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Praven
Praven Settlement Information Type Town Kingdom Kingdom of Swadia Villages BurglenTosdharYaragarAzgadElberlGisimVeidar Sieges with... Ladders Port No World Map Mount&BladePravenBurglenTosdharYaragarTemplate:World Map/Mount&BladeWarbandPravenAzgadElberlGisimVeidarTemplate:World Map/Warband Praven is a town and the capital city of the Kingdom of Swadia and is initially owned by the Swadian ruler, King Harlaus. Given their similar name and location on the map, Praven is likely to have a connection to, or possibly even be the same settlement as the Vlandian town of Pravend, featured 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Burglen, Tosdhar, and Yaragar. Warband[] The town is situated at the far west of the Kingdom of Swadia bordering the sea, it is relatively secure from direct attack by opposing factions because it is blocked from both the Nords to the north and Rhodoks in the south by mountain ranges. Its villages are Azgad, Elberl, Gisim, and Veidar. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Praven can be located by turning left after selecting 'Take a walk around the streets' and walking to the castle. However, it is much easier to go to the castle, then exit via the door instead of the tab key, at which point the Guild Master is directly in front of the player. Siege[] Besieging Praven requires the construction of Siege Ladders. Praven is unique in sieges in that when you assault the walls, you and your army's starting position will be on a beach, and will have to advance up a large path to the ladders, and through all this time under constant crossbow fire. Defending the city can be a challenge, because the breach made by the besiegers is much wider than that of other towns. This makes defenders vulnerable to ranged enemies, since their main advantage of a narrow, protected choke point is reduced. With the patch 1.131, there is a mountain inside the city, allowing you to walk up and over the walls. Units tend to appear underground as well, and many of the buildings appear to float and can be walked through. The besieging forces won't advance normally. If you are leading the assault, you will have to order your troops to follow you or they will not mount the wall. They cannot follow you over the mountain passage. Tournaments[] If you take part in a Tournament in Praven, you will always be given the following set of equipment: Lance & Shield All participants are on horses. This tournament is one of the most predictible, and possibly one of the easiest if one knows how to use a lance on horseback. Couching is not recommended, due to this arena's constrained space. Economy[] <a href=" class="image"><img alt="2013-10-31 00007" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00007.jpg" data-image-key="2013-10-31_00007.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Ale can be bought cheaply here for about 60-100 denars though it may even go as low as 10 on rare occasions. Flax can be bought here for under 80 denars, and sold in nearby Suno for over 120 denars. Praven produces: Ale Bread Leatherwork Oil Pottery Smoked Fish Tools Wool Cloth 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
Prince Kurzak
Kurzak Official Information Kingdom Kingdom of Vaegirs Monarch Himself Title Prince Fiefs Reyvadin Religion Christianity (implied) Personal Details Gender Male Prince Kurzak is the ruler of the Kingdom of Vaegirs in Warrider, version 0.202 of classic Mount&Blade. According to lore, he was originally a noble of the Kingdom of Swadia that rebelled and founded his own kingdom. Stats and Equipment[] The prince wears a leather jacket and nomad boots. Trivia[] Prince Kurzak has the same appearance and gear as all the other nobles in the game. Unlike the monarchs in later versions of Mount&Blade, he has no special interactions. Kingdom of Vaegirs (Warrider) Monarch: Claimant: Prince Kurzak King Harlaus Vassals: Count Aolbrug Count Camechaw Count Haelbrad Count Leomir Count Mira Count Rasevas
Prisoners
You can take prisoners at the end of most battles or sieges. Some fights do not allow the option, such as freeing a village from bandits. You can only capture the enemies who have been knocked unconscious through the use of blunt weapons (horse charging is also blunt damage). Very rarely, sharp weapons may result in wounding, due to reasons unknown (possibly the surgery skill on the opposite side). Once you have taken prisoners, you may recruit them to your party, ransom them to Ransom Brokers (found in taverns in towns), or garrison them in a town or city. Money from ransoms can vary, depending how big the army was, if you captured a noble, or how good it is if it's a soldier (in classic Mount&Blade, all soldiers are worth 50 denars). In With Fire & Sword, sending your troops into battle without you will very often result in wounding enemy troops, which can be useful if on a quest to capture enemy soldiers. Prisoners can be a great source of money if you have high prisoner management, or a town or castle to store them in. If you have a town, you can put all your prisoners in it until a ransom broker appears in your tavern. If you have no town but have higher prisoner management, you can travel around capturing prisoners and selling them as you find ransom brokers. If you have a castle, you can check nearby towns until you find a broker, and then convey your prisoners to his location. List of prisoners. Your prisoner management skill governs how many prisoners you can take at a time: 5 for every point. The skill's base attribute is charisma. Prisoners are considered party members for the sake of calculating speed, thus the amount and speed of prisoners can result in increasing or decreasing Party Speed. You may want to avoid dragging around low value infantry, while keeping mounted prisoners around for a bit longer. It should be noted that keeping prisoners in castles or towns will result in them very, very gradually decrease in numbers, and eventually be gone altogether. This may be because they have fled or died. Contents 1 Noble Prisoners 1.1 Rescuing Lords 2 Captive Ladies 3 Recruiting prisoners 4 Viking Conquest 4.1 Prisoner recruitment 4.2 Tactics and Tips Noble Prisoners[] Lords or kings can be taken prisoner after their army is defeated if they fail to escape from battle (70% chance to escape in Warband, 80% in With Fire & Sword). Every 24 hours, there is a 5% chance that the kingdom from which they come will offer denars/thalers/peningas to get the prisoner released; refusing this will result in loss of honor, but will prevent them from raising a new army for as long as they are held captive. You can still capture a lord without using the prisoner management skill. If your prisoner capacity is reached, the lord will still be captured, possibly overfilling your max capacity (e.g. 6/5). However, if you remove a normal prisoner, you will not be able to go back over once the party is full. Prisoner lords will attempt to escape captivity every 48 hours, their chance of success is dependent on where you are holding them: 5% from within your party, 3% from a town or castle without a Prison Tower, and 0.5% from a town or castle with a Prison Tower (1% in With Fire & Sword). If you keep the captive nobles as your prisoners while you travel, you will notice that they gain the + symbol next to their name, like they have leveled up. However, there is no way to upgrade their skills. Rescuing Lords[] You can rescue captured lords of a neutral or friendly kingdom from your enemies in two ways. The first is to simply defeat the lord that took them prisoner in battle so long as he has not put them into a dungeon yet, this will automatically free the captured lord and you will gain +7 relation with them and +2 honor. In Warband, a second option is to sneak into a castle or town where a lord is being held captive, knocking out the prison guard (this can be very difficult in towns where you may find yourself surrounded by up to 4 high-tier troops, in a confined space, wielding only robes and a quarterstaff) then entering the prison and telling the captured lord that you're there to rescue him. This may become easier by bribing a village belonging to that town/castle to start a fire. The fire will start in one hour or at midnight by your choice, and most of the guards will be gone while fighting off the guards with the prisoner. It is also possible to rescue lords from a castle or town if they are held by a faction that is neutral to you. This is more attractive than attempting to sneak past the guards as it allows you to retain your normal adventuring equipment, which makes fighting a half dozen guard units quite a bit easier. It raises your relationship by 7 with the rescued lord as well as increasing your relation by 2 points with his home faction. There is also honor associated with ending their incarceration. There are no negative effects with the ruling lord or faction. In addition, if the captive lord has relatives, you can speak to the relative to receive a quest to rescue the captive lord, further increasing your relationship with him (by 1 when you accept the quest and by 8 when you successfully complete it), monetary, and experience gains. In total, this is one of the most effective ways to increase honor and relations as an unfactioned lord, and goes a long way towards building a future kingdom. Since troops are completely unnecessary it is best to just use a bare bones party of heroes and free all the lords possible. This is excluding the possibility of running into a roving hostile band. Note that if the faction of the quest giver and the faction that captured the lord in question make peace (before the player could finish this quest) then all the Lords (not the troops) of both of these factions will be automatically released, making it impossible to finish this mission since it will be cancelled. Once you have gotten the lord out of prison (it is a good idea to tell him to fight together with you, then order him to hold his ground in a corner out of sight) you have to defeat all the troops in the town or castle, without letting the lord get knocked unconscious; this can be very tricky when there are a lot of archers around. If a lord is knocked unconscious you will have failed the rescue, and the game will tell you that he had to be left behind. You cannot attempt a prison break in the same castle/town more than once every day, as the guards will instantly recognize you. Captive Ladies[] After capturing a castle or town, you may find ladies who failed to escape. In Warband, you can talk to them and let them go free (+1 relationship), or hold them prisoner for ransom (loss of relationship and honor, profit if a deal is offered). Recruiting prisoners[] You may attempt to recruit prisoners into your party through the Camp menu once every 24 hours. This may allow you to acquire a specific unit without having to train them yourself, or may give you a quick boost to your troop numbers. However, doing so comes at a cost to Morale of -3 for every prisoner that accepts your offer. There is also a high chance that freshly recruited prisoners will desert your party within the following day, although this can easily be prevented by putting them into a garrison. The chance of prisoners accepting the deal is based on your persuasion skill. 0 persuasion will have a success rate of 40%, every point increases the rate by 4% up to 80% at skill level 10. When recruiting prisoners, the choice to join your party is not made by individual units, but rather a troop type. In other words, if you have 3 Nord Recruits as prisoners, you will either get 0 or 3 of them. Exploit: If you really want to recruit prisoners and have enabled quitting without saving, save before trying to recruit prisoners. The chance of prisoners joining you is completely random, so loading and trying again could make prisoner management pretty useful, considering you can recruit prisoners once a day. Viking Conquest[] In Viking Conquest, it is also possible to capture prisoners, but the amount of prisoners you can have depends solely on the size of the party instead of the skill prisoner management. Party size Amount of prisoners 1 5 54 27 60 29 Prisoner recruitment[] Unlike in other modules, there are 2 ways you can recruit prisoners: * via the "Talk" interaction. This is available for only one prisoner / per 24h. The odds are lower then via the camp (depending on if you have Charisma 12, Persuasion 6, leadership 7, Renown, honor and religion). *via the "Camp" option. This is available for one group of prisoners of the same type (e.g. Norse Bodyguards) /per 24h. The group is selected randomly (could be just one prisoner if that is what you have). The number of prisoners that you can recruit in one go is limited to a total of 25 (the higher the morale the bigger chunk of the group is offered if you actually have 25 or more prisoners of that type) due to the fact that each prisoner recruited will lower your morale with 4 and morale can't go negative. On both you need to wait 24h before retrying (if you try faster then that, in Talk you will simply not have the dialogue option, while in camp you will just get a generic "nobody is interested at this time" at the lower left on your screen). Tactics and Tips[] A safe place to deposit your prisoners in Viking Conquest is the Refuge as nobody except you will see it - with the notable exception of Nobles, who are safer to be carried with you or in a town with a prisoner tower. Unlike in other modules, you can sell high tier prisoners to nobles, generally one at a time so this is not a reliable way to get rid of them (only a nice perk). Always recruit close to a town/garrison so you can deposit them there. The reason being is that they escape during the night and also (if you are high on cash) you can easily replenish your morale cheaply by asking the Kingdom Bard to sing for you and your men. Running with a low morale (generally below 45) could get you into issues like: desertions (could be in mass), mutinies (where essentially you will have to kill some of your troops). An effective way to recruit via the camp is: if you are close to a town you own and the camp interaction for recruitment can be used, you can just drop all the unwanted prisoners in the garrison, and leave the group you want to recruit.
Prophesy of Pendor
Prophesy of Pendor is a mod for both Mount&Blade and Mount&Blade: Warband. There are five main factions: The Empire, D'Shar Principalities, Sarleon, Fierdsvain, Ravenstern or your own. There are also minor factions and knighthood orders. You can become a member of any of these orders and establish any of them including even your own fully customizable one in your town or castle. In this mod you can actually win, terms of your victory are listed in the in-game manual. This mod has a very detailed and interesting backstory which could be found in the manual in the game folder. All of minor factions are non-joinable, but you still have relations with them. From time to time they spawn a great army that you need to eliminate to win the game. It does not affect the Noldor armies because you need to be a Noldor's friend if you want to win the game. These armies led by Noldor lords can become a very good help to you if you have positive relations with Noldors. More than that, the Noldors have a hidden castle which could be found only after completing the quest named 'Befriending Noldors'. It is possible to siege it but it's also almost impossible and as a result the castle will just disappear leaving some Noldor loot for you. Similarities[] The Noldor was originally a group of Elves inspired by J.R.R Tolkien and shown a minor appearance at Peter Jackson's movie, the Fellowship of the Ring. Their appearance in Prophesy of Pendor can actually be explained and found on the forums by the mod creator Saxondragon. Noldor Twillight knightNoldor Spearmen External links[] Download link (for M&B v 1.011) Download link (M&B Warband) Mod's Wikia wiki Alternate wiki
Quarter Staff/Mount&Blade
Quarter Staff Quarter StaffPolearmBase value: 60 denarsWeight: 2.0Swing: 20bThrust: 20bSpeed rating: 104Weapon reach: 140
Quests
This article is a disambiguation page for Quests The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Quests are missions received during an average session of gameplay, which add flavor to the storyline. The following pages list quests divided by game. Quests (classic) — Mount&Blade and Mount&Blade: Warband quests. Quests (With Fire & Sword) — Mount&Blade: With Fire & Sword quests. Quests (Viking Conquest) - Viking Conquest quests. Quests (Bannerlord) — Mount&Blade II: Bannerlord quests.
Quick Battles
This article is a stub. You can help out by expanding it. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! Quick Battles are battles in classic Mount&Blade that you can play without making a character. You play as a lord or a lady with a certain amount of troops. Scenarios[] All of them are rather large battles. They could become very difficult to win on Normal difficulty. A siege defense with Rhodok Lady Brina (a heavily armed and armored character that also exists in the regular game, but merely as a common noblewoman). A siege offense with Nordic Lord Haeda. Swadian Lord Haringoth fighting bandits. Swadian Lord Grainwad fighting bandits. Grainwad in his struggle against a Vaegir army. Trivia[] Count Haringoth seems to age between the two games. He is a bright ginger in Classic but a bit gray in Warband.
Radoghir Castle
Radoghir Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages TebandraSumbuja Sieges with... Siege Tower Port No World Map Mount&BladeRadoghir CastleTebandraTemplate:World Map/Mount&BladeWarbandRadoghir CastleSumbujaTemplate:World Map/Warband Radoghir Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Radoghir Castle lies northeast of Rivacheg, secluded in the very corner of Calradia on a small piece of land surrounded by the ocean, rivers, and mountains, accessable only by a bridge and narrow pass to the south. Its village is Tebandra which is to the northeast, at the edge of a patch of thick trees and the oceanic shoreline. Warband[] Radoghir Castle lies northwest of Reyvadin at the base of a small mountain. To the west is the Kingdom of Nords and to the south is the Kingdom of Swadia. Its village is Sumbuja which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Radoghir Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] The Castle is one of the two oldest castles in the game. Radoghir Castle was in an early Mount&Blade beta as an obtainable castle along with Culmarr Castle. 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
Ranged weapons
Ranged Weapons are the alternative to hand-to-hand combat. They are very useful in most situations, but are difficult to handle effectively against enemies that manage to get in close - this means short-ranged melee weapons are still a good idea even if you want to specialize in archery. Other than bows, crossbows, and thrown weapons, Warband features the the hidden Flintlock Pistol which cannot be seen in the game without cheating or editing the game code. If any ranged weapons run out of ammunition in the field, players may pick up dropped quivers. Additionally, both Warband and With Fire & Sword permit players to pick up arrows, bolts, and some thrown weapons from the terrain, which may then be fired again. An important thing to remember when using ranged weapons is that when firing in third person view, the shot is actually aimed about a foot and a half below the targeting reticule when at point blank range, meaning that different levels of compensation are needed to accurately hit targets between the two views at the same range. Contents 1 Stats 2 Types 2.1 Bows 2.2 Crossbows 2.3 Thrown 3 Ranged Modifiers Stats[] Name: The name of the weapon. This may include a single modifier, indicating improved or reduced stats. Type of Handling: Certain thrown weapons may be wielded as melee weapons by toggling the weapon mode ("X" by default). Other ranged weapons can only be used from a distance. Sell Price: Without any modifiers, this price is exactly one tenth of the true value of the item, and one twentieth of the purchase value from a store. When looted from battle, items will display their true value. Modifiers will change this value. Weight: Affects overall encumbrance (the speed at which you travel). This also increases the delay after parrying or blocking before another attack can be made with the weapon. Blocking a high weight weapon with a low weight weapon results in a short stun period. With the roles reversed, the result is a standard block of the lighter weapon. The weight of the weapon also affects its ability to crush through blocks. For most ranged weapons outside of those with melee capability, the weight only serves to encumber the wielder. Damage "c" (cut): Damage dealt by swinging the weapon. Cutting weapons often do bonus damage against lightly armored targets, but deal significantly lower damage to heavily armored assailants (compared to piercing and blunt damage). Throwing Axes, Throwing Daggers, and Throwing Knives inflict this type of damage, as well as the various Throwing Spears and Javelins when swung in melee. Damage "p" (pierce): Damage dealt by firing bows, crossbows, and using Javelins or Throwing Spears. Piercing weapons have higher armor penetration than cutting weapons without losing as much effectiveness against lightly armored targets compared to blunt weapons. Damage "b" (blunt): Stones and arena weapons are currently the only ranged weapons that deal blunt damage. Accuracy: The maximum effective accuracy of the weapon once the optimum proficiency is reached. The minimum proficiency needed increases alongside the weapon's base damage. Exclusive to ranged weapons. Speed Rating: Affects attack and block speed, as well as weapon speed bonus (bonus damage based on weapon speed while attacking). This also affects the weapon's ability to crush through blocks. For ranged weapons without a melee mode, this only shows the rate of fire and reload speed of the weapon. Missile Speed: This determines how fast fired projectiles will travel. Higher rating will increase the distance a missile can travel, how much the weapon's aim must be offset to account for missile drop, the chance for the missile to bypass a blocking defender's shield, and adds bonus damage in the same way as the speed bonus for melee attacks. The "Speed" stat determines the rate of fire. All projectiles drop at the same rate, so range is determined by the projectile's flight speed as well as its trajectory. The speed of any given projectile is a hidden value not shown in-game, and must be discovered by accessing the document "item_kinds1.txt" in the "Native" module folder. Weapon Length: This attribute is exclusive to certain thrown weapons when used as a melee weapon. Requirements: Many ranged weapons require a certain level of Strength, Power Draw, or Power Throw in order to be used. Types[] There are three types of ranged weapons in the game. Bows[] Bows are the standard ranged weapon. They are cheaper and can have larger supplies of ammunition than alternative weapons, but their accuracy and damage suffer with low proficiencies. ▼ Show/Hide Bows ▼ Weapon Power Draw Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Hunting Bow - 15(pierce) 99 100 52 1.0 17 MasterworkStrongBentCracked Short Bow 1 18(pierce) 99 97 55 1.0 58 MasterworkStrongBentCracked Nomad Bow 2 20(pierce) 99 94 56 1.3 164 MasterworkStrongBentCracked Long Bow 3 22(pierce) 99 79 56 1.8 145 MasterworkStrongBentCracked Khergit Bow 3 21(pierce) 99 90 57 1.3 269 MasterworkStrongBentCracked Strong Bow 3 23(pierce) 99 88 58 1.3 437 MasterworkBentCracked War Bow 4 25(pierce) 99 84 59 1.5 728 MasterworkStrongBentCracked ▲ Show/Hide Bows ▲ Crossbows[] Crossbows do more base damage than other ranged weapons, but they don't receive the same damage bonuses from player skills, and so they quickly fall behind. ▼ Show/Hide Crossbows ▼ Weapon STR Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Other Hunting Crossbow - 37(pierce) 99 47 50 2.3 22 MasterworkBentCracked Light Crossbow 8 44(pierce) 99 45 59 2.5 67 MasterworkBentCracked Crossbow 8 49(pierce) 99 43 66 3.0 182 MasterworkBentCracked Cannot be used on horseback Heavy Crossbow 9 58(pierce) 99 41 68 3.5 349 MasterworkBentCracked Cannot be used on horseback Siege Crossbow 10 63(pierce) 99 37 70 3.8 683 MasterworkBentCracked Cannot be used on horseback ▲ Show/Hide Crossbows ▲ Thrown[] Thrown weapons are ranged weapons cast directly from the hand. They suffer from very low ammunition counts and can be quite expensive, but offer excellent damage. ▼ Show/Hide Thrown weapons ▼ Weapon Stack Amount Power Throw Throw Damage Attack Damage Attack Speed Missile Speed Weight Price Modifiers Stones 18 - 11(blunt) - 97 30 4.0 1 Large Bag Throwing Knives 14 - 19(cut) - 121 25 3.5 76 Large BagBalancedHeavyBent Throwing Daggers 13 - 25(cut) - 110 24 3.5 193 Large BagBalancedHeavyBent Darts 7 1 22(pierce) - 95 28 5.0 155 Large BagBalancedHeavyBent War Darts 7 1 25(pierce) - 93 27 5.0 285 Large BagBalancedHeavyBent Javelins 5 1 34(pierce) SWING12(cut)THRUST14(pierce) SWING91THRUST95 25 5.0 300 Large BagBalancedHeavyBent Throwing Spears 4 2 44(pierce) SWING18(cut)THRUST23(pierce) SWING87THRUST91 22 4.0 525 Large BagBalancedHeavyBent Jarids 4 2 45(pierce) SWING16(cut)THRUST20(pierce) SWING89THRUST93 24 4.0 560 Large BagBalancedHeavyBent Light Throwing Axes 4 2 35(cut) SWING26(cut)THRUSTNone 99 18 5.0 360 Large BagBalancedBent Throwing Axes 4 3 39(cut) SWING29(cut)THRUSTNone 98 18 5.0 490 Large BagBalancedBent Heavy Throwing Axes 4 4 44(cut) SWING32(cut)THRUSTNone 97 18 5.0 620 Large BagBalancedBent ▲ Show/Hide Thrown weapons ▲ Ranged Modifiers[] Both ranged weapons and their ammunition may have modifiers. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Ransom Broker
“ I broker ransoms for the poor wretches who are captured in these endless wars. Normally I travel between the salt mines and the slave markets on the coast, on commission from those whose relatives have gone missing. But if I'm out on my errands of mercy, and I come across a fellow dragging around a captive or two, well, there's no harm in a little speculative investment, is there? And you look like the type who might have a prisoner to sell. ” — Ransom Broker's introduction Ransom Brokers are men found randomly in taverns all across Calradia who will exchange prisoners for ransoms. They remain in one location for only a few (randomly determined) days before reappearing elsewhere. In classic Mount&Blade, they would buy prisoners from the player 50 denars for each prisoner. In Warband, however, they will pay different sums per prisoner, depending on the military rank of the purchase. They also provide information about the whereabouts of imprisoned party heroes and the possibility to ransom them as well. Ramun the Slave Trader is similar to a ransom broker, but who almost always appears in Tihr (it is very rare that he does not) and offers a fixed sum of 50 denars for each prisoner, no matter what rank they are. He can give advice about capturing prisoners. Ransom by troop types[] The following is a chart showing how much Ransom Brokers in Warband are willing to pay for specific troops. Level Ransom Value Troop Types 1 20 Peasant Woman, Refugee 4 32 Farmer, Looter, Rhodok Tribesman, Sarranid Recruit, Swadian Recruit, Townsman, Vaegir Recruit 5 37 Camp Follower, Khergit Tribesman 6 42 Nord Recruit 9 60 Caravan Master, Rhodok Spearman, Sarranid Footman, Swadian Militia, Vaegir Footman, Watchman 10 66 Bandit, Huntress, Khergit Skirmisher, Manhunter, Nord Footman, Rhodok Crossbowman 11 73 Forest Bandit, Mountain Bandit, Nord Huntsman 12 80 Desert Bandit, Steppe Bandit 14 96 Caravan Guard, Khergit Horse Archer, Khergit Horseman, Nord Trained Footman, Rhodok Trained Spearman, Sarranid Skirmisher, Sarranid Veteran Footman, Slave Driver, Swadian Footman, Swadian Skirmisher, Vaegir Skirmisher, Vaegir Veteran 15 104 Brigand, Nord Archer, Rhodok Trained Crossbowman, Taiga Bandit 16 112 Camp Defender, Sea Raider 18 130 Slave Hunter 19 140 Mercenary Crossbowman, Nord Veteran Archer, Nord Warrior, Rhodok Veteran Spearman, Sarranid Archer, Swadian Crossbowman, Vaegir Archer, Vaegir Infantry 20 150 Mercenary Horseman, Mercenary Swordsman, Rhodok Veteran Crossbowman, Sarranid Horseman, Sarranid Infantry, Swadian Infantry 21 160 Khergit Veteran Horse Archer, Swadian Man-at-Arms, Vaegir Horseman 22 170 Slave Crusher, Sword Sister 23 181 Khergit Lancer 24 192 Nord Veteran, Sarranid Master Archer, Swadian Sharpshooter, Vaegir Guard, Vaegir Marksman 25 204 Hired Blade, Mercenary Cavalry, Rhodok Sergeant, Rhodok Sharpshooter, Sarranid Guard, Swadian Sergeant 26 216 Slaver Chief, Vaegir Knight 27 228 Sarranid Mamluke 28 240 Nord Huscarl, Swadian Knight
Rduna
Rduna Settlement Information Type Village Kingdom Swadia Fortification Vyincourd CastleRindyar Castle World Map Mount&BladeRdunaVyincourd CastleTemplate:World Map/Mount&BladeWarbandRdunaRindyar CastleTemplate:World Map/Warband Rduna is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of one of the buildings up the hill almost directly straight forward from where the player enters, standing near a pile of wood. Rduna is built on hills in mountainous terrain with a few scattered trees. It has a total of eight structures and one field growing squash. Meat hangs from hooks over a blood-soaked area with butchering knives nearby and there is a large amount of blood down the hill. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building to the left from where the player enters, between a couple bushes. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Reaver
Reaver Troop Information Culture Bandits Wages 50 peningas/week Acquired from... Brigand Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Reavers are tier-four bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reaver - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Helm with Nassal Body GambesonTunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Master 8 Shield ? Athletics 4 Riding 5 Horse Archery ? Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management ? Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 185 Weapons Melee Chipped Briton Sword Ranged Bent Throwing Spears Shield Cracked Round Shield Mount None Trivia[] They are the only Ruffian upgrade equipped with swords. Making them look less armored than they can truly be, their stats screen shows them with no helmets and wearing Poor Tunics when they actually wear Helms with Nassal and can spawn with Gambesons. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rebache
Rebache Settlement Information Type Village Kingdom Vaegir Fortification ReyvadinCuraw World Map Mount&BladeRebacheReyvadinTemplate:World Map/Mount&BladeWarbandRebacheCurawTemplate:World Map/Warband Rebache is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located through most of the village and to the right from where the player enters, standing next to a campfire. Rebache is located on relatively flat land with fairly low tree density. It has a total of nine structures within the village. There is one visible field of Cabbages partly buried in snow and sheltered under a roof. Another covered area resembles a stable with room for horses. If sent here during a Hunt Down Fugitive quest, the target may be found under a roof behind the first building on the left from where the player enters. 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
Rebel
For the classic version, see Deserters. For the Bannerlord version, see Deserter (Bannerlord). Rebel Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rebels are bandit archers in Mount&Blade: With Fire & Sword. Tactics[] A short step up from Looters and Bandits yet similar of quality, they are somewhat dangerous to new players. They spawn in groups of 3-60. Rebels wear little armor and wield poor weapons, thus an experienced, well-equipped player can easily do away with them. What armor they do wear is very light - making them vulnerable to missiles and melee attacks - yet their weapons may include handmade firearms, making them dangerous in large numbers to any rookie or veteran player. They nonetheless pose no significant threat and can be cut down very easily with a large, well-equipped party. Rebels attack head on and, if their numbers are large enough, en masse. The "marksmen" carrying handmade firearms shoot from a distance while their "infantry", armed with axes or lances, charge. If the marksmen are hit with melee attacks, they'll do the same with short carpenter axes. You can circle them and shoot at them, for they are never mounted. Rebels also love to use numbers to their advantage, and will swarm straggling troops - make sure this doesn't happen to you if you're just starting out on the game! Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rebel - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap Body Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee BludgeonCarpenter Axe Ranged Handmade FirearmLight Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Refugee
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 Refugee 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 Refugees are rescued civilian women on the path to becoming Sword Sisters. Overview[] Despite slowly evolving from initially vulnerable and unarmed women, this 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. This means for most players this troop line will be very rare, although Steppe Bandits frequently have peasant women as prisoners owing to their high speed on their horses. If you intend to develop female fighters, it is crucial that you keep them out of combat at all costs, as they will only be able to hold their own from Huntress onwards. Any rank lower than this will be quickly butchered by most other troop types. Once they reach Camp Defender or Sword Sister level, they can hold their own against most other troops. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Refugee - 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, Robe, 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 45 Two Handed Weapons 45 Polearms 45 Archery 45 Crossbows 45 Throwing 45 Weapons Melee Knife, Pitchfork, 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
Reindi Castle
Reindi Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Emirin Ehlerdah Sieges with... Ladders Port No World Map Mount&BladeReindi CastleEmirinTemplate:World Map/Mount&BladeWarbandReindi CastleEhlerdahTemplate:World Map/Warband Reindi Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Reindi Castle lies southwest of Praven at the border with the Kingdom of Rhodoks. Its village is Emirin which is to the southeast at the base of the Khergit mountain range. Warband[] Reindi Castle lies southeast of Dhirim on a hill at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Rhodoks to the southwest. Its village is Ehlerdah which is to the northeast, near a stretch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Reindi Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Religions
Religions are individuals' or groups' beliefs in higher powers. The core Mount&Blade series do not feature a religion mechanic but Viking Conquest and several mods do. Contents 1 In Mount&Blade/Warband 1.1 Examples of Religions 2 In Viking Conquest 2.1 Featured Religions 3 In With Fire & Sword 4 In Bannerlord In Mount&Blade/Warband[] Religions are only alluded to in the core series. Starting with Warrider, characters would on occasion mention deities, spirits, or other supernatural beings, various religion-themed NPCs would be added or removed between versions, certain shields and banners would feature religious imagery, and religious buildings could be found in towns and castles, though only as decorations. As already mentioned, religions are not a mechanic in Mount&Blade and thus their presence is very superficial and is largely to add a bit of flavor to the game's world. Examples of Religions[] Mentions of religions are most prominent in Warrider (Mount&Blade v0.202). This is only fair given the dark fantasy setting of the game. Later versions have cut back on religious mentions but have expanded the visuals. Calradian religion: The religion inspired by Christianity and adhered to by the Swadians, Rhodoks, and Vaegirs. Adherents of this religion believe in a "God", in the "Seven Saints", and in the holy mandate of nobles. Clergy are called "priests" and addressed to as "Father". The main evil force in this religion is the "Devil". Examples of adherents include - most notably in Warrider - the kingdoms' Counts, and Fathers Larchas and Erascus, who are priests. Additionally, the followers Firentis, Katrin, and Klethi also seem to be adherents, at least when it comes to superstitions. In subsequent versions of Mount and Blade, "God", the "Saints", and the "Devil" are mentioned less frequently. Certain troop-types such as Inquisitors and Pilgrims were introduced and removed between versions - they were apparently quest-related. Various religious buildings began appearing as the game developed further. In v0.808, one could see a cross standing atop town towers. In later versions, dedicated church or chapel buildings were also added to some town and castle scenes. Crosses were also a common symbol on banners and on certain shields present in older versions of the game. Some in the fan community speculate that the follower Jeremus is either a priest or a monk in this religion given the fact that he wears a robe, fights with a staff, has a stereotypical "monk" haircut, and practices medicine as real-world Christian priests and monks did. However, he never speaks on any religious topics, rather fancying himself a man of science. Khergit religion: Mentioned exclusively in Warrider and adhered to only by Khergit NPCs such as khans Barthai and Nuyukh, among others. This religion apparently is a form of shamanism and ancestor worship, similar to real-life counterparts. Among the supernatural entities recognized by this religion are the "Gods of the Six Winds" - who seem to be presiding over the Khergit nomadic lifestyle - and the "Black Wolf", a Grim-Reaper-like entity that comes for the spirits of those who die. Shamans make up this religion's clergy and elders are respected for their wisdom. Ancestor spirits are often also sought for advice and appeased when misdeeds are committed. Dark Deities: Only mentioned in Warrider. This is less of a religion because the only individuals practicing it are Ecatha and Akhad Thell, the game's two necromancers, whose actions can be seen more as a way to obtain power rather than actual worship. The Hand of Tsannuh is apparently an artifact in this religion and is said to be a literal hand of a god. Given that human sacrifice is required to charge the Hand, it is likely that Tsannuh is one of the Dark Deities. The aforementioned "Devil" may also be considered one of the Dark Deities, even though most real-life religions do not treat the Devil as a god, even an evil one. Cult of Harlaus: Akhad Thell was planning to resurrect, fully restore, and make King Harlaus immortal so that the latter could become a god-king. For this end, he needed to charge the Hand of Tsannuh by sacrificing the Khergit princess Uruzuge at a special Sacrificial Ground during an eclipse. He was only partly successful, as the player character stopped both him and the undead king. Jumne religion: Sea Raiders, a bandit type added in versions after Warrider, when encountered, sometimes say "Today the gods will decide your fate!" before attacking the player's party. It is unclear if they refer to their own pantheon of gods or to gods in general. Given the fact the Sea Raiders are based on real-world Vikings, it is quite possible they are adherents of a religion based on Scandinavian Paganism. Their hostile approach to negotiations may also suggest that their pantheon consists of warrior-gods. The Nords, much like the Sea Raiders, are also originally from Jumne and may or may not adhere to this religion. Given the fact the Nords settled in Calradia, it is more likely that they adopted the Calradian religion. Then again, the Nords are also known to have a good head for commerce - this might suggest that if they still adhere to the Jumne religion, at least one of their gods is also a god of commerce or cunning. In real life Norse religion, the chief-god Odin is often equated to the Roman god Mercury, who was a god of commerce, among other things. Sarranid religion: With the introduction of the Sarranid Sultanate in Warband, the existence of a religion based on Islam was also alluded to. New kinds of buildings for scenes were added that are based on Islamic architecture, with the minaret being the most prominent. Sarranid banners feature the crescent moon - an important symbol in Islam - and there is a deactivated green shield in the game files that also features the crescent moon symbol. Green is also an important color in Islam. At the same time, is it possible that the Sarranids originally practiced a form of in-universe Zoroastrianism, given that some of their banners also feature flames. Additionally, several characters in Warband, including the player, speak of the "Heavens", as of a divine force. This is most likely a neutral term so as to not place characters into a particular religion, since most religions mention the sky in some way. In Viking Conquest[] In Viking Conquest, religions are a game mechanic. They affect NPCs' and kingdoms' attitudes towards the player and each other. Priests of either religion can be spoken to for certain services such as preaching, which can increase troop morale. The player can convert between religions and may also wish to make donations to priests of a chosen religion in exchange for its favor. This can grant access to special troops or other benefits, such as gameplay bonuses. For example, a high enough favor with the Norse religion can add bonus points to the player's combat skills. Minor religious buildings can be built in fiefs in order to convert the population to the desired religion, which increases loyalty and decreases the chance of assassination attempts. Featured Religions[] There are two primary religions featured in the game that can be joined: Christianity (Roman Catholicism): The religion of most kingdoms in Britain and northern Europe. It worships "God". Its clergy are called "priests". "monks" and "abbots" are a special category of faithful that dedicate themselves to worship without being clergy. Its buildings are called "monasteries". The player can visit these to learn to read Latin and/or buy wine. Additionally, abbots or monks can be hired to preach to troops for a morale boost, or to join to the player's court. Priests are also standalone units in all Christian nations' troop trees. Norse Paganism: The religion practiced largely by the Scandinavian kingdoms as well as certain kingdoms in northern Britain. This religion primarily worships "Odin" (or "Wotan") but other deities such as "Thor" and "Loki" are mentioned and have dedicated locations in the overland map. The player can make sacrifices to the Norse gods at Hofs - the religion's temples - in order to gain their favor. With enough favor, they can hire Berserkrs, a powerful type of troop. The Gothi - this religion's clergy - can be hired to preach to the troops for a morale bonus and to join the player's court. There are a few religions that cannot be joined and can be interacted with only to a minor degree: Roman Paganism: The religion of the Old Roman and his son Caio. It is only mentioned a few times during dialogue but cannot be otherwise interacted with. Caio is a dedicated follower of this religion and, if both are in the player's party, even gets into conflict with some of the Christian followers. Celtic Paganism: The religion of non-Christian and non-Norse Pagan Celts and/or Picts. The game treats it as paganism, although it is different from Norse Paganism. Dwywei is an adherent, with possible others. There are also several locations around the map, most prominently in the British Isles, that are connected to the Celtic religion. One such location has the player fight a large group of bandits for a treasure. Another such location acts like a Hof where the player may sacrifice prisoners to the Celtic deities, although the local priest himself admits that the cult's practices are not necessarily accurate to the historical Celtic/Pictish religious practices. In With Fire & Sword[] In With Fire & Sword, religions are likewise implied but are not a mechanic per se. Most factions and characters have a religion. Roman Catholic Christianity: The religion of the Polish Commonwealth, Spain, and France. Victor de la Buscador is Spanish and thus likely Roman Catholic. Jaques de Clermont and his companions, Cardinal Mazarin, D'Artagnan, the Queen of France, and "young Louis" are all French and thus Roman Catholic. (Eastern) Orthodox Christianity: The religion of the Cossack Hetmanate, the Muscovite Tsardom, and of Transylvanian Vlachs. Tepes is Vlach and is implied to be Orthodox Christian - that is, if he is not a vampire, which is also implied. Followers from the Cossack Hetmanate and the Muscovite Tsardom are also likely Orthodox Christians. Lutheran Protestant Christianity: The religion of the Kingdom of Sweden. Karlsson and Ingri are Swedes and thus likely adherents of Lutheranism. Islam: The religion of the Crimean Khanate. Bakhyt, Nogai, and Fatima are apparently Muslims. Folk Religion: Although Oksana is originally from the Cossack Hetmanate, her backstory implies she doesn't adhere to Orthodox Christianity and instead practices a form of folk-religion that involves soothsaying and healing. Alternatively, she might be a stereotypical gypsy, practising "gypsy magic". Additionally, nation-specific mercenary troops are also probably adherents of these religions, or others. The Kalmyk mercenaries of the Moscovite Tsardom, although not stated as such, are most likely Buddhists. German mercenaries come from the Holy Roman Empire and, as such, are likely to be Catholics, Lutherans, or Calvinists. The Azaps, Cebelus, and Janissaries of the Crimean Khanate come from the Ottoman Empire and thus are also Muslims or possibly Orthodox Christians (Janissaries). Scottish mercenaries are likely either Catholics or Calvinists. In Bannerlord[] This section is to be expanded Like in the original games, religions in Mount&Blade II: Bannerlord are only implied and, in fact, are barely even present in the game itself, with most mentions coming from the game's Digital Companion. Calradic religion: The religion of the Calradic Empire and its people as well as, possibly, the Vlandians and at least some Sturgians. It is through the Empire's influence that this religion spread across the continent. By the time of Warband, the pan-Calradic religion seems to be one based on Catholic Christianity but, in the time of Bannerlord, the Calradic religion seemed to be one based on Greco-Roman paganism. Cult of Emperor Darusos: A minor cult within the Empire, worshiping the deceased emperor Darusos, who was too young to successfully rule and was toppled by one of his generals. Members of this cult believe that Darusos will one day return and lead the world into a golden age. Prominently, the cult is represented by Embers of the Flame, a minor faction within the Empire. Emperor Arenicos was sanctified as a demigod during his lifetime. It is unclear if all emperors - or only select individuals - were treated as divine but it corresponds to real-world Roman tradition, namely the Imperial Cult. One (type of) imperial companion claims to have been a member of an underground cult that wanted to build the Kingdom of Heaven but ended up resorting to banditry in order to continue existing after its leader died. The cult managed to fight off several imperial punishing parties but was ultimately brought down. Battanian religion: Most likely based on real-world Celtic and Thracian paganism. Animism - the belief that gods or spirits inhabit objects and places - plays a central role in the Battanians' beliefs. They hold sacred the ancient yew grove next to the city of Dunglanys, using the trees growing on its outer edges for bow crafting - the ones in the centre of the grove, however, are off-limits. It is said that, in the olden days, the so-called Holy Men - the religion's clergy - would hang human sacrifices on the tree branches in the grove. Dunglanys itself is considered a place of religious significance due to the great cliff around which the city was built - and Seonon likewise, due to its lake. It is said that Holy Men can talk to deceased ancestors by drinking only the water of this lake. The Holy Men live ascetically, are allowed to travel unhindered anywhere in the land, and speak freely to anyone they wish. Other practices in this religion include: tattooing, collecting the heads of defeated enemies, and sending youths to live as animals in the local forests. The latter is an ancient practice that allows warriors to get in touch with their wild side. It is believed that, so long as a warrior lives like an animal, they are exempt from the laws of man. In-game this is represented by the Wolfskins, a minor Battanian faction. Additionally, several Battanian scenes feature carved wood and stone statues representing either great heroes or gods. Sturgian religion: Nothing is known about the Sturgian religion outside of the Nordic influences. Just like the Nords in Warband, the Sturgians are known as good traders and, as such, commerce and/or cunning may be tied to a particular deity from their pantheon. In real life, Veles is a Slavic god whose sphere - among others - includes trickery and wealth. Given that the Sturgians are seemingly based on the pre-Christian Kyivan Rus, it's likely they have their own version of Veles. Vakken religion: Nothing is known about Vakken beliefs. Since they are based on the real-world Finno-Ugric peoples, Vakken religion is probably also inspired by them. The Vakken are represented in-game by the Forest People, a minor Sturgian faction. Jumne religion: The religion of the Sea Raiders, the Skolderbroda minor faction, the Nord miners in northern Vlandia, and of a good number of Sturgians. As written above, this religion's most prominent gods are most likely war gods. Khuzait religion: Little is known about the Khuzait religion but they most likely share their beliefs with the Khergit, as described above. Even so, the clans in the Khanate all believe themselves descended from the "Great She-Wolf" and value freedom and clan loyalty above all else. The Iltanlar, a mountain people related to the Khuzait, worshiped a god named Iltan. It is unknown if Mount Iltan was named after the god - or if it was the other way around - but there is no way of finding out seeing as the Iltanlar were completely assimilated into the Khuzait Khanate, Sturgia, and the Calradic Empire. There is a removed Khuzait faction called the "Chosen of the Sky" in the game files and whose names implies it to be a religious group. Aserai religion: Little is known about the Aserai religion. They hold superstitious beliefs about the jinn, considering them dangerous if not outright evil. Another superstition is tied to the Kannic people, whom the Aserai believe practiced evil magics and cavorted with jinn and demons. TaleWorlds described the Aserai as inspired by pre-Islam Arabs and thus their religion is most likely based on Arabic paganism. Beni Zilal: The Sons of the Shadows are a quasi-religious order of assassins and warriors led by a messianic preacher. Not much is known about their beliefs and practices aside from the fact they keep some great secret and consume hallucinogenic herbs. They are a minor faction of the Aserai Sultanate and are most likely inspired by the real-world Order of Assassins, a Shia Islam order of warriors. There is mention in the game files of a character called "Father of the Night", which may or may not be the faction's formal leader. Darshi religion: The religion of the Darshi people. Nothing is known about it but, since the Darshi are inspired by Persians, it is possible their beliefs are based on pre-Islam Iranian paganism and Zoroastrianism. The Darshi are represented by the Ghilman, a minor Aserai faction. Additionally, people in Calradia observe various quasi-religious activities: People in the Empire, Vlandia, Battania, and parts of Sturgia seem to be observing solstices and equinoxes, lighting bonfires at nights and organizing gatherings. Many people throughout Calradia hold superstitious beliefs. One companion (type) backstory is that she believes herself to have been born cursed, because all her suitors ended up dying prematurely. Another companion (type) was disowned by her family because of a body mark she had been born with, which the family believed to be a mark of evil.
Reyvadin
Reyvadin Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages AyyikeRebacheSumbujaAyyikeUlburban Sieges with... Ladders Port No World Map Mount&BladeReyvadinAyyikeRebacheSumbujaTemplate:World Map/Mount&BladeWarbandReyvadinAyyikeUlburbanTemplate:World Map/Warband Reyvadin is the capital city of the Kingdom of Vaegirs. This town is initially owned by King Yaroglek. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Ayyike, Rebache, and Sumbuja. Warband Its villages are Ayyike and Ulburban. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located two turns to the right of the Tavern and just to the right of the keep's gates. There is a small gap in the invisible barriers around the entrance to the city. Passing through the gap will give the player access to explore the entire map. Siege[] Besieging Reyvadin require the construction of Siege Ladders. Tournaments[] If you take part in a Tournament in Reyvadin, you can be given any of the following sets of equipment: Heavy Sword Sword & Shield Axe & Shield Lance & Shield Any set of weapons can also be provided with a horse, but not all participants are on horses. Reyvadin Tournaments do not include ranged weapons. The game seems to favour having 2 large teams fighting over 3 or 4 small teams. Economy[] Reyvadin has three villages linked to the town, and two more villages linked to castles, improving its production. It sells cheap wool and buys iron and velvet at a high price, making it a good stop for merchants. Reyvadin mainly produces: Bread Wine Leatherwork Tools Wool Cloth 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
Rindyar Castle
Rindyar Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Chide Rduna Sieges with... Ladders Port No World Map Mount&BladeRindyar CastleChideTemplate:World Map/Mount&BladeWarbandRindyar CastleRdunaTemplate:World Map/Warband Rindyar Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Rindyar Castle lies southeast of Dhirim at the border with the Kingdom of Vaegirs. It is, in fact, closer to Curaw than any Swadian town. Its village is Chide which is quite close to the south, encompassed by sheer mountain rises and trees. Warband[] Rindyar Castle lies east of Dhirim at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Vaegirs to the north. Its village is Rduna which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Although the presumed door to the keep can be reached, there is no loading zone, so it can only be accessed through the menu. Siege[] Besieging Rindyar Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] <a href=" class="image"><img alt="Mb223" src=" decoding="async" loading="lazy" width="180" height="108" class="thumbimage" data-image-name="Mb223.jpg" data-image-key="Mb223.jpg" data-relevant="1" data-src=" /></a> Acquiring dialogue option It can be difficult to open dialog with a prisoner through their cell bars in the dungeon. It is possible to speak with them by angling yourself as shown in the image. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Rivacheg
Rivacheg Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages MazenShapeshteFisdnarShapeshteVezin Sieges with... Siege Tower Port No World Map Mount&BladeRivachegMazenShapeshteTemplate:World Map/Mount&BladeWarbandRivachegShapeshteVezinFisdnarTemplate:World Map/Warband Rivacheg is a town in the Kingdom of Vaegirs. It is initially owned by Boyar Meriga. As told by Alayen, Rivacheg Rock was supposedly where the Vaegirs held off the Nords in their first attempts to gain entry into Calradia. Apparently, the Vaegir king refused to pay the Nords for his people to be left alone, and so the Nords attempted to besiege Rivacheg multiple times, each time they were held off. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy 6 Trivia Territory[] Mount&Blade Its villages are Mazen and Shapeshte. Warband Rivacheg is the furthest north town in Calradia. Its villages are Fisdnar, Shapeshte, and Vezin. Rivacheg usually is very afflicted by roaming Sea Raiders and therefore is not a good place to go for new players with very small parties. However, the consistent spawn of Sea Raiders provides a good hunting ground for more experienced players. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Rivacheg can be located by turning 45 degrees to the right after selecting 'Take a walk around the streets'. Siege[] Besieging Rivacheg requires the construction of a Siege Tower. Tournaments[] Tournaments hosted in Rivacheg feature the following equipment: Lance & Shield Bow & Arrows Sword & Shield Axe & Shield Heavy Sword Horse (not every participant is mounted) Economy[] It's a very good place to buy land for a Productive Enterprise, though the lord ruling over the town may need to be appeased or displaced before anything can be done. The best is a Weavery and Dyeworks, to make Velvet from Raw Silk and Dyes, as raw silk can be bought very cheaply in Rivacheg. It will cost 10000 denars and the normal profit is between 1200-1500. Easily the most profitable single town in the game, if you keep raiding lords away from it's fiefs. Even fully raided out, it still brings in 560 profit a week. The town of Rivacheg mainly produces: Ale Bread Leatherwork Smoked Fish Wool Cloth Trivia[] Pieces of the strange set are found here in both Mount&Blade and Warband. New characters who are brave enough to face the threat of Sea Raiders can come here to obtain the armor and short sword for a decent boost in equipment. This chest can also be used as a safe storage for back-up items and equipment as long as your relationship with the kingdom that owns the town is at least neutral. 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
Rizi
Rizi Settlement Information Type Village Kingdom Nords Fortification Hrus CastleHrus Castle World Map Mount&BladeRiziHrus CastleTemplate:World Map/Mount&BladeWarbandRiziHrus CastleTemplate:World Map/Warband Rizi is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located straight from where the player enters, on the right side of the wooden tower, standing next to a table and brazier. Rizi is built on the top of a hill in a very hilly area with many low valleys, steep inclines, and tall trees. It has a total of seven structures, with the central-most building featuring a large tower. In addition to four fields growing cabbages and squash, other food including honey and beef can be found here. There is also a significant number of hanging pelts and fur bundles here, as well as a empty animal pen protected by a stone wall. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building with a tower from where the player enters, next to a cart. 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
Robber
Robber Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Highwayman Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Robbers are tier-three bandit infantry in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Robber - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Tattered Common GambesonCrude Gambeson Hand None Foot Tattered Ankle Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 2 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 110 Polearms 190 Archery 20 Crossbows 20 Throwing 155 Slings 140 Weapons Melee Bent Heavy SpearSeax Ranged None Shield Crude Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rolf
Rolf Appears in Character Details Hire Cost 300 denars Likes Baheshtur, Failing Quests Liked by Baheshtur Dislikes Deshavi, Bunduk, Artimenner as Emissary, Retreating Disliked by Deshavi and Bunduk Connections Veluca Noble Yes Character Background Background Noble (Claimed)Bandit (Implied) Rolf is a noble-claimed bandit and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Rolf claims to be part of a noble lineage from outside Calradia. He hopes to make a name for himself, but was branded as a bandit and a brigand unfairly, forcing him to seek employment for his services in taverns across Calradia. However, Deshavi suggests that Rolf was part of the "Brethen of the Woods", a bandit group in Ehlerdah that formed when a farmer was caught poaching the King's hunting ground. Upon his execution and seizure of property, his sons became bandits and attracted many criminals to join them. It is implied that Rolf may be one of the sons who founded the bandit group. Personality[] Rolf is a boastful individual who takes pride for his accomplishments on the battlefield and his supposed nobility. However, the mere doubt anyone expresses on his claim to nobility will cause him to lose his temper. Relationships[] Baheshtur - Rolf is impressed with Baheshtur fighting skill and appreciate his acceptance of his fraud story. Bunduk - Rolf dislikes Bunduk's hate on nobles and doubtfulness of his house. Deshavi - Like Bunduk, she equally dislikes Rolf for his banditry past and disrespect him which angers Rolf. Gameplay[] If elevated to lordship in Warband, Rolf will recruit whatever troops are available in his fiefs, regardless of nationality. Despite his highly questionable noble lineage, the nobles of Calradia believe his claim, and you will not lose any relationship points with the lords if you promote Rolf to lordship. Dialogue[] Main article: Rolf/Interactions Stats and equipment[] Rolf - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 9 Intelligence 13 Charisma 10 Health 47 Armor Head ? Body Leather Jerkin Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw 2 Power Draw ? Weapon Master 2 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery 1 First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Sword Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira
Ruffian
Ruffian Troop Information Culture Bandits Wages 13 peningas/week Acquired from... Slave- or -Prisoners Upgrades to... Bandit- or -Footpad Upgrade Cost 192 peningas XP for Kill ? experience Ransom Value ? peningas Ruffians are tier-one bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ruffian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head Phrygian Body Tattered Simple Tunic Hand None Foot Tattered Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 5 Athletics 5 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 100 Polearms 70 Archery 20 Crossbows 20 Throwing 115 Slings 110 Weapons Melee Staff Ranged Fustibalus Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Ruldi
Ruldi Settlement Information Type Village Kingdom Rhodoks Fortification JelkalaJelkala World Map Mount&BladeRuldiJelkalaTemplate:World Map/Mount&BladeWarbandRuldiJelkalaTemplate:World Map/Warband Ruldi is a village initially owned by Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located straight forward from where the player enters, standing near some barrels at the corner of a building. Ruldi is built on somewhat hilly terrain with a moderate coverage of trees. It has a total of four structures surrounded on most sides by a low wall. Although one of the buildings is a windmill and another at the bottom of the hill is probably just storage, the two main buildings of the town are quite large, even featuring a tower. Two fields here grow cabbages, grapes, squash, and marrows. Although no meat can be seen, evidence of hunting can be found in hanging skins and a pile of animal bones just outside the village, the presence of the mill and two ovens additionally hints toward bread production despite the absence of a wheat field. There are also two wells here. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building the village elder is in front of, standing under a low roof. 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)
Ruluns
Ruluns Settlement Information Type Village Kingdom Swadia Fortification SunoSuno World Map Mount&BladeRulunsSunoTemplate:World Map/Mount&BladeWarbandRulunsSunoTemplate:World Map/Warband Ruluns is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is in front of the large building on the right almost directly straight forward from where the player enters, standing next to a wooden table and bench. Ruluns is built on a hill in uneven terrain with moderate tree cover. It has a total of eight structures. The village one large field that has already been cleared aside from some small bushes in one corner, while some marrows in a storage shed are the only hint as to what might have been growing here. Baskets of apples can be seen on a porch, but there aren't any trees locally they appear to have come from. The large number of furs decorating the walls and hanging chunks of raw and dried meat point toward a butchering industry. A pile of carts and spare wheels, as well as a wagon wheel decoration over the door to the largest building, may indicate the business of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found hiding inside a storage shed by the field. In Bannerlord, Ruluns appears as the village of Rulund, with much the same geography and layout as in Warband. Most notably the fact that the village lies on a small plateau in both games. 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
Ruvar
Ruvar Settlement Information Type Village Kingdom Nords Fortification Alburq CastleWercheg World Map Mount&BladeRuvarAlburq CastleTemplate:World Map/Mount&BladeWarbandRuvarWerchegTemplate:World Map/Warband Ruvar is a village of the Kingdom of Nords. When the Nords are at war with the Vaegirs, Ruvar is constantly looted. Layout[] Player Elder Fugitive The Village Elder is located just inside the village from where the player enters, on the right side of the path, standing in front of the first building next to a bench. Ruvar is built in a hilly region, with many low hills as well as a large number of trees all around. It has a total of eight structures, one at the top of a hill also boasting a tower. There are several fields here growing cabbages and squash, there are also some fenced-in trees which are most likely apple trees, with fruit baskets nearby supporting this, but no apples can been seen on the trees. If sent here during a Hunt Down Fugitive quest, the target may be found standing on the porch of a small shack positioned on the far side of the village from where the player enters, near the tower. 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
Ryibelet Castle
Ryibelet Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ryibelet Sieges with... Tower Port No World Map Mount&BladeRyibelet CastleRyibeletTemplate:World Map/Mount&BladeWarbandRyibelet CastleRyibeletTemplate:World Map/Warband Ryibelet Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Its village is Ryibelet. Location[] Mount&Blade[] Ryibelet Castle lies west of Suno at the border of Swadia and Kingdom of Rhodoks. Its village is quite close to the east. Warband[] Ryibelet Castle lies northeast of Suno. It is on the border divided from the Kingdom of Nords by a mountain range. Its village is nearby to the southeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ryibelet Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Sabre/Mount&Blade
Sabre SabreOne-handedBase value: 191 denarsWeight: 1.5Swing: 30cSpeed rating: 99Weapon reach: 97Mount&Blade Sabre SabreOne-handedBase value: 294 denarsWeight: 1.5Swing: 31cSpeed rating: 99Weapon reach: 98Mount&Blade
Sacrificial Ground
Sacrifice Ground Settlement Information Type Sacrificial ground Kingdom Kingdom of Swadia (geographically)Undead King Harlaus' domain Fortification Clunmarr Keep World Map At the outskirts of Mount Dhorak The Sacrificial Ground, or rather Sacrifice Ground is a location featured in version 0.202 of Mount&Blade — Warrider. Overview[] According to the game-files, the sacrifice ground is located at the outskirts of Mount Dhorak. Akhad Thell was planning to kidnap the Khergit princess Uruzuge, and bring her there during the eclipse so she could be sacrificed to dark deities in order to charge the Hand of Tsannuh. With it, he planned to make the undead King Harlaus immortal, so the latter could rule the world with justice and wisdom for all eternity. After Thell's plan was thwarted by the player, Uruzuge was still taken there by King Harlaus, who recruited Ecatha, the necromancer to conduct the sacrifice. The player then came to this location to fight Harlaus and save Uruzuge, thus marking the finale of the undead questline. Trivia[] Because Warrider was never finished, the undead questline is not accessible by normal means.
Salt
Salt Classic/Warband Viking Conquest Games Base value 255 255 255 305 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Salt is a non-consumable trade good found in all games in the Mount&Blade series. It can be found at the goods vendor in towns and villages. Strictly a trade item, salt is not used in any Productive Enterprises in Warband. Salt can be bought very cheaply in Wercheg and sold at a premium in nearby Rivacheg. This route is often plagued by Sea Raiders, however. It can also be found for low prices in Sargoth, Tihr, Halmar, Narra, Tulga, and Bariyye. Selling salt to Curaw and taking iron from there back to Halmar can be profitable, as each item trades well in the other town. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Salt Mine
Salt Mine Settlement Information Type MineGoods shop (salt)Slave traderTroop merchant (peasants) Kingdom Neutral The Salt Mine was a neutral location found in older versions of Mount&Blade. It was first added in Warrider (version 0.202), and removed in version 0.894. It can still be found in the game files of even the latest version of Warband, and can be activated via editing. The mine makes a comeback in Viking Conquest and several mods. Overview[] In the core Mount&Blade games, the Salt Mine was a place where the player could either buy salt and ask about places where it was best to sell or buy certain goods; hire low-level troops such as peasants (in some versions); or could sell off their prisoners (a feature present since Warrider). The location had two NPCs - Barezan and Galeas - who offered the aforementioned services. In Viking Conquest, the Salt Mine can be of use to a player for several reasons. For one, they can earn an "honest" living by mining salt. The overseer will give the player a pickaxe that they can use to mine the salt, and are granted payment upon mining enough. The player is also able to purchase salt from the mine directly instead of searching for it in towns. Additionally, the player can sell prisoners to the overseer, though earning only 15 penings regardless of the prisoners' normal value.
Sanjar Khan
Sanjar Khan Appears in Official Information Faction Khergit Khanate Title Khan Fiefs Tulga Culture Khergits Character Background Siblings Dustum Khan (half brother) Sanjar Khan is the ruler of Khergit Khanate and the lord of Tulga. Sanjar's half-brother, Dustum Khan is claimant to the throne of the Khanate, they are both sons of the former ruler, Janakir Khan, though have different mothers. The player can overthrow him if they ally with Dustum, who claims his elder brother defied the ancient traditions of the Khergit wherein the former khan's possessions would be equally divided among his sons upon his death. Sanjar counters this by admitting such a tradition exists, but insisting that the divisions throughout history always resulted in a civil war with the strongest brother taking over anyway, so he just avoided the inevitable by taking full control immediately. He reinforces this opinion by stating that Dustum is not up to the responsibility of leading and protecting the Khanate. It seems that Sanjar Khan is a fair ruler, for he prefers to give out towns or castles to vassals who've captured them. Moreover, he is usually willing to accept the opinions of others. Sanjar Khan possesses the unique Khergit Guard Armor which is impossible to buy without modding or cheating. Stats and equipment[] Sanjar Khan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Guard Helmet Body Nomad Robe, Khergit Guard Armor Hand Lamellar Gauntlets Foot Leather Boots, Splinted Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 6 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Sabre Ranged ? Shield Elite Cavalry Shield Mount Courser Trivia[] Sanjar and his brother Dustum are the only NPCs in the game that wear the Khergit Guard Armor. Since you cannot access Sanjar's inventory, Dustum remains as the only way for the player to get it. Sanjar Khan has a similar banner to Akadan Noyan, one of his vassals. They both have the same exact symbol, differing only in the color scheme. Since the Khergits are famous for their horse archers, though, this is likely a mere coincidence. Sanjar Khan wears the Guard Helmet, which comes from the Swadian culture. Gallery[] Sanjar Khan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur
Saren
Saren Settlement Information Type Village Kingdom Rhodoks Fortification Grunwalder CastleAlmerra Castle World Map Mount&BladeSarenGrunwalder CastleTemplate:World Map/Mount&Blade WarbandSarenAlmerra CastleTemplate:World Map/Warband Saren is one of the villages initially owned by the Kingdom of Rhodoks. It tends to get looted by Kingdom of Swadia and Khergit Khanate, meaning that it will quickly be impoverished early game. Layout[] Player Elder Fugitive The Village Elder is located straight down the from where the player enters, standing beside a campfire. Saren is set in the middle of very uneven land filled with hills and rocks as well as some scattered trees. It has a total of eight structures, two of which seem to be collapsing. The village does not appear very tidy, in addition to the poor condition of the houses themselves, there are wheels and empty baskets tossed upon the roofs. There is no evidence of any fields or other food sources here, and none of the many baskets throughout the village contain anything. To the left of the player's initial position, at the top of a hill, is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing next to a tall tree. 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)
Sargoth
Sargoth Settlement Information Type Town (capital) Kingdom Kingdom of Nords Villages FearichenKulumKwynnAmbeanFearichenFenada Sieges with... Ladders Port No World Map Mount&BladeSargothFearichenKulumKwynnOdasanTemplate:World Map/Mount&BladeWarbandSargothAmbeanFearichenFenadaTemplate:World Map/Warband Sargoth is the capital city of the Kingdom of Nords and a fief initially owned by King Ragnar. It hosts the normal town functions. Sargoth is one of the oldest towns. It has been present since the first version of Mount&Blade. It also used to have a tavern called the "Thirsty Lion". In these previous versions, it was a part of the Kingdom of Swadia, although it should be noted that these early versions are no longer canonical. Set in Calradia 173 years earlier, Mount & Blade II: Bannerlord features a Vlandian town named Sargot, although it is unlikely to be the same town given how this town is situated far away in what is more likely Swadian or Rhodok territory in Warband. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Fearichen, Kulum, and Kwynn. Warband[] Its villages are Ambean, Fearichen, and Fenada. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Sargoth can be located immediately behind and to the left of the player when 'Take a walk around the streets' is selected. Siege[] <a href=" class="image"><img alt="Mb9-1-" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="Mb9-1-.jpg" data-image-key="Mb9-1-.jpg" data-relevant="1" data-src=" /></a> Inside Sargoth's castle, as seen in Mount&Blade Besieging Sargoth requires the construction of a Siege Tower in Mount&Blade or Ladders in Warband. Tournaments[] <a href=" class="image"><img alt="MBSargotharena" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="MBSargotharena.jpg" data-image-key="MBSargotharena.jpg" data-relevant="1" data-src=" /></a> Sargoth's arena as seen in Mount&Blade Tournaments hosted in Sargoth feature: Axe & Shield Sword & Shield Heavy Sword None of the participants are on horses. King Ragnar himself is known to participate in this tournament often. Economy[] <a href=" class="image"><img alt="2013-10-31 00004" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00004.jpg" data-image-key="2013-10-31_00004.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Sargoth produces: Ale Bread Leatherwork Linen Oil Tools Wine Wool Cloth 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
Sarimish
Sarimish Settlement Information Type Village Kingdom Rhodoks Fortification Almerra CastleVeluca World Map Mount&BladeSarimishAlmerra CastleTemplate:World Map/Mount&BladeWarbandSarimishVelucaTemplate:World Map/Warband Sarimish is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is almost directly forward from where the player enters, standing next to a wooden table with pottery on it. Sarimish is located in hilly terrain with trees spotted all around. It has a total of six structures, as well as some stone border walls. There are two fields here, both are growing squash and cabbages, while one of them is also growing grapes. Within storage sheds can be seen fruit baskets, beef, honey, ale barrels, furs, and leatherwork, while an outdoor oven has baked bread next to it. There is a small walled pen with a covering and pile of hay which may be for holding horses. There is a very large amount of cut wood here which may indicate woodcutting as a business, although the number of wagons, spare wheels, and other wood products could point to carpentry. If sent here during a Hunt Down Fugitive quest, the target may be found underneath a thatch awning on the other side of a building encircled by a stone wall, standing in front of a wood pile next to a wagon. 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)
Sausages
Sausages Classic/Warband Viking Conquest Games Base value 60 85 85 35 Weight 10.0 Item Quantity 40 40 40 120 Morale Bonus +5 +5 +4 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Sausages are a food item that provides a moderate morale bonus. In With Fire & Sword, sausages provide the highest morale of any solid food, beaten only by beer and wine. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
School
Schools are a village improvement whose construction is affected by your party's Engineer skill. Schools increase player relationship with the village by 1 every month. There is a bug in classic Mount&Blade where School bonuses are applied to all villages you own, whether they have a School or not. Schools do work properly in Warband. Construction[] Engineer Denars Days 0 9000 93 1 8550 88 2 8100 84 3 7650 79 4 7200 74 5 6750 70 6 6300 65 7 5850 60 8 5400 56 9 4950 51 10 4500 47 11 4050 42 12 3600 37 13 3150 33 14 2700 28
Scimitar/Mount&Blade
Scimitar ScimitarOne-handedBase value: 108 denarsWeight: 1.5Swing: 29cSpeed rating: 105Weapon reach: 97Mount&Blade
Scythe
The Scythe is a humble weapon that packs a surprisingly large amount of power in each swing. In classic Mount&Blade and Warband, the Scythe is wielded so the back of the blade is the leading edge of each swing. With Fire & Sword Warband Mount&Blade See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Scythe/Mount&Blade
Scythe ScythePolearmBase value: 43 denarsWeight: 3.0Swing: 19cThrust: 14pSpeed rating: 79Weapon reach: 182
Sea Raider
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Sea Raider Troop Information Culture Bandits Wages 13-7 denars/week Acquired from... Prisoners Upgrades to... Nord Recruit Upgrade Cost 80 denars XP for Kill 134 experience Ransom Value 112 denars Sea Raiders are bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Roaming the northern coastal areas of Calradia in Nord and Vaegir lands, they spawn in groups of 5-50. Sea Raiders are the heaviest type of bandits. They are a good source of experience and money during mid-game but are very dangerous to new or ill-prepared players - without good armor or a shield, one is likely to be torn apart by them. Unlike other Bandit parties, Sea Raiders are a hostile, non-negotiable bandit and will not make you pay - they will just attack you instead. Similar to Looters, they will charge at you in large groups. Most Sea Raiders with Longbows will stop to fire on you and your troops, and those with Throwing Axes will continue to run, stopping every once in a while to throw. Up close, they will pull out their melee weapons and attack their opponents ruthlessly. To an experienced player, Sea Raiders are easy foes. It is not recommended for new players to go up against them unless they have played the game before. This is because Sea Raiders can easily break through shields and, in a swarm, it can be difficult to block all of their attacks. Ranged weapons are usually effective against Sea Raiders in the hands of an average archer, provided the targets don't have shields. Suggested troops to use in battle against Sea Raiders are at least tier-three faction troops, Hired Blades, or some form of cavalry. A good tactic against Sea Raiders that avoids losing any troops is to ride out alone and circle the Raiders from a distance while mounted. Once they form a tight group, shoot arrows at their feet until most of them are wounded, then order your cavalry to charge. Sometimes the Raiders lack head armor and shields - go for headshots in this case. If the player has a heavy War Axe or comparable high-damage two-handed weapon, they may simply ride in circles around the Sea Raiders, cutting down those on the edges of the swarm or who stray too far outside the group. Spears or lances are equally effective at picking off Sea Raiders one by one. If you manage to capture and recruit any Sea Raiders without them taking off in the night, their ability in melee means they can usually come out victorious against tier-two troops or other bandits. When against a larger or stronger force, Sea Raiders can weaken the enemy with their ranged weapons before moving in to attack. When recruited in Warband, Sea Raiders can be upgraded into Nord Recruits for 80 denars. This can be a poor decision, as Sea Raiders are level 16 but Nord Recruits are level 6 and are poorly equipped, so they lose a lot of strength by being upgraded. However, Nord Recruits will eventually upgrade into Huscarls, which are one of the strongest foot soldiers in the game. If you expect difficult fights to occur soon, you should wait on the upgrades, as Sea Raiders are comparable to Nord Warriors. Quotes[] If a party of Sea Raiders is caught up to or catches up to the player, they will say one of a few lines: "I will drink from your skull!" "That's a nice head you have on your shoulders." "Less talking! More raiding!" "Today the gods will decide your fate!" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Sea Raider - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible) Nasal Helmet(Possible) Nordic Helmet Body Mail ShirtByrnieNomad Vest Hand None Foot Leather BootsNomad Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 2 Power Draw 3 Weapon Master ? Shield ? Athletics 2 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee SpearBattle AxeFighting AxeNordic Sword (a)Nordic Sword (b) Ranged (Possible) Long Bow(Possible) Arrows(Possible) Throwing Axes(Possible) Javelins Shield Nordic ShieldWooden Shield Mount None Trivia[] According to Matheld, Sea Raiders and Nords are from the realm of Nordland, located far to the north of Calradia. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Secrets and oddities
Man? Lady? Both? A spy found in With Fire & Sword This is a list of several odd and hidden things in the Mount&Blade games. The Strange set, a suit of Samurai armor and swords. The village of Glunmar has an odd collection of items. There is a skeleton in Bulugha Castle. When undergoing a certain quest from King Carl in With Fire & Sword, you will be asked to collect data from a spy in a nearby town. When the spy was located, he (she) looked like the picture. This may be the spy's disguise or may be a little joke implemented by the developers. When besieged, the towns of Durquba and Ahmerrad have a destructible door besides the usual ladder. The player can break through them to get behind the enemies. Dhirim and Suno do not have a door to the arena accessible from the streets. If one goes into the arena from the menu and then leaves through the door, they will be out of bounds. There is nowhere to go in Suno, but Dhirim allows the player to explore the entire map. Reyvadin has a gap in the invisible walls that are supposed to block the player from exploring beyond the intended area, allowing one to get out of bounds and explore the entire map. During the Main Quest Rescue Your Family, when the main character talks to Radagos in the hideout, they will say the iconic bandit quote, "Less Talking More Raiding!" from Warband. In the code of With Fire & Sword, the nations are referred to by the names of the five factions from the original Mount&Blade. Removed Features[] Some concepts existed at one time, but were later removed from the game. Remnants of these may still exist. The Dark Knight bandits. The Undead and Ghouls. The town of Zendar.
Seneschal
Seneschal Official Information Monarch Varied Title Seneschal Seneschals are a removed feature from Mount&Blade. They were to appear in towns and castles. Code can still be found from the game's files. Overview[] They were able to tell the player the location of named lords and ladies. Compared to the lords and ladies though, the seneschals had a set location, each town and castle having their own seneschal. Also during a removed quest (deliver supply to center under siege), the player needed to transport supplies from a random town or castle to a town or castle that was under siege. The supplies would be given to the player by the seneschal at the starting location and they were to be delivered to the seneschal of the town or castle under siege.
Senuzgda Castle
Senuzgda Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ehlerdah Emirin Sieges with... Ladders Port No World Map Mount&BladeSenuzgda CastleEhlerdahTemplate:World Map/Mount&BladeWarbandSenuzgda CastleEmirinTemplate:World Map/Warband Senuzgda Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Senuzgda Castle lies northwest of Praven in the middle of the large forest in central Calradia. Its village is Ehlerdah which is to the northwest, set on the path over the mountains that divide Swadia. Warband[] Senuzgda Castle lies southwest of Dhirim at the edge of a cliff. Its village is Emirin which is to the northeast, next to Dhirim. Layout[] Player Keep Dungeon Breach Siege[] Besieging Senuzgda Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] The hall of Senuzgda Castle.Courtyard and keep of Senuzgda castle. 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
Serindiar
Serindiar Settlement Information Type Village Kingdom Rhodoks Fortification JelkalaGrunwalder Castle World Map Mount&BladeSerindiarJelkalaTemplate:World Map/Mount&Blade WarbandSerindiarGrunwalder CastleTemplate:World Map/Warband Serindiar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located in front of the building on the opposite side of the village from where the player enters, next to a stool under an awning. Serindiar is set next to a shallow pond and stream surrounded by tall trees. It has a total of seven structures as well as a dock and bridged dam. There are three fields, two of which are already harvested, while the other is growing squash. Although no actual fish can be found in the village, the presence of numerous nets and two decrepit boats seems to imply that the pool is a significant food source, and likely a man-made one due to the dam. If sent here during a Hunt Down Fugitive quest, the target may be found beside a building across the pond directly to the player's left from the entry point, standing before a row of nets. 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)
Shapeshte
Shapeshte Settlement Information Type Village Kingdom Vaegir Fortification RivachegCuraw World Map Mount&BladeShapeshteRivachegTemplate:World Map/Mount&BladeWarbandShapeshteCurawTemplate:World Map/Warband For the Bannerlord village, see Shapeshte (Bannerlord). Shapeshte is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located mostly straight forward from where the player enters, on the left side of the path by a campfire and some barrels. Shapeshte is built on uneven terrain with hills and valleys all around it as well as scattered clusters of pine trees. It has a total of seven structures. There appear to be two snow covered fields here, one empty and the other with what are most likely mounds of refuse left over from harvest. If sent here during a Hunt Down Fugitive quest, the target may be found to the right from where the player enters, in the field behind the buildings. Mount&Blade II: Bannerlord[] In Mount&Blade II: Bannerlord, the village of Shapeshte appears in the eastern part of the map, it being part of the Khuzait Khanate. Other than villages such as Rulund, which appear to have the same geography as their Warband counterpart, Shapeshte does not resemble the Warband village in any way except for the fact that the terrain is covered by snow. 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
Shields
For the With Fire & Sword version, see Shields (With Fire & Sword). The Round Shield is a common example of Calradian shields. Shields are a type of Armor held in the hand that can block ranged and melee attacks, unlike blocking with a weapon which can only block melee from the correct angle. Shields can be used with one-handed weapons, thrown weapons, and most polearms. Contents 1 Blocking 2 Stats 2.1 Shields and Shield Skill 2.2 Deformation 3 List of Shields 4 Shield Modifiers Blocking[] Shields block melee attacks in a 90 degree arc in front of you, (meaning that the attack can hit the front or rim of the shield) though when an attack is ranged, the projectile has to actually hit the shield. This should be kept in mind when advancing, especially while in first-person view, since angling the shield down to look past it presents your head to incoming projectiles. When slung over your back, they can still block ranged attacks coming from the rear. This does not damage the durability of the shield, unlike when it is wielded. Kicks will always stun a block regardless of the Shield skill of the user or shield that is used. Only Board Shields cannot be used on horseback, though they usually have one of the highest durability ratings and size and are preferable if the player only fights on foot. Stats[] Example of shield stats Different shields have widely differing stats, so you should choose the one that fits your playing style best. Here's an explanation of what these stats mean: Name: This is the name of the shield. Modifiers of the shield indicate its strength. Thick and Reinforced ones are stronger, but avoid shields with the negative prefixes, Cracked or Battered. Shield Durability: This is the "health" of the shield; it determines how much damage it can take before it breaks. If it runs out, the shield will be dropped and can no longer be used for the remainder of the battle. The quality of a shield can deteriorate if it breaks. Sell Price: The selling price for the item. Like all other non-trade goods, this value will almost always be lower than the purchase value. Weight: This affects your overall encumbrance. The higher it is, the slower you move. Watch out for your encumbrance if you want to move fast on foot. Resistance: This is the damage subtracted from every hit the shield takes (the shield's armor). For example, a 0 Resistance shield hit by a blade will take 20 damage, which will drain its Durability; instead, a 10 Resistance shield hit by the same blade will take only 10 damage (20 minus 10). Resistance also factors against a successful block crush. This parameter can be quite important for a shield. Weapons with the "bonus against shields" trait ignore this value as well as dealing double damage to shields. This damage is always reduced, however a hard enough hitting attack will still stagger you and force you to lower your shield. Shields can completely neutralize damage when held if the damage, modified by the shield skill, is low enough compared to its resistance. Size: This determines how much of your body is covered by your shield. For example, a 79 Size shield will cover only the upper part of your body, leaving the legs and the head exposed; instead, a 85x143 size shield will cover your whole body, leaving you vulnerable only from the back. Angling the shield up or down will change its coverage of either your feet or your head, be careful when looking down from high positions when there are enemy archers at the same elevation. Speed Rating: This affects how quickly you can block with your shield. Higher numbers are obviously better, especially when the character's Shield skill is low or non-existent. The durability and resistance stats seem to be inversely proportional. Nordic Shields and Heater Shields have higher durability but low resistance, while shields designed to be used mounted are the opposite. Only cumbersome shields like the Huscarl's Round Shield, Board Shield and Steel Shield are exceptions, but these shields balance their greater protection with reduced speed and increased weight. Shields and Shield Skill[] A little illustration of how useful shields can be. Note that use of a shield is heavily affected by the shield skill. Higher skill means higher shield resistance, speed and coverage. With high skill spent on it, you can expect your Steel Shield to be moved as fast as wooden ones and catch projectiles out of coverage as if it were a missile magnet. Deformation[] <a href=" class="image"><img alt="Shields" src=" decoding="async" loading="lazy" width="250" height="141" class="thumbimage" data-image-name="Shields.png" data-image-key="Shields.png" data-relevant="1" data-src=" /></a> A lot of equipment can be found at the initial siege area, including extra shields. If your shield were to be broken, the game may display the message Shield Deformed. If this happens, it means that your shield lost its good trait, or earned a bad trait. Unlike horses which heal back, shields don't; if your board shield became "Battered", there's no way to fix it. So manage your shield well; if your shield has taken heavy damage, it is better to throw your shield around to your back and block with your weapon (if you can) rather than damage a rather expensive shield such as a steel shield, unless of course it's a pick up weapon from the field. You can never in any way destroy an allied troop's shield. List of Shields[] The following table contains all shields available in Warband. ▼ Show/Hide Shields ▼ Shield Durability Weight Resistance Size Speed Base Value Other Wooden Shield 360 2.0 1 100 100 42 - Hide Covered Round Shield 260 2.0 3 79 100 40 - Leather Covered Round Shield 310 2.5 8 79 96 80 - Nordic Shield 440 2.0 1 100 100 95 - Old Round Shield 195 2.5 4 100 93 26 - Plain Round Shield 260 3.0 8 100 90 65 - Round Shield 310 3.5 12 100 87 105 - Heavy Round Shield 350 4.0 15 100 84 210 - Huscarl's Round Shield 410 4.5 19 100 81 430 - Plain Cavalry Shield 160 2.0 8 79 105 96 - Round Cavalry Shield 200 2.5 14 79 103 195 - Elite Cavalry Shield 250 3.0 22 79 100 370 - Old Heater Shield 160 2.0 6 72x105 96 36 - Plain Heater Shield 210 2.5 11 72x105 93 74 - Heater Shield 260 3.0 14 72x105 90 160 - Heavy Heater Shield 305 3.5 19 72x105 87 332 - Horseman's Heater Shield 160 2.0 16 59x79 103 229 - Knightly Heater Shield 220 2.5 23 59x79 100 390 - Heater Shield 410 3.5 2 100 80 227 - Fur Covered Shield 600 3.5 1 162 76 227 - Old Kite Shield 165 2.0 5 72x105 96 33 - Plain Kite Shield 215 2.5 10 72x105 93 70 - Kite Shield 265 3.0 13 72x105 90 156 - Heavy Kite Shield 310 3.5 18 72x105 87 320 - Horseman's Kite Shield 165 2.0 14 59x79 103 205 - Knightly Kite Shield 225 2.5 23 59x79 100 360 - Old Board Shield 280 3.5 4 85x143 89 60 Cannot be used on horseback Plain Board Shield 360 4.0 8 85x143 85 114 Cannot be used on horseback Board Shield 430 4.5 10 85x143 81 210 Cannot be used on horseback Heavy Board Shield 550 5.0 14 85x143 78 370 Cannot be used on horseback Plate Covered Round Shield 330 4.0 16 79 90 140 - Steel Shield 700 4.0 16 79 61 697 - ▲ Show/Hide Shields ▲ Shield Modifiers[] Words such as Plain, Old, Heavy, etc. are not modifiers but part of the actual names of some shields. 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
Shields (With Fire & Sword)
For Mount&Blade Shields, see Shields. Shields in With Fire & Sword are rare among the majority of troops when compared with other games in the series. There are also fewer shields available for the player than in Mount&Blade and Warband. While the graphics were greatly enhanced, shields often share the same appearance or name while displaying different statistics. However, it is important to note that, unlike in the base game, the archers and mounted bowmen in With Fire & Sword can wield their shield on their arm while shooting with their bows. This does slightly obstruct the player's field of view when aiming in first person. Many items present in other releases of Mount&Blade can still be found in the game files. List of Shields[] The following table contains all shields available in With Fire & Sword. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Shield Durability Weight Resistance Size Base Value Other Good Steel Shield 800 5.5 20 70 4000 - Steel Shield 700 5.5 15 70 3500 - Simple Shield 600 2.75 4 70 1800 - Kalkan Shield 500 2.5 3 70 1300 - Tatar Shield 400 2.25 2 70 700 - Solid Shield 325 2 2 70 460 - Shield 250 2 1 70 220 - Turkish Shield 450 2 4 59x69 1400 - Turkish Shield 375 2 4 59x69 1200 - Buckler 550 6.5 30 70 5000 - Hand-crafted Shield 1000 5.5 35 72 20000 Purchased from town weapon masters Flimsy Shield 125 2 0 70 100 - Shield 200 2.25 0 70 250 - Thick Shield 300 2.75 1 70 450 - Iron Shield 400 5.5 8 70 700 - Steel Shield 500 5.5 10 70 900 - 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
Short Arming Sword/Mount&Blade
Short Arming Sword Short Arming SwordOne-handedBase value: 243 denarsWeight: 1.5Swing: 26cThrust: 24pSpeed rating: 103Weapon reach: 86Mount&Blade
Short Bow/Mount&Blade
Short Bow Short BowBase value: 58Weight: 1.0Damage: 18pAccuracy: 99Speed rating: 98Requires Power Draw: 1Mount&Blade
Short Sword/Mount&Blade
Short Sword Short SwordOne-handedBase value: 152 denarsWeight: 1.5Swing: 26cThrust: 24pSpeed rating: 102Weapon reach: 85Mount&Blade
Shortened Spear/Mount&Blade
Shortened Spear Shortened SpearPolearmBase value: 53 denarsWeight: 2.0Swing: 19bThrust: 25pSpeed rating: 102Weapon reach: 120
Shulus
Shulus Settlement Information Type Village Kingdom Vaegir Fortification CurawKhudan World Map Mount&BladeShulusCurawTemplate:World Map/Mount&BladeWarbandShulusKhudanTemplate:World Map/Warband Shulus is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the right side of the from where the player enters, standing directly in front of the right-most building, next to some steps. Shulus is located in a very uneven region with hills and valleys all around it, as well as a few scattered trees. It has a total of eight structures within the village. There are four snow-covered fields with stacks which are probably straw left over from harvesting crops. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building the Village Elder is in front of, standing next a brazier. 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
Sickle/Mount&Blade
Sickle SickleOne-handedBase value: 1 denarWeight: 1.5Swing: 20cSpeed rating: 99Weapon reach: 40Can't be used to blockMount&Blade
Siege Crossbow/Mount&Blade
Siege Crossbow Siege CrossbowBase value: 683Weight: 3.8Damage: 49pAccuracy: 99Speed Rating: 37Requires Strength: 10Cannot be used on horseback
Sieges
Sieges are an important aspect of every Mount&Blade game. The most common way for a faction to gain control of a fief is by besieging it (defections are the only alternative). Since the game is designed so that no faction will ever conquer all of Calradia without the player's intervention, players are expected to participate in many sieges during a game. As a prerequisite, you will need to have a few men to besiege a fief - you are not even given the option if you don't have troops in your company at least equal to the number of the garrison. While a fortification is under siege, some of the usual entry options will be unavailable. Contents 1 Equipment 2 Assault 2.1 Defense 2.2 Attacking the Walls 2.3 Streets 2.4 Keep 3 Strategy 3.1 Attacking 3.2 Defending 4 With Fire & Sword 5 After the Siege 6 Bannerlord 7 See Also Equipment[] No special equipment is required for laying siege. However, to assault a fortification requires construction of ladders or siege towers. The siege equipment constructed is unique to the fortification and takes time based on your Engineer skill to build. If you do not want to assault it directly, you will have to wait until the residents surrender, usually from starvation (30 days in a castle and 100 days in a town). If sufficiently outnumbered, defenders may surrender immediately. Additionally, even waiting for a fortification's food to run out does not necessarily mean they will surrender, and, as this option takes a long time, it is not recommended. The following table indicates time required to build siege equipment based on your Engineer skill. If a companion has a higher Engineer skill than you, it will go by their level, plus a bonus to their skill based on your current level. Engineer Siege Ladders Siege Tower 0 9 Hours 90 Hours 1 8 Hours 84 Hours 2 8 Hours 78 Hours 3 7 Hours 72 Hours 4 6 Hours 66 Hours 5 6 Hours 60 Hours 6 5 Hours 54 Hours 7 4 Hours 48 Hours 8 4 Hours 42 Hours 9 3 Hours 36 Hours 10 2 Hours 30 Hours 11 2 Hours 24 Hours 12 1 Hour 18 Hours 13 0 Hours * 12 Hours 14 0 Hours * 6 Hours Levels 11-14 are only attainable through party skill bonuses. * Although levels 13 and 14 claim "0 Hours" to build ladders, building them will take "less than an hour". Assault[] Depending on the number of troops involved, battles during an assault on towns or castles could take place in between one and four theaters. In rare cases, these battles may be repeated. Defense[] This is where the defenders inside the castle sally out to meet your assault. Often, they will appear close to you and may keep coming if the castle has a large garrison. This theater typically happens when the defenders greatly outnumber the attackers; it may be omitted if the town or castle has few defenders, or you may have to fight it several times if the garrison is large enough. Attacking the Walls[] <a href=" class="image"><img alt="Siege Ladder" src=" decoding="async" loading="lazy" width="250" height="184" class="thumbimage" data-image-name="Siege Ladder.jpg" data-image-key="Siege_Ladder.jpg" data-relevant="1" data-src=" /></a> About to scale a siege ladder. This theater is the main stage of a siege and the only battle phase that always occurs. This is where your ladders or siege tower come into play, and the defenders on the walls will constantly attack you and your troops while they charge up the ladders or siege tower and onto the walls. An ideal way to win this stage is to bring your best ranged units, often Rhodok Sharpshooters, and your best melee infantry, often Nord Huscarls, to this stage. Use the Huscarl's shields for cover while the Sharpshooters pick off enemy archers on the walls. When the rain of arrows on your men have stopped, order your Huscarls to charge. Streets[] <a href=" class="image"><img alt="Cityfightcourtyard" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="Cityfightcourtyard.png" data-image-key="Cityfightcourtyard.png" data-relevant="1" data-src=" /></a> The fight in Wercheg's courtyard. This battle only occurs in towns and may not happen if few defenders are left after the previous battle. You must go into the streets with some of your troops and defeat the defenders there. It is similar to when you get ambushed in a town. You will have about 5-6 defenders attacking you from all angles and about 4 soldiers backing you up. Keep[] <a href=" class="image"><img alt="Cityfightfortress" src=" decoding="async" loading="lazy" width="220" height="124" class="thumbimage" data-image-name="Cityfightfortress.png" data-image-key="Cityfightfortress.png" data-relevant="1" data-src=" /></a> The fight in Wercheg's fortress. The final battle takes place in the keep. You and 3 other men will lead the attack against 4-5 defenders. The strategy to use depends on the style of keep you are attacking, but often the defenders have an advantage from being a floor above you. Strategy[] Most castles are difficult to conquer without a larger army than the garrison. A castle can be besieged with a small, experienced force, but preparation and knowledge of the castle's defenses are often required. The garrison complement inside the castle can be seen by approaching closely and holding the cursor over the castle. If you will be facing off against 50 Rhodok Sergeants backed by 100 Rhodok Sharpshooters, you may be in for a difficult or unwinnable fight; a less formidable force of 20 Trained Spearmen, 10 Militia, and 20 Crossbowmen might be easily defeated. The troops in the garrison make the difference in deciding whether to besiege the castle. If you choose to besiege, you will want someone in your party with a high surgery skill, and you may upset some heroes if you attack a castle with a smaller force than the garrison. A good target for a siege would be a castle that has recently been reclaimed by its original faction, which often have fewer than 100 defenders. Conversely, even with a large garrison, many defenders may be new recruits that are easy to defeat. Certain towns/castles are easier to besiege and capture, while others are deathtraps for invaders (Grunwalder Castle, for example). When using Siege Towers, your troops are exposed to prolonged enemy fire while the tower moves into position, virtually guaranteeing casualties before the first soldier reaches the walls. Also, Siege Towers require much more time to build than ladders, greatly increasing the risk of an enemy army attacking you. Some experience is required to identify weak points in a castle's defenses and the strong points that may mean disaster for your Party. Avoid long advances over ground that is in the line of fire of the castle's archers and towers. Don't attempt to climb ladders that are covered by protected enemy archers. If the opportunity presents itself, soften the defenses by sniping the enemy archers on the castle's parapets before approaching the walls with your infantry. Attacking[] However, a simple exploit can be used to defeat a castle with minimal losses while having an army much smaller than the castle's. If you build up an army of 100% archers, or plenty of archers and some infantry to protect them, you can position them outside the castle and tell them to hold position. This prevents all the enemy melee troops from doing anything (except when you attack the Nords; make sure you stay far away from Nord castle walls). You may participate in shooting at the troops in the castle, especially archers because they will make mincemeat of anything that gets too close to the walls. Make sure you don't die; it will result in an early retreat and you will lose time, morale, and some troops. Keep firing arrows at the enemy, but don't forget to get the used arrows if you are at a safe distance, because you will need them. It is good idea to use the same arrow/bolt type as your troops use, because they will shoot many arrows at the tip of the ladder. Once your archers start to run out of arrows, just retreat, rebuild the ladders, and fight again with full quivers. Repeat this process until the castle either surrenders or you can defeat the remainder of the garrison. It is possible to take many of the enemy out by yourself. If you eliminate the archers in the garrison, go up and sit at the edge of ladder with crossbow or bow, just out of reach of the enemy melee combatants, they will lower their shields to try and attack you, and you can take a few easy headshots. If you don't have enough arrows, just have your archers open fire and collect the arrows from around the edge of entryway (or collect the arrows already there and off of the fallen). You can use weapons with quite a bit of reach too (like polearms and two-handed weapons), but it is harder to land critical hits and it is far easier for your opponents to block your attacks. Always be careful when attacking the Nords or any group that has infantry armed with thrown weapons. If you don't know who has the thrown weapons, just send some shielded infantry in front of the ladder and wait for a little bit; it should be fairly obvious if you start to see axes, spears, or broken shields sprawled across the ground. And make sure that your shield is up when you cross the ladder, immediately fall back if something hits your shield and find who did it (so that you can execute them). Sarranid, Rhodok, and Nord infantry at the very least carry thrown weapons at some point in their careers. A tactic you can use is to place troops with large shields in their own command group and send them up the ladder/tower first. Their shields will keep them from falling to archers, as well as soaking up arrows that would otherwise kill your weaker troops. This tactic works particularly well against the Khergit, who generally have only dismounted horsemen defending their castles. It is not uncommon for tiny parties of Nords to take heavily defended castles in this manner. This can work with most higher-tier units such as Nord Huscarls, Sarranid Mamlukes, and Rhodok Sergeants. In sieges, all friendly lords and soldiers will hear your command, even if you are just a mercenary, so you don't need to waste their troops by simply having everyone charge forward. Defending[] Inevitably, one of your fortifications will be attacked and you will have to defend it or risk losing it. Ironically, one of the best defenses with archers is not to hold the walls, but to retreat back and let the constriction at the wall string out the assaulting force. Line up your archers in the courtyard and let the withering fire decimate the enemy as they attempt to close range. Use your more heavily armored infantry and cavalry to delay the enemy vanguard so the remainder get stuck waiting to engage and therefore subject to missile fire. This also limits allied troops wasting ammunition on targets since they have virtually no chance of not hitting or injuring. A final improvement to this tactic would be to position your melee troops to make enemy assault troops expose their unshielded sides when they attempt to engage them. In contrast, for a force of mostly melee troops, holding the breach points is very effective. At the very start of a defense, position every single man at your disposal to hold position right against the breach. You should also order them to stand closer together, this creates a very dense group of soldiers that the enemy struggles to break into thus turning their assault into a trickle of enemies who have at most one swing before they are killed. An additional tactic involving two-handed weapons can make defense considerably easier. Equip a strong, fast two-handed weapon such as a War Cleaver or a Great Sword, order your troops to crowd the siege ladder, place yourself behind one of the merlons next to the ladder, and mercilessly cut down incoming foes with overhead swings. A high enough Power Strike skill and strength, combined with a powerful weapon and high proficiency, will ensure that even the toughest enemies will fall in a single strike. With these tactics, you can defeat an army over 500 with around 70 men. Note, however, that you must not stay within the group as you could get trapped in a wide opening with many angry archers firing at you, immediately pull back as your men rush to that position. From this point, you can gain some excellent archer practice as the attackers are virtually standing still on the ramp. If you run out of ammo, you can gather projectiles or arrows. Also, defenses breached by wide ramps will make this tactic less effective as the attacker can put more troops into the breach which may clear space enough for a foothold. In the end, defense is all about exploiting defensive constrictions to achieve local numerical superiority. With Fire & Sword[] In With Fire & Sword, there are no siege towers, and only ladders are available. Before you begin to attack and put the ladders up, you can decrease the number of men inside by poisoning the water supply. The success of this action will depend on your Tactics, the more points you have, the less chance you will be caught but, if you fail, you have to fight your way out. You can attempt to poison the water again but not within the same day. After the poisoning of the water, you can choose to attack, wait until tomorrow, attempt to break through the gates (only if your besieging a town with a large enough party), or simply blow a hole into the walls with explosives. You may also see the commander of the castle you are besieging - when you speak to him, it might give you the option to bribe him to open the gates - depending on your persuasion - but comes at the cost of about 20,000 thalers. If their numbers are dwindling and yours are massive, you can persuade the commander to open the gates and let your troops in take the town/fortress with guarantees of mercy for the defenders (if your Persuasion is high enough). The presence of deadly firearms in With Fire & Sword makes holding the walls an extremely dangerous exercise, as enemies will swarm the walls from several sides and stray bullets pose a continuous threat. An alternative tactic is to give up the walls as soon as the battle begins, immediately retreat to the far end of the castle courtyard and hide your force in a corner behind buildings. The retreat is likely to cost the lives of many of your units, but the position you're retreating to will be a lot easier to hold. Enemy troops will have to run a far distance from their spawn point to reach your troops, usually only coming from one or two easily-defendable directions, and they will not get the opportunity to shoot at you from afar. Bottlenecks such as staircases or building corners tend to force enemies to run single-file, so the assault will be very spread out with enemies reaching you in small groups. Keep your infantry at the back and await the enemies with a line of musketeers or pistol-armed cavalry. If done right, the enemy will have no clear line of sight to your troops before they have rounded the corner of the building you are hiding behind, where they will be greeted by a massive volley of bullets from your army. Especially in cities, where masses of enemy units will easily be stuck between buildings, this tactic can allow a small force of Musketeers and Reiters to hold against a siege of several hundred enemies. After the Siege[] In the same way as after a normal battle, you may take any items from the castle or town, and you may also get some prisoners. You can also rescue prisoners held at the castle or town and hire them into your own army. If you have joined a faction, you may choose to ask your king for the land. After a short time, you will either receive it or not. If you asked the king for the land and did not receive it, you may renounce your oath and fief (you will not get the fief you just took either), or renounce your oath and take every fief including the one you just took, causing you to join the rebel faction, or you can accept the king's decision and take a payout (default is 900 denars). The prosperity of the fief will also decrease slightly. If you are already part of the rebel faction, you will just take the castle for yourself. Bannerlord[] In Mount&Blade II: Bannerlord, sieges have been greatly expanded. New siege tools are available to the player, such as battering rams, catapults, ballistae, fire catapults and fire ballistae. Ladders and siege towers also return from previous games. There are defensive holes through which soldiers can throw rocks down to crush enemies and ladders can actually be climbed instead of the walking animation being used and the player slowly scaling up. Defensive catapults and ballistae can also defend the castle from attackers. See Also[] Fortifications List of fortifications that require ladders List of fortifications that require siege towers
Skirmisher
This article is a disambiguation page for Skirmisher 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. Skirmisher may refer to: Khergit Skirmisher Swadian Skirmisher Vaegir Skirmisher Sarranid Skirmisher Briton Skirmisher (Cipryswr) Irish Skirmisher (Fer Midboth) Irish Veteran Skirmisher (Ceithernach) Irish Elite Skirmisher (Fianaige) Pictish Skirmisher (Fuidir) Pictish Veteran Skirmisher (Saigteoir) Pictish Elite Skirmisher (Cruithnen) Aquitanian Skirmisher Battanian Skirmisher Battanian Veteran Skirmisher Battanian Mounted Skirmisher Skirmisher (Multiplayer)
Slave Crusher
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 Slave Crusher Troop Information Culture Manhunters Wages 38-20 denars Acquired from... Slave Hunter Upgrades to... Slaver Chief Upgrade Cost 120 denars XP for Kill 204 xp Ransom Value 170 denars Slave Crushers are fourth-tier bounty hunter units, acquired from Slave Hunters. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Crushers are medium cavalry units with better equipment than Slave Hunters. They are best used in their own command unit, as they are excellent for capturing enemies such as those needed for quests from lords. 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. Slave Crusher - Default Stats and Equipment Attributes Stat Points Level 22 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Bascinet with Aventail, Bascinet with Nose Guard Body Mail Hauberk Hand (Possible): Mail Mittens Foot Mail Chausses, Splinted Leather Greaves Skills Skill Points Ironflesh ? Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Sledgehammer, Spiked Mace Ranged ? Shield Heavy Round Shield Mount Hunter Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slave Driver
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 Slave Driver Troop Information Culture Manhunters Wages 17-9 denars Acquired from... Manhunter Upgrades to... Slave Hunter Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Slave Drivers are second-tier bounty hunter units, acquired by upgrading Manhunters. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Drivers are light cavalrymen, so they are fast-moving and lack heavy protection. They do not have any ranged weapons, giving them somewhat of a disadvantage against other light cavalry that typically do, such as Desert or Steppe Bandits as well as Khergit troops. They will begin to get higher quality armor after upgrading to Slave Hunters in the next tier. Interestingly, the Spiked Staff they wield has a piercing thrusting attack, which can be fatal, although Slave Drivers will generally not use it and can be expected to accidentally kill fewer than 10% of their victims. 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. Slave Driver - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Segmented Hemet Body Tribal Warrior Outfit Hand (Possible): Leather Gloves Foot Leather Boots, Khergit Leather 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 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Spiked Staff Ranged ? Shield (Possible): Nordic Shield Mount Steppe Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slave Driver (Viking Conquest)
Slave Driver Troop Information Culture Manhunters Wages ? peningas/week Acquired from... Prisoners Upgrades to... Slave Hunter Upgrade Cost ? peningas XP for Kill ? experience Ransom Value ? peningas Slave Drivers are tier-one manhunter archers in Viking Conquest. 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. Slave Driver - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Maintenance ? Weapon Master ? Athletics ? Riding ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Crossbows ? Throwing ? Slings ? Weapons Melee ? Ranged ? Shield ? Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slave Hunter
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 Slave Hunter Troop Information Culture Manhunters Wages 26-14 denars Acquired from... Slave Driver Upgrades to... Slave Crusher Upgrade Cost 80 denars XP for Kill 156 xp Ransom Value 130 denars Slave Hunters are third-tier bounty hunter units, acquired by upgrading Slave Drivers. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Hunters are medium cavalry units, so they can fare better against stronger enemy units than their predecessors. They also start gaining the chance to carry two-handed weapons at this rank. The Courser they ride is the fastest horse, which can be more dangerous than useful if the Slave Hunters are too fast and rush into the enemy forces without any support. Either put them into a new troop type and order them to hold back, or ensure that you have enough other fast-moving troops so the Slave Hunters aren't on their own. Unlike Sword Sisters, who also mount fast coursers, Slave Hunters don't have the same benefit of heavy plate armor or any chance to carry ranged weapons. 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. Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 18 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head Kettle Hat Body Mail Shirt Hand (Possible): Leather Gloves Foot Leather 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 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Flanged Mace, Maul Ranged ? Shield Round Shield Mount Courser Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slave Hunter (Viking Conquest)
Slave Hunter Troop Information Culture Manhunters Wages 28 peningas/week Acquired from... Young Warrior- or -Slave Driver Upgrades to... Veteran Slave Hunter Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Slave Hunters are tier-two manhunter archers in Viking Conquest. 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. Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head Old Anglo Saxon Helm Body Tunic Hand None Foot Rawhide Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 4 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 100 Polearms 170 Archery 40 Crossbows 0 Throwing 165 Slings 150 Weapons Melee War SpearHunting Knife Ranged Javelins Shield Svear Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slaver Chief
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 Slaver Chief Troop Information Culture Manhunters Wages 52-27 denars Acquired from... Slave Crusher Upgrades to... N/A Upgrade Cost N/A XP for Kill 258 xp Ransom Value 216 denars The Slaver Chief is the highest tier troop available in the manhunter troop tree, but is only seldom seen on the battlefield since manhunter parties don't upgrade their troops. Tactics[] Slaver Chiefs can be generally compared to the heavy cavalry of other factions, although their charge is not as powerful due to the lack of lances. They also only have 0 ironflesh, making them quite vulnerable compared to other units in similar armour. Nonetheless, they can be considered the best choice for capturing higher-tier soldiers. One tactic is to field an all-cavalry army mixed with faction horsemen and slaver chiefs/other manhunters. With high Prisoner Management, you can pay the wages of your troops by selling the prisoners that the slavers capture to Ransom Brokers. 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. Slaver Chief - Default Stats and Equipment Attributes Stat Points Level 26 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Guard Helmet Body Brigandine Hand Scale Gauntlets, Mail Mittens Foot Plate Boots, Mail Boots Skills Skill Points Ironflesh ? Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Military Hammer, Great Hammer Ranged ? Shield Steel Shield Mount War Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slaver Chief (Viking Conquest)
Slaver Chief Troop Information Culture Manhunters Wages 78 peningas/week Acquired from... Veteran Slave Hunter Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Slaver Chiefs are tier-four manhunter archers in Viking Conquest. 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. Slaver Chief - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head Saxon Helm Body Common Long Gambeson Hand Leather Gloves Foot Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 9 Power Strike 7 Power Throw 0 Power Draw 3 Weapon Maintenance 2 Weapon Master 9 Athletics 2 Riding 6 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 275 Two Handed Weapons 120 Polearms 250 Archery 40 Crossbows 0 Throwing 195 Slings 160 Weapons Melee Hand Axe Ranged Javelins Shield Rawhide Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slezkh
Slezkh Settlement Information Type Village Kingdom Vaegir Fortification Slezkh CastleSlezkh Castle World Map Mount&BladeSlezkhSlezkh CastleTemplate:World Map/Mount&BladeWarbandSlezkhSlezkh CastleTemplate:World Map/Warband Slezkh is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the far side of the village from where the player starts, standing near to three stools. Slezkh is set in a long valley with steep mountains on either side and tall pine trees all throughout. It has a total of six structures. There are signs of fields here, but nothing is visible as everything is covered under snow. If sent here during a Hunt Down Fugitive quest, the target may be found on the far left side of the village from where the player enters, standing next to a woodpile. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Slezkh Castle
Slezkh Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages SlezkhSlezkh Sieges with... Ladders Port No World Map Mount&BladeSlezkh CastleSlezkhTemplate:World Map/Mount&BladeWarbandSlezkh CastleSlezkhTemplate:World Map/Warband Slezkh Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Slezkh. Location[] Mount&Blade[] Slezkh Castle lies southeast of Rivacheg in a narrow pass between a river and mountain, overlooking a bridge. Its village is to the south within a small patch of trees. Warband[] Slezkh Castle lies northeast of Curaw. It overlooks a bridge crossing the major river in the middle of Vaegir territory. Its village is to the southwest at the edge of a small forest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Slezkh Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Smoked Fish
Smoked Fish Classic/Warband Viking Conquest Games Base value 59 65 65 90 Weight 15.0 Item Quantity 50 50 50 150 Morale Bonus +5 +4 +2 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Smoked Fish is a food item that provides an average morale bonus. It is produced by towns and villages that are near the ocean or by rivers, and can usually be found for sale in large quantities. Smoked fish is mostly available in the markets of Tihr, Yalen, Jelkala and Wercheg. It sells high in Bariyye. 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
Solid and Shade
Solid and Shade is a popular Mount&Blade version 1.011 horror mod. The mod is very gory. Don't let the weak stomached or kids play this. Features[] Undead Zendar Underworld New NPCs New backgrounds for players Dismember Corpses Rob graves Horror-themed music Permanent death for the player Link[] Solid and Shade at the M&B Repository Hint And More Information[] Do not talk to the Blood Fountain if you have the Infinity Stone if you fear for your life! -Zendar is included in the mod, but it's renamed to Old Zendar. And no one is there except The Blood Fountain, Rasputin and The Raven. No one is in Zendar, If you go there, there will only be a pile of human skeletons and the 3 mentioned charactes (Rasputin, The Blood Fountain and The Raven) According to The Blood Fountain the reason of the human corpses is because they chose the Life option rather than the Death option. According to Ramun he said he escaped with his life, which may mean the reason of human corpses was a much more gruesome reason
Spear/Mount&Blade
Spear SpearPolearmBase value: 75 denarsWeight: 2.25Swing: 20bThrust: 26pSpeed rating: 98Weapon reach: 135
Spearman (disambiguation)
This article is a disambiguation page for Spearman (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. Spearman may refer to: Rhodok Spearman Rhodok Trained Spearman Rhodok Veteran Spearman Vaegir Spearman Marksman Spearman (veteran) New Order Spearman Cuirassier Spearman (veteran) Angle Spearman (Cniht) Briton Spearman (Pedyt) Briton Elite Spearman (Gwrda) Norse Spearman (Drengr) Norse Elite Spearman (Thegn) Pictish Spearman (Octhigern) Saxon Spearman (Cniht) Spearman Khuzait Spearman Sturgian Spearman Sturgian Heavy Spearman Vlandian Spearman
Spice
Spice Games Base value 880 Weight 40.0 Item Quantity 50 Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Spice is a high value, non-consumable trade good featured in the first three Mount&Blade games. It is primarily bought from towns, and is rare to find in villages. Due to its high price, spice is a valuable item for players to trade. Spice is used in feasts to demonstrate the wealth of the host lord. Spice can be bought cheaply at Tulga and sold for a large profit at Tihr. Although, if you fight gangs in towns, you will get 1 Spice in Bannerlord. 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
Spiked Club/Mount&Blade
Spiked Club Spiked ClubOne-handedBase value: 83 denarsWeight: 3.0Swing: 21pSpeed rating: 97Weapon reach: 97Mount&Blade Spiked Club Spiked ClubOne-handedBase value: 45 denarsWeight: 1.5Swing: 19pSpeed rating: 99Weapon reach: 62Mount&Blade
Spiked Mace/Mount&Blade
Spiked Mace Spiked MaceOne-handedBase value: 180 denarsWeight: 3.5Swing: 22bSpeed rating: 95Weapon reach: 90Mount&Blade Spiked Mace Spiked MaceOne-handedBase value: 152 denarsWeight: 2.5Swing: 23bSpeed rating: 98Weapon reach: 62Mount&Blade
Spiked Staff/Mount&Blade
Spiked Staff Spiked StaffOne/Two-handedBase value: 72 denarsWeight: 2.8Swing: 26bThrust: 25pSpeed rating: 103Weapon reach: 80Mount&Blade
Staff/Mount&Blade
Staff StaffPolearmBase value: 36 denarsWeight: 1.5Swing: 18bThrust: 19bSpeed rating: 100Weapon reach: 130
Star Wars Conquest
Star Wars Conquest Version Mount&Blade 1.011 Type Single Player Links Star Wars Conquest is a module for Mount&Blade (1.011) which converts the Calradian world into the setting of Star Wars. Star Wars Conquest was made by a group known as the SWC Dev Team. Official website Contents 1 Features 2 Customization Elements 3 Content 4 External Links Features[] The game lets the player live during the period of the Galactic Civil War, starting in 1ABY. The Jedi remaining are few, and the criminals prosper while the Empire and the Rebellion fight one another across the galaxy. The Hutt Cartel is also a potential enemy for the Empire and the Rebels. The Second Deathstar is under construction, but already operative, and both pirates and deserters aren't difficult to find. The game features the Star Wars galaxy in a main campaign map. The player is able to choose his/her race, abilities, and enter the world allied to any of the main factions, or remain independent. Once started, the character can move freely around the galaxy, visiting any of the Star Wars planets, such as Geonosis or Yavin IV. The mod includes a great number of active characters, who move throughout the galaxy besieging, defending, raiding or holding each of the locations. These individuals (commanders, bounty hunters, Sith, etc.) might ally or engage the player's character, who can even get missions from them. Customization Elements[] The game lets the player customize its character by buying armor, weapons, speeders, and other gadgets. The player can visit the merchants around the galaxy and find items from vibroswords to thermal detonators. The loot option is in as well, which lets you recover items from the fallen units after battle. Star Wars Conquest also features a series of shipyards, where the character can buy some of the existent ships, depending on the amount of credits they have. These locations, settled above some planets like Kuat or Fondor, let you apply for a loan, and offer different ships depending on the station's tradition. In Corellia for example, the player might be able to find a Corellian gunship. Apart from these, the character can also gather their own crew or army, and choose their own banner and culture. If the player manages to conquer any of the planets, they might be able to found a new faction, which they can name and rule. The player can encounter famous characters from the Star Wars universe. It is possible to find items from the Clone Wars, and even some from the times of the Old Republic. In the game, the character can also get to build specific planetary upgrades, which lets them raise units different to the normal recruits. Content[] Factions Ships Heroes Weapons External Links[] Star Wars Conquest on moddb.com, Official home, new forums and downloads Star Wars Conquest's old Hosted Forum on mbx.streetofeyes.com Star Wars Conquest old versions on mbrepository.com Forge Modding Wiki
Steel Bolts/Mount&Blade
Steel Bolts Steel Bolts (25 / 25)Base value: 210Weight: 2.5+2 to damage
Steel Shield
The design difference between the and Steel Shields, respectively. Steel Shields are very durable shields that can be used on horseback, but they are heavy and lack size (although this can be overcome with a high Shield skill). Steel Shields have the highest standard durability and good resistance without Modifiers, making them very powerful shields, arguably, one of the best available depending on your specific needs. Stats[] Steel Shield Durability Weight Resistance Size Speed Base Value 700 4.0 16 79 61 697
Steppe 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 Steppe Bandit Troop Information Culture Bandits Wages 14-7 denars/week Acquired from... Prisoners Upgrades to... Khergit Tribesman Upgrade Cost 40 denars XP for Kill 96 experience Ransom Value 80 denars Steppe Bandits are bandit horse archers in Mount&Blade and Warband. Tactics[] Roaming the steppe areas of Calradia, they spawn in groups of 4-58. Steppe Bandits can be quite deadly due to their maneuverability and speed. Most infantry will find themselves at a heavy disadvantage when fighting them, although heavily-armored infantry should be fine. Keep in mind that Steppe Bandits can be equipped with lances, and cavalry that wield lances have access to deadly couched lance damage. While your men may fall victim to these almost guaranteed one-shot attacks, it is more important to stay out of harm's way yourself. Since Steppe Bandits randomly charge at you, they can be trapped and destroyed with large groups of upgraded infantry, such as Footman- or Archer-type units. This tactic is especially effective if you are lucky and encounter these Bandits when they are in low numbers, rather than in much larger amounts that can outnumber and charge through your infantry. If you are on your own or your army has been killed or knocked unconscious by Steppe Bandits, a simple tactic is to run to the side of the map (so you can't move any further) but not retreat. The Steppe Bandits will then arrange themselves in a line along the edge of the map to one side of you, making them easy to kill. Alternatively, if you are mounted, taking your time and circling the Bandits with a ranged weapon or polearm can be an effective way to pick off and eliminate them. If they are recruited into your party, they will upgrade into Khergit Tribesmen. 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. Steppe Bandit - Default Stats and Equipment Attributes Stat Points Level 12 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Steppe Cap(Possible) Nomad Cap Body Khergit ArmorSteppe ArmorLeather Vest Hand None Foot Hide BootsNomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 4 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Light LanceSpearNomad SabreFlanged Mace Ranged Nomad BowShort BowArrowsJarids Shield (Possible) Leather Covered Round Shield Mount Steppe HorseSaddle Horse Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Steppe Horse
The Steppe Horse is the most maneuverable horse in the original Mount&Blade, only surpassed in Warband by the Sarranid Horse. Despite the high maneuver rating, the armor and hit points aren't particularly high and might make this choice less attractive. It is a fair choice for new players, as this horse is slightly hardier than a Saddle Horse as well as cheaper, while still being fast enough to couch a lance. The possibility to acquire it for free from the ever common Steppe Bandits also make it an early alternative to the Sumpter Horse. Steppe horses share the same speed as most of the heavier horses and can help new players get accustomed to riding at the slower speed of more heavily armored mounts while being maneuverable enough to turn away from any charges that look like they won't succeed. Steppe horses can be found in any of the towns owned by the Kingdom of Vaegirs or Khergit Khanate at the start of the game. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Steppe Horse 10 40 51 8 120 2 192
Stones/Mount&Blade
Stones Stones(18 / 18)Base value: 1 denarWeight: 4.0Damage: 11bSpeed rating: 97Mount&Blade
Strong Bow/Mount&Blade
Strong Bow Strong BowBase value: 437Weight: 1.3Damage: 23pAccuracy: 99Speed rating: 94Requires Power Draw: 3Mount&Blade
Stulgar
Stulgar Appears in Mount & Blade Official Information Culture Swadian (possibly) Religion Calradic religionDevil worship (allegedly) Character Details Connections Halmar Character Background Home Praven (possibly) Stulgar was a quest related npc added in Mount&Blade version 0.600, or possibly even earlier. Description[] Nothing is known about Stulgar. His alleged friend Jevna hired the player to delivered a parcel to him in Praven. When spoken to, he apologized for the trouble the player had gone through delivering the package, paid for the delivery, and bid them farewell, saying that the player is best not knowing anything more. Trivia[] The parcel that the player delivered to Stulgar contained some leaves. It is never explained what they were for.
Sturgia
Sturgia Official Information Capital Balgard Ruler Grand Prince Raganvad Claimant Aliky Ruling Clan Gundaroving Minor Factions SkolderbrodaForest PeopleLake Rats Faction Location Sturgia in blue The Principality of Sturgia is a kingdom in Mount&Blade II: Bannerlord ruled by Raganvad Gundaroving. It occupies the snowy northernmost mountain territories of the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 6 Economy 7 Tactics 7.1 Strengths 7.2 Weaknesses 8 Troop Tree 9 Clans 10 Territory 11 Trivia 12 Gallery 13 References Overview[] The principality's history began when Nordic traders and adventurers migrated from the northeast territories seeking land and wealth, and eventually formed diplomatic and marriage alliances with the native tribes of the Sturgian region, merging the two cultures together into something new, with a violent, warlike but also mercantile mentality. Heavily armoured infantry bearing thick shields to form a shieldwall is the core of Sturgian military, although cavalry and archer units are also employed prominently. Their Cultural Bonus has their costs for upgrading and recruiting of infantry reduced by 25%. Also, their Armies lose 20% less daily cohesion. Their cultural Penalty is that relations get damaged 20% more when dissaproving in kingdom decisions. 173 years later, in Mount&Blade: Warband, the Sturgian empire has extended its holdings southward to some of the Empire and Battania, but the Sturgians have experienced a cultural split, with the Sturgian Nords living in the west and the Sturgian Vaegirs in the east. Ruler[] Grand Prince RaganvadGundaroving Vassals[] Knyaz OlekKuloving Knyaz GodunVagiroving Knyaz YorigOrmidoving Knyaz VyldurTogaroving Knyaz FafenIsyaroving Knyaz VashorkiVezhoving Knyaz TovirUbroving Knyaz RolanKostoroving Official Description[] “ The confederation of small kingdoms that is now the Principality of Sturgia came into being only a century ago. As boomtowns sprung up along the great rivers of the north, the local tribal leaders forged marriage pacts with Nords and other adventurers, hiring their swords to subdue their neighbors. Under pressure from the Empire, they elected a prince to lead them in war, and eventually the princes became a hereditary office. But the idea of a monarchy has never sat easily with the independence-minded boyars, and the potential for rebellion always lurks under the surface of Sturgian politics. ” Lore[] "The Sturgian forests are forbidding and cold, but great wealth lies within. Wild honey can be found, and bog iron, but the real prize has always been fur. For centuries, brave traders ventured there to buy the pelts of fox, rabbit and ermine from the tribes of the woods. As the empire expanded eastward, that trickle of traders became a flood. Great towns sprung up on the rivers. Fortune-seekers came from the coast, from the steppes, and most of all from the Nordlands. Tribal elders made alliances with the newcomers, sealed by wedding vows, and with their share of the trading profits hired mercenaries to subdue other tribes. Sturgia became a collection of principalities, then a kingdom, the great powerhouse of the north." Economy[] Medium 7 towns 8 castles 32 villages Main products: fur (main producer), flax (main producer), cattle (main producer), fish Tactics[] Strengths[] Powerful heavy infantry options. Noble shock cavalry on par with other cavalry, and doubles as effective infantry as they have increased athletics. Axes are commonplace among troops, giving them a significant edge in melee combat. Most infantry posses throwing weapons, greatly offset Sturgian mediocre archers. Mounted skirmishers provide an effective counter to cavalry. Large Round shields making the Sturgian very resistant to missiles weapons in siege. Weaknesses[] Mediocre archers. Lack of true mounted archers. Noble troops take a long time to level up into cavalry (tier five). Sturgian territory is stretched across a wide border, which can result in multiple wars fought on far away fronts. Unlike the Aserai, Sturgian suffer speed penalty on their home territories (snow) like everybody else. Making this faction slow to defend its frontier. The shield wall of Heavy Spearmen and Heavy Axemen is the basis of Sturgian battle tactics. This formation, once set up, is nigh invulnerable to archer fire and cavalry charges. However, unlike the pikemen formations of Vlandia and Battania, it cannot effectively decimate enemy cavalry. So it is best used in conjunction with noble shock cavalry, using a hammer-and-anvil tactics: the shieldwall slowly advances and tanks the attacking enemy troops, while the mounted Druzhinniks attack from the flank or rear, and score kills. The Sturgian light skirmishing cavalry is best used to harass, disorganize, and soften the attacking wave of enemy cavalry. Send it ahead early in the battle. Troop Tree[] Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion Clans[] Clans of Sturgia Major Gundaroving Kuloving Vagiroving Ormidoving TogarovingIsyaroving Vezhoving Ubroving Kostoroving Minor Forest People Lake Rats Skolderbroda Territory[] Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan Trivia[] The Sturgians are based on the Kievan Rus', a polity in medieval eastern Europe consisting of Slavic peoples and some Varangians, who were Norse and mixed Norse-Slavic traders, warriors, and adventurers. It was a loose federation of city states, most of whom were located in the area of modern Russia, Belarus and Ukraine.[1] They occupy the portion of the map that will become the lands of the Nords and the Vaegirs preceding the events of Mount&Blade/Warband. Leaders of Sturgian clans bear the title of Knyaz, a nobility title originating in Eastern Europe and particularly employed in Ukraine, Russia, and Hungary. Many Sturgian lords commonly use Noble Bows, two-handed axes, and lances as weapons. Most of them have the Brave personality trait. Gallery[] Sturgian civilians concept art References[] ↑ 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
Sumbuja
Sumbuja Settlement Information Type Village Kingdom Vaegir Fortification ReyvadinRadoghir Castle World Map Mount&BladeSumbujaReyvadinTemplate:World Map/Mount&BladeWarbandSumbujaRadoghir CastleTemplate:World Map/Warband Sumbuja is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the village, standing aside some tables under a roof. Sumbuja is built next to a large hill with the path to the village encircling it and trees positioned decoratively along it, in addition to moderate natural foliage. It has a total of five structures. There are some fields here growing Wheat, Cabbages, and squash. Bread and a basket of marrows may also be found. A notable feature is a sizable, but mostly empty pit surrounded on most sides by fences. If sent here during a Hunt Down Fugitive quest, the target may be found on the far side of the pit from where the player enters. 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
Sungetche Castle
Sungetche Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tismirr Bhulaban Sieges with... Tower Port No World Map Mount&BladeSungetche CastleTismirrTemplate:World Map/Mount&BladeWarbandSungetche CastleBhulabanTemplate:World Map/Warband Sungetche Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Sungetche Castle lies north of Ichamur at the top of a mountain pass between the Khergit Khanate and the Kingdom of Vaegirs. Its village is Tismirr which lies at the base of the mountain pass to the northeast. Warband[] As with Mount&Blade, Sungetche Castle lies north of Ichamur at the top of a mountain pass between the Khanate and the Kingdom of Vaegirs. Its village is Bhulaban which lies at the base of the mountain pass to the north. Layout[] Player Keep Dungeon Breach Siege[] Besieging Sungetche 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
Suno
Suno Settlement Information Type Town Kingdom Kingdom of Swadia Villages RulunsElberlYalibeIyindahRuluns Sieges with... Ladders Port No World Map Mount&BladeSunoRulunsElberlYalibeTemplate:World Map/Mount&BladeWarbandSunoRulunsIyindahTemplate:World Map/Warband Suno is a town of the Kingdom of Swadia. Its initial lord is Count Klargus. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Ruluns, Elberl, and Yalibe. Warband[] Its villages are Ruluns and Iyindah. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Suno is located up the stairs to the castle, and around the corner to the right when 'Take a walk around the streets' is selected. Another method of finding him quickly is to go to the castle and leave via the door instead of the tab key, at which point he is directly in front of the player. Suno is one of two towns (Dhirim is the other) that does not have a door to the arena accessible from the streets. If the player enters the arena, and then uses the exit in the arena to reach the streets, the player will find themselves out of bounds, embedded within the buildings of the city. Unlike Dhirim, there is nowhere to explore while out of bounds, as the building is surrounded by normally-accessible streets. Siege[] Besieging Suno requires the construction of ladders. Tournaments[] If you take part in a Tournament in Suno, you can be given any of the following sets of equipment: Sword & Shield Axe & Shield Lance & Shield Heavy Sword Not all participants are on horses. Economy[] <a href=" class="image"><img alt="2013-10-31 00006" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00006.jpg" data-image-key="2013-10-31_00006.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Suno produces: Bread Ale Wine Leatherwork Tools Velvet Wool Cloth Oil Suno sells Oil cheaply. 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
Svear Elite Vikingr
Svear Elite Vikingr Troop Information Culture Norse Wages 90 Acquired from... Liberating prisoners, recruiting prisoners Upgrades to... N/A Upgrade Cost N/A Sviar Elite Vikingarnir (singular: Svear Elite Vikingr) are bandits in Viking Conquest that can be found in raiding parties on the sea. Stats and Equipment[] Svear Elite Vikingr - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 75 Armor Head Norse Helm, Norse Helm with Nasal, Simple Norse Helm Body Scale Lorica, Norse Hringserks, Norse Tunic, Norse Light Armor, Norse Gambeson, Norse Long Gambeson Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 10 Power Strike 7 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 10 Athletics 0 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 6 Inventory Management 6 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 280 Two Handed Weapons 150 Polearms 280 Archery 50 Crossbows 0 Throwing 245 Slings 170 Weapons Melee Sword, Seax, Short Hand Axe, Axe, Big Hand Axe, Light Long Spear Ranged Throwing Spears Shield Round Shield Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Swadian Knight
Swadian Knight Troop Information Culture Kingdom of Swadia Wages 38 denars 59-31 denars Acquired from... Swadian Man-at-Arms Upgrades to... N/A Upgrade Cost N/A XP for Kill 288 xp Ransom Value 240 denars Swadian Knights are a heavy cavalry unit. They are the strongest cavalry unit in Mount&Blade, though they have been rivaled in Warband with the addition of Sarranid Mamlukes. The Mamluke is a very similar unit, with small differences including wages and stats, and of course, choice of equipment. Along with Vaegir Knights, Nord Huscarls, and Slaver Chiefs, Swadian Knights require 120 denars to be upgraded from their lower tiers. Tactics[] Swadian Knights can be used to charge the front line of enemy troops, as they have heavy armor and are not that vulnerable to the attacks of enemy infantry. One of the most effective tactics to use with the Swadian Knights is to have your infantry hold ground, creating a defensive wall. When the enemy are advancing towards your infantry, tell your cavalry to follow you and flank to the left or right until you are behind the coming enemy. When they are within charging distance, charge both your cavalry and your infantry at the same time. Timing here can be very important, as ideally both troop divisions need to hit the enemy simultaneously. This attack will greatly weaken the enemy as their attention will be split in two directions at once, halving their combat effectiveness. It is recommended not to use flanking tactics on a hilly battlefield since the Knights' horses won't be able to run at full speed and will be taken down more easily. Instead, try to let the battle take place on a flat piece of ground or keep your Knights together with your infantrymen. Their greatest weakness is fighting Khergits. Due to the Knights' relatively low speed, they have trouble engaging Khergits, and can only fight them when the horse archers run out of ammo. It is possible to loot and burn a village without casualties given that you have a medium level character and 5 Swadian Knights. 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. Swadian Knight - Default Stats and Equipment Attributes Stat Points Level 28 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Guard Helmet, Great Helmet, Bascinet Body Coat of Plates, Cuir Bouilli Hand Gauntlets, Mail Mittens Foot Plate Boots Skills Skill Points Ironflesh 5 Power Strike 5 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 150 Two Handed Weapons 130 Polearms 130 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Heavy Lance, Two Handed Sword, Long Arming Sword, Morningstar Ranged ? Shield Knightly Heater Shield Mount Charger, War Horse Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Sword/Mount&Blade
Sword SwordOne-handedBase value: 163 denarsWeight: 1.5Swing: 27cThrust: 22pSpeed rating: 99Weapon reach: 95Mount&Blade Sword SwordOne-handedBase value: 243 denarsWeight: 1.5Swing: 28cThrust: 23pSpeed rating: 99Weapon reach: 95Mount&Blade
Sword Sister
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 Sword Sister Troop Information Culture Mercenaries Wages 38-20 denars Acquired from... Camp Defender Upgrades to... N/A Upgrade Cost N/A XP for Kill 204 xp Ransom Value 170 denars Sword Sisters are elite female mercenary cavalry. Despite slowly evolving from initially vulnerable and unarmed women, Sword Sisters are powerful fighters on par with Mercenary Cavalry. Sword Sisters demand significantly lower wages compared to their male counterparts, therefore procuring them can be very worthwhile from a financial point of view. The most reliable way to acquire Sword Sisters is by upgrading Refugees and Peasant Women. These units are difficult to acquire as they can only be hired from a defeated party's prisoners or captured by attacking traveling villagers, so for most players, this troop line will be very rare. Tactics[] Sword Sisters ride fast Coursers and often pack Crossbows, so they excel against other light and medium cavalry or scattered archers. However, densely packed formations of infantry should best be countered with the heavier mounted units such as Vaegir and Swadian Knights or Mercenary Cavalry. They wear Plate Armor, making them extremely durable, but strangely they sometimes appear without helmets - this results in occasional deaths from a single shot to the head. This drawback is most inconvenient when attacking castles and towns, where your Sword Sisters are especially vulnerable to archer fire from above. Also note that the Sisters ride unarmored horses, so they are unhorsed more often than other cavalry of similar levels. They also have low Ironflesh and Power Strike skills for an elite unit. Sword Sisters should not be underestimated, because their heavy armor, fast horses, and sabres make them formidable combatants. They can be one of the most effective mounted units against light cavalry. However, if you only have a few Sword Sisters, their speedy mounts are a disadvantage as they will rush out in front of your slower forces and take the full force of the initial clash. If this is a problem, give your troops orders that will force them to stay together at least until you meet the enemy. Sword Sisters are vulnerable to large amounts of infantry which exploit their biggest weakness, the courser's weak armor and lack of hit points. In castle sieges, their occasional random crossbow can be useful and their plate armor allows them enough defence to cut down most lightly-armored units with ease. Once unhorsed, Sword Sisters perform reasonably well in fighting withdrawals, where they pull back to join any infantry holding position. Their shields permit them to weather enemy attacks and their fast blades give them a good chance at counter-attacking foes armed with slower weapons. If unhorsed on the wrong side of an enemy formation however, they will likely be overwhelmed and dispatched. While very difficult to acquire, a full-sized army of Sword Sisters is extremely deadly and a lot cheaper to finance than one made of Swadian Knights. It is interesting to note that an army of all women will not cheer out loud after a victorious battle as there's no audio file recorded for them, resulting in a peculiar sudden calm as soon as the swords stop clashing and all the horses are brought to a halt. 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. Sword Sister - Default Stats and Equipment Attributes Stat Points Level 22 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Guard Helmet, Helmet with Neckguard Body Plate Armor, Coat of Plates (black) Hand Leather Gloves Foot Plate Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics 3 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 140 Two Handed Weapons 140 Polearms 140 Archery 140 Crossbows 140 Throwing 140 Weapons Melee Sword, Sabre Ranged (Possible): Crossbow, Bolts Shield Plate Covered Round Shield, Elite Cavalry Shield Mount Courser 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
Sword of War/Mount&Blade
Sword of War Sword of WarTwo-handedBase value: 524 denarsWeight: 3.0Swing: 40cThrust: 31pSpeed rating: 94Weapon reach: 130Requires strength: 11Mount&Blade
Swordsman (disambiguation)
This article is a disambiguation page for Swordsman (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. Swordsman may refer to: Mercenary Swordsman Swordsman (veteran) Scottish Swordsman (veteran) Vlandian Swordsman Mercenary Swordsman
Tadsamesh
Tadsamesh Settlement Information Type Village Kingdom VaegirsSwadia Fortification Jeirbe CastleTilbaut Castle World Map Mount&BladeTadsameshJeirbe CastleTemplate:World Map/Mount&BladeWarbandTadsameshTilbaut CastleTemplate:World Map/Warband Tadsamesh is a village of Tilbaut Castle, initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building on the left from where the player enters, standing next to a stool and small table. Yaragar is built on a relatively flat area in hilly terrain with plenty of trees. It has a total of five structures, as well as several stone walls. There are two fields here growing cabbages, grapes, squash, and small shrubs of some sort. There is a water well in the middle of the village and an outdoor over which may be used for baking bread, though none is visible. There are a number of furs in storage and loaded in a wagon and pelts cover the walls of one of the buildings. An outdoor structure has a stove inside and may be a smokehouse, though no meat or fish can be seen. If sent here during a Hunt Down Fugitive quest, the target may be found standing out in the open on the opposite side of the village from where the player enters. 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 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
Tagars
Tagars Faction Location Location unknown The Tagars were a minor faction appearing in the game files of the very early versions of Warrider and Mount&Blade. Description[] Almost nothing is known about the Tagars. From the game files, they were meant to be hostile to another removed minor faction - the Antler Knights - as well as to bandits. They were neutral when it came to the player. Their only confirmed appearance is in the module_factions.py/factions.txt files and no known Tagar troops or parties can be found anywhere. It is possible the game was meant to spawn placeholder Khergit parties, labelled as 'Tagars', during a minor quest but it is currently impossible to confirm. Trivia[] The Tagars apparently take their name the real-world Bronze Age Tagar culture that existed between the 8th and 1st centuries BCE in south Siberia. It is unclear why the Tagars were removed. Some in the community assume they were an early concept for a faction that was abandoned before anything could be done with them. It is plausible as, given how the real-world Tagar culture existed between the 8th and 1st centuries BCE, their presence in the Middle Ages, when the games are set, would have been strange. It is possible that Tagars could be retconned as a minor Calradic culture that was at some point destroyed or assimilated by a larger culture, hence why they disappeared without a trace. While unlikely, it is possible the Tagars got a soft retcon as the Sturgian clan Togaroving in Bannerlord. If Sturgia survived into the future, it is possible the clan became the Tagars.
Tahlberl
Tahlberl Settlement Information Type Village Kingdom Swadia Fortification Haringoth CastleUxkhal World Map Mount&BladeTahlberlHaringoth CastleTemplate:World Map/Mount&BladeWarbandTahlberlUxkhalTemplate:World Map/Warband Tahlberl is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building on the left from where the player enters, standing next to a stool and small table. Tahlberl is set in a narrow valley in mountainous terrain with a few scattered trees. It has a total of seven structures and a few stone walls around the edges. There are three fields here growing cabbages, grapes, squash, and wheat, as well as a fully-enclosed animal pen. There is beef, wool, and jugs found in storage, as well as multiple outdoor ovens and a water well. A couple wagons and numerous spare wheels can also be found throughout the village. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing between a curved wall and structure at the bottom of a steep cliffside. 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
Taiga 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 Taiga Bandit Troop Information Culture Bandits Wages 11-6 denars/week Acquired from... Prisoners Upgrades to... Vaegir Recruit Upgrade Cost 40 denars XP for Kill 124 experience Ransom Value 104 denars Taiga Bandits are bandit archers in Mount&Blade: Warband. Tactics[] Roaming the snowy plains south of Rivacheg and east of Khudan, they spawn in groups of 4-58. Taiga Bandits' standard tactic is to swarm the enemy, launching arrows and javelins at them before closing in with their melee weapons. Much like Mountain Bandits in Warband, Taiga Bandits with bows will stay back to shoot at their enemy while the rest of the group rushes ahead with swords, lances, and javelins. When encountered en masse, Taiga Bandits can hit disproportionately hard as they are very proficient archers as well as employing deadly jarids when they close in. Lacking heavy armor, they are very easily beaten by cavalry charges and heavy infantry. As they are not mounted, they are one of the ways to safely acquire a lance for free. 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. Taiga Bandit - Default Stats and Equipment Attributes Stat Points Level 15 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Cap With Fur (Possible) Steppe Cap Body Nomad ArmorLeather Jerkin Hand None Foot Nomad BootsHide Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw 3 Power Draw 4 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 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Light LanceSpearNomad SabreFlanged Mace Ranged Nomad BowShort BowArrowsJavelinsJarids Shield (Possible) Leather Covered Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
TaleWorlds
TaleWorlds Founded in 2005 HQ Ankara, Turkey Key People Armağan Yavuzİpek YavuzCem Çimenbiçerer No. of Employees 131 (2020) Products Mount&Blade series Website TaleWorlds Entertainment is an independent Turkish video game development studio based in Ankara, Turkey. It is a brand of İkisoft Software Company. The studio has started its life with a garage project called Mount&Blade, which was developed with limited resources, but which nevertheless displayed the team's principles of good game design, fresh ideas, and deep open-ended gameplay. An alpha version of Mount&Blade was released to the public in 2005 and it quickly gained a significant fanbase among gamers. TaleWorlds continued to work on the game, eventually partnering with Paradox Interactive to bring out a retail version. The studio also grew with the game and is continuing to add talented graphics artists and programmers to its core team. Games[] Mount&Blade Mount&Blade: Warband Mount&Blade: With Fire & Sword Mount&Blade II: Bannerlord External Links[] TaleWorlds' official website TaleWorlds' official forums
Tash Kulun
Tash Kulun Settlement Information Type Village Kingdom KhergitKhergit Fortification Malayurg CastleMalayurg Castle World Map Mount&BladeTash KulunMalayurg CastleTemplate:World Map/Mount&BladeWarbandTash KulunMalayurg CastleTemplate:World Map/Warband Tash Kulun is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building to the right from where the player enters. Tash Kulun is constructed in a sloping valley between two long hills with a few scattered trees. It has a total of seven structures with one on the far side of the village being larger than the others, which are short enough and on enough of a slope to allow one to walk onto their roofs. There is a single unfenced field growing Wheat behind the largest building, beyond this one small field, the village appears quite barren. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing with his back to a large tree. 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