or they run out of stones while dealing with the others. On higher difficulties, thrown stones can be dangerous to players without a helmet though, as a well-aimed rock can do quite a bit of damage, sometimes even knocking the player out. As commonly available weak troops, Looters are often used to train low-tier recruits and can be engaged confidently even without support troops. Once engaged, Looters highlight the power a horse gives a combatant, allowing mounted troops to move freely in and out of reach of their weapons. The rocks they throw tend to be inaccurate and inflict extremely limited damage to even the most poorly-armored of troops. These attacks can instead be considered more of an annoyance than a threat. However, Looters can also demonstrate some of the potential weaknesses of mounted troops. If they can stop the horse, a cluster of them can bring down a horseman. The better armor the horseman has, the longer their incapacitation will take. Against lone players on foot, Looters present somewhat more of a problem as it becomes important to control how many of them are in range. Players with low Athletics should avoid engaging large groups of Looters, as they will likely be swarmed and overcome much like a stopped horseman. When soloing Looters, the least risky tactic is to employ a horse and ranged weapon. Simply ride into range, stop and fire, then move when they get too close. If the Looters are particularly tightly bunched, firing into the mob while at a full gallop can quickly raise ranged proficiencies. A slightly riskier tactic is to engage them in melee from horseback. Ideally, you never stop moving, and use a lance to attack from a relatively safe distance. The primary risk is that you get stopped by misjudging your course and then get swarmed. As a melee attacker, you will be exposed to both missile and melee attacks. The primary advantage of a melee engagement is speed, and combat will be decided far more quickly with a horse and a skilled rider. Looters can only be recruited from prisoners. This can be done if you have taken them as prisoner and recruit through the camp menu, though this way will inflict a morale penalty on your party and a good percentage will flee from your army during the first night. The second and more reliable way is to recruit them from prisoners held by your enemies. When Looters gain enough experience, they can be upgraded to Forest or Mountain Bandits - since Forest Bandits upgrade to Swadian Recruits and Mountain Bandits upgrade to Rhodok Tribesmen, this gives you a rare chance to determine the type of troops to which they can upgraded. As can be discovered when fighting them, they are otherwise practically useless without upgrades. Quotes[] Looters will say one of the following if they attack your party - like all bandits other than Sea Raiders, you'll only hear their dialogue if they chase after you rather than viceversa. "I'll tear you limb from limb!" "You'd better not be a manhunter!" "I'm going to break your legs... nice and slow!" "What's this, then, eh?" "Your money or your life." "My men would like a word with you about your personal belongings." 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. Looter - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Woolen Cap Body (Possible) Nomad Armor(Possible) Rawhide Coat Hand None Foot (Possible) Nomad Boots(Possible) Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 20 Two Handed Weapons 20 Polearms 20 Archery 20 Crossbows 20 Throwing 20 Weapons Melee HatchetClubButchering KnifeFalchion Ranged (Possible) Stones Shield None Mount None Trivia[] They were called "River Pirates" in Warrider. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Looter (With Fire & Sword) | For the classic version, see Looter. For the Bannerlord version, see Looter (Bannerlord). Looter Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... Bandit Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Looters are tier-one bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] They can be found all over Eastern Europe in groups of 3-60 and are the weakest, most common, and lowest-tier outlaws in With Fire & Sword. Almost nothing has changed about these rough bunches from Warband except their clothes and weapons they are somewhat less common to encounter, however, and should not be confused with the much more dangerous Rebels. These Looters are moderately stronger than their previous counterpart due to the fact they use somewhat stronger weapons - such as Carpenter Axes and Pitchforks - and are also guaranteed to wear armor and boots whereas previous Looters could spawn with neither. Looters can only be recruited from prisoners. This can be done if you have taken them as prisoner and recruit through the camp menu, though this way will inflict a morale penalty on your party and a good percentage will flee from your army during the first night. The second and more reliable way is to recruit them from prisoners held by your enemies. When Looters gain enough experience, they can be upgraded to Bandits, who carry firearms. As can be discovered when fighting them, they are otherwise practically useless without upgrades. 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. Looter - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head None Body Broadcloth DressSvitkaCaftan Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Firearms 40 Throwing 40 Weapons Melee BludgeonPitchforkScytheCarpenter Axe Ranged None Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Lord Pelagnar | Lord Pelagnar Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Vassal Personal Details Gender Male Lord Pelagnar was a Swadian Lord in early Versions of Mount&Blade but was later removed. 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 |
Lord Prescan | Lord Prescan Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Vassal Personal Details Gender Male Lord Prescan was a Swadian lord in early versions of the original Mount&Blade, and was later removed. 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 |
Lord Regos | Lord Regos Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Lord Personal Details Gender Male Lord Regos was a vassal of the Kingdom of Swadia in early versions of the original Mount&Blade but was later removed. He may have been re-added as Lord/Count Regas later on. 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 |
Luck | Luck is a stat in Mount&Blade and Warband. It basically plays the role of the player aging and becoming less capable as a warrior in their prime. At the beginning of a new game, Luck is set to 200 and ticks down by 1 every 180 hours (7.5 days). There is no way to restore Luck or change the rate. Luck determines the chance of a player receiving a permanent injury in battle, which will inflict a penalty to their attributes. Every time the player is defeated in battle, the game will generate a random number between 0-100. If the random number is higher than their current Luck, they will receive a permanent injury. It is important to note that the random number is generated only when the player suffers a defeat which reduces them to 5 hp or less (the "wounded" hp threshold, found in 'module.ini'): therefore, the First Aid skill becomes crucial in the late game in order to avoid suffering permanent injuries. Since the maximum randomized number is 100 and Luck starts at 200, a player will never receive a permanent injury until after 757 days have passed. When a player considers retiring, they will be informed of how long they have played and their remaining Luck. Effect of losing a point for each different attribute[] Not every attribute point loss has the same impact on the player character. When an attribute point is lost, it does not merely translate into a "visual" number change: in fact, it imitates the effects of a level up, however reversed. Losing Strength: Losing Agility: Losing Charisma: Losing Intelligence: Intelligence loss may have the most devastating impact on the long term, because when the player loses 1 Intelligence, they also lose a skill point. If they have 0, they go to -1 (and then to -2, -3 and so on), with a + appearing next to their name in the party screen. Negative skill points can not be spent, therefore the player's skills are safe from harm, however this may easily lead to a situation where the player is pushed into a spiral, where leveling up intelligence is the fastest way to counter negative skill points, but leads into a trade-off with increasing other important attributes (e.g. Charisma to increase Leadership and Party Size) |
Malayurg Castle | Malayurg Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tash Kulun Sieges with... Tower Port No World Map Mount&BladeMalayurg CastleTash KulunTemplate:World Map/Mount&BladeWarbandMalayurg CastleTash KulunTemplate:World Map/Warband Malayurg Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Tash Kulun. The village is also the childhood home of Klethi, who describes it as having a former mouse infestation. Location[] Mount&Blade[] Malayurg Castle lies west of Ichamur, bordering the Kingdom of Swadia. Its village is nearby, directly to the north. Warband[] Malayurg Castle lies north of Narra at the base of a mountain edge. It is at the border between the Khergit Khanate and the Kingdom of Swadia. Its village lies to the south. Layout[] Player Keep Dungeon Breach Siege[] Besieging Malayurg Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Manhunter | 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 full troop tree, see Manhunters. Manhunter Troop Information Culture Manhunters Wages 9-5 denars Acquired from... Prisoner Upgrades to... Slave Driver Upgrade Cost 20 denars XP for Kill 80 xp Ransom Value 66 denars The Manhunter is the most basic bounty hunter unit. They spawn in groups of 9 to 40. Since Manhunters never upgrade themselves, upgrading a recruited Manhunter is the only way to get higher-tier manhunter troops. This is because Manhunters belong to the "manhunter" faction, while the higher tiers belong to the "slaver" faction and troops cannot switch factions without player intervention. Every 5.7 hours, a new Manhunter party will be created at a randomly chosen town if less than 4 manhunter parties exist. This means only 4 manhunter parties can exist at any time, though they replenish relatively quickly when wiped out, and can reach the max of 4 manhunter parties in just under 1 day. Tactics[] Manhunters can only be recruited from a prisoner pool. An effective way to accumulate Manhunters is to travel to Rivacheg at the coast and find some Sea Raiders with Manhunters as prisoners. If you have enough troops, you will easily defeat them and gain the freed Manhunters. Another good location for finding Manhunters is the Sarranid desert, as stronger groups of the fast, mounted Desert Bandits are able to run down and capture the small bands of Manhunters they come across. These units have no notable tactics. Their cavalry usually rushes to the battlefield and are swarmed. The infantry is little better than farmers with large maces. Manhunters and their upgrades all exclusively carry blunt weapons for knocking enemies unconscious and capturing them. Combined with a high Prisoner Management skill, a company of manhunter variants can make any engagement very profitable, provided you can win. Being cavalry, they also have a high movement rating on the map, which helps offset the large numbers of prisoners anyone who commands them may accumulate. 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. Manhunter - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Nasal Helmet Body Aketon, Padded Cloth Hand ? Foot Nomad Boots, Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Crossbows 50 Throwing 50 Weapons Melee Spiked Mace, Flanged Mace Ranged ? Shield Wooden Shield Mount Sumpter Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief |
Manhunters | For the specific troops, see Manhunter. Manhunters are law enforcers that hunt down the looters, deserters, and other bandits that roam throughout Calradia. They are generally average fighters with blunt weapons - that they use to knock out bandits - and they wear relatively light armor while riding horses. They usually are victorious against Looters but are almost always defeated by Sea Raiders. Since they can't be recruited from anywhere, Manhunters can only be hired by freeing them from captivity. They can also be upgraded and rank up, becoming stronger and gaining sturdier armor, better weapons, and improved horses. They will never upgrade themselves, as Manhunters units belong to the "manhunter" faction while Slave Drivers and the remainder of the troop tree all belong to the "slaver" faction, requiring the player's control to enable them to switch factions. Manhunters aren't pledged to any kingdom and therefore don't fight in any wars except against bandits. The color of their units is quite similar to but a little lighter than bandits'. It is possible to increase relations with all manhunters by helping them kill bandits - providing they are about to lose - though relations with manhunters seems to have no impact on anything. If you talk to the manhunters, they will ask if you have seen any bandits recently. Regardless of what your answer is, they will continue traveling in the same direction as before. It is very handy to keep a few of these units in your party. While the majority of your forces will pick off most of the enemies, your horse-riding manhunters (who use blunt weapons) will be able to knock some unconscious, netting you a few prisoners. They handle themselves fairly well at higher levels. A new Manhunter party will be created at a randomly chosen town every 5.7 hours if less than 4 manhunter parties exist on the overland map. This means only four manhunter parties can exist at any time, though they replenish relatively quickly when wiped out and can reach that max in just under one day. Manhunter Upgrade Tree Manhunter Slave Driver Slave Hunter Slave Crusher Slaver Chief Manhunter Upgrade Tree Marksman of the Secret Department Manhunter Upgrade Tree Young Warrior Slave Driver Slave Hunter Veteran Slave Hunter Slaver Chief Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief |
Map time | Night sky over Calradia. Map Time refers to the gameplay mechanics of the passage of world time. It is signified by a view of the map and a progression through the day-night cycle. Map time occurs when you're resting in camp or a tavern, waiting in a siege, training villagers or simply traveling on the map. It can also happen when you pass time manually, usually by holding the spacebar. Moving or waiting normally causes 1 hour in-game to pass every 4 seconds in reality, with a whole day lasting just over one and a half minutes (1:36). While quick waiting (Ctrl+Spacebar) or attending an event, a whole day passes in only 10 seconds, or 2.4 game hours per real second. Day cycle[] Each day passed in-game affects your score when you retire from adventuring (1 Day passed = -1 score). Every day, the prosperity of nearby villages and towns will be announced. There are ten named stages of each day, though the game still recognizes the day as being 24 hours long, and many events within the game record the passage of time by hours rather than days, such as a week being 168 hours rather than 7 days. Four of the segments are longer than the others to fill in for the division of 24 into 10. Once a game is saved, the menu to load saved games shows the exact in-game time that the game was saved. The ten stages of the day are: Stage Length Time Notes Midnight 2 hours 23:00 - 00:59 Pay wages at 23:00 Date changes at 00:00Training experience at 00:00 Late NightDeep Night 3 hours 01:00 - 03:59 Dawn 2 hours 04:00 - 05:59 Sun rises at 04:00 Early Morning 2 hours 06:00 - 07:59 Morning 3 hours 08:00 - 10:59 Pay wages at 08:00 Noon 2 hours 11:00 - 12:59 Afternoon 3 hours 13:00 - 15:59 Pay wages at 15:59 Late AfternoonSunset 2 hours 16:00 - 17:59 Dusk 2 hours 18:00 - 19:59 Pay wages at 19:30 Evening 3 hours 20:00 - 22:59 Sun sets at 20:00 Daytime[] During the day, the party will move at full speed and have full spotting range. Arenas will be open in towns. The Nervous Man can only be found in villages during the daylight hours. Nighttime[] Your party will get a -40% speed penalty and half the spotting range. Tracking will be less effective as well. Your party morale will be decreased when battling. There will be fewer caravans and moving villagers, perhaps none. Attempting to visit a tavern or speak with merchants in a city may result in a bandit ambush. Random villages will have bandits that will ambush you when you arrive and attempt to do anything at that village. Resting in a city or castle (other than one you are lord or monarch of) will require payment of the fee. This fee will be incurred repeatedly if the player stops and starts resting again (despite having already paid for the night). |
Maras Castle | Maras Castle Settlement Information Type Castles Kingdom Kingdom of Rhodoks Villages PagundurReveran Sieges with... Ladders Port No World Map Mount&BladeMaras CastlePagundurTemplate:World Map/Mount&BladeWarbandMaras CastleReveranTemplate:World Map/Warband Maras Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Maras Castle lies far to the northwest of Veluca. It is the westernmost castle on the map, secluded on a piece of land encircled by rivers and the mountains from which they flow. The land enclosure is filled with trees and has only one point of access over a single bridge. Its village is Pagundur which is to the northeast on the other side of the bridge. Warband[] Maras Castle lies north of Yalen. It is encircled by mountains and forest. Its village is Reveran which is to the south. Layout[] Player Keep Dungeon Breach Siege[] Besieging Maras Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Layout[] 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) |
Marketplace | An armor merchant. Notice the discontinued Black Helm and Boots on display. Marketplaces can be found in all Towns, as well as Fortresses in With Fire & Sword. You can either visit the marketplace through the menu when you enter the town, or choose to walk around the streets where you may personally visit each merchant. There are five options you can perform through the menu: Assess the local prices. This allows your character (If your Trade skill is 1 or above) to listen around the town and see if you can sell or buy items at reasonable prices. This option is necessary for characters that make profit on trading. Trade with the Arms Merchant. This brings up a screen with weapons and shields that are for sale. Trade with the Armor Merchant. This brings up a screen with armors that are for sale. Trade with the Horse Merchant. This brings up a screen with horses that are for sale. Trade with the Goods Merchant. This brings up a screen with goods (goods are either trade goods, or foods) that are for sale. Your relation with the town can have a small effect on purchase prices. For every 3 relation, you will receive a bonus price reduction of .5% up to a maximum of 16.5% with 99 relation. Money[] Every 24 hours (168 hours in Viking Conquest), the game checks to see how much money the merchants have available. Each one has a set target they should have, and if their current wealth falls below this target, they will be given a random increase every day until they surpass the target. Merchant Target Wealth Increase Amount Arms 900 1000 1000 ? 200-400 250-500 250-500 ? Armor 1500 1500 1500 ? 500-1000 500-1000 500-1000 ? Horse 600 600 1000 600 200-400 250-500 250-500 1000-4000 Goods 900 1000 1000 1500 200-400 250-500 250-500 1000-4000 |
Marksman (disambiguation) | This article is a disambiguation page for Marksman (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Marksman may refer to: Vaegir Marksman Posad Marksman (veteran) Marksman (veteran) Marksman Spearman (veteran) New Order Marksman (veteran) Mercenary Marksman Marksman of the Secret Department Khuzait Marksman |
Marksman of the Secret Department | Marksman of the Secret Department Troop Information Culture Manhunters Wages 3-4 thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Marksmen of the Secret Department are manhunter infantry in With Fire & Sword. Tactics[] Although their name implies they are ranged troops, it is possible for them to be mounted, not wielding guns at all, or both. Fedot claims to have killed a clerk of the Secret Department who became strongly attracted to his wife. Marksmen of the Secret Department cannot be attacked - if tried, they will ask the player if they have seen any bandits - a yes or no answer is the only action available. If you manage to recruit them by rescuing as prisoners from an enemy party, they cost 3 to 4 thalers a week. One can typically find small parties of Marksmen of the Secret Department roaming the lands of the Muscovite Tsardom, especially around Moscow or Tver'. Direct upgrades to their capture-only function can be done by customizing Cossack and Muscovite Mercenary Cavalrymen to be equipped with only blunt weapons - the Muscovite ones have an advantage in heavier armor options and the ability to use a shield, though. 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. Marksman of the Secret Department - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head Fur Cap Body Rich KuntushGood Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Carpenter AxeBludgeon Ranged (Possible) Simple Wheellock Carbine(Possible) Matchlock Musket(Possible) Bullets Shield None Mount (Possible) Sumpter Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief |
Marnid | Marnid Appears in Warrider Official Information Culture Geroia Character Details Found in Random Town Hire Cost Free Likes Borcha Liked by Borcha Dislikes Alayen, Baheshtur, Matheld as Emissary, Raiding Villages or Caravans, Bring Back Runaway Serfs quests Disliked by Alayen and Baheshtur Connections Sargoth Noble No Character Background Home Geroia Background Merchant Marnid is one of the companions in Mount & Blade and Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Trivia 7 Stats and equipment Biography[] Marnid was a Geroian merchant who mounted a trade caravan, hoping to do business in Sargoth. Along the way the caravan was ambushed by Khergit raiders, who took most of the goods. What was left of the caravan eventually reached Calradia, but the men hired to guard it took whatever was left of the goods and left. With his caravan gone and no other options, Marnid went to a tavern and began drinking away the last of his coin. That is where he met the player character and potentially found employment. Personality[] Marnid is a merchant who respects peaceful endeavors, such as trade, and has a decent grasp of economics. He is not a prejudiced individual, as he looks past the Nord stereotype of being bloodthirsty raiders for their skill as traders and does not hold any specific hatred for the Khergits despite them raiding his caravan, even making friends with Borcha, who is a thief from the Khergit Khanate. He particularly dislikes being looked down on or disrespected, holding grudges against people that do so. Relationships[] Alayen - Marnid dislikes Alayen for disrespecting his abilities on the battlefield and telling him that fighting on the front line of battle "is knight's work". Baheshtur - Marnid hates Baheshtur for bragging about and desiring to raid caravans, which he sees as disrespecting good, honest trade as a way of living. Borcha - Marnid likes Borcha for his trustworthiness in combat, but is still cautious of his thieving behavior. Gameplay[] As a party member, Marnid is level 1, allowing a fair amount of quick customization to different roles, but his total attributes are also 1 less than the similarly low level Ymira. If elevated to lordship, Marnid will recruit whatever troops are available in his fiefs, regardless of nationality. Dialogue[] Main article: Marnid/Interactions Trivia[] Marnid - alongside Borcha and Ymira - is one of the oldest companions in Mount&Blade and its sequel Warband, being introduced in version 0.202 (Warrider). In Warrider, when first meeting the player character, he introduced himself as 'Marnid Rhaleis'. Likewise in Warrider, instead of Sargoth, he intended to sell his goods in a place called Larechia. After King Larec was replaced with King Harlaus as the ruler of Swadia in version 0.704 or earlier, 'Larechia' was replaced with 'Harlaushia' as Marnid's original destination. In Warrider, when encountering ghouls the player character would suggest that they should eat Marnid's pork stew, a suggestion that they would always dismiss in favour of human flesh. Stats and equipment[] Marnid - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 7 Intelligence 11 Charisma 6 Health 44 Armor Head ? Body Linen Tunic Hand ? Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 3 Wound Treatment 1 Surgery ? First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade 3 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Crossbows 40 Throwing 40 Weapons Melee Club Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Marshall | Voting for the new marshall. The Marshall is the military commander of a faction. The title defaults to the Monarch, but will generally be assigned to one of the Vassals of that faction. In the original game, the King periodically calls a vote to choose the new marshall. Two candidates will be listed and every other lord of that faction will cast one vote for one of the two candidates. If you are a vassal, you may cast one vote as well. The candidate you vote for will like you more (+2) and the one you didn't vote for will like you less (-2), regardless of which one wins. If your Renown is high enough, you may be given the option to be a candidate, which you may refuse. If you are a candidate, the voting will progress in much the same way, except you don't get to cast a vote yourself. If you win the election, you become the new marshall and your opponent will like you less (-3). The marshall isn't always elected, and sometimes the monarch will appoint a new one, especially if the current marshall has been defeated or captured. Your standing with your faction or your friendship with particular lords seems to be of secondary importance. If your Renown is low, you may have a hard time being considered for Marshall even if your standing with the faction is 100. On the other hand, if you start off the game as a factionless bandit-hunter, rack up 1500+ Renown, then join a faction, you are almost guaranteed to get the title even if you've never spoken to any of the lords before. If you are factionless and then accept a faction leader's offer of servitude, marshall elections very often happen soon after you take your vows (within a few game days or even hours). In Warband, all of the vassals give their opinions to the leader, but there is no formal voting process. Controversy also plays a significant role. Contents 1 Serving the Marshall 2 Being the Marshall 2.1 Controversy 2.2 Disobedience Serving the Marshall[] Parties following the marshall. If you are not the marshall, you may occasionally receive orders from him when he starts a new military campaign. These orders are Quests. You do not have to do them, but if you accept them and subsequently fail any, you will lose reputation with the marshall. The first order you will get is to report to the marshall with a minimum amount of soldiers. Typically the number of troops you will need will be much lower than you would normally have unless it is very early in the game. What types of soldiers you have doesn't matter; fresh recruits will work just as well as top tier knights or infantry. Once you have joined the marshall, you will usually be told to follow him for a while. During this time, you must stay within sight of him. If you wander too far away, you will be warned to return. If you do not return quickly, you will fail the quest and irritate the marshall. You can automatically follow the marshall by right-clicking (or pressing square on PlayStation and X on Xbox) him and selecting 'accompany'. The marshall may give you some other missions. These will supersede the instructions to follow him until you have completed them. Once the marshall's army has besieged an enemy fortification, the campaign will generally end and you can go back to your own business. Other lords may not follow the marshall. The most frequent cause of this is that the lord in question has higher renown than the marshall, and when asked what they are doing, will finish off their reply with, "I am not following the marshall because I can do greater deeds." However, some lords will say this even if their renown isn't higher than the marshall's, or even close to being as high. This can occur if the lord is interested in acquiring greater renown or more fiefs. Other times, lords will not accompany the marshall because they dislike them. In this case, they finish their reply with, "I am not accompanying the marshall, because I fear he may lead us into disaster." In With Fire & Sword, if the player is in one of the storyline quests, depending on the quest, even if the player is not the marshall, he/she will be able to give orders to lords of the same faction. However, it is not possible to call a campaign. Being the Marshall[] A marshall's army attacks player-owned Sargoth Being the marshall gives you the power to give orders and organize military campaigns. You will also have full authority over your allies in battle, so you may instruct their troops just as you would your own. To give orders to your fellow lords (including the monarch), just speak with them and select "I have a new task for you." A list of orders will then be shown. To cancel orders, tell the lord "I won't need you for some time. You are free to do as you like." If you wish to head a military campaign in Warband, talk to any vassal or companion and tell them "I want to start a new campaign. Let us assemble the army here." This will send out a message to all the vassals with instruction to meet you at that location. You can also use any heroes you have in your party to start or end a campaign in Warband. Just talk to any of them, the option to start or end a campaign is the first one on the list. Controversy[] In Warband, controversy can make your time as marshall very brief. Every time anything bad happens to your faction, your controversy can increase quite rapidly. The larger your faction, the more difficult it is to maintain order. Once your controversy starts nearing 100, your monarch will want to replace you. Disobedience[] It is important to note that vassals will not always obey you. When given a direct order, if they are preoccupied with something else already (like heading to their castle), they may tell you they are too busy. If they are not busy, they must listen to you, but may only do so for a limited period of time. This means that if you instruct a fellow lord to follow you and then besiege a castle, he may wander off before you even finish constructing the siege equipment. All lords, even ones that like you, will also be tempted to chase passing caravans or enemy farmers (this is less likely in Warband). If you are not playing with realistic saving, you should save before starting the siege so that if all your allies run off, you can restore and try again. It is advisable to tell all your comrades to follow you again just before starting the siege, this will decrease the likelihood of them losing interest before the actual battle begins. Calling together a military campaign can be even more frustrating, because it can take a long time for everyone to come together, or some lords may ignore your summons completely. If you only have one objective in mind, it may be faster to just manually give three or four lords direct orders to follow you rather than attempt starting a campaign. |
Matheld | Matheld Appears in Official Information Culture Nord Character Details Found in Random Town Hire Cost 500 denars Likes Nizar Liked by Nizar Dislikes Jeremus, Ymira, Firentis as Emissary, Retreating Disliked by Jeremus and Ymira Connections Wercheg Noble Yes Character Background Home Nordland Background Warrior Matheld is a Nord warrior and one of the companions in Warband. She is the most expensive hero, with a cost of 500 denars. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] She is a Nord woman from the Northern lands (the Nord homeland). She is the daughter of a thane and was married to another thane, who allowed her to fight alongside him. Her husband died of plague and she inherited his lands as he declared in his will, but her brother-in-law claimed that a woman could not rule as a thane and bribed the servants to overthrow Matheld. She was forced to flee to Calradia, where she hoped to collect enough money to raise an army and reclaim her rightful inheritance. Personality[] Matheld is a courageous woman, who is knowledgeable in the history of her people, largely through Nordic sagas and tales told by the skalds. She is somewhat ignorant and quick to make assumptions, but also savvy enough to know when a story is a lie. Relationships[] Jeremus - Matheld dislikes Jeremus for insulting her ignorance after he overheard her speculating that some of the local peasants were descended from apes. Jeremus dislikes Matheld for being a fussy and difficult patient. Nizar - Matheld likes Nizar for his talent in composing poetry, notably insulting one of his opponents in battle in the form of an Old Calradic Quatrain, as the Nords appreciate good poetic craftwork. Nizar likes Matheld for her singing in battle and he believes that she has hidden femininity that he can coax out. Ymira - Matheld dislikes Ymira for spurning her offer to help find a match for the younger woman, unaware that she fled her home because of an arranged marriage, with one of her warriors once she retakes her lands. Ymira dislikes Matheld for striking an enemy's purse from her hands, saying that Matheld merely had to tell her that she laid claim to that piece of loot earlier. Gameplay[] As a party member, Matheld is a warrior first, with most of her skills invested in her personal combat ability. She is well suited to fighting as either infantry or cavalry, as well as contributing her own Tactics skill. If elevated to lordship in Warband, Matheld will recruit Nords to fight under her and in her fiefs. She possesses an above average Leadership skill, making here suited to leading her own armies once she has been leveled up and geared sufficiently. Dialogue[] Main article: Matheld/Interactions Stats and equipment[] Matheld - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 10 Intelligence 9 Charisma 10 Health 46 Armor Head ? Body Tribal Warrior Outfit Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Nordic Sword Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Mazen | Mazen Settlement Information Type Village Kingdom Vaegir Fortification RivachegJeirbe Castle World Map Mount&BladeMazenRivachegTemplate:World Map/Mount&BladeWarbandMazenJeirbe CastleTemplate:World Map/Warband Mazen is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located across the stream from where the player enters on the right side of the path, standing next to a field. Mazen is built in a valley on either side of a narrow stream while clusters of pine trees may be seen around it. It has a total of seven structures and two wooden bridges crossing the water. There are three fields here, all cleared save several piles of hay or straw. Fishing nets can also be seen here. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the left from where the player enters, near a pile of logs. 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 |
Mechin | Mechin Settlement Information Type Village Kingdom Nord Fortification Tilbaut CastleKnudarr Castle World Map Mount&BladeMechinTilbaut CastleTemplate:World Map/Mount&BladeWarbandMechinKnudarr CastleTemplate:World Map/Warband Mechin is a village subordinate to Tilbaut Castle, initially owned by the Kingdom of Vaegirs in Mount&Blade, and subordinate to Knudarr Castle, initially owned by the Kingdom of Nords in Warband. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building from where the player enters, standing next to a long bench. Mechin is built in a mountainous area, there are also several scattered tall trees. It has a total of six structures. There is a single field here growing Wheat in half of it while some piles, which may be straw from already harvested wheat, occupy the other half. A single Apple tree next to the field is the only other visible food in the village, though there is a very large number of closed barrels found throughout. If sent here during a Hunt Down Fugitive quest, the target may be found next to the field, standing by a small bench. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin Territory of the 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 |
Melee weapons | Melee Weapons are weapons used in close-range combat. They generally deal higher damage than ranged weapons and require no ammunition. In Warband, thrown weapons can also be used in melee. Contents 1 Stats 2 Types 2.1 One Handed 2.2 Two Handed 2.3 Polearms 2.4 Two-handed/One-handed 2.5 Polearm/Two-handed 3 Melee Modifiers Stats[] Example of weapons stats Name: The name of the weapon. This may include a single Modifier, indicating improved or reduced stats. Type of handling: Weapons can be wielded one-handed, two-handed, or as a polearm. A shield cannot be used with all two-handed weapons and some polearms. Some weapons can be switched between the different forms of handling by pressing "X" or by equipping or unequipping a shield. Sell price: Without any modifiers, this price is exactly one-tenth of the base value of the item, and one-twentieth of the purchase value from a store. When looted from battle, items will display their base value. Modifiers will change this value. Weight: Affects your overall encumbrance (the speed at which you move on foot and travel). It also increases the chances of the "stun" effect when you strike an opponent's block. The collision of a high weight weapon with a low weight weapon sometimes results in a "stun" effect where the person carrying the low weight weapon cannot respond with another strike. During this period the person with the low weight weapon can only block a second swing from the heavy attacker. With the roles reversed, a heavier weapon will not be stunned by a low weight weapon. The weight of the weapon also affects the crush through blocks threshhold of weapons. Damage: Damage dealt swinging the weapon. Some weapons (like scimitars) are swing-only. "c" (cutting): Cutting weapons often do Bonus Damage against lightly armored targets but significantly lower damage to heavily armored assailants compared to piercing and blunt damage. These weapons benefit the most from the Power Strike skill due to their inherently higher damage, which can eventually overcome their penalties against heavy armor. "p" (pierce): Damage dealt by thrusting the weapon or firing bows and crossbows. Some weapons (like some spears) are thrust-only. Piercing weapons have higher armor penetration than cutting weapons without losing as much effectiveness as blunt weapons against lightly armored targets. "b" (blunt): Damage dealt by some weapons with the swing or the thrust. Hammers are an example of a typical blunt weapon. Blunt weapons have highest armor penetration and do lower damage against lightly armored targets. These weapons will always knockout the target; there is no way to kill a target with blunt damage. This makes these weapons the only reliable way to capture Prisoners, since a charging horse doesn't deal enough damage to reliably knockout enemies. Additionally, blunt weapons have a chance of knocking a target over depending on the weapon's weight and speed. Speed rating: Affects attack and block speed as well as weapon speed bonus (how quickly the weapon is moving upon impact and how much bonus damage is added as a result). It also affects the weapon's ability to crush through blocks. Speed rating additionally affects how quickly you can recover from a glancing blow (often referred to as a "poke") and resume usage of your weapon to block or strike. Weapon reach: This determines how far you can strike. Ideally, its value should be higher if you wish to fight on horseback, though many of the shorter weapons are also the perfect length for striking enemies in the head after grazing them with your horse to disrupt their blocking. Shorter weapons are preferable in tight quarters, such as the stairs in many multiplayer siege battles, the middle of a massed infantry melee, and the final stage of single player siege battles inside of the keep. The full damage of the weapon is also easier to achieve with shorter weapons as maximum damage is inflicted only when the tip of a weapon (the fastest moving point) contacts your target. Conversely, while longer weapons have more difficulty applying maximum damage, their potential damage is higher than a shorter weapon's. Requirements: Many melee weapons require a certain minimum level of Strength to use. Types[] There are three types of melee weapons governed by the character's proficiencies. There are also some multi-role weapons that can be switched between different types. One Handed[] One-handed weapons are usually fast, light, and can be used with a shield, but they have a shorter reach and don't deal as much damage as Two-handed weapons or Polearms. ▼ Show/Hide One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Wooden Stick - 99 63 13(blunt) - 2.5 4 Torch - 95 95 11(blunt) - 2.5 11 - Cheats only Cudgel - 99 70 13(blunt) - 2.5 4 Club - 98 70 20(blunt) - 2.5 11 Spiked Club - 99 70 19(pierce) - 1.5 45 HeavyChippedRusty Spiked Club - 97 70 21(pierce) - 3.0 83 HeavyChippedRusty Iron Mace - 99 73 22(blunt) - 2.0 45 HeavyChippedRusty Knobbed Mace - 98 70 21(blunt) - 2.5 98 HeavyChippedRusty Spiked Mace - 98 70 23(blunt) - 2.8 152 HeavyChippedRusty Spiked Mace - 98 70 28(blunt) - 3.5 180 BalancedHeavyChippedRusty Flanged Mace - 103 70 24(blunt) - 3.5 122 HeavyChippedRusty Winged Mace - 98 70 24(blunt) - 2.5 212 HeavyChippedRusty Hammer - 100 55 24(blunt) - 2.0 7 HeavyChippedRusty Military Hammer - 95 70 31(blunt) - 2.0 317 HeavyChippedRusty Sickle - 99 40 20(cut) - 1.5 9 - Can't be used to block Military Sickle 9 100 75 26(pierce) - 1.0 220 HeavyChippedRusty Hatchet - 97 60 23(cut) - 2.0 13 HeavyChippedRusty Bonus against shields Hand Axe 7 95 75 27(cut) - 2.0 24 HeavyChippedRusty Bonus against shields Fighting Axe 9 92 90 31(cut) - 2.5 77 HeavyChippedRusty Bonus against shields One Handed Axe 9 98 71 32(cut) - 1.5 87 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 73 34(cut) - 1.5 142 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 72 36(cut) - 1.8 230 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 76 37(cut) - 2.0 550 HeavyChippedRusty Bonus against shields Iron Battle Axe 9 97 71 35(cut) - 1.8 250 HeavyChippedRusty Bonus against shields One Handed War Axe 9 98 76 34(cut) - 1.5 190 HeavyChippedRusty Bonus against shields Iron War Axe 9 97 71 38(cut) - 1.8 360 HeavyChippedRusty Bonus against shields Cleaver - 103 35 24(cut) - 1.5 14 - Can't be used to block Soldier's Cleaver - 96 95 31(cut) - 1.5 193 MasterworkTemperedBalancedChippedRusty Military Cleaver - 96 95 35(cut) - 1.5 263 MasterworkTemperedBalancedChippedRusty Knife - 110 40 21(cut) 13(pierce) 0.5 18 TemperedBalancedChippedRusty Can't be used to block Butchering Knife - 108 60 24(cut) 17(pierce) 0.8 23 TemperedBalancedChippedRusty Can't be used to block Dagger - 109 47 22(cut) 19(pierce) 0.8 37 MasterworkTemperedBalancedChippedRusty Can't be used to block Pickaxe - 99 70 19(pierce) - 3.0 27 BalancedHeavyChippedRusty Fighting Pick - 98 70 22(pierce) - 1.0 108 BalancedHeavyChippedRusty Military Pick - 97 70 31(pierce) - 1.5 280 BalancedHeavyChippedRusty Falchion 8 96 73 30(cut) - 2.5 105 TemperedBalancedChippedRusty Nomad Sabre - 100 97 29(cut) - 1.3 105 MasterworkTemperedBalancedChippedRusty Sabre - 99 97 30(cut) - 1.5 191 MasterworkTemperedBalancedChippedRusty Sabre - 99 98 31(cut) - 1.5 294 MasterworkTemperedBalancedChippedRusty Heavy Sabre - 98 96 33(cut) - 1.8 384 MasterworkTemperedBalancedChippedRusty Scimitar - 101 97 30(cut) - 1.5 210 MasterworkTemperedBalancedChippedRusty Elite Scimitar - 100 103 32(cut) - 1.5 290 MasterworkTemperedBalancedChippedRusty Short Sword - 102 85 26(cut) 24(pierce) 1.0 152 MasterworkTemperedBalancedChippedRusty Nordic Short Sword - 103 85 28(cut) 21(pierce) 1.3 162 MasterworkTemperedBalancedChippedRusty Strange Short Sword - 108 65 25(cut) 19(pierce) 1.3 321 - Part of the strange set Sarranid Sword - 99 97 26(cut) 19(pierce) 1.5 108 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 94 28(cut) 20(pierce) 1.5 147 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 95 29(cut) 21(pierce) 1.5 276 MasterworkTemperedBalancedChippedRusty Sword - 99 95 27(cut) 22(pierce) 1.5 163 MasterworkTemperedBalancedChippedRusty Sword - 99 95 28(cut) 23(pierce) 1.5 243 MasterworkTemperedBalancedChippedRusty Nordic Short War Sword - 103 86 29(cut) 21(pierce) 1.3 280 MasterworkTemperedBalancedChippedRusty Nordic War Sword - 99 95 30(cut) 21(pierce) 1.5 394 MasterworkTemperedBalancedChippedRusty Short Arming Sword - 103 86 26(cut) 24(pierce) 1.0 243 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 95 29(cut) 24(pierce) 1.5 410 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 100 29(cut) 28(pierce) 1.5 480 MasterworkTemperedBalancedChippedRusty Long Arming Sword - 96 105 33(cut) 28(pierce) 1.8 550 TemperedBalancedChippedRusty Sarranid Arming Sword - 99 97 28(cut) 19(pierce) 1.5 218 MasterworkTemperedBalancedChippedRusty Sarranid Cavalry Sword - 98 105 28(cut) 19(pierce) 1.5 310 MasterworkTemperedBalancedChippedRusty Sarranid Guard Sword - 99 97 30(cut) 20(pierce) 1.5 420 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide One-handed weapons ▲ Two Handed[] Two-handed weapons deal more damage per hit and have a longer reach than their one-handed counterparts, but they are generally slower and cannot be used with a shield. ▼ Show/Hide Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Axe 8 91 108 32(cut) - 4.0 65 HeavyChippedRusty Bonus against shields Two Handed Axe 10 96 90 38(cut) - 4.5 90 HeavyChippedRusty Bonus against shields Battle Axe 9 88 108 41(cut) - 5.0 240 HeavyChippedRusty Bonus against shields Sarranid Battle Axe 10 89 95 49(cut) - 3.0 350 HeavyChippedRusty Bonus against shieldsUnbalanced Two Handed War Axe 10 96 92 44(cut) - 4.5 152 HeavyChippedRusty Bonus against shields War Axe 10 86 110 43(cut) - 5.0 264 HeavyChippedRusty Bonus against shields Sarranid War Axe 10 90 90 46(cut) - 2.5 280 HeavyChippedRusty Bonus against shieldsUnbalanced Great Axe 10 94 96 47(cut) - 4.5 316 HeavyChippedRusty Bonus against shieldsUnbalanced Maul 11 83 79 36(blunt) - 6.0 97 HeavyChippedRusty Can crush through blocksUnbalanced Sledgehammer 12 81 82 39(blunt) - 7.0 101 HeavyChippedRusty Can crush through blocksUnbalanced Great Hammer 14 79 75 45(blunt) - 9.0 290 HeavyChippedRusty Can crush through blocksUnbalanced Iron Mace - 90 95 35(blunt) 22(blunt) 4.5 470 HeavyChippedRusty Can crush through blocksUnbalanced Shortened Military Scythe 10 90 112 45(cut) - 3.0 264 MasterworkTemperedBalancedChippedRusty Voulge 8 87 119 35(cut) - 4.5 129 HeavyChippedRusty Bonus against shields Shortened Voulge 10 92 100 45(cut) - 4.5 228 HeavyChippedRusty Bonus against shields Bardiche 10 91 102 47(cut) - 4.8 291 HeavyChippedRusty Bonus against shieldsUnbalanced Great Bardiche 10 89 116 50(cut) - 5.0 617 HeavyChippedRusty Bonus against shieldsUnbalanced Sword of War 11 94 130 40(cut) 31(pierce) 3.0 524 MasterworkTemperedBalancedChippedRusty Two Handed Sword 10 97 110 40(cut) 28(pierce) 2.8 670 MasterworkTemperedBalancedChippedRusty Great Sword 10 95 125 39(cut) 31(pierce) 2.8 423 MasterworkTemperedBalancedChippedRusty Great Sword 10 96 120 42(cut) 29(pierce) 2.8 1123 MasterworkTemperedBalancedChippedRusty Strange Great Sword 11 92 125 38(cut) - 3.5 920 - Part of the strange set Two Handed Sabre 10 96 120 40(cut) - 2.8 523 MasterworkTemperedBalancedChippedRusty Two Handed Sabre 10 96 120 44(cut) - 2.8 920 MasterworkTemperedBalancedChippedRusty War Cleaver 10 93 120 45(cut) - 2.8 640 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide Two-handed weapons ▲ Polearms[] Polearms generally have a longer reach than other melee weapons, though they are tricky to be used effectively without a horse. ▼ Show/Hide Polearms ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Pitch Fork - 87 154 16(blunt) 22(pierce) 1.5 19 BalancedBentCracked Military Fork - 95 135 15(blunt) 30(pierce) 2.0 153 BalancedBentCracked Battle Fork - 90 144 15(blunt) 35(pierce) 2.0 282 BalancedBentCracked Staff - 100 130 18(blunt) 19(blunt) 1.5 36 BalancedBentCracked Quarter Staff - 104 140 20(blunt) 20(blunt) 2.0 60 BalancedBentCracked Iron Staff - 97 140 25(blunt) 26(blunt) 2.0 202 BalancedBentCracked Scythe - 97 182 30(cut) 14(pierce) 2.0 43 BalancedBentCracked Military Scythe - 87 155 36(cut) 25(pierce) 2.5 155 BalancedBentCracked Hafted Blade - 95 135 37(cut) 20(pierce) 2.8 185 BalancedBentCracked No shield Hafted Blade - 93 153 39(cut) 19(pierce) 3.3 350 BalancedBentCracked No shield Glaive - 90 157 39(cut) 21(pierce) 4.5 352 BalancedBentCracked No shield Poleaxe 13 77 180 50(cut) 15(blunt) 4.5 384 BalancedBentCracked No shield Shortened Spear - 102 120 19(blunt) 25(pierce) 2.0 53 BalancedBentCracked Boar Spear - 90 157 26(cut) 23(pierce) 1.5 76 BalancedBentCracked Bamboo Spear - 88 200 15(blunt) 20(pierce) 2.0 80 BalancedBentCracked Spear - 98 135 20(blunt) 26(pierce) 2.3 85 BalancedBentCracked War Spear - 95 150 20(blunt) 27(pierce) 2.5 140 BalancedBentCracked Pike - 81 245 16(blunt) 26(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Ashwood Pike 9 90 170 19(blunt) 29(pierce) 3.5 205 BalancedBentCracked No shield Awlpike - 92 165 20(blunt) 33(pierce) 2.3 345 BalancedBentCracked Long Awlpike - 89 185 20(blunt) 32(pierce) 2.3 385 BalancedBentCracked Jousting Lance - 61 240 - 17(blunt) 5.0 158 BalancedBentCracked Couched lance damage Light Lance - 85 175 16(blunt) 27(pierce) 2.5 180 BalancedBentCracked Couched lance damage Double Sided Lance - 95 128 25(cut) 27(pierce) 4.0 261 BalancedBentCracked Couched lance damage Lance - 80 180 16(blunt) 26(pierce) 2.5 270 BalancedBentCracked Couched lance damage Heavy Lance 10 75 190 16(blunt) 26(pierce) 2.8 360 BalancedBentCracked Couched lance damage Great Lance 11 55 240 - 21(pierce) 5.0 410 BalancedBentCracked Couched lance damage War Hammer - 81 120 38(blunt) 38(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Polehammer 18 50 126 50(blunt) 35(blunt) 7.0 169 - No shieldCheats only Long Spiked Club - 96 126 23(pierce) 20(blunt) 2.5 264 HeavyChippedRusty Long Hafted Spiked Mace - 94 140 28(blunt) 26(blunt) 2.5 310 HeavyChippedRusty Long Hafted Knobbed Mace - 95 133 26(blunt) 23(blunt) 3.0 324 HeavyChippedRusty Voulge 10 88 175 40(cut) 18(pierce) 3.0 129 HeavyChippedRusty Bonus against shieldsNo shield Long Bardiche 11 89 140 48(cut) 17(pierce) 4.5 390 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced Great Long Bardiche 12 88 155 50(cut) 17(pierce) 5.0 660 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced ▲ Show/Hide Polearms ▲ Two-handed/One-handed[] Two-handed/One-handed weapons can be used either in both hands or in one hand with a shield. These weapons have the advantages and disadvantages of both weapon types, depending on how they are used. ▼ Show/Hide Two-handed/One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Bastard Sword 9 98 101 35(cut) 26(pierce) 2.0 294 MasterworkTemperedBalancedChippedRusty Heavy Bastard Sword 9 96 105 37(cut) 27(pierce) 2.3 526 MasterworkTemperedBalancedChippedRusty Morningstar 13 95 85 38(pierce) - 4.5 305 HeavyChippedRusty Can crush through blocksUnbalanced Spiked Staff 9 95 117 24b 20(pierce) 2.5 200 HeavyChippedRusty Strange Sword 9 108 95 32(cut) 18(pierce) 2.0 679 - Part of the strange set ▲ Show/Hide Two-handed/One-handed weapons ▲ Polearm/Two-handed[] Polearm/Two-handed weapons are all large axes that can be used as either polearms or two-handed weapons. ▼ Show/Hide Polearm/Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Long Axe 10 POLE932H88 120 46(cut) POLE19(blunt)2HNone 4.75 390 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Long War Axe 10 POLE922H87 125 50(cut) POLE18(blunt)2HNone 5.0 510 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Great Long Axe 10 POLE912H85 127 54(cut) POLE19(blunt)2HNone 5.5 660 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield ▲ Show/Hide Polearm/Two-handed weapons ▲ Melee Modifiers[] Weapons can have modifiers that indicate increased or decreased stats. While one of the available modifiers is "Heavy", the Heavy Sabre, Heavy Bastard Sword, and Heavy Lance are actually different weapons from their "non-Heavy" counterparts; these cannot carry the "Heavy" modifier, thus there is no Heavy Heavy Sabre. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Mercenaries | For the With Fire & Sword troops, see Mercenaries (With Fire & Sword). For the Viking Conquest troops, see Mercenaries (Viking Conquest). For the Bannerlord troops, see Mercenaries (Bannerlord). Mercenaries are hired, often very powerful soldiers that can be paid to fight by your side. They are easily found in taverns but can also be acquired by attacking caravans and then convincing the surviving Caravan Guards to join you. You can also rescue them from parties that have destroyed caravans. Faction parties will regularly attack any caravans that belong to their enemies, so it is quite common to find a faction party carrying a few Caravan Guards. If recruited from taverns, they will demand an initial fee, which is based on the type of mercenaries and number available. The more mercenaries you find at once, the better a deal they will offer. If you do not have enough money for the whole group, they will allow you to hire only as many of them as you can currently afford. Beware, though, that mercenaries are not more powerful than normal units, but they can be reliably found and hired, sometimes already upgraded to higher tiers. They are effectively an exchange of money for time. Mercenaries should be used sparingly, to supplement an army intent on besieging a town or castle or to fill in the roles of a particular unit a faction is lacking in. Their higher upkeep costs make them unattractive to most adventurers or captains but, as expendable soldiers, they are abundant and can put up a reasonable fight. With Fire & Sword has mercenaries in non-player war parties much more frequently than the first games. They are still hired the same way. Female Troops[] Note: Female troops are technically not mercenaries - they are not paid mercenary wages, which makes them significantly cheaper - but, for convenience's sake, they are classified as mercenaries here. Female mercenaries are much harder to come by than their male counterparts and can only be hired by recruiting formerly captive women into your party. 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 |
Mercenary Camp | Mercenary Camps are places in Mount&Blade: With Fire & Sword where you can recruit and equip Infantry, Marksmen, or Cavalry soldiers from a Mercenary Captain. Although the mercenary camp uses the same overland map model as a Training Field from Mount&Blade and Warband, they are completely different things. Their labels are not colored - meaning they are not subject to any nation - but their locations will determine what kind of troops you will get from each camp. These hired troops start out as very weak "Recruits" but, with experience, may be upgraded to "Experienced", "Veterans", and finally "Elite". Do bear in mind that, even if they are already "Elite", they aren't necessarily the best troops in their categories - their main benefit is that they can be custom-equipped by the player - therefore choose according to your needs. Quick Comparison[] The most powerful ranged weapon (95) belongs to the Cossacks but their mercenaries wear the weakest armor and have no shields. Tatar mercenaries are good all rounders but cannot have Reiter-like troops since their muskets cannot be fired from horseback. Both Muscovite and Polish mercenaries are good all-rounders but have no exceptional stat. The highest buyable body armor (58) with also the highest leg armor (10) belongs to the Swedish but European mercenaries have no shields. Locations[] The Cossack mercenary camp is between Cherkassy and Sich. The Tatar mercenary camp is northwest of Ak-Mechet, in the middle of the Crimean Peninsula. The Muscovite mercenary camp is southwest of Moscow. The Polish mercenary camp is directly south of Krakov. The European mercenary camp is between Siegevold and Weissenstein, in the middle of modern-day Estonia. Equipment[] Troops hired from a mercenary camp start out with a default loadout. For a fee, their equipment may be changed at the camp they are ordinarily hired from to suit your tactical needs. New troops will be recruited with the currently-selected configuration at an updated price. Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
Mercenary Cavalry | 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 Mercenary Cavalry (Bannerlord). Mercenary Cavalry Troop Information Culture Mercenaries Wages 72-38 denars/week Acquired from... Mercenary Horseman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 204 denars Mercenary Cavalry are tier-five mercenary cavalry in Mount&Blade and Warband. Tactics[] Despite their tier, their fighting ability is generally held to be comparable to - or slightly weaker than - Vaegir Knights, hence many players consider Mercenary Cavalry not worth their higher wages. Still, their relative abundance can be enticing and that they can be used as pit-stop fill-ins for missing cavalry in one's army is also beneficial and they do this job well enough. Although Mercenary Cavalry are fairly well armored, they wear hide boots and no gloves. This does make them much more vulnerable than knights in combat because, being mounted troops, most attacks will hit their legs rather than their body - their body armor, however, does compensate slightly for this by extending below the waist, thus granting them additional leg armor. They are armed with Heavy Lances and either a Bastard Sword or a standard Sword in combination with a Heater Shield. Their horses are either Hunters or War Horses, making them slightly more vulnerable than knights while being slightly more maneuverable and generally faster. Mercenary Cavalry are good for beginner-to-mid-level players who require a decently strong escort since they are very powerful troops and their relative abundance makes it rather easy to amass a large force of them. They are faster than other top-tier cavalry and, when unhorsed, still match up to high-tier infantry. They are great for filling missing places for heavy cavalry and can hold their own against high-tier cavalry. Unfortunately, Mercenary Cavalry are no match for most factions' top tier cavalry - they have been known to defeat Khergit Lancers but Sarranid Mamlukes and Swadian Knights will make short work of them in single combat yet groups of 2-3 Mercenary Cavalry can overpower them. It is ultimately up to the player whether to spend their money on these troops - they are expensive and not overwhelmingly effective but, against low-or-mid-tier infantry, can give a good account of themselves and, as long as they do not stop charging, can even defeat top-tier infantry. Like all mercenaries, their main strength is that, unlike faction troops, they can be recruited combat-ready instead of requiring training - picking up a squad of them early is the fastest way to protect the player from bandits without sacrificing mobility, provided the player can get enough money to recruit them and pay their wages. 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. Mercenary Cavalry - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Kettle HatFlat Topped HelmetHelmet with NeckguardMail Coif Body Cuir BouilliBanded Armor Hand None Foot Hide Boots Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Heavy LanceBastard SwordSword Ranged None Shield Heater Shield Mount War HorseHunter 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 |
Mercenary Crossbowman | 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 Mercenary Crossbowman Troop Information Culture Mercenaries Wages 26-14 denars/week Acquired from... Watchman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 140 denars Mercenary Crossbowmen are tier-three mercenary archers in Mount&Blade and Warband. Tactics[] They are closest in appearance and capability to Swadian Crossbowmen but require higher wages, making them less alluring. Mercenary Crossbowmen can provide a useful replacement for lost troops in the short term but should not be relied on due to their average abilities. However, though not as adept as Rhodok Veteran Crossbowmen or Rhodok Sharpshooters/Swadian Sharpshooters, Mercenary Crossbowmen can still inflict relatively consistent casualties on tiers-two-and-three troops if they are protected from melee combat by infantry lines. As with all crossbowmen, it is advised you keep them on a hill with a screen of shielded melee troops to prevent devastating cavalry charges as well as to soak up hostile projectile fire - Mercenary Crossbowmen fare poorly in close combat against all but the weakest melee troops. Do note that they are the only fully-upgraded tier-three troops in the game, making them quite superior to same-tier ranged equivalents but with the downside of stagnating at mid-level. 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. Mercenary Crossbowman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Footman's Helmet(Possible) Leather Cap(Possible) Padded Coif Body Leather JerkinAketon Hand None Foot Nomad BootsWrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 1 Athletics 5 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 130 Throwing 90 Weapons Melee Boar SpearSwordFighting PickSpiked Club Ranged CrossbowBolts Shield (Possible) Old Board Shield(Possible) Plain Round 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 |
Mercenary Halberdier | Mercenary Halberdier Troop Information Culture Mercenaries Wages 5 thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 25 thalers Mercenary Halberdiers are tavern mercenary infantry in Mount&Blade: With Fire & Sword. Tactics[] Found in large numbers in caravans along with nation-specific militia troops, they are the With Fire & Sword equivalent of Mercenary Swordsmen from Mount&Blade and Warband. The easiest way to recruit them without having to spend money in taverns - 47 thalers each - would be to recruit them from prisoners of enemy armies, especially those who have recently attacked a caravan. Best suited to fighting in large numbers in wagon forts, towns, or fortresses, Halberdiers' massive, powerful polearms - deadly against both infantrymen and light cavalrymen in close quarters - and decent stats make them reliable at stopping cavalry charges in groups of 10 or more. Able to win against small groups of looters, bandits, brigands, rebels, and militia troops - unless supported by more veteran units, however, Halberdiers die very easily against regular infantry and heavy cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Halberdier - Default Stats and Equipment Attributes Stat Points Level 9 Strength 13 Agility 12 Intelligence 1 Charisma 3 Health 52 Armor Head Simple Morion Body Village Dress Hand Infantry Gloves Foot Boots with Stockings Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Halberd Ranged None Shield None Mount None Trivia[] Halberdiers were once prominent in Western European armies since the 15th century as professional frontline infantry soldiers, especially during the Thirty Years War, when pike and shot tactics were in its heyday - by the second half of the 17th century, however, professional armies began to drop the halberd for the longer pike, with only sergeants wielding it as a ceremonial weapon. Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman |
Mercenary Horseman | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Mercenary Horseman (With Fire & Sword). For the Bannerlord version, see Mercenary Horseman (Bannerlord). Mercenary Horseman Troop Information Culture Mercenaries Wages 49-26 denars/week Acquired from... Caravan Guard- or -Taverns Upgrades to... Mercenary Cavalry Upgrade Cost 80 denars XP for Kill 180 experience Ransom Value 150 denars Mercenary Horsemen are tier-four mercenary cavalry in Mount&Blade and Warband. Tactics[] They cannot be easily found in groups of enemies since they don't usually upgrade their troops to this tier. Like all heavy cavalry, Mercenary Horsemen are useful against mid-tier infantry and driving routers off the field. Unhorsed, they pack a punch versus strong bandits and mid-tier infantry and are a match to any Khergit or Vaegir troops. However, despite their good armor, their weak weaponry means higher-tier cavalry can outmatch them. Mercenary Horsemen's high wages and relative rarity means they are rather absurd to use as a main cavalry force - even though they seem strong, they could easily be unhorsed by a formation of Sea Raiders or a large group of Mountain Bandits. 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. Mercenary Horseman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Helmet with NeckguardHelmet with CapMail Coif Body HaubergeonMail Shirt Hand None Foot Leather Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee LanceBastard SwordSword Ranged None Shield Heater Shield Mount CourserSaddle Horse Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister |
Mercenary Swordsman | 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 Mercenary Swordsman (Bannerlord). Mercenary Swordsman Troop Information Culture Mercenaries Wages 29-15 denars/week Acquired from... Caravan Guard-or-Bandit-or-Taverns Upgrades to... Hired Blade Upgrade Cost 80 denars XP for Kill 180 experience Ransom Value 150 denars Mercenary Swordsmen are tier-four mercenary infantry in Mount&Blade and Mount&Blade: Warband. Tactics[] Functioning as general heavy infantry, they are strong, easy to pay, great in sieges due to their equipment and high proficiencies, but slow and wield poor shields, making them not great for fighting the Khergit. As heavy infantry, Mercenary Swordsmen should be on the front lines protecting faster light infantry and providing cover against arrows - their shields are generally larger than Hired Blades' but they lack in armor. They always use swords with shields - which means they have a lower average attack - but the protection of their larger shields means that, in the long run, Mercenary Swordsmen will last longer and for more battles. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Swordsman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Kettle HatFlat Topped HelmetHelmet With NeckguardMail Coif Body HaubergeonMail Hauberk Hand None Foot Mail ChaussesLeather Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Bastard SwordSwordShort Sword Ranged None Shield 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 |
Merchant Caravan | Merchant Caravans only appear in Mount&Blade and Warband when the player accepts a certain quest from a guild master. The number of units they have are listed in dark blue. Their units consist of 1 Caravan Master and a random number of Caravan Guards. Every time you talk to the caravan, their face looks different, even if it is the lone caravan master you are speaking to. The quest demands that you escort the caravan to a town chosen by the guild master. The guild master says that it must reach the town within 15 days, but you don't actually have any time limit. You can't escort more than 1 caravan at a time, the guild masters won't give you such a quest if it already is in progress. So if you are tired of the merchant caravan quest, accept one, and make them wait somewhere secure, like next to a town. now the guild masters are open for new quests. When the quest is completed, you get + 1 in relation with the town you accepted the quest, a small monetary reward, and some experience. Should the caravan be destroyed, the relation will deteriorate with -3 points instead. You can tell the caravan master or the leading caravan guard (if the caravan master is dead), that they should follow you, or wait. The caravan acts as neutral, meaning that it won't aid you if you attack someone or if someone attacks you. If the caravan are being attacked, you can help it out. Sometimes, if the caravan was facing overwhelming odds, you will get an increase in relation with someone called commoners. This increase counts for every merchant caravan, meaning that the next time it happens with a different caravan, it will be added on to the amount of relationship you already have with the commoners. Relation with commoners is not known to have any value. With Fire & Sword[] In Mount&Blade: With Fire & Sword, a high trade skill reveals more price information from the town mayor. In With Fire & Sword, the player can initiate caravans by speaking to the mayor in towns and fortresses, earning profit by purchasing a caravan of goods for low prices and selling for higher prices in other towns. This can be an effective way of earning thalers, particularly early in the game before the player aligns with a nation. When speaking with the mayor, the player chooses which available goods to transport, the number of those goods (in groups of 5, 10, 15, or 20), and the destination. Then, the player selects the size of the guard which will accompany the caravan master on the journey. If all of a caravan's guards are killed, the caravan is destroyed, and all goods are lost. Once those selections are made, the caravan will make the journey on its own to the destination. The trade skill influences the amount of information the mayor offers regarding prices. For each point in trade, the mayor will tell the player the price for the selected good in one other town. Tips for maximizing caravan profits[] A player accompanies a trade caravan. Following the steps below can ensure high profits from organizing and escorting caravans. Gather a sizeable party: Gather a party of between 20 and 30 soldiers before you begin caravaning. This will greatly reduce or even eliminate the chances your caravan will be attacked by brigands, looters, deserters, or raiders, as they will run from your party. Choose the largest possible caravan: Speak to the mayor in a town and discuss trade, then ask about sending a caravan. View each of the options and keep in mind which goods offer the largest caravans. Great caravans of 20 goods earn more profit per trip than small caravans, so it's always best to take the largest caravans possible. Assess prices: Without agreeing to send a caravan, back out of the mayor's menu and go to the marketplace. Select "assess local prices." After a short wait (depending on your trade skill), you will receive information regarding where goods will sell for the highest prices. Return to the Mayor: Now return to the mayor and choose the goods that will offer the largest caravan. Select the destination that offers the highest prices for that good. Choose Two Guards: There is no reason to pay for guards beyond two because you will be accompanying your caravan to its destination. Make the Journey: Back on the world map, right click on the caravan and choose "accompany." Your party will automatically follow your caravan to its destination. A short example will illustrate the above process. In Reval, the player speaks to the mayor and finds out that he can send caravans of Smoked Fish or Linen. Clicking on each of those options reveals that a great caravan (20) of Smoked Fish can be organized, as opposed to a small caravan (5) of Linen. The player then exits the mayor menu and goes to the marketplace to assess local prices. From that, he learns that selling Smoked Fish in Kiev would earn a profit of 99 thalers per item. The player returns to the mayor, selects a great caravan of Smoked Fish, hires two guards, and then accompanies the caravan all the way to Kiev. Once he reaches Kiev, the player starts the process over again to send another caravan for high profits. |
Military Fork/Mount&Blade | Military Fork Military ForkPolearmBase value: 153 denarsWeight: 4.5Thrust: 23pSpeed rating: 88Weapon reach: 135 |
Military Hammer/Mount&Blade | Military Hammer Military HammerOne-handedBase value: 317 denarsWeight: 4.0Swing: 25bSpeed rating: 92Weapon reach: 90Mount&Blade |
Military Pick/Mount&Blade | Military Pick Military PickOne-handedBase value: 142 denarsWeight: 4.0Swing: 27pSpeed rating: 90Weapon reach: 90Mount&Blade |
Military Scythe/Mount&Blade | Military Scythe Military ScythePolearmBase value: 145 denarsWeight: 2.5Swing: 36cThrust: 25pSpeed rating: 93Weapon reach: 155Requires strength: 10 |
Mine and Blade | Mine and Blade character. Mine and Blade is a mod for Minecraft which is based on Mount&Blade. It allows you to hold two weapons at once, command allies, and many other Mount&Blade-related actions. The weapons in the mod are no more than variations of the current tools already in the game. These include elongated shovels of any tier (See right) and variants of axes. Armours are also more diverse, but are more to do with texture changes than armour stats. Mods[] A dual wielding Mine and Blade guy. There are many in the mod series such as: BattleGear BattleGear 2 Dual Wield Commander |
Modifiers (classic) | For the Bannerlord version, see Modifiers (Bannerlord). Example of how different modifiers can affect an item. Modifiers are labels that precede the name of armor, shields, weapons, or horses, indicating either specific bonuses or penalties to defense, damage, skill, attribute requirements, or speed ratings. Not all modifiers are available on all items. It is a misconception that items can stack modifiers - some unique items have words in their names that sound like modifiers but are actually not (e.g. the "Heavy Bastard Sword" is a different weapon from the "Bastard Sword" and, as such, the "Balanced Heavy Bastard Sword" is a Heavy Bastard Sword with the "Balanced" modifier, not a Bastard Sword carrying both the "Balanced" and "Heavy" modifiers). Some shields also appear to stack modifiers but, as with weapons, these are separate items with modifier-sounding words in their names (e.g. "Old Kite Shield", "Heavy Board Shield", "Plain Heater Shield"). Good modifiers are usually rarer and appear less often on shop inventories or battle loot. Some modifiers can change items skins, such as Saddle Horses ( Heavy, Spirited) and Haubergeons ( Reinforced, Thick). Contents 1 Weapons 2 Ammunition 3 Armor 4 Shields 5 Horses 6 Unused Weapons[] Weapons which have no requirement do not gain one from the Heavy, Strong, or Masterwork modifiers. For instance, while a Masterwork Short Bow has a Power Draw requirement of 5 rather than 1, a Masterwork Hunting Bow, like a standard Hunting Bow, has no Power Draw requirement. Ammunition[] Some thrown weapons can carry the Large Bag (ammunition) as well as either Balanced, Heavy (melee weapons), or Bent ("bent polearms/ranged weapons", not "bent ammunition"). For Large Bag, stack amount increases are mathematically rounded to the nearest integer, with a minimum of +1 (e.g. a Large Bag of Arrows will have 34 in a quiver instead of the standard 30 by 30*1.13=33.9, with 33.9 rounded to 34). Armor[] Cloth and leather can typically be Tattered, Ragged, Sturdy, Thick, or Hardened while metal armor can be Rusty, Battered, Crude, Thick, Reinforced, and Lordly, with Cracked only appearing on heavy metal armor made of plates. Armor modifiers are applied to each protection area (head, body, legs) if they are provided at least 1 armor point but never can armor modifiers grant negative values, with the minimum always being 0. Shields[] Shields described as "Old", "Heavy", or "Plain" are not modified but rather a completely different item that can still carry any one of the available shield modifiers. Contrary to armor, weapon, and projectiles, shield modifiers can be changed - a shield is destroyed in battle may become "deformed", either losing a positive trait or gaining a negative one. A shield interestingly ends up having only 1 durability point - causing it to break in a single hit - if its base durability score is reduced by a negative modifier than can substact a greater-than amount. As an aside, never can shield modifiers grant negative resistance values, with the minimum always being 0. Horses[] Beneficial modifiers are a costly addition to the more expensive horses so one should be careful when using one in combat - a horse "killed" in battle may lose its current modifier (if any) and become Lame. Though it will recover over time if prevented from getting "killed" again, it will never return to being, for example, a Champion horse - simply a standard, modifier-less one. Added on top is risking the horse simply dying outright and thus wasting all the money spent on it. Buying a Lame horse and keeping it in one's inventory until it recovers may prove a good investment since it later results in obtaining a standard horse for less than half the price. The player may also get another "discount" by purposely "killing" a bought Swaybacked horse in battle, making it Lame, and letting it recover - do beware this method, as stated above, carries the added risk of losing the horse altogether. Unused[] Some extra modifiers exist in the game code but are not used - it seems likely that "Old" and "Plain" were intended for shields before those words were simply incorporated into names while "Timid" and "Meek" appear to be for horses. Cheap Deadly Exquisite Fine Meek Old Plain Poor Powerful Rough Sharp Superb Timid Well-Made 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% Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord) |
Morningstar/Mount&Blade | Morningstar MorningstarOne-handedBase value: 205 denarsWeight: 5.5Swing: 29pSpeed rating: 75Weapon reach: 98Requires strength: 13Mount&Blade |
Mount&Blade | Mount&Blade Developer(s) TaleWorlds Publisher(s) Paradox Interactive Version 1.011 Platform(s) PC Release date(s) TR April 18, 2007(Alpha)NA September 16, 2008EU September 19, 2008 Genre(s) Action RPG Mode(s) Singleplayer Mount&Blade is a medieval single-player action role-playing game for Windows developed by the Turkish company TaleWorlds, and published by Paradox Interactive. Its retail version was released on September 16, 2008 in North America, and three days later in Europe. The game originated as an independent project of Armağan Yavuz, founder of TaleWorlds, and his wife, İpek Yavuz.[1] Prior to its retail release, beta versions of the game were published on the developer's website.[2] Mount&Blade is an action oriented role-playing game with emphasis on mounted combat. Unlike most other titles of the genre, the game contains no fantasy elements. It does not restrict the player to a certain storyline, but instead presents a sandbox medieval realm named Calradia, in which the player is given the ability to either join one of the five available battling factions, assume the role of an outlaw, or take a neutral side. Contents 1 Mods 2 Trial version 3 Gallery 4 Notes and references Mods[] Mount&Blade was designed with modding in mind, with even the normal game being a module. As a result, many mods providing new opportunities, settings, characters, dialogue, objects, etc. were constructed by the fans. Trial version[] All Mount&Blade games can also be downloaded as a "try before you buy" trial version from TaleWorlds' website for free. The trial version allows you to play the single-player game until you reach level 7 at which time it automatically saves your character and quits. After purchasing and entering a serial key, the limit will be unlocked and you may resume playing with the same character. You will not need to download the game again. Gallery[] Cover art renderBeta logo Notes and references[] ↑ ↑ |
Mount&Blade II: Bannerlord | Mount&Blade II: Bannerlord Developer(s) TaleWorlds Publisher(s) TaleWorldsPrime Matter Version 1.2.12 Platform(s) Microsoft WindowsPlayStation 4PlayStation 5Xbox OneXbox Series X/S Release date(s) Early Access: March 30, 2020Full Release & Consoles: October 25, 2022 Genre(s) Action RPGStrategy Mode(s) Single-playerMultiplayer Mount&Blade II: Bannerlord is a sandbox action-RPG/strategy game and the latest installment in the Mount&Blade series by TaleWorlds, acting as a prequel to Mount&Blade: Warband, and co-published by Prime Matter. The game released in Early Access on Monday 30th March, 2020. Its Early Access experience was overall polished and very stable, but lacking many of the features that would be introduced in the months leading up to release. The game released on October 25, 2022 with consoles ports releasing simultaneously for PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. Console versions - particularly PlayStation - currently suffer from a few crashes and bugs unique to them. Contents 1 Storyline 2 Kingdoms 3 Multiplayer 4 Changes from Warband 4.1 Gameplay 4.2 Settlements 4.3 Armor and Clothing 4.4 Weapons and Combat 4.5 Graphics 4.6 Overland Map 5 Modding 6 Development 6.1 Current Status 7 Gallery 8 References 9 External Links Storyline[] The events of Bannerlord take place in the in-game year 1084, 173 years before the start of Warband. You witness the latter years of the Calradic Empire and the rise of the kingdoms from which Swadians, Rhodoks, Nords, Vaegirs, Khergits, and Sarranids all claim descent. There are a number of quests in the game which allow the player to shape the storyline as well. Kingdoms[] <a href=" class="image"><img alt="Bannerlord Faction Map" src=" decoding="async" loading="lazy" width="300" height="208" class="thumbimage" data-image-name="Bannerlord Faction Map.png" data-image-key="Bannerlord_Faction_Map.png" data-relevant="1" data-src=" /></a> Campaign map of the kingdoms in Bannerlord, on release. The factions present in Bannerlord are ancestral to those of Warband and have some of their descendant kingdoms' traits. Each kingdom has several noble clans who rule and run their own towns and villages, and have their own castles. Additionally, there are lesser, minor factions akin to bandits and clans of mercenaries for the player to interact with during their exploration of Imperial Calradia. The Calradic Empire finds itself in civil war after Emperor Arenicos Pethros died without an heir. The Southern Empire, led by Arenicos' widowed wife Rhagaea Pethros. She claims that Ira, Arenicos' daughter and only child, should rule. The Northern Empire, led by the aristocratic senator Lucon Osticos. He claims that the Senate should have its ancient right to pick the new emperor restored. The Western Empire, led by the war hero Garios Comnos. He wants Imperial veterans to pick the new emperor. The Vlandians, led by Derthert dey Meroc, are a feudal state that specializes in heavy cavalry. The Battanians, led by Caladog fen Gruffendoc, are famed for their marksmanship as archers throughout Calradia. The Sturgians, led by Raganvad Gundaroving, inhabits the northern woodlands and are lethal axe-men and swordsmen. The Khuzaits, led by Monchug Urkhunait, are a steppe tribe confederacy and makes heavy use of horse archers. The Aserai, led by Unqid Banu Hulyan, inhabit the southern desert lands of Calradia and combine footmen and horsemen in battle. Multiplayer[] Multiplayer is a feature that returns to Mount&Blade II: Bannerlord. It involves a plethora of both old and new features, some which have caused controversy. The game sees the return of its Custom Server List and classic game modes such as Team Deathmatch and Siege. Newer features include a new party system, a Quick Play function for automatically finding and joining a server, brand new game modes such as Captain and Skirmish, a class system and an armoury which allows the player to see what is each class contains. Changes from Warband[] Taleworlds claims there will be "many exciting and highly requested new features" and that it will include "up-close and personal medieval combat on a huge scale, bigger, bloodier and more intense than ever before". They affirmed that they will implement what the fans want in Mount&Blade II: Bannerlord. Taleworlds will also be incorporating aspects from mods, such as the Diplomacy mod, to enhance gameplay. Companions are now generated based on a suffix rather than specific characters. Additionally, they no longer have to be balanced against each others' personalities. Particularly competent companions can be tasked to do quests on your behalf or formed into their own parties to operate independently. Gameplay[] Gameplay related features have been improved with a new inventory interface and better artificial intelligence. The siege system is also being improved based on player feedback, with additional tactics made available for sieges. Each of the six factions will have its own Board Games that will be playable. There are also various other changed Concepts. Bartering interfaceUpdated party interfaceSieges are much more complexPlayable boardgames Settlements[] Unlike its predecessor, Bannerlord strives to create a better living atmosphere within its towns and villages. Villages generally see more activity, with improved AI pathfinding to give the appearance of NPCs looking less like AI. Even teens and children can be seen among the adults, and they use different base models instead of being scaled down adults, as in Viking Conquest. Animals, such as chickens can also be seen wandering about. Town scenes also see more activity, with much bigger towns than in earlier titles. A much wider variety of structures and styles are on display. Taverns see a much improved ambiance, with NPCs actively drinking and conversing with one another, as well as walking around. Musicians will also play music in connection with the town's culture. When Early Access released, many Towns, Castles and Villages are missing scenes, including Taverns, Throne Rooms and Arenas. Taleworlds has stated that over time, this will be rectified, with each Town, Castle and Village and buildings within such will have their own unique scenes.[1] Armor and Clothing[] Clothing has also been changed, with the addition of a separate slot for shoulder/back armor (provides additional arm and body armor) as well as horse armor separate from horse types. Bannerlord also introduces the concept of a separate "Civilian" outfit, restricting the ability to wear combat gear inside major settlements but also providing a separate loadout to customize for these scenarios. Character customization interface for exchanging armor. Note the horse has separate armor and many new armor pieces are included. Weapons and Combat[] <a href=" class="image"><img alt="Bannerlord weapon stats" src=" decoding="async" loading="lazy" width="300" height="169" class="thumbimage" data-image-name="Bannerlord weapon stats.jpg" data-image-key="Bannerlord_weapon_stats.jpg" data-relevant="1" data-src=" /></a> Inteface showing a weapon's stats Weapon behavior has been updated to a more physics-based approach, using the physical properties of the weapon to calculate stats like speed and damage. The main physical properties of a weapon are its length, mass, and distribution of weight. From these properties, the weapon's swing and thrust speeds are calculated using a simplified model, based on an article written by George Turner.[2][3] This new system replaces the old Warband method of calculating the speed bonus. Similar to Warband, damage-type is separated into three categories, blunt, pierce, and cut, with blunt being the most useful against armor and cutting being the least useful. As before, maces confer an inherent bonus in the ability to disrupt the stance of the target if successfully struck. Some polearms, such as the Bill can sometimes strike enemies who parry with a weapon (dependent on the exact position of the two fighters). However, crushing through a shield block requires a specific perk from character skills; It is no longer inherent to certain weapons. Weapon crafting is a new feature. As the player crafts new weapons and smelts down ones they find, they have a chance to discover unique parts that can then be applied to new weapons, changing their statistics and appearance. As an example, sword parts that can be discovered are blades, cross-guards, hilts and pommels.[1] This process requires resources which can be expensive to purchase, but smelting and refining can be leveraged to gain the needed materials from loot the player finds. Graphics[] The game's graphics have been significantly improved from its predecessor, having better shading and higher detail models. The character animations are created utilizing motion capture technology, and the facial animations will also be updated to improve upon the portrayal of emotions. The game engine has global illumination.[4] Overland Map[] <a href=" class="image"><img alt="9F86A2F3-15A4-4615-AD98-99F527DAAEE7" src=" decoding="async" loading="lazy" width="250" height="210" class="thumbimage" data-image-name="9F86A2F3-15A4-4615-AD98-99F527DAAEE7.jpeg" data-image-key="9F86A2F3-15A4-4615-AD98-99F527DAAEE7.jpeg" data-relevant="1" data-src=" /></a> Current Political map of Calradia (created by Vesper) <a href=" class="image"><img alt="Bannerlord Calradia Political map" src=" decoding="async" loading="lazy" width="250" height="167" class="thumbimage" data-image-name="Bannerlord Calradia Political map.png" data-image-key="Bannerlord_Calradia_Political_map.png" data-relevant="1" data-src=" /></a> Old political map of Calradia in Bannerlord from pre-Early Access The map of Calradia has been expanded to the south and east. Many towns and villages from Warband return in Bannerlord, some with slightly different names to represent how location names and language in general changes over time. Looking east from PravendLooking southeast from VlandiaLooking south from the eastern half of the Southern EmpireSieges are now better represented on the overland map Modding[] As with the previous games of the series, Bannerlord supports mods. TaleWorlds stated that modding was "a primary consideration when developing Bannerlord". Various modding tools will be released alongside Bannerlord such as the scene, mesh, material, skeleton, replay, particle, atmosphere, cloth, and path editors as well as the model, animation, and resource viewers. A runtime performance tool will also be available. Full Modding Support is said to be excluded from the Early Access period of Bannerlord, with tools set to be released with the full release of the game. [5] Development[] Mount & Blade II: Bannerlord was officially announced 27 September 2012 with a teaser.[6][7] TaleWorlds Entertainment attended E3 2016 and on 12 June 2016, as part of the PC Gaming Show, showed off siege gameplay.[8][9][10] The following year TaleWorlds Entertainment attended E3 2017 where hands-on demonstrations of Bannerlord were offered to press.[11] The new Sergeant game mode, where the player leads a single company of soldiers, was showed off.[12] The development team of Bannerlord comprises of 60 people, as of August 2017.[13] There are five developers in the design team, with two of them being narrative designers.[13] Armagan Yavuz is the lead game designer as well as game director at TaleWorlds Entertainment.[14] Steve Negus is one of the designers.[15] There are 25 artists working across different tasks like concept art, modeling, user interface, and motion capture.[13] The team includes Özgür Saral as the lead artist[16], as well as Fatma Öçba[17], Gökalp Doğan[18], and Ümit Singil.[19] Twelve people responsible for gameplay-related programming such as AI, combat, and multiplayer.[13] This team includes Cem Çimenbiçer as lead programmer[20] as well as Koray Kıyakoğlu[21] and Korneel Guns.[22] Eight programmers are responsible for Bannerlord's game engine, including the editor, performance, cloth physics, and console porting.[13] This team includes Murat Türe as the lead programmer[23] as well as Gökhan Uras.[24] There are 5 programmers working on the campaign itself, including missions, sandbox mechanics, and the user interface.[13] Berat Üstündağ is the lead programmer of the campaign team.[25] Lastly, there are five quality assurance developers.[13] Meriç Neşeli is the lead of the quality assurance team.[26] Development has continued up until the present. An early access release date had been announced for March 31st, 2020. However, due to the coronavirus pandemic, the date was brought a day earlier, March 30th 10am UTC, with an additional 10% discount for anyone who owned a previous Mount&Blade title on select digital stores.[27] The game was expected to be in Early Access "for around a year" according to the Bannerlord early access description on Steam. Currently it has been in Early Access for closer to 2 years. Current Status[] As of v1.6.2 beta, major patches can and will make older saves unplayable, so turning on manual updates might be advisable, especially to players of the singleplayer campaign. Portions of content, such as tavern keeper dialogue, as well as certain options in dialogue with clan heroes and local notables have yet to be implemented. Many scenes in-game, such as battles, sieges and other miscellaneous encounters have yet to be added. Numerous quests are also still in development. The character skill perks aren't all fully implemented, but are nearing completion and those that aren't are noted in-game. Occasional bugs, even game crashes aren't unheard of, but the game is reliably stable and fairly well-optimized; Very playable. Gallery[] Battanians vs imperials in a bloody siege.The Empire and the Vlandians in a battle. References[] ↑ 1.0 1.1 Mount & Blade II: Bannerlord Developer Blog 11 - Some Context. TaleWorlds Entertainment (11 August 2015). Retrieved on 2 March 2018. ↑ Dev Blog - Weapon Physics. TaleWorlds Entertainment (2 November 2017). Retrieved on 2 March 2018. ↑ George Turner. Sword Motions and Impacts - An Investigation and Analysis. Association for Renaissance Martial Arts. Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord Developer Blog - Engine 1.4. TaleWorlds Entertainment (8 March 2018). Retrieved on 8 March 2018. ↑ Dev Blog - Modding in Bannerlord. TaleWorlds Entertainment (21 September 2017). Retrieved on 2 March 2018. ↑ Mount&Blade II: Bannerlord Announcement!. TaleWorlds Entertainment (27 September 2012). Retrieved on 2 March 2018. ↑ Mount&Blade II: Bannerlord - Announcement Teaser. TaleWorlds Entertainment (27 September 2012). Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord at E3 2016. TaleWorlds Entertainment. Retrieved on 2 March 2018. ↑ Bannerlord Sieges Revealed at E3. TaleWorlds Entertainment. Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord E3 2016 Siege Gameplay Extended. TaleWorlds Entertainment (13 June 2016). Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord Playable At E3 2017. TaleWorlds Entertainment. Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord E3 2017 Cavalry Sergeant Gameplay. TaleWorlds Entertainment (12 June 2016). Retrieved on 2 March 2018. ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Dev Blog - Meet the TaleWorlds Team. TaleWorlds Entertainment (10 August 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Armagan Yavuz. TaleWorlds Entertainment (24 August 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Steve Negus. TaleWorlds Entertainment (18 January 2018). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Özgür Saral. TaleWorlds Entertainment (1 February 2018). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Fatma Nadide Öçba. TaleWorlds Entertainment (12 October 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Gökalp Doğan. TaleWorlds Entertainment (26 October 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Ümit Singil. TaleWorlds Entertainment (23 November 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Cem Çimenbiçer. TaleWorlds Entertainment (21 December 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Koray Kıyakoğlu. TaleWorlds Entertainment (7 December 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Korneel Guns. TaleWorlds Entertainment (15 March 2018). Retrieved on 15 March 2018. ↑ Dev Blog - Q&A with Murat Türe. TaleWorlds Entertainment (14 September 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Gökhan Uras. TaleWorlds Entertainment (22 February 2018). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Berat Ceren Üstündağ. TaleWorlds Entertainment (7 September 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Meriç Neşeli. TaleWorlds Entertainment (28 September 2017). Retrieved on 2 March 2018. ↑ News - Early Access Information. TaleWorlds Entertainment (27 March 2020). Retrieved on 29 March 2020. External Links[] Official Site Teaser trailer Steam Store page |
Mount&Blade: Warband | Mount&Blade: Warband Developer(s) TaleWorlds Publisher(s) Paradox Interactive Version 1.174 Engine Dazubo/Mount&blade Platform(s) Windows, Android, Mac, Linux, PS4, Xbox One Release date(s) March 30, 2010 Genre(s) Action RPG, Strategy, Simulation Mode(s) Single-player, Multi-player Mount&Blade: Warband is a stand-alone expansion pack for its predecessor, the action role-playing video game Mount&Blade. The game was developed by TaleWorlds and was published by Paradox Interactive on March 30, 2010.[1] Paradox Interactive gave publishing rights back to TaleWorlds as of January 31, 2014. Warband is the first stand-alone expansion for Mount&Blade and was first announced in January 2009.[2] Mount&Blade: Warband was released on Xbox One and PlayStation 4 in September 2016. A prequel in terms of game lore, called Mount&Blade II: Bannerlord, released in Early Access in April 2020. It is the latest game in this series. As Warband is an expansion of the original game, there were many improvements made. Contents 1 New Faction 2 Other New Features 3 Multiplayer 4 Balance Changes 5 Mods 6 Trial Version 7 Steam Achievements 8 Downloadable Content 9 Reception 10 Notes and References 11 External link 12 Gallery New Faction[] The expansion includes a new desert-dwelling faction named the Sarranid Sultanate. The Overland map has been completely rearranged to accommodate the new faction. You can also properly create your own kingdom and rule over vassals as can any other kingdom's leader. The vassals of the default kingdoms no longer have the title of Lord, and their titles change depending on the faction they belong to. The only deviation from this are player made factions, where its vassals will retain the old title of Lord. Other New Features[] Bandit Camps New character movement and swordplay animations. New character horseback swordplay mechanics--added the ability to change the side of a held slash. New character fighting mechanics and animations--added the ability to kick. This drops a player block, will damage through enemy blocks, and adds blunt damage. Added a new couched lance mechanic, most importantly being time-limited couches. Added automatic shield blocking of some missiles even when shield is not explicitly held up. Added chamber blocking - attacking at the right time in the right direction will parry an incoming attack and deliver an attack. Horses now have a linear physical presence that makes it impossible to turn on the spot if objects are in the way. To compensate, horsemen AI is greatly improved. Balanced parties (the bigger your party, the bigger the parties of roaming bandits become). Command and found your own kingdom, recruit lords from companions and other factions, and take over Calradia. Prisoner ransom is now differentiated. Skilled prisoners will price more, while brigands and recruits price less (Galley slave merchant in Tihr will buy them for same price of 50 denars regardless of rank). Buy Land for a Productive Enterprise: talk to a guildmaster to set up a business that produces goods from raw materials, e.g. a bakery to make bread from grain. More Quests. The player and other vassals can get married. Multiplayer[] You can now fight against real players all over the world, on battles of 64 players max on official servers. Unofficial servers have supported as many as 250 players. Multiplayer for Mount&Blade: Warband includes a lobby with LAN and internet capabilities and rooms with a maximum of 200 players. In-game you could choose classes below the maximum upgrade. For example you could choose from a Swadian Infantry, Swadian Crossbowman, or a Swadian Man-at-Arms. You can also customize your in-game character with the money that you get from killing other players. The amount of money that you start with is decided by the host. Balance Changes[] The game also received a few balance changes. This is most noticeable in that there is more food available of more types and it generally gives higher morale boosts than in Mount&Blade. The game also sizes bandit parties relative to the player's party size, so if you have 40 troops you'll be more likely to encounter bandit parties of 30-35 troops. Mods[] Warband, like its predecessor, was designed with modding in mind, with even the normal game being a module. As a result, many mods providing new opportunities, settings, characters, dialogue, objects, etc. were constructed by the fans. Trial Version[] All Mount&Blade games can also be downloaded as a "try before you buy" trial version from TaleWorlds' website or the Steam store for free. The trial version allows you to play the single-player game until you reach level 7 at which time it automatically saves your character and quits. After purchasing and entering a serial key, the limit will be unlocked and you may resume playing with the same character and access the multi-player servers. You will not need to download the game again. Within the trial version, one can amass a large amount of experience with the game. This is the period in which a player learns about the game's mechanics and fighting. Eventually the character will understand in-game politics and begin to choose different pathways in character creation to boost their chances of being a vassal. Several players who still rely on the trial version of the game can easily become vassals of their chosen faction due to their experience with the game. Steam Achievements[] When you buy Mount&Blade: Warband (but not the original Mount&Blade) on Steam you may earn achievements. Downloadable Content[] Napoleonic Wars is a multiplayer-only DLC. Viking Conquest is a new DLC that features a storyline campaign, new multiplayer modes, as well as the usual sandbox mode. Reception[] Mount & Blade: Warband receives "mixed or average" reviews on Metacritic getting a metascore of 67/100 on PS4[3] and 59/100 on Xbox One.[4] However its PC version received "generally favorable" reviews holding a metascore of 78/100.[5] As of December 2020, it has Overwhelmingly Positive reviews on the Steam store. Notes and References[] ↑ ↑ ↑ Metascore for Mount & Blade: Warband on PS4, Metacritic, Retrieved March 13, 2020 ↑ Metascore for Mount & Blade: Warband on Xbox One, Metacritic, Retrieved March 13, 2020 ↑ Metascore for Mount & Blade: Warband on PC, Metacritic, Retrieved March 13, 2020 External link[] TaleWorlds' website Gallery[] Turkish boxartEuropean boxartAmerican boxart |
Mount&Blade: Warband/Bugs | 1.143[] Unable to talk to prisoners in the Vyincourd Castle and Chalbek Castle prisons. Fix - Enter edit mode and delete the two spr_barrier_8m objects that are blocking interaction with the other side of the bars. Optionally, for realism, add, resize and place a barrier_2m for each vertical baIf If the player kicks the bandits from the village or raids their base after passing lvl 63 using cheats, they will face endless bandits Player kingdoms vassals are saying "My lady "to the male lords If the player rejects a companion 2 times, companion will say " Well i understand what you mean, i take my word back i hope you are satisfied" and player cannot take her or his in army until next time |
Mount&Blade: With Fire & Sword | Mount&Blade: With Fire & Sword Developer(s) Snowberry ConnectionSich StudioTaleWorlds Publisher(s) Paradox Interactive1C Company Version 1.143 Platform(s) PC Release date(s) (NA) May 4, 2011(EU) May 4, 2011(TR) May 5, 2011 Genre(s) Action RPGStrategySimulation Mode(s) Single-playerMultiplayer Mount&Blade: With Fire & Sword is the second sequel to Mount&Blade, released by TaleWorlds Entertainment on the 4th of May 2011 in both North America and Europe. With Fire & Sword is based on the historical fiction novel With Fire and Sword by Polish author Henryk Sienkiewicz and set in the 17th century Polish-Lithuanian Commonwealth. Because of its advanced timeline, many things have changed from previous games. Contents 1 Setting 1.1 Cossack Hetmanate 1.2 Crimean Khanate 1.3 Muscovite Tsardom 1.4 Polish Commonwealth 1.5 Kingdom of Sweden 1.6 Founding One's Own Kingdom 2 Gameplay 3 Types of Troops 4 Trial Version 5 Trivia 6 External Links 7 Gallery 8 References Setting[] “ In the long grass man hunted man, like wolves or antelopes. All might hunt who wished. The outlaw sought refuge in the wild steppes, the shepherd completely armed, guarded his flocks, the knight-errant sought adventures, robbers sought plunder, the Cossack sought the Tatar, and the Tatar sought the Cossack. ” — With Fire and Sword <a href=" class="image"><img alt="MBWFAS Map lq" src=" decoding="async" loading="lazy" width="250" height="249" class="thumbimage" data-image-name="MBWFAS Map lq.jpg" data-image-key="MBWFAS_Map_lq.jpg" data-relevant="1" data-src=" /></a> The game's overland map With Fire & Sword is set in the war-torn lands of 17th Century Eastern Europe. Join the fight for freedom, domination, or riches as five nations battle for control over their destinies. Cossack Hetmanate[] The Cossack Hetmanate is a Ukrainian state comprising wild-spirited independent fighters led by Hetman Bogdan Hmelnitski. With few armored units to speak of, the Hetmanate relies on an army of accurate musketeers, light insurgents and light Djura cavalry. The Cossacks fight against Poland for their freedom. Cossack leader Hetman Bogdan Hmelnitski is forced to seek help from Russia in order to combat the Polish threat. Together the Cossack Hetmanate and Tsardom of Moscow march on the Polish Republic. Crimean Khanate[] A kingdom caught between shifting alliances, the Khanate has been shielded from both the Tsardom of Moscow and the Polish Republic, but soon may find itself vulnerable and desperate. The Crimean Khanate may be forced to betray the Cossack Hetmanate and take its lightning fast army of mounted bowmen elsewhere. Crimean cavalry cost less to maintain than any other nation's, and the Khanate boasts a large assortment of cavalry, ranging from the numerous Bajrak, mounted archer Jasaqs to the heavily armored Asak-bey, Circassian, and the powerful Nokhor. The light Kapikulu archer and the inaccurate-but-armored Seymen are the only native infantry the Crimean Khanate fields, but it has access to elite infantry on loan from the Ottoman Empire (modern Turkey) including Janissaries (elite musketeers), and Azaps (elite light infantry). Muscovite Tsardom[] Born again in this new age of fire and sword, Russia sees itself under a powerful dynasty of Tsars bent on reclaiming land lost to the Polish Republic. The Muscovite Tsardom is truly a force to be reckoned with as it has a vast army of well equipped troops. Russia boasts a large assortment of troops, reflected in the large assortment of marksmen (Muscovite marksmen include the simple Marksmen, the militia Posad Marksmen, and the elite New Order Marksmen), though it boasts quite good cavalry such as the Noble Guard. All Russian marksmen (Save for the Posad Marksman) deploy the two-handed poleaxe, a heavy weapon with a bonus against shields, giving even marksmen a fair chance against enemy infantry, while Moscow spearmen use a medium between the pike and the sword. This faction most closely resembles the Kingdom of Vaegirs in the previous Mount&Blade games. Polish Commonwealth[] The Polish Commonwealth, also known as the Polish-Lithuanian Republic, is famed for its majestic Winged Cavalry. Dominated by its Winged Hussars (the heaviest cavalry in the game) and supported by competent but unexceptional infantry in the form of Zolniers and Pikemen, the Polish Commonwealth best resembles the Kingdom of Swadia in troop composition. While it possesses a rich army, it is fragile, which could ultimately lead to the Polish Commonwealth's demise. Kingdom of Sweden[] Wealthy and powerful, the Kingdom of Sweden patiently waits to conquer the losing side of the Russian Polish conflict with an army of dreaded dragoons and musketeers. Sweden's army resembles contemporary Western European armies, with many gunpowder units such as the Swedish Reiter and the Lifeguard. In comparison with its peers, Sweden's emphasis on gunpowder weaponry makes it one of the more original factions of With Fire & Sword. Founding One's Own Kingdom[] There are several ways to start a kingdom for yourself and they are similar to the ones in Mount&Blade: Warband, although you will not be able to name your own faction. One way is to become a member of an already existing faction and capturing a castle or a town which you will not be granted by the faction leader. When this happens you can choose to renounce your current oath and leave your faction. This will result in your new faction becoming a rebel faction for that faction. When you have become a rebel for a faction it is a good idea to find the claimant for that faction and proceed to persuade the lords of the original faction to join yours instead. This way works exactly the same as it does in Warband. However, this will not make you king/queen of the new kingdom. Instead you will become the Marshall and the claimant will become the new faction leader. You will have major attacks on your kingdom, which may be what makes the game fun. Another way to become a monarch is to start either The Deluge or The False Dmitry quests. In the middle of the Deluge quest, Colonel Zagloba will ask the player to become king or he'll start a rebellion against King Jan Kasimir. If you choose to become king, then The Deluge in the quest menu is completed and The Final Border quest replaces it. The player also becomes the Polish Republic's permanent marshall (even if they hold an election for it). The end point of the both quests gives the player the task to conquer Eastern Europe as the final quest. Gameplay[] “ Every man is a lord for himself in our Commonwealth, if he has a sabre in his hand and can gather any kind of party. ” — Andrei Kmita in The Deluge <a href=" class="image"><img alt="Pskov Palace" src=" decoding="async" loading="lazy" width="350" height="189" class="thumbimage" data-image-name="Pskov Palace.jpg" data-image-key="Pskov_Palace.jpg" data-relevant="1" data-src=" /></a> Towns and fortresses have larger environments than in previous games. The game is similar to its predecessors, and involves quests, earning trust, and gathering an army of followers. Unlike the original games, which are open-ended in nature, With Fire & Sword offers main questlines for the Cossack, Polish, and Muscovite factions. Perhaps the biggest change from the previous games is the addition of firearms, which are consistent for the historical time period in which With Fire & Sword is set. Firearms deal heavy damage, but take a long time to reload, aren't very accurate, and have more limited ammunition than archery, meaning sword and bow are not yet obsolete. Grenades are also available and can be used to deal damage to groups of clustered enemies, but they do not refill. This technology replaces throwing weapons from previous games, so that now the "Power Throw" skill is replaced with "Grenade Throwing". Warfare techniques are altered greatly by firearms and grenades, and players might find post-battle casualties much heavier than in the original games; indeed, the player himself is at far greater risk of a sudden death due to high-damage muskets or other firearms. Capturing of castles has become more difficult to achieve by force, so the game offers new siege options, such as bribing a guard, poisoning the water supply, or blowing a hole in the wall to provide an advantage based on the player's tactics skill. Another new option is the choice to build a 'wagon fort' fort from the camp menu. A wagon fort is a triangle-shaped barricade which can be jumped over by horses (although the AI will not do this) but forces infantry to go around it. Troop recruitment also has a number of changes from the original games. Faction troops do not have tiered upgrade trees; many troops in With Fire & Sword only upgrade once to a "veteran" version. In villages, you can only recruit weak militia, who provide little in the way of combat ability. Troops recruited from Mercenary Camps are stronger and have more upgrade potential; the player can also customize mercenaries' equipment by visiting the camps. The most effective soldiers are recruited from Commanders in fortifications your faction controls. Unlike in the original Mount&Blade and Warband, when a vassal of, say, Swadia could feature an army of high-level Nord or Rhodok troops, the best troops for each faction in With Fire & Sword only become available once you have allied with that faction and get access to commanders. Walking around the towns, villages and fortresses will reveal a far larger game environment (which could cause lag on lower-end PCs). In towns and fortresses, players have a number of new options available through the new Town Center. They can send companions to town academies to learn new skills. Merchant guilds offer loans and interest on deposits, along with bounties should you fail to pay back your debts. Unique weapons and armor can be crafted from smiths at the town center. Taverns are frequented by the usual visits from travelers, heroes, booksellers, and mercenaries, but also by pub visitors, who may be looking for a fistfight. Players can also organize their own Merchant Caravans to earn profits through trade. Marriage, a feature available in Warband, is no longer available in With Fire & Sword. Players are also unable to rename their own faction. Types of Troops[] Main article: Troop trees Militia: The weakest troops which can be recruited from villages or Commanders. Infantry: Regular infantry troops which can only be recruited from Infantry Commanders. Cavalry: Regular cavalry troops which can only be recruited from Cavalry Commanders. Guards: Elite troops which can only be recruited from a Personal Guard Commander and/or Heavy Cavalry Commander. Mercenaries: Elite troops which can be recruited from a Mercenary Commander. They cannot be recruited from Mercenary Camps or taverns. Special Soldiers: Special troops which can only be recruited in a few fortifications. The commanders vary. Tavern Mercenaries: Mercenaries that can be recruited from taverns. They can best militia but not regulars. Camp Mercenaries: Mercenaries recruited from mercenary camps. Their stats are always lower than similar faction troops but their equipment can be customized. Commanders are found in castles/cities by going to the option "Go to the town center". You must be a lord/vassal/mercenary of that faction to access the commanders. There will often be rumours about commanders, which can suggest what troops are available to be recruited. You must come back to the same commander four days later to pick up your troops by clicking "I want to recruit some men." Heroes: As with previous Mount&Blade games, there are numerous companions that you can employ in your party. Trial Version[] All Mount&Blade games can also be downloaded as a "try before you buy" trial version from TaleWorlds' website for free. The trial version allows you to play the single-player game until you reach level 8 (or until the day 30) at which time it automatically saves your character and quits. After purchasing and entering a serial key, the limit will be unlocked and you may resume playing with the same character and access the multi-player servers. You will not need to download the game again. Trivia[] Some items left over from Warband remain in the game files and can still be accessed. Unlike the previous installments of Mount&Blade, With Fire & Sword takes place in an actual region of the world, with real-world locations, historical figures, and real nations. Many of the game files have strings in Latinized Russian. This is expected, as SiCh Studio is based in Kyiv, Ukraine,[1] where Russian is commonly spoken. Ironically, the Steam version of the game has no Russian localization. External Links[] Polish trailer TaleWorlds official website Gallery[] Mount & Blade With Fire and Sword Launch trailerTurkish boxartPolish boxartRussian boxart References[] ↑ About SiCh Studio |
Mount&Blade versions | Version Released Events Dazubo Project Unreleased (But available) The predecessor to Warrider and Armagan's first project. Warrider v0.202 Released to beta testers The first release. Included Undead and Ghouls. Warrider v0.240 Released to beta testers Storyline removed. Some improvements. Lost version Mount&Blade v0.601 April 2nd, 2005 First Known Public Release. Lost Version. Renamed to "Mount&Blade". Mount&Blade v0.623 May 7th, 2005 Lost Version. Mount&Blade v0.632 June 6th, 2005 Available for Download Mount&Blade v0.701 October 13, 2005 Minor changes since version 6 series. Lost Version. Mount&Blade v0.703 October 24, 2005 Lost Version. Mount&Blade v0.704 November 24, 2005 Available for download Mount&Blade v0.711 December 12, 2005 Available for download Mount&Blade v0.808 Face editor is improved. Mount&Blade v0.890 Dark Knights possibly added in 890. Mount&Blade v0.894 New HUD. Dark Knights, Dhorak Keep, Four Ways Inn removed from map. Ragdolls added. Mount&Blade v0.950 Zendar removed. Mount&Blade v1.011 Latest release. See also[] Link for old downloads |
Mount Dhorak | Mount Dhorak Settlement Information Type Mountain Kingdom Kingdom of Swadia(geographically) World Map Southwest of Clunmarr Keep Mount Dhorak is a geographical feature and a location on the overland map, appearing primarily in Warrider and very early versions of Mount&Blade. Lore[] Mount Dhorak was the place where Akhad Thell, and later Ecatha, were supposed to sacrifice the Khergit princess Uruzuge to the dark deities in order to restore the undead King Harlaus and make him immortal. Technical[] While the location is quest-related, it is actually inaccessible as it uses the 'rock' type terrain, which cannot be walked on. The actual quest takes place in a nearby location called "sacrifice ground". Trivia[] Being a geographical feature, it is technically present in every mainline game, as they are all set in Calradia. It is likely that the mountain is the namesake of Dhorak Pass and Dhorak Keep. |
Mount & Blade Wiki | Welcome to the Mount & Blade Wiki The wiki about Mount&Blade that anyone can edit! Mount&Blade is an open-world action/role-playing series of gameswith both historical and fictional settings and featuringstrategic and tactical medieval combat. Games Features Character creation Heroes Factions Troop trees Battles Sieges Quests Player tactics List of villages List of castles List of towns List of mods Helping out Add a New Page! Not sure where to start? Find out more about the wiki on the About page. If you are new to wikis, check out the tutorial. Adding content Every wiki has two lists of articles that need help called "Stubs" and "Wanted Articles". Don't be shy, get in there. Uploading images is another really easy way to help out - see the Special:Upload page! Be sure to follow the local wiki editing rules. Achievements have been activated! Register and contribute to the wiki to earn Achievements. Win badges and points to earn a rank on the Leaderboard. Please do not make useless contributions in an effort to win more points. Bannerlord Highlights Mount&Blade Wiki Discord If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.Join the Mount&Blade Wiki Discord. Featured Article The current Featured Article is:Gameplay mechanics! Help improve this wiki to feature more articles! |
Mountain Bandit | 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 Mountain Bandit Troop Information Culture Bandits Wages 6-3 denars/week Acquired from... Looters- or -Prisoners Upgrades to... Rhodok Tribesman Upgrade Cost 40 denars XP for Kill 88 experience Ransom Value 73 denars Mountain Bandits are bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia 5 Gallery Tactics[] Roaming the mountainous regions of Calradia - especially those controlled by the Kingdom of Rhodoks - they spawn in groups of 4-60. Mountain Bandits are the only outlaw type carrying weapons that can crush through blocks. The combination of heavy weapons and effective shields makes them some of the harder-to-kill bandits. If captured in battle or rescued from another party's prisoners, Mountain Bandits can be upgraded to Rhodok Tribesmen. Quotes[] Mountain Bandits say one of the following lines when encountering the player. "We can do this the easy way, or the hard way..." "Your money or your life!" "We'll have our pay... or we'll have our fun." "My men and I would like a word with you about your purse and your belongings." 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. Mountain Bandit - Default Stats and Equipment Attributes Stat Points Level 11 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Felt Hat(Possible) Head Wrapping(Possible) Skullcap Body Ragged OutfitRawhide CoatLeather Armor Hand None Foot Hide BootsNomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 2 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 SpearMaulNordic SwordFlanged MaceFalchion Ranged (Possible) (Possible) Short Bow(Possible) ArrowsJavelins Shield (Possible) Fur Covered Shield(Possible) Hide Covered Round Shield(Possible) Wooden Shield(Possible) Nordic Shield Mount None Trivia[] While they could spawn riding Steppe Horses or black Saddle Horses in classic Mount&Blade - usually making them hard to fight for lone adventurers and low-level characters - they were converted to infantry-only in Warband. Gallery[] Mountain Bandits charging into battle. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Muscovite Mercenary Cavalryman | Camp Location[] Muscovite Mercenaries hail from a camp deep in Muscovite territory, to the southwest of Moscow. Troop Ranks[] Muscovite Mercenary Cavalryman (recruit) Muscovite Mercenary Cavalryman (experienced) Muscovite Mercenary Cavalryman (veteran) Muscovite Mercenary Cavalryman (elite) Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
Muscovite Mercenary Cavalryman (elite) | Muscovite Mercenary Cavalryman (elite) Troop Information Culture Muscovite Tsardom Wages 23 thalers Acquired from... Muscovite Mercenary Cavalryman (veteran)- or -Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (elite) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (elite) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 14 Agility 8 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 6 Power Strike 5 Grenade Throwing 0 Power Draw 4 Weapon Master 5 Shield 0 Athletics 0 Riding 4 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 130 Archery 67 Firearms 82 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
Muscovite Mercenary Cavalryman (experienced) | Muscovite Mercenary Cavalryman (experienced) Troop Information Culture Muscovite Tsardom Wages 13 thalers Acquired from... Muscovite Mercenary Cavalryman (recruit)- or -Prisoners Upgrades to... Muscovite Mercenary Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (experienced) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (experienced) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 12 Agility 6 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw 2 Weapon Master 3 Shield 0 Athletics 0 Riding 2 Shooting from Horseback 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 100 Archery 45 Firearms 60 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
Muscovite Mercenary Cavalryman (recruit) | Muscovite Mercenary Cavalryman (recruit) Troop Information Culture Muscovite Tsardom Wages 8 thalers Acquired from... Mercenary Camp- or -Prisoners Upgrades to... Muscovite Mercenary Cavalryman (experienced) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (recruit) - Default Stats and Equipment Attributes Stat Points Level 5 Strength 10 Agility 5 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 1 Weapon Master 2 Shield 0 Athletics 0 Riding 2 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 85 Archery 39 Firearms 48 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
Muscovite Mercenary Cavalryman (veteran) | Muscovite Mercenary Cavalryman (veteran) Troop Information Culture Muscovite Tsardom Wages 18 thalers Acquired from... Muscovite Mercenary Cavalryman (experienced)- or -Prisoners Upgrades to... Muscovite Mercenary Cavalryman (elite) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (veteran) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 13 Agility 7 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw 3 Weapon Master 4 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 115 Archery 56 Firearms 71 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
Narra | Narra Settlement Information Type Town Kingdom Khergit Khanate Villages Ada KulunDashbighaKedelkeZagush Sieges with... Ladders Port No World Map Mount&BladeNarraAda KulunDashbighaTemplate:World Map/Mount&BladeWarbandNarraKedelkeZagushTemplate:World Map/Warband Narra is a town of the Khergit Khanate. Its initial lord is Belir Noyan. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Ada Kulun and Dashbigha. Warband[] Its villages are Kedelke and Zagush. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Narra can be located by turning right 45 degrees after selecting 'Take a walk around the streets' and heading up onto the balcony he is located on. Siege[] Besieging Narra require construction of Ladders. It is highly recommended in Warband to capture Narra as early as possible when starting a new kingdom for a couple of reasons: Narra's wall setup makes it easy to avoid enemy arrows and position skirmishers to fire upward at the defenders. Khergit troops tend to be easier to besiege and defend than the other factions. Narra's position in the world map makes it a major hub for caravans, making it one of the richest towns, even during times of war. A lord controlling Narra can collect up a large amount from tariffs and rent. Sometimes in excess of 10,000 denars. Tournaments[] If you take part in a Tournament in Narra, you can be given any of the following sets of equipment: Bow & arrows Javelin & shield Two handed sword Sword & shield Lance & shield All participants are on horses. Economy[] Narra will buy Salt and sell Pottery at a good price. Narra produces: Ale Bread Oil Pottery Tools 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 |
Nations | For the factions of other Mount&Blade games, see Factions. Approximate areas of the five nations in With Fire & Sword. There are five nations in With Fire & Sword that occupy Eastern Europe. They are constantly at war, trying to take over each others' territory and fiefs. Each faction is distinguished by a different style of army - some have excellent infantry, others excellent musketeers/archers or cavalry, or a combination of these. Each nation has a monarch and his subjects, as well as a claimant to the throne who waits for someone (the player) to champion their cause. The claimants can be found in random towns. In various taverns, you can ask a traveller for information on their locations at the cost of 30 thalers. Unlike in other games, claimants can be found in taverns of the nation they are the claimant for. You are not allowed to make your own faction in With Fire & Sword. You can only join a nation (starting out as just a subject) or you can start a rebellion by capturing one of the fiefs of the nation you want to rebel against. Two minor "factions" should be mentioned here as well: bandits and mercenaries. List of Nations Banner Name Color Ruler Claimant Capital Cossack Hetmanate #d76363 Hetman Bogdan Hmelnitski Ivan Barabash Pereyaslav Crimean Khanate #54bf7c Khan Islam Giray Mehmed Giray Bakhchisaray Muscovite Tsardom #add451 Tsar Alexei Mikhailovich Stepan Razin Moscow Polish Commonwealth #e6bf61 King Jan Kasimir Janusz Radziwill Warsaw Kingdom of Sweden #75bbd2 King Carl Gustaf Former Queen Christina Allenstein Castle Trivia[] In the game's code, each nation is referred to by its equivalent faction from classic Mount&Blade. 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 |
Nelag Castle | Nelag Castle Settlement Information Type Castle Kingdom Vaegir Villages HanunHanun Sieges with... Ladders Port No World Map Mount&BladeNelag CastleHanunTemplate:World Map/Mount&BladeWarbandNelag CastleHanunTemplate:World Map/Warband Nelag Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Hanun. Contents 1 Location 1.1 Mount&Blade 1.2 Warband 2 Layout 2.1 Siege 3 Trivia 4 Gallery Location[] Mount&Blade[] Nelag Castle lies southeast of Khudan, near the edge of Calradia. It is the easternmost castle on the map. Its village is nearby to the northwest. Warband[] Nelag Castle lies southeast of Khudan. It is on the top of a mountain pass on the border with the Khergit Khanate, rather distant from the heart of Vaegir territory. Its village is to the northeast at the base of the mountain pass. Layout[] Player Keep Dungeon Breach Siege[] Besieging Nelag Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] This castle shares its name with Boyar Nelag, its initial owner. 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 |
Nemeja | Nemeja Settlement Information Type Village Kingdom Swadia Fortification DhirimHaringoth Castle World Map Mount&BladeNemejaDhirimTemplate:World Map/Mount&BladeWarbandNemejaHaringoth CastleTemplate:World Map/Warband Nemeja is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the village, standing near a campfire. Nemeja is built on a relatively flat area in mountainous terrain with a forested area on the hill behind it. It has a total of eight structures, one of which is a windmill separate from the rest of the village at the top of a hill. There is one field here growing cabbages and squash, and there is a water well in the center of the village. Although there are no fields growing wheat for the mill, there are a large number of sacks stored alongside some barrels in a covered storage area. There is a strange pen here with wooden spikes pointing outward around it which may serve as an animal pen with spikes to discourage thieves or some kind of arena. Either way, the scene is grisly, with blood soaked ground around a butcher knife below an animal pelt and shackles hanging on the wall. Long chains also connect to the side of one of the buildings with no apparent purpose other than to add to the dangerous atmosphere. If sent here during a Hunt Down Fugitive quest, the target may be found standing in front of the windmill at the top of the hill. 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 |
Nervous Man | Nervous Man Appears in Character Background Background Fugitive The Nervous Man is a fugitive from justice and target during the Hunt Down Fugitive quest. He can only be found in the village of his kin during the daylight hours. The locals will not be helpful in guiding you to his hiding spot and his death will not be appreciated by the village, resulting in a loss of 2 relation with it. It is not possible to complete the quest without offending his village. His name provided by the quest giver is randomly generated from a pool of first names (Joayah, Rulkh, Taarl, etc.) and a second pool of labels (of Jelkala, Star-Eyed, the Tall, etc.) so it is unlikely to see the same name twice. Contents 1 Tactics 2 Default Stats 3 Possible names 3.1 Original and Warband 3.2 With Fire & Sword Tactics[] Although he has somewhat impressive stats, the Nervous Man's equipment is quite low quality and even starting characters shouldn't have too much trouble defeating him. If he manages to defeat the player in combat, the player character will be knocked unconscious and the Nervous Man will escape without permitting a second chance. 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. Nervous Man - Default Stats and Equipment Attributes Stat Points Level 26 Strength 31 Agility 29 Intelligence 4 Charisma 4 Health Armor Head (Possible): Fur Hat, Leather Cap Body Red Tunic, Linen Tunic, Tunic with vest, Tabard, Leather Vest Hand ? Foot Woolen Hose, Nomad Boots, Blue Hose, Wrapping Boots Skills Skill Points Ironflesh 9 Power Strike 6 Power Throw 6 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 180 Two Handed Weapons 180 Polearms 180 Archery 180 Crossbows 180 Throwing 180 Weapons Melee Sword Ranged Throwing Daggers Shield ? Mount ? Possible names[] Original and Warband[] First names: Albard, Euscar, Sigmar, Talesqe, Ritmand, Aels, Raurqe, Bragamus, Taarl, Ramin, Shulk, Putar, Tamus, Reichad, Walcheas, Rulkh, Marlund, Auguryn, Daynad, Joayah, Ramar, Caldaran, Brfabas, Kundrin, Pechnak Nicknames: of Uxhal, of Wercheg, of Reyvadin, of Suno, of Jelkala, of Veluca, of Halmar, of Curaw, of Sargoth, of Tihr, of Zendar, of Rivacheg, of Wercheg, of Ehlerdag, of Yaragar, of Burglen, of Shapeshte, of Hanun, of Saren, of Tosdhar, the Long, the Gaunt, Silkybeard, the Sparrow, the Pauper, the Scarred, the Fair, the Grim, the Red, the Black, the Tall, Star-Eyed, the Fearless, the Valorous, the Cunning, the Coward, Bright, the Quick, the Minstrel, the Bold, Hot-Head With Fire & Sword[] First names: Sirko, Mozyra, Filon, Buhalo, Nechuy, Rourk, Asmund, Bjorn, Sigvar, Torgreyr, Gunnstein, Chort, Okun, Noseless, Brawler, Walker, Tabash, Zamora, Gudz, Barnabas, Wojciech, Garsha, Baibak, Bakhmet, Akun Nicknames: Face-mark, the Ripper, the Bullseye, the Lanky, the Squab, the Golden-mouth, the Stormbreaker, the Greyhair, the Greedy, the Goodsoul, the Lofty, the Husky, the Skinny, the Jackal, the Braggart, the Kite, the Spider, the Dunce, Big-ear, the Musket, the White, the Black, the Red, Deathwatch, Ironhand, the Fool, the Old, the Long-armed, the Boar, the Humpback, the Ball, the Fatty, the Cheery, the Gloomy, the Squint, the Bee-master, the Mute, the Marksman, the Ladiesman, the Shroff, the Wolf |
Nizar | Nizar Appears in Character Details Found in Random Town Hire Cost 300 denars Likes Matheld Liked by Matheld Dislikes Alayen, Firentis, Jeremus as Emissary, Retreating Disliked by Alayen and Firentis Connections Suno Noble No Character Background Background MercenaryPoet Nizar is a warrior and poet 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[] His origin is unknown but he is a mercenary, warrior, and poet. Like the player, he travels around to seek glory. He also wooed and shared the bed of many women as well. One of his notable adventures was in Ergellon Castle. He was in arms with the Swadian force. The Swadians were defeated by the Rhodoks but he managed to escape to the Rhodok highlands where he was sheltered by a beautiful cowherd in a cave. She provided him food and told him the Rhodok legends. He left as soon as he recovered, although he wished to return to the girl but decided not to. He continued his adventure and met the player and teamed up to fight for glory. Personality[] Nizar is a boastful man seeking fame and glory, with an appreciation for art and beauty, particularly that of women. Relationships[] Alayen - Nizar dislike Alayen for his uptight chivalry. Firentis - Firentis is angry at Nizar for throwing insults at the enemy which would 'anger the Gods'. He responded that his sinful action is better than Firentis who killed his own brother. This led to a fight and hostility between the 2 companions. Matheld - He is impressed by Matheld's Nordic songs during battle, he also appreciate the hidden femininity in her and wished to open her heart. Matheld, in turn, admires his talent for poetic craftwork, as he insults his opponents in the form of Old Calradic quatrains. Gameplay[] He is probably best used as a heavy mounted unit, as his courser will probably be the fastest horse on the field for the early stages of the game. With starting points in Ironflesh and Power Strike, it may be useful to use Nizar equipped with a sword and lance, as well as thrown weapons to give him a ranged option. Nizar likes winning against heavy odds and dislikes fleeing battles, so he's a good option for most combat situations. If elevated to lordship, Lord Nizar will recruit whatever troops are available from his fiefs, regardless of nationality. However, most lords will dislike this due to him being considered a commoner. Dialogue[] Main article: Nizar/Interactions Stats and equipment[] Nizar - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 7 Intelligence 12 Charisma 8 Health 48 Armor Head ? Body Nomad Robe Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Scimitar Ranged ? Shield ? Mount Courser Trivia[] Despite claiming to be skilled in using 'Sword, lance, and bow', Nizar only possesses a scimitar when he is first met, and has no points in Power Draw. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
No shield | A weapon with the No shield trait. No shield is a trait given to some polearms in Mount&Blade and Warband, which disallows shields to be used with that particular weapon. Weapons with this trait[] Mount&Blade/Warband[] Ashwood Pike Glaive Great Long Bardiche (Warband only) Hafted Blade (Warband only) Long Bardiche (Warband only) Pike Poleaxe Polehammer Voulge (Warband only) War Hammer (Warband only) Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord) |
Noble | This article is a disambiguation page for Noble 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. Noble may refer to: A Mount & Blade Wiki Achievement Vassals Vassals Lords Noble Guard Angle Noble (Thegn) Briton Noble (Uchelwr) Irish Noble (Aire) Norse Noble (Hersir) Pictish Noble (Toisech) Saxon Noble (Thegn) Khuzait Noble's Son |
Nomad Bow/Mount&Blade | Nomad Bow Nomad BowBase value: 164Weight: 1.3Damage: 20pAccuracy: 99Speed rating: 96Requires Power Draw: 2Mount&Blade |
Nomad Sabre/Mount&Blade | Nomad Sabre Nomad SabreOne-handedBase value: 105 denarsWeight: 1.3Swing: 29cSpeed rating: 100Weapon reach: 97Mount&Blade |
Nomar | Nomar Settlement Information Type Village Kingdom Swadia Fortification DhirimUxkhal World Map Mount&BladeNomarDhirimTemplate:World Map/Mount&BladeWarbandNomarUxkhalTemplate:World Map/Warband Nomar is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is standing in front of a building on the left side of the village from where the player starts, next to a campfire and wooden table and stools. Nomar is built in a narrow valley in very rough terrain with moderate tree cover. It has a total of eight structures. There are three fields here growing apple trees, grapes, and squash. A basket next to the vineyard is full of picked grape bunches and the apple trees have visible apples on them and on the ground. There are also a number of sacks stacked around the village, though there is no evidence of what they might contain and none of the food growing here is the type that would be stored in a sack. If sent here during a Hunt Down Fugitive quest, the target may be found at the top of the hill on the right side of the village from where the player starts, hiding between the two buildings here. 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 |
Nord Veteran Archer | Nord Veteran Archer Troop Information Culture Kingdom of Nords Wages 18-9 denars Acquired from... Nord Archer Upgrades to... None Upgrade Cost None XP for Kill 168 xp Ransom Value 140 denars Nord Veteran Archers are the top-tier archer unit for the Kingdom of Nords. They are much cheaper than other top-tier archers, but suffer from a slower firing speed. Statistically, they are actually only fourth tier units with above average skill, proficiency, and equipment, making them more disposable than most. In classic Mount&Blade, these archers (as with all Nordic archer units) were weak both in melee and in ranged combat, making them nearly useless in game, with their infantry counterparts being more useful in every way. They have been significantly upgraded in Warband by replacing their Padded Leather armor with a Mail Shirt instead, making them the best armored archer of their level in the game. Tactics[] Nord Veteran Archers are a flexible troop. They are equipped with Mail Shirts which make them sustainable in melee combat for a short time, but don't expect them to replace regular infantry. They also have good melee stats for taking down enemies up close, but it is best to keep them away from heavy infantry and cavalry alike. Their archery skill is good, despite the fact that they shoot slowly. They share the highest Athletics skill of any soldier in the game with Nord Huscarls, making them incredibly agile and fast-moving both in and out of battle. 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. Nord Veteran Archer - Default Stats and Equipment Attributes Stat Points Level 19 Strength 12 Agility 5 Intelligence 4 Charisma 4 Health 55 Armor Head (Possible): Nordic Leather Helmet, Nordic Leather Helmet (veteran) Body Mail Shirt, Byrnie Hand ? Foot Leather Boots Skills Skill Points Ironflesh 4 Power Strike 3 Power Throw ? Power Draw 5 Weapon Master ? Shield ? Athletics 7 Riding ? 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 95 Two Handed Weapons 95 Polearms 95 Archery 120 Crossbows 95 Throwing 95 Weapons Melee Nordic Sword, Fighting Axe, Two Handed Axe Ranged Long Bow, Bodkin Arrows Shield ? Mount ? Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl |
Nordic Short Sword/Mount&Blade | Nordic Short Sword Nordic Short SwordOne-handedBase value: 162 denarsWeight: 1.25Swing: 28cThrust: 21pSpeed rating: 103Weapon reach: 85Mount&Blade |
Nordic Sword/Mount&Blade | Nordic Sword Nordic SwordOne-handedBase value: 147 denarsWeight: 1.5Swing: 28cThrust: 20pSpeed rating: 99Weapon reach: 94Mount&Blade Nordic Sword Nordic SwordOne-handedBase value: 276 denarsWeight: 1.5Swing: 29cThrust: 21pSpeed rating: 99Weapon reach: 95Mount&Blade Nordic Sword Nordic SwordOne-handedBase value: 394 denarsWeight: 1.5Swing: 30cThrust: 21pSpeed rating: 99Weapon reach: 95Mount&Blade <a href=" class="image"><img alt="Nordic Sword (Mount&Blade) itm sword viking 3 small" src=" decoding="async" loading="lazy" width="161" height="161" class="thumbimage" data-image-name="Nordic Sword (Mount&Blade) itm sword viking 3 small.png" data-image-key="Nordic_Sword_%28Mount%26Blade%29_itm_sword_viking_3_small.png" data-relevant="0" data-src=" /></a> Nordic Sword Nordic SwordOne-handedBase value: 280 denarsWeight: 1.25Swing: 29cThrust: 21pSpeed rating: 103Weapon reach: 86Mount&Blade |
Northmathr Vikingr | Northmathr Vikingr Troop Information Culture Norse Wages 97 Acquired from... LIberating prisoners, Recruiting prisoners Upgrades to... N/A Upgrade Cost N/A Northmenn Vikingarnir (singular: Northmathr Vikingr) are bandits that can be found in raiding parties on land or sea. Stats and Equipment[] Northmathr Vikingr - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head ? Body Norse Long Gambeson Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh 9 Power Strike 7 Power Throw 3 Power Draw 2 Weapon Maintenance ? Weapon Master 9 Athletics 2 Riding 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 295 Two Handed Weapons 220 Polearms 290 Archery 50 Crossbows 0 Throwing 240 Slings 255 Weapons Melee ? Ranged ? Shield ? Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Nuyukh Khan | Nuyukh Khan Official Information Kingdom Khergits Monarch Himself Title Khan Fiefs Unknown Clan Nuyukh's clan Religion Khergit Religion Personal Details Gender Male Nuyukh was a character in Mount&Blade version .202, aka Warrider. He appears as a minor antagonist during the main questline. Barthai Khan referred to him as a 'rabid dog', and accused him of stealing his cattle, attacking his camp, and finally, kidnapping Uruzuge. Indeed, Nuyukh kidnapped Uruzuge, and later, when the player character caught up to him, explained that he did so on Akhad Thell's behalf, because the latter promised to make him 'the Great Khan in the East'. He regarded the player as an annoyance, but held Akhad Thell in high regard because of his magics. Refusing to surrender Uruzuge to the player, he chose to fight for her, and died in battle. With his last breath he called out to his ancestors, saying that the Black Wolf was coming to take him to them. |
Odasan | Odasan Settlement Information Type Village Kingdom Nords Fortification TihrWercheg World Map Mount&BladeOdasanTihrTemplate:World Map/Mount&BladeWarbandOdasanWerchegTemplate:World Map/Warband Odasan is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located to the right from where the player enters, standing in front of the windmill. Odasan is on a relatively flat spot in a hilly area with many steep inclines and tall trees around it. It has a total of six structures, one of which is a windmill, while stone ruins around the perimeter seem to imply it had at one time been a much bigger or more important location. There are several fields here, some growing wheat and squash, though others are vacant. Several piles with wooden poles in them can be seen in the middle of the village that resemble burning stakes. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the right from where the player when they enter, near one of the barren fields. 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 |
Oil | Oil Games Base value 484 450 450 Weight 50.0 Item Quantity 50 Morale Bonus +0 Spoils No Goods Type Trade Made From... Olives Made Into... N/A Oil is a moderately high-value, non-consumable trade good found in the first three Mount&Blade games. In Warband, oil is the product of an oil press, which requires olives. Oil is needed to light lamps at feasts in Warband. You can own an oil press with the initial cost of 4,500 denars and a cost of 80 denars per week. it requires an input of 6 olives (is automatically purchased by business, but can be bought by the player for cheaper) and produces 2 oil. The average profit is 220 denars and has a return of 4.9%, but has a high probability of lowering because of the large resource input driving up olive prices. Oil can be bought cheaply at Suno, Uxkhal, and Yalen and can be sold for the most profit in Ahmerrad, Bariyye, Praven, and Sargoth. <a href=" class="image"><img alt="Oil" src=" decoding="async" loading="lazy" width="180" height="104" class="thumbimage" data-image-name="Oil.png" data-image-key="Oil.png" data-relevant="1" data-src=" /></a> Two jars of oil. 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 |
One Handed Battle Axe/Mount&Blade | One Handed Battle Axe One Handed Battle AxeOne-handedBase value: 102 denarsWeight: 1.5Swing: 34cSpeed rating: 97Weapon reach: 69Requires strength: 9Bonus against shieldsMount&Blade One Handed Battle Axe One Handed Battle AxeOne-handedBase value: 171 denarsWeight: 1.75Swing: 36cSpeed rating: 96Weapon reach: 70Requires strength: 9Bonus against shieldsMount&Blade One Handed Battle Axe One Handed Battle AxeOne-handedBase value: 294 denarsWeight: 2.0Swing: 38cSpeed rating: 95Weapon reach: 72Requires strength: 9Bonus against shieldsMount&Blade |
One Handed War Axe/Mount&Blade | One Handed War Axe One Handed War AxeOne-handedBase value: 87 denarsWeight: 1.5Swing: 32cSpeed rating: 100Weapon reach: 60Requires strength: 9Bonus against shieldsMount&Blade One Handed War Axe One Handed War AxeOne-handedBase value: 137 denarsWeight: 1.5Swing: 34cSpeed rating: 98Weapon reach: 61Requires strength: 9Bonus against shieldsMount&Blade |
Overland map | <a href=" class="image"><img alt="Tutorial-Map" src=" decoding="async" loading="lazy" width="336" height="246" class="thumbimage" data-image-name="Tutorial-Map.jpg" data-image-key="Tutorial-Map.jpg" data-relevant="1" data-src=" /></a> The help window that pops up the first time you move on the overland map. The overland map is the aerial view of the whole game territory. In the first two games of the series, this is the land of Calradia, in With Fire & Sword, it is Eastern Europe, and in Viking Conquest it is the Northlands. On the overland map, you can see your party represented as a small walking man if you do not have a horse, or a mounted man if you are riding a horse. If you are a noble or vassal, your figure will also be carrying your banner. You may also see the representation of any other party within your line of sight as governed by your Spotting skill. The Towns, Castles, Villages, and (in With Fire & Sword) Fortresses owned by each faction or nation will always be visible. The current owner will be displayed by the color of the locations' title. In the case of fortifications, you may also be able to tell the exact owning lord by their banner flying over the location. Other objects of interest you may find (but not in every game of the series) are Training Fields, Bandit Camps, and Mercenary Camps which all serve a specific purpose. Navigation[] From the overland map you can move your party to any other accessible point on the map. Clicking on another map object moves your party in pursuit and will open dialog with them as soon as your party can makes contact with them. Dialogs with labeled objects, such as towns, will present you with the options available to you from that object, which may include Trade, Sieges, or Recruitment. Dialogs with enemy troops usually presents an opportunity to surrender or bribe them, but often results in combat. Dialogs with friendly troops provides opportunities to gather information about factional leaders and collect support from allies. The terrain depicted on the overland map can have an effect on Party Speed as well as dictate the selection of Battlefields. If you are amidst trees or rivers when you engage in combat, these may also be present on the battlefield. The terrain can vary from level plains to treacherously mountainous, which can have a big impact on the effectiveness of your troops like cavalry and archers. Impassible mountain ranges and rivers may allow you to trap an enemy you are pursuing, although they can also trap you if you aren't careful. Depending on your current level in Tracking, you can detect the tracks of other troop movements and identify various attributes about them (like numbers and composition). This will permit you to make informed decisions about potential enemies beyond your line of sight. Game maps[] Mount&BladeWarbandWith Fire & SwordBannerlord |
Pagundur | Pagundur Settlement Information Type Village Kingdom Rhodoks Fortification Maras CastleErgellon Castle World Map Mount&BladePugundurMaras CastleTemplate:World Map/Mount&BladeWarbandPugundurErgellon CastleTemplate:World Map/Warband Pagundur is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is across the river and to the right from where the player enters, standing next to a campfire. Pagundur is built alongside a stream on relatively flat land spotted with moderate tree cover. It has a total of five structures, as wells as a bridge, stone walls, and even defensive log spikes. There are four fields here, three are growing squash, cabbages, wheat, grapes, and apple trees, while the fourth field has water troughs and is likely for horses. Inside three sheds can be found stores of dried and raw beef, fish, honey, fruit baskets, butter, iron, and furs. There is also an outdoor oven which may be used to bake bread, but none can be seen. If sent here during a Hunt Down Fugitive quest, the target may be found behind the largest building on the far left side of the villages from where the player enters, near a wooden fence overlooking the stream. 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) |
Paradox Interactive | Paradox Interactive logo. Paradox Interactive is a Swedish video game developer and publisher based in Stockholm that is known for producing historical strategy computer games. It is the publisher of the Mount&Blade series of games. Paradox had announced that they were not going to publish Mount&Blade II: Bannerlord.[1] Contents 1 Games 2 Employees 3 External Links 4 References Games[] Mount&Blade Mount&Blade: Warband Mount&Blade: With Fire & Sword Employees[] Jesse Hopkins: Composer for Mount&Blade and Warband External Links[] Paradox Interactive References[] ↑ |
Party | The party screen. Note the weekly cost, morale display, party composition, prisoners and hero abilities. Your party is one of the most important aspects of the game. It is built up from hired troops recruited from villages, taverns, or even prisoners. Heroes are important members of your party because they cannot die in battle (only wounded). There are sixteen heroes in the game you can hire from taverns. It may be necessary to level up your Persuasion so you can handle inner party disputes, as not all heroes will like each other. Contents 1 Morale 1.1 Morale Modifiers 2 Size 2.1 Size Modifiers 3 Wages 4 See also Morale[] Morale influences your moving speed and when it becomes low your troops will start deserting. You can increase your morale by winning battles or tournaments, having a variety of food, completing quests, razing villages and raising your leadership skill. You can lose morale from starvation, losing battles, and failing quests. Morale of nation-based troops is also greatly negatively affected if you are waging a war against their home nation. Also, fighting more than 1 or 2 times a day will lower morale. Morale Modifiers[] Base morale: your base morale will always be 50. Party size: the more troops you have in your party, the higher the morale penalty will be. When removing party members, this penalty will decrease by 1 each, but a temporary 1 point penalty will be incurred to Recent Events. This means you are left with no immediate net change. Leadership: morale bonus provided by your Leadership skill. Food variety: every type of food has a morale bonus in its description. Recent events: any events like winning tournaments, battles, or completing quests will give a morale bonus. Size[] Party size represents how many troops you can take with you. Party size is affected by your renown, charisma, and leadership skill. Size Modifiers[] The player's maximum party size is calculated differently than NPCs. In With Fire & Sword, the campaign difficulty setting influences how your party size is calculated. Player's Party Modifier (Poor) (Avg) (Good) Base size 10 30 30 20 10 Leadership 5 5 10 7 5 Renown 1/25 1/25 1/15 1/20 1/25 Charisma 1 1 1 1 1 NPC lords receive the following bonuses. Other randomly generated AI parties, such as bandits, are selected from a specific range. Viking Conquest applies the same NPC party bonus rule to the player, in addition to your hero's leadership skill. NPC's Party Modifier Base size 10 10 10 Leadership 5 5 5 Renown 1/25 1/25 1/25 King 100 100 100 Marshall 0 20 0 Castles 0 20 0 Wages[] Wages will be paid to your troops every 168 hours, which is seven days. If you don't have enough money to pay your troops' wages, your party will lose morale, and you will incur a debt. Wages are primarily based on your troops' level, as well as several other calculations and discounts based on your leadership skill. Your troops are paid every Friday, which means that you can garrison your army just before Friday afternoon to only pay them half wages. See also[] Party Speed Party skills Morale |
Peasant Rebels | Peasant Rebel (unit) Troop Information Wages N/A Acquired from... Prisoners XP for Kill ? xp Ransom Value 32 denars Peasant Rebels' Quests Given by Count Aolbrug orCount Rhudolg (Warrider)Random lords (Mount&Blade) Refresh rate None (Warrider)Random (Mount&Blade) Reward Random sum of denarsRandom loot from fights Peasant Rebellion Official Information Capital Serrepa Ruler Lerias Welon (political)Akhad Thell (spiritual) The Peasant Rebels were a minor faction and unit in Warrider and some subsequent versions of classic Mount&Blade. Contents 1 Backstory 2 Faction 3 Unit 4 Other Versions Backstory[] Initially a revolt broke out in the Vaegir village of Serrepa. It is unclear what caused it, but what is known is that the rash actions of a knight that Count Aolbrug sent in to put it down have aggravated the situation and the revolt grew into a all-out rebellion. Over time, peasants from other parts of the Kingdom of Vaegirs, and even from the Kingdom of Swadia, began flocking to Serrepa to join the cause. This concerned the nobles of both kingdomes, whom the peasants declared their enemies, so much so that they were willing to initiate negotiations. The Kingdom of Vaegirs, particularly Count Aolbrug, the village's now-former lord, sent in an envoy to ask what the rebels' demands are and meet them. The Kingdom of Swadia, on the other hand, saw the rebellion as an opportunity to criple the Vaegirs, and sent in their own envoy to convince the rebels to side with it in exchange for protection and other benefits. The rebels' demands were simple: amnesty for the rebelling peasants, additional rights for peasants in general, and forbidding lords to kill their serfs. Although initially agreeing to meet the rebels' demands, neither kingdom kept their promises in the end. The Vaegir nobles sent reinforcements to Count Aolbrug to help him quell the rebellion, whereas the Swadian lords convinced King Larec that rebelling peasants were more dangerous than any enemy kingdom and, as such, he elected to leave the rebels to their fate. In the end, the rebels were all either killed or captured by the Vaegirs' punishing parties. Lerias Welon - the rebels' political leader - was captured by Aolbrug's envoy and delivered to the Count's dungeons for punishment. Akhad Thell - the rebels' spiritual leader - feigned death and avoided the punishers, later making his escape. Faction[] As a faction, the rebels were loosely organized but shared a sense of commoner solidarity and a hatred of nobles of all kinds. This was used by both kingdoms when choosing their envoys. Being peasants, the rebels had very little combat experience. They only managed to defeat Count Aolbrug's knight by overpowering him with sheer numbers. For weapons, they used axes and various tools they had to use for their everyday work, refusing to use swords as they didn't know how to use them effectively. They did, however, request crossbows and leather armor during negotiations. When encountered on the overland map, they would spawn in parties of up to 50 troops. Unit[] A standard Peasant Rebel is indistinguishable from a Farmer troop. He is armed with sickles, pitchforks, knives, butchering knives, cleavers, and other tools and low-level weapons. For armor, the Peasant Rebel wears tunics, low-level footwear, and simple hats. The peasant rebels in Warrider are in fact Mujiks (Vaegir Recruits). As such, they are armed with the same tools but have slightly better armor, such as Nomad Armor and Fur Tunics. Other Versions[] Peasant Rebels appear in other versions of Mount&Blade, albeit under different circumstances. In some versions they do launch revolts that spawn Peasant Rebel parties on the map, but these are largely related to a minor quest. In other instances, Peasant Rebels - called tax_rebels in the game files - appear during the Collect Taxes from (fief) quest. The event is triggered depending on various factors and results in the player and a few of their troops, armed with quarterstaves, having to put down the rebels. If they succeed, the player continues collecting taxes. If they fail, the tax collecting is over and the player fails the quest. |
Peasant Woman | 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 Peasant Woman Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoner Upgrades to... Camp Follower Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 20 denars Peasant Women are the female versions of farmers, and both of these units can be found living in villages. Overview[] Peasant Women usually start life in a party of peasants travelling from a village to town and back. Despite slowly evolving from initially vulnerable and unarmed women, this troop line results in Sword Sisters who are extremely powerful fighters on par with Mercenary Cavalry. Refugees and Peasant Women are very difficult to acquire, as they can only be hired from a defeated party's prisoners. They can be obtained relatively easily in small numbers by players with fast parties. The higher the speed of one's party, the easier it is to run down roaming bandits and rescue their Peasant Woman and Farmer prisoners. Peasant Women will appear if villages resist you when you attempt to loot and burn them, along with a horde of farmers. Tactics[] Collecting Peasant Women can be a little tricky, and often times you can search the entire map and not find any enemy troops with prisoners. The best sources are Steppe Bandits and Sea Raiders in the first Mount&Blade, while the best sources in Warband are Steppe Bandits and Desert Bandits, who frequently have peasant women as prisoners owing to their high speed on their horses. An alternative method of recruitment is to attack enemy peasant groups using only blunt weapons to knock everyone unconscious. Then attempt to recruit your prisoners, but don't anticipate a high success rate and your morale will suffer for each prisoner that accepts. If you intend to develop female fighters, you should mainly rely on your trainer skill to level them up. It is crucial that you keep your Peasant Women and Camp Followers out of combat at all costs, as they will not be able to hold their own until they reach Huntress onwards. Any rank lower than this will be quickly butchered by most other troop types. Do not expect Peasant Women to even survive against Looters unless they can overwhelm them by numbers, but it will be a rare occasion that your Women can outnumber a Looter gang. 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. Peasant Woman - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Headcloth, Woolen Hood Body Dress, Woolen Dress Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Crossbows 40 Throwing 40 Weapons Melee Knife, Pitch Fork, Sickle, Hatchet, Club Ranged ? 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 |
Peasant (disambiguation) | This article is a disambiguation page for Peasant (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Peasant may refer to: Peasant Rebels Train the Peasants Peasant Peasant Woman Peasant Taxes Angle Peasant (Gebur) Pictish Peasant (Bachlach) Saxon Peasant (Gebur) Peasant Woman Aserai Peasant Battania Peasant Khuzait Peasant Sturgia Peasant Vlandia Peasant Empire Peasant Peasant Levy (Multiplayer) |
Peshmi | Peshmi Settlement Information Type Village Kingdom KhergitKhergit Fortification Asugan CastleHalmar World Map Mount&BladePeshmiAsugan CastleTemplate:World Map/Mount&BladeWarbandPeshmiHalmarTemplate:World Map/Warband Peshmi is a village initially owned by the Khergit Khanate. Due to its position on the border between two kingdoms, it is often raided by enemy lords, keeping its prosperity low. Layout[] Player Elder Fugitive The Village Elder is located straight ahead and slightly left of where the player enters, next to a low bench and two wagon wheels. Peshmi is located in an area with many low hills and some scattered trees. It has a total of seven structures and some stone walls along one side of the village. One of the buildings is significantly smaller than the rest, it is low enough that one can jump onto the roof from the ground. There are several fields growing Cabbages, Grapes, Wheat, and Squash. A table found in the village also has a cooked Chicken laid out, indicating this town has access to a wide variety of food. If sent here during a Hunt Down Fugitive quest, the target may be found on the left side from where the player enters, next to a woodpile behind the smallest building in the village. 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 |
Pickaxe/Mount&Blade | Pickaxe PickaxeOne-handedBase value: 27 denarsWeight: 3.0Swing: 19pSpeed rating: 96Weapon reach: 80Mount&Blade |
Pike/Mount&Blade | Pike PikePolearmBase value: 125 denarsWeight: 3.0Swing: 16bThrust: 26pSpeed rating: 81Weapon reach: 245Cannot be used on horseback |
Pitch Fork/Mount&Blade | Pitch Fork Pitch ForkPolearmBase value: 19 denarsWeight: 3.5Thrust: 18pSpeed rating: 83Weapon reach: 154 |
Player | Player M&B/WB WFAS Official Information Faction Player-determined Monarch Player-determined Title Culture-determined Fiefs Player-determined Culture Player-determined Personality Player-determined Character Background Background Player-determined Gender Player-determined Age Player-determined The player is essentially you in every setting of the Mount&Blade series. Contents 1 Overview 1.1 Classic/Warband 1.2 With Fire & Sword 1.3 Viking Conquest 2 Background 2.1 Classic/Warband 2.2 With Fire & Sword 2.3 Viking Conquest 3 Appearance 4 Considerations for the Player 5 Starting Stats 5.1 Classic/Warband 5.2 With Fire & Sword 5.3 Viking Conquest Overview[] Classic/Warband[] In early versions of classic Mount&Blade, the player - along with tournament fighters Xerina, Dranton, and Kradus - was always from the city-state of Zendar. In later versions and in Warband, however, the player is always a foreigner recently arrived in Calradia by land or sea, with Zendar no longer seen in-game after having been sacked and razed by Sea Raiders. With Fire & Sword[] The player is always an outsider who escapes an ambush along with Jaques de Clermont and his companions, afterwards being free to wander Eastern Europe. Viking Conquest[] In Sandbox Mode, the player may be native to a region associated with their chosen culture and may wander the Northlands as soon as possible. In Storyline Mode, the player and their mother - regardless of origin - always start aboard the merchant ship Woden Ric, which is attacked soon afterwards by Sven Bull-Neck and his Danish Vikings. After surviving the raid, the player may be explore the Northlands after a certain point in the storyline. Background[] Classic/Warband[] When you create your character, you must answer a number of questions about their early life - these will affect their starting attributes, skills, and proficiencies but have no long-term effect on the game - and finally decide on their name and appearance. The only pre-defined aspect of your character's life is the fact they came from another land. After your character arrives in Calradia, you gain direct control over them and you have a huge number of options about what to do next - select a starting faction and off you go to leave your mark on the world. With Fire & Sword[] There is no background choice for your character - only difficulty level and its associated starting equipment, attributes, skills, proficiencies, and appearance. Viking Conquest[] You must choose your character's background, attributes, skills, proficiencies, and appearance. Appearance[] The first thing you must decide about your character is their appearance - many facial features can be adjusted to each individual player's liking, such as hair, eyes, nose, cheek/jaw bones, etc., as well as skin tone and age. Considerations for the Player[] Your character is the party leader de facto, which makes skills labeled as "leader" - Inventory Management, Prisoner Management, Leadership - useless to their companions - unlike "personal" (character-only) and "party" (group-wide) skills - and therefore only useful to them. An example of this can be seen in Looting - a party skill no companions start with - as well as Inventory Management - a leader skill Katrin starts with 7 points in but, not being your character, her inventory size remains unchanged. Starting Stats[] Classic/Warband[] You begin your character's creation with the following stats before you make any choices about their background. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 5545 RidingLeadership 11 One HandedTwo HandedPolearmsArcheryCrossbowsThrowing 231520151519 (extra if Male) StrengthCharisma +1+1 (extra if Female) AgilityIntelligence +1+1 With Fire & Sword[] You begin your character's creation with all stats pre-defined but with a number of points to allocate: 4 for attributes, 8 for skills, and 10 for proficiencies. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 7777 Power StrikeGrenade ThrowingPower DrawWeapon MasterAthleticsRidingTrackingSpottingPrisoner ManagementLeadership 1112121113 One HandedTwo HandedPolearmsArcheryFirearmsThrowing 525252525252 (only if Easy) SaberMatchlock CarbineBullets1000 thalers (only if Normal) SaberPistolBullets500 thalers (only if Hard) Carpenter AxeHandmade FirearmBullets100 thalers Viking Conquest[] You begin your character's creation with the following stats before you make any choices about their background. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 4445 IronfleshPower StrikePower ThrowWeapon MaintenanceWeapon MasterAthleticsInventory ManagementFirst AidPersuasionLeadershipTrade 52412511111 One HandedTwo HandedPolearmsArcheryCrossbowsThrowingSlings 91729172727291 (extra if Storyline) Sea-King +1 |
Poleaxe/Mount&Blade | Poleaxe PoleaxePolearm (No shield)Base value: 384 denarsWeight: 6.5Swing: 37cThrust: 21pSpeed rating: 77Weapon reach: 180 |
Pork | Pork Classic/Warband Viking Conquest Games Base value 85 75 100 89 Weight 15.0 Item Quantity 50 50 50 150 Morale Bonus +6 +6 +3 +6 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Pork is a food item that provides a good morale bonus, however it is prone to spoilage in Warband and With Fire & Sword. Spoilage[] Pork will go through several stages over the course of five days before it becomes completely rotten: Pork Fresh Pork Day-old Pork Two Days-old Pork Smelling Pork Rotten Pork Despite the degradation of the food, the morale bonus remains constant until the pork is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Pottery | Pottery Games Base value 126 100 100 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Pottery is a non-consumable trade good. While generally inexpensive, pottery is quite heavy for its price and is not often worth carrying through bandit-infested regions for the small profit gained by trading it. Pottery can be bought cheaply at Halmar and Narra, as well as all Sarranid towns in Warband. In With Fire and Sword, pottery generally sells high at villages, with a few exceptions. It can be bought very cheaply from Crimean cities, Bakhchisaray in particular. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.