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Tatar Raider | Tatar Raider Troop Information Culture Bandits Wages 3 thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 13 thalers Tatar Raiders are bandit horse archers in With Fire & Sword. Tactics[] They are mounted and use tactics similar to the Crimean Khanate: hit-and-run tactics with bows and arrows or charging straight towards you with spears and sabers. Tatar Raiders should not be encountered by new or inexperienced players - they usually attack small groups of farmers, scouts, and foragers but will target you too if your party is rather small. They spawn in groups of 3-60. The prevalence of Tatar Raiders makes traveling Crimean lands dangerous to new and low-level players since they typically do not have enough cavalry, horses, or Path-finding skill to outrun them nor the means to defeat them in battle. Once the player has acquired a party of 15-20 troops, Tatar Raiders will run away from them, making access to lucrative trade routes to Azaq-kale, Bakhchisaray, and by extension the general Crimean area, much safer. 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. Tatar Raider - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head None Body RobeSimple Robe Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 4 Shooting from Horseback 2 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 70 Two Handed Weapons 70 Polearms 70 Archery 70 Firearms 70 Throwing 70 Weapons Melee Cavalry LanceSimple Tatar Saber Ranged LongbowArrows Shield None Mount Saddle Horse Trivia[] Tatar Raiders could, in a sense, be considered the With Fire & Sword equivalent of Steppe Bandits, seeing as they are horse archers that roam around the Crimean steppe. Among other khanates established after the collapse of the Mongol Empire in Europe and the Middle East, the Crimean Khanate was a nation-state founded and dominated by Tatars. Wikipedia has an article on this subject at:Tatars Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Taxes | Taxes may be collected every week from the populace of your fiefs. In Mount&Blade, taxes accumulate so you don't have to visit every week. Warband improved on tax collection by removing the need to visit at all, as you automatically receive taxes along with your weekly payments. Contents 1 Base income 2 Variables 3 Tax inefficiency 3.1 Strategy Base income[] Towns earn the most base taxes, villages and castles earn less. Fief type Base income / Towns 2400 1000 3600 Castles 1200 250 2200 Villages 1200 500 1700 Variables[] The prosperity of each fief also affects the amount of taxes they produce. You can raise the prosperity of a town by making sure that its caravans reach their destinations, and by completing quests from its Guild Master. For villages, stop them from being raided, kill bandits if they do invade, build improvements, and complete quests given by the Village Elders. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods. The import items will no longer be available until caravans have returned them, which can take a rather long time. Tax inefficiency[] Affects only rents and tariffs of all the player's fiefs. Tax inefficiency depends on how many fiefs you personally own, and the campaign AI setting. You can hold certain amount of fiefs before tax inefficiency kicks in, and each fief increases inefficiency by a percent. Campaign AI Threshold / Inefficiency gain / Good 2/5% 2/10% Average 4/4% 4/8% Poor 6/3% 6/6% Note: In Warband and Viking Conquest, each town counts as 2 fiefs. The maximum efficiency loss on any difficulty is 65%. In Viking Conquest you can reduce tax inefficiency by owning a kingdom and hiring tax enforcement from advisor for 3000 a week. Strategy[] As a result of tax inefficiency, it is advisable once a strong economic basis is established (such as with Productive Enterprises), that you refuse villages and castles as fiefs (which often cost more than they're worth to defend anyway) and only accept towns. However, gaining towns often requires besieging them yourself and having high renown if you do not own your own kingdom. Alternatively, if you plan to capture the entire map or a large part of it, you may consider to keep all fiefs for yourself. since the minimum tax efficiency is 35%, the more fiefs you have, the more that 35% represents in actual taxes, and at some point, those taxes will be more than you can get from 2 to 6 fiefs at maximum efficiency. You will need about 3 times as many fiefs that you could manage at 100% efficiency to get the same tax revenue, any fiefs that you get after that are pure 35% profit per fief compared to the 100% efficiency strategy. The only reason, in that case, to have lords, is so that they can help 'police' your territory. If you give a lord only a single village, they will still be able to raise and support a 250-man army. This is very cheap and very helpful. Figure out a unit type that is cheap, but all have good/decent armor, and put 70-100 per fort and 150-200 per town to keep the guard cost low. They are only there to hold out long enough for you to help them fight off a siege. |
Tehlrog Castle | Tehlrog Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Ambean Vayejeg Sieges with... Ladders Port No World Map Mount&BladeTehlrog CastleAmbeanTemplate:World Map/Mount&BladeWarbandTehlrog CastleVayejegTemplate:World Map/Warband Tehlrog Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Tehlrog Castle lies to the southwest of Sargoth on the border with the Kingdom of Swadia, lying closer to Suno than any Nordic Towns. Its village is Ambean which is to the northwest. Warband[] Tehlrog Castle lies southeast of Sargoth between the two rivers flowing through Nordic territory. It is on the border with the Kingdom of Vaegirs. Its village is Vayejeg which is to the southeast, resting in the middle of one of the snaking river bends. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tehlrog Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Tehlrog castle's design is similar to a motte-and-bailey fort, featuring wooden buildings in an open courtyard atop a walled-in hill. Gallery[] Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Tevarin Castle | Tevarin Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Iyindah Balanli Sieges with... Ladders Port No World Map Mount&BladeTevarin CastleIyindahTemplate:World Map/Mount&BladeWarbandTevarin CastleBalanliTemplate:World Map/Warband Tevarin Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Tevarin Castle lies southwest of Uxkhal at the base of the mountain pass that connects to the steppelands of the Khergit Khanate. Its village is Iyindah which is to the north, next to Uxkhal. Warband[] Tevarin Castle lies northwest of Praven. It is on the very tip of the coastal outcropping of Swadia’s west side, overlooking the encompassing ocean. It is the westernmost castle on the map. Facing the Castle's east wall is a ruined Mill and a Catapult Its village is Balanli which is nearby to the southwest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tevarin Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Laying siege to Tevarin Castle can be daunting at times as the field you need to cross to get to the ladder faces a long wall which will inevitably be filled with archers, putting you under constant suppression. The castle is built on a steep slope, so any attacker who manages to move to the right hand side of the fortress past ranged attackers in the battlements, can use arrows more effectively, as the elevation of the hill negates the advantage of wall height. An attacker will lose far fewer men when assaulting this castle in such a manner. 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 |
Thaler | Thaler (invariable plural) are the currency used in Mount&Blade: With Fire & Sword. They are large silver coins that were traded throughout Europe for several hundred years from at least the 15th century. "Thaler" is also the etymologic origin of the modern dollar and Slovenian tolar. The term "thaler" used in With Fire & Sword is simply cosmetic, it is still referred to as denar in the game's code, and indeed, apart from the name, it is equivalent in every form to denar in other Mount&Blade games, as well as pening in Viking Conquest. Wikipedia has an article on this subject at:Thaler |
The Last Days of the Third Age | The Last Days of the Third Age Version Mount&Blade 1.011 and Warband Type Single Player Links Download pageSteam WorkshopDiscordTwitter feedOriginal forumModDB profileTrello to-do list The Last Days of the Third Age is a module for the original Mount&Blade— later ported to Warband— set in J.R.R. Tolkien's Middle-earth, the fantasy setting of The Lord of the Rings novels. The mod lets the player participate as a soldier on either side of the War of the Ring as a man, Elf, Dwarf, Orc, Uruk, or Isengard Uruk-hai. Players can fight against the dark lord Sauron as member of one of several good-aligned factions, or they can join the forces of Sauron or the wizard Saruman as an Orc or evil human. The developers based the module upon the text of J.R.R. Tolkien's The Lord of the Rings. The appearances, the music, and the story are also based on J.R.R. Tolkien and not on Peter Jackson's Lord of the Rings film trilogy, though some inspiration from the films was taken for aspects of the module. Contents 1 Features 1.1 Races and factions 1.2 Currency 1.3 Setting 1.4 Combat 1.5 Music 1.6 Items and Equipment 1.7 Glitches 2 Reviews 3 Trailer Features[] The Last Days features a number of noteworthy changes to character creation and game mechanics from the standard Mount&Blade game. Races and factions[] Players can fill the role of the pillaging orc in TLD. At game start, the player can choose to fight for "The Dawn of a New Era" (good) or "The Twilight of Man" (evil). From there, the player can choose his or her race and homeland. Each of those choices brings different starting equipment as well as an alignment with one of the game's 19 factions. For instance, a player could choose to be a man from the fortress city of Minas Tirith, an orc in the service of Saruman, a dwarf from the Iron Hills, or any of several other race and homeland combinations. Also, there are unique faces and skins for every faction and you can't make an orc look like an elf or vice versa. Each choice at character creation brings with it some benefits and drawbacks. The developers state that, by design, the factions are not balanced. According to the manual for TLD, "Some factions provide excellent soldiers, but in small numbers. Some have weak troops, but you can hire many. Smaller orcs can't wear armors designed for big guys, but can ride some beasts instead. Dwarves have exceptional gear, but can't ride mounts." These elements allow for very different playing experiences depending on a character's race and faction. Quest givers in each faction also take their inspiration from the novels, including major characters such as Elrond of Rivendell or King Theoden of Rohan to minor characters like Gothmog the orc or the dwarven King Dain Ironfoot. Currency[] A player kneels before King Theoden of Rohan. There is no monetary currency in TLD. Instead, the module uses a system called "resource points," which reflect a player's reputation and influence within a faction. Players earn resource points and influence within a faction by completing quests and winning battles within a faction's geographical region. One important difference between the economy in TLD and in the original Mount&Blade is that a player's resource points in one faction do not carry over to other factions. Thus, a player who has 5,000 resource points accumulated by doing quests for the Gondor faction may find that he only has 50 resource points to spend if he tries to purchase items from vendors in the kingdom of Rohan. Influence points are another form of currency. These points can be used to gain special items from faction leaders. These are gained by doing missions for commanders or the elders/guild leaders of the cities. These are needed to get special items from the faction leaders, to get other smaller NPC squads or even the other commanders to follow you, and to recruit heroes. Setting[] The overland map features custom icons inspired by Middle-earth lore. Fans of The Lord of the Rings novels and films will appreciate the attention to detail the TLD developers put into recreating Middle-earth in Mount&Blade. The overland map is limited to areas of Middle-earth east of the Misty Mountains, but recreates the setting with unique icons for important locations such as Minas Tirith, Isengard, or Edoras. The module also renders many famous and important locations from the novels in great detail, offering a number of unique villages and towns to explore. For instance, players can see the White Tree of Gondor in the highest level of Minas Tirith, stand in the shadow of the Black Gate of Mordor, or walk the bridges in the tree city of Caras Galadhon, to name a few. Hidden locations on the overland map (and their accompanying walkaround maps) can be made available through conversations with citizens in towns and cities. Combat[] Fighting in TLD is similar to the original Mount&Blade with a few exceptions. The first difference the player will notice is that troops are stationary at the beginning of a battle and will wait on the player's orders to attack. A second difference is that, rather than earning gear from fallen foes after a battle, players earn metal scraps of varying quality, which can then be sold to faction vendors for resource points. A major change from the standard Mount&Blade mechanics is that players cannot initiate a siege on their own; rather, they can only participate when a faction leader decides to assault an enemy city or encampment. When players begin the module, the War of the Ring has not yet begun. Once the player is notified the war has started, however, the war looms large over each battle. The module monitors and reports when a faction grows stronger or weaker through its military encounters. This makes it possible to "win" The Last Days module. When a faction reaches its lowest status, enemy leaders can decide to storm its capital and defeat that faction completely. Music[] TLD features a stunning orchestral soundtrack of approx 180min written by Composer Vladan (Pagan) Zivanovic. A mod achievement in its own right. The score ranges from epic to ambient in a music system which is greatly evolved over Mount&Blade's. The score will follow the player across the map as they move from one region to another, from map to town, or from map to battle. Changing as you play, in a very natural fashion. Each region and its settlements have their own music dependant on its history or inhabitants and several scenes (Erebor for example) draw the player into Middle-Earth like very few games achieve. When the beautiful score merges with lovingly crafted scenes, TLD is at its finest, and players will find themselves simply viewing the world as often as running around and fighting in it. Items and Equipment[] <a href=" class="image"><img alt="Shield of Gondor" src=" decoding="async" loading="lazy" width="157" height="246" class="thumbimage" data-image-name="Shield of Gondor.jpg" data-image-key="Shield_of_Gondor.jpg" data-relevant="1" data-src=" /></a> The White Tree of Gondor adorns many of that faction's items. The Last Days features a high number of custom armors and items which further draw the player into the world of Middle-earth. Saruman's orcs will bear his symbol of the White Hand, while the soldiers of Gondor wear the icon of the White Tree. These items are typically available from faction vendors and provide distinct appearance options to each faction. Items also draw their inspiration from Tolkien's writings, such as having orc characters begin the game with "maggoty bread" as a foodstuff. Other unique items from the novels can be obtained by earning influence within the various factions. By default, TLD does not permit so-called "cross-dressing" to stay true to Lord of the Rings lore. In Tolkien's writings, an elven warrior would never don orcish armor or wield orcish weapons. Glitches[] Orcs can riot in any city, but supporters of rebellion will be defeated every time if player doesn't interfere. In the Troll Cave, You can find a troll that will tell the player something about the mod and the game and will always end her speech with TROLOLOL. In a far corner of the map (where the player cannot reach without cheating), there is a city called Barad'dur which represents Sauron. This city is bugged. If player reaches here, will speak with himself An elephant can be buy in the Cheatmenu (Find an item menu) but it requires 255 rider skill Reviews[] The Last Days has been extremely well received by the community, earning a 9.6/10 rating from respondents on Mod Database . PC Gamer also featured a short article on The Last Days module in November 2011. PC Gamer noted the ambition and attention to detail the developers put into the mod, saying TLD "looks amazing" and features "top notch custom armour sets." Trailer[] The Last Days of the Third Age Trailer (HD) The Last Days of the Third Age Trailer |
Throwing Axes/Mount&Blade | Throwing Axes Throwing Axes(7 / 7)Base value: 241 denarsWeight: 5.0Damage: 38cSpeed rating: 99Requires Power Throw: 1Bonus against shieldsMount&Blade |
Throwing Daggers/Mount&Blade | Throwing Daggers Throwing Daggers(14 / 14)Base value: 193 denarsWeight: 3.5Damage: 25cSpeed rating: 110Mount&Blade |
Throwing Knives/Mount&Blade | Throwing Knives Throwing Knives(15 / 15)Base value: 76 denarsWeight: 3.5Damage: 19cSpeed rating: 121Mount&Blade |
Tihr | Tihr Settlement Information Type Town Kingdom Kingdom of Nords Villages BuillinFenadaGisimOdasanAldelenHaenKulum Sieges with... Ladders World Map Mount&BladeTihrBuillinFenadaGisimOdasanTemplate:World Map/Mount&BladeWarbandTihrAldelenHaenKulumTemplate:World Map/Warband Tihr is a town initially belonging to the Kingdom of Nords. In the Tavern, you can usually find Ramun the Slave Trader (if he is not present, he will be found in Yalen). This is quite convenient in that he is the only prisoner trader who can be found with reliability. He will only pay you 50 denars per slave; this is the same fee as Ransom Brokers pay in classic Mount&Blade, but in Warband the Ransom Brokers' fees vary depending on the rank of the prisoner. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy 6 Trivia Territory[] Mount&Blade[] Its villages are Buillin, Fenada, Gisim, and Odasan. Warband[] Its villages are Aldelen, Haen, and Kulum. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Tihr is located directly behind and to the left of the player when 'Take a walk around the streets' is selected. He is standing on a terraced area of a large building. Siege[] Besieging Tihr require construction of Siege Ladders. This town is infamous for being particularly difficult to besiege, as it possesses not one, but two walls to overcome. Tournaments[] Tournaments hosted in Tihr feature the following equipment: Heavy Sword Bow & Arrows, Dagger Axe & Shield None of the participants are on horses. Economy[] Tihr sells low: Smoked Fish, Salt (Warband) Tihr buys high: Oil, Spice, Iron, Pottery, Salt (Mount&Blade) Tihr produces: Bread Smoked Fish Ale Wine Leatherwork Tools Wool Cloth Linen Pottery Salt Trivia[] Pieces of the Strange set are found here in Mount&Blade, but the chest can only be found in Warband by using Editing mode. It is possible that the Nordic town of Tihr has a connection to the Vlandian noble clan of dey Tihr, the ruling house of the town of Pravend 173 years earlier as featured in Mount & Blade II: Bannerlord. 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 |
Tilbaut Castle | Tilbaut Castle Settlement Information Type Castle Kingdom VaegirsSwadia Villages MechinTadsamesh Sieges with... Ladders Port No World Map Mount&BladeTilbaut CastleMechinTemplate:World Map/Mount&BladeWarbandTilbaut CastleTadsameshTemplate:World Map/Warband Tilbaut Castle is a castle featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Tilbaut Castle belongs to the Kingdom of Vaegirs. It lies west of Reyvadin on top of a mountainous rise near the river that seperates the Vaegirs from the Kingdom of Nords. Its village is Mechin which is to the south, at the base of the mountains. Warband[] Tilbaut Castle belongs to the Kingdom of Swadia. It lies northeast of Dhirim. It is on the border with the Kingdom of Vaegirs. Its village is Tadsamesh which is nearby to the north. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tilbaut Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] Tilbaut Castle is the only castle to have switched initial ownership between Mount&Blade and Warband. A comment in the source suggests Tilbaut Castle was supposed to be stolen territory held by the Kingdom of Vaegirs and claimed by the Kingdom of Swadia. 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 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 |
Tismirr | Tismirr Settlement Information Type Village Kingdom KhergitVaegir Fortification Sungetche CastleKhudan World Map Mount&BladeTismirrSungetche CastleTemplate:World Map/Mount&BladeWarbandTismirrKhudanTemplate:World Map/Warband Tismirr is a village initially owned by the Khergit Khanate in the original Mount&Blade and the Kingdom of Vaegirs in Warband. Layout[] Player Elder Fugitive The Village Elder is located through the village and up the hill, standing directly in front of the large building next to a woodpile. Tismirr is located on uneven land with many low hills and valleys spotted with tall pine trees. It has a total of eight structures within the village, one of which is positioned quite some distance apart from the rest, down a slope. There are signs of a couple fields here, though they are buried in snow and not currently growing anything. There are also several covered areas throughout the village that appear to be for holding horses. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building set apart from the main village. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush 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 |
Tonju Noyan | Tonju Noyan Appears in Official Information Faction Khergit Khanate Title Noyan Fiefs Ichamur Culture Khergit Personality Martial Character Background Spouse Lady Mahraz Children Hugu NoyanLady Ayasu Tonju Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. He is also the lord of Ichamur at the beginning of the game, and will often give the player quests to destroy steppe bandit lairs. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Tonju Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Khergit Cavalry Helmet Body Nomad Vest, Lamellar Armor Hand Lamellar Gauntlets, Leather Gloves Foot Hide Boots, Mail Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 160 Polearms 160 Archery 160 Crossbows 160 Throwing 160 Weapons Melee Two Handed Sabre Ranged Khergit Bow, Arrows Shield Round Cavalry Shield Mount Courser Gallery[] Tonju Noyan 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 |
Tools | Tools Classic/Warband Viking Conquest Games Base value 410 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Iron Made Into... N/A Tools are a type of trade good that are generally quite valuable to buy and sell, however they are heavy and may affect party speed. Tools can be made from iron if an ironworks is constructed. It will produce two tools from two units of iron per week (the player may buy the iron themselves). You can buy one in game. It has an initial cost of 3,500 denars and upkeep costs 60 denars per week. the average profit is 232 denars per week with a return of 6.6%. Most villages do not sell tools, so a town like Dhirim is the best place to buy this item. 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 |
Tosdhar | Tosdhar Settlement Information Type Village Kingdom Swadia Fortification PravenDerchios Castle World Map Mount&BladeTosdharPravenTemplate:World Map/Mount&BladeWarbandTosdharDerchios CastleTemplate:World Map/Warband Tosdhar is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is in front of the first building on the left from where the player starts, standing on a porch next some barrels and stools. Tosdhar is built in hilly terrain with abundant tree cover. It has a total of five structures, one including a tall tower. There are four fields here growing apples, cabbages, grapes, squash, wheat, and two different kinds of small shrubs. Raw meat and dried meat can be found hanging in a storage shed along with baskets of fruit and cabbages. There are multiple outdoor ovens which might be used to bake bread, though no loaves are visible here. There is a single animal pelt decorating the side of one wall. There are a couple of wagons here, but a very large number of spare wheels scattered throughout the village. If sent here during a Hunt Down Fugitive quest, the target may be found next to the structure farthest to the right from where the player starts, wedged in a corner between the house and haymow. 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 |
Tournaments | This article is a disambiguation page for Tournaments 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. Tournaments may refer to: Tournaments (classic) — Tournaments in Mount&Blade and Mount&Blade: Warband Tournaments (Bannerlord) — Tournaments in Mount&Blade II: Bannerlord |
Tournaments (classic) | For tournaments in Bannerlord, see Tournaments (Bannerlord). A tournament master. Tournaments are two different kinds of contests that can be found in any town. "Melee fights" are a free-for-all cluster of warriors of different ranks that is always available during the day. The main tournament is a high-risk, high-reward bout with progressions, but is not always available except when accompanying a feast. Arenas close at night, so if you arrive at a town hosting a tournament at the wrong time, you will need to wait until morning to participate. While tournaments have been around since the first Mount&Blade, and were improved upon in Warband, they were removed from With Fire & Sword. Contents 1 Melee Fights 1.1 Rewards 2 Tournaments 2.1 Equipment 2.2 Rewards 2.3 Tips 2.4 Tournament Regulars 2.5 Trivia Melee Fights[] Every town holds melee fights all day long, every day. If you talk to the Tournament Master, he can tell you the rules, as well as put you into a fight. There aren't really any rules though, and there are no teams; it is essentially just a brawl. All contestants start with no armor and a randomly generated practice weapon which may include a sword and shield, two-handed sword, staff, or a bow and arrows. The only aim is to survive and knock out as many opponents as possible. At the end of the fight, you will receive a certain amount of money, depending on how many opponents you knocked out. Other than the fighters that spawn initially, combatants only spawn one at a time, giving the player a good chance. When around 10 contestants are left from your kill count in the top left corner, they all spawn in quick succession. You can hang back and let them fight each other for an easier win, but the AI will band together against the player if they wait too long. Rewards[] A melee fight. Melee fights are generally a poor source of income, but it can be good for new players to level up their proficiencies without wasting points or risk losing a real battle. The amount of money and experience you get when you're knocked out depends on the number of enemies you defeated during the fight. You get the best rewards if you manage to be the champion, the last one standing. Enemies Denars Experience 0-2 0 0 3-5 5 5 6-9 10 10 10-19 25 10 20+ 60 10 Champion 250 200 Tournaments[] A tournament match. Larger tournaments are sponsored by a town and are one of the best ways to make money in the game. To find the locations of these tournaments, you can ask the Tournament Master in any Arena. Tournaments are often held in a town which also has an ongoing feast in the castle, but you cannot enter the castle due to the feast, unless you have high renown, are a lord of a faction that isn't at war with the faction owning the town, or if you win the tournament (you will be invited to the feast if you win the tournament). Tournaments will run for 12-14 days. The game will try to have up to three active tournaments at a time. If there are less than three, every 24 hours, it will pick a random town to receive a 30% chance of hosting a tournament. If the randomly selected town already has a running tournament, its remaining days will be reset. There will be 2-4 teams total in the arena and you will be on one of those teams. Note: you can still give your teammates orders (F1, F2, F3, etc.) as you would your regular troops. Each team can have anywhere from 1-8 contestants during each round causing fights to range from a 1 on 1 to a 32-man brawl. Your weapons will be decided for you and you won't have access to your inventory, but you can pick up weapons from fallen opponents who are knocked unconscious during the battle. Unlike melee fights, losing will not automatically end the tournament, if you have proven yourself worthy enough, you may continue on to the next round anyway. You only need to defeat one person to advance past the first tier, the second and third require you to knock out two people each time, and you will lose if you get knocked out from then on. Oddly, knocking out your own teammates may count toward your requirement to advance. Equipment[] The items you get depends on which faction owned the town at the beginning of the game. In Swadian tournaments, you will always get a lance and a horse In Rhodok tournaments you will often get a one-handed sword and a crossbow In Khergit tournaments you will often get a horse and a bow/javelins In Vaegir tournaments, you will often get an axe and shield In Nord tournaments, you will not get a horse or helmet In player's faction tournaments you will often get a random melee weapon Rewards[] You can win up to 4180 denars after winning a tournament, as long as you make cleverly-placed maximum bets on yourself each round. You must win 1st place to make any money and to be able to dedicate the win to a lady. In each of the six tiers, you may bet 5, 10, 20, 50, or 100 denars on yourself, earning you extra cash if you win the entire tournament. If you place a 100 denar bet on yourself every round, you can win up to 3980 extra from the tournament. Without betting, the standard winnings are normally just 200 denars making a total of 4180 possible. When you place the bet, it will tell you the odds of victory, the worse the odds, the greater the reward. The odds will automatically start out with you having an equal chance of winning with all the other contestants. If you lose the tournament it will not change, but if you win, your odds will increase causing future bets at the tournament to be less money. The increased odds will decrease over time so as long as you don't go to another tournament at that town for a while, with enough time, you can earn the full 4180 again. The amount of renown you gain for winning a tournament uses the same formula as all renown gains, giving 20 - (Current Renown / 200 [rounded down]). Your relation with the town in which the tournament was held will also increase by 1. This is still a decent way to get renown in the mid to late game, as the renown reward will not be reduced to 0 until you have at least 4000 renown. If the tournament is held during a feast, it will actually be held 3 or 4 times a day until the feast ends allowing you to join it multiple times. Whether or not you win the tournament, leave the town and move away from it until the garrison of the town no longer shows and then move back to it. When you re-enter the town, you can join the tournament again. If you won previously, however, you won't win as much for winning again. This can be a pretty good way of making money. It is especially effective if you find the tournament when it starts to maximize the number of times you fight in it. If you belong to a faction (other than your own), you will be invited to a feast every once in a while. If the feast is in a town, it will always have a tournament to go along with it. This way you can always know when a tournament starts and you can proceed winning it repeatedly. Each time you win, you can dedicate the win to a lady, so this can be a good way to court them as well. Tips[] The following practices might help you win a tournament: If you get a weapon you're not comfortable with (especially during the early stages), drag behind your teammates and grab a weapon when someone else falls in combat, but if you prioritize this too much, your enemies may disturb you from picking up the weapons. If you start out on foot in a match against mounted participants, you can steal a horse if anyone is dismounted. Particularly if you start out with only a bow and knife, you can be very vulnerable in a melee without the capacity to block. However, knives are still able to be used for chamber blocking. Remember that you can use team strategies (F1, F2, etc.). If you don't control the battle, you can often find your teammates splitting up and running against larger opposition. This is mostly useful when 3-4 teams are present - in this case holding position and waiting for the other teams to engage each other might be a good idea. Try to get rid of the mounted enemies first. If you remain the only mounted unit, you have a huge advantage! If you have no horse and a lancer is chasing you, try to make him run into a wall. This also applies in 1v1 mounted melee situation. If you are caught in the open, you can also block with your shield or parry to avoid a couched lance strike, and hitting a lancer with a ranged weapon just before he can strike you temporarily interrupts his couched lance status. During the early stages when you get a free pass for 1-2 knockouts, try to grab easy kills - drag behind a teammate and finish their weakened targets. Think before you attack. Attack the team with the most contenders alive. Let the enemies distract each other, and stab an enemy focusing on another target in the back when you have a free shot. Look around often! Lancers can take you down in a single hit if you're not observant. Also consider making lancers, or at least their horses, a priority target. Most ranged weapons have unusually large amounts of ammunition, and even though most enemies will have excellent shield skills, their shields will still break fairly easily. If you have or can steal a horse, then even if you are unskilled in the weapon you have, you can generally eliminate the enemy's horse first, breakthrough their shield second, then finally finish them off with unskilled and wild ranged attacks while your horse keeps circling away from the enemy at a steady trot. Victory is all that matters, nobody cares how unsporting it is for you to spend five minutes running away and throwing things at opponents with no horses and no ranged weapons. To this end, it is still a good idea to be at least passably compentent with ranged weapons. Some points invested into power draw/throw and at least 80 proficiency in each ranged weapon will greatly speed things up. Dismounted lancers may easily be ignored in favor of more serious targets, but be aware that they can still jab you for a lot of damage if you get into the right range. Alternatively, you may hold down the block button to block down. The following tips could be considered exploits as they take advantage of the AI and/or game mechanic in ways that go beyond general strategy: If you are fighting with a lance on horseback against enemies with lances on horseback, avoid charging straight at them. Even though it might seem normal since it would be like jousting, you are endangering your victory. Instead, circle around to your right and continually poke sideways until their horse dies. The computer AI is incapable of hitting you if you do it correctly and once their horse is dead, you can run them down with a couched lance. And if there is a lancer charging on you and you can't avoid him just hit him with an ordinary strike. It has a larger range than a couched lance strike so you would interrupt him. Enemies with lances do not seem to understand how ineffective lances are at very close range, and will repeatedly try to poke you for 0 damage while you are standing right in front of them. Enemy horse and lance units can also be run into a wall and will stand still to fight as long as you stay very close to them. In early rounds or rounds with at least 4 horses, you can make a horse fort. Park up your horse, get another one, park it up there, and then rinse and repeat until you have at least 4 horses forming an enclosed area. Since tournament horses are invulnerable when no rider is on them, your fort is easily indestructible and you can shoot away from the safely of your horse fort. Tournament Regulars[] There are three named NPCs that frequently participate in the tournaments, but do not show up elsewhere. They were originally supposed to be found in Zendar, but when that town was removed from the game, their existence was also reduced to nothing more than the tournaments. Dranton Kradus Xerina Note: These characters are extremely good at fighting. If you see that they are against you, you should fight them with extreme caution or, if possible, not at all. Even when you have extremely favorable weaponry, you may get hit and take unexpectedly high damage from their power strike. Furthermore, their high proficiencies mean that they swing very fast, or shoot accurately. Another strategy can be used when they are on your team in the tournament. Any fighter in the round you are in abides by the same rules as you for making it to the next round (though they might need only one knockout to make it to the next round instead of two), so if you have a ranged weapon and see that Dranton, for instance, is on your team, you can take him out before he gets any knockouts and you won't have to fight him in a later round. Don't be too greedy with this, since knocking out your teammates may make the current round very difficult. Other common participants are: Mercenary Swordsmen Hired Blades Sword Sisters Regular Fighters Veteran Fighters Champion Fighters Vassals (if present where the tournament is being held) Monarchs (if present where the tournament is being held) Heroes that are in your party Trivia[] If you disguise and sneak into an enemy town where a tournament is being held, you can still take part. If you win, you will gain honor and your relationship with the town will increase, but you won't be captured even though your cover should have been blown. In the Khergit tournaments, the AI is supposed to use the javelins' melee ability when they run out, but instead, after they run out, they start punching you because they can't pick up weapons, and the game gives them nothing else other than the javelins. If you participate in a tournament then talk to a lady in that same town, she will say that she saw you in the tournament and will skip introducing yourself. If you win, you can then tell her that you dedicate your victory to her, giving a small relationship boost. Tournament horses may be hurt as normal when mounted, but are invulnerable when dismounted. |
Towns | For towns in Mount&Blade: With Fire & Sword, see Towns (With Fire & Sword). For towns in Mount&Blade II: Bannerlord, see Towns (Bannerlord). Towns are commerce and industrial centers in Mount&Blade. They are supported by raw materials from the surrounding villages and trade caravans from other towns. The player will interact with towns frequently to rest, sell loot, purchase goods and equipment, and establish businesses. Classic Mount&Blade had 18 towns in Calradia. Warband added one more faction, the Sarranid Sultanate, along with its four new towns, increasing the total to 22. Towns Khergit HalmarIchamurNarraTulga Nord SargothTihrWercheg Rhodok JelkalaVelucaYalen Swadia DhirimPravenSunoUxkhal Vaegir CurawKhudanReyvadinRivacheg Sarranid AhmerradBariyyeDurqubaShariz Note: Zendar was a neutral city where players began the game in, positioned between the Nords and Vaegirs. It was removed from the game in version 0.950. In order to take control of a town, you must besiege it or convince the owner to join your faction. Once you have successfully won control of a town, you can manage it and station a garrison there. Each town also grants control of two or more villages. Contents 1 Actions in Town 2 Guild Master 3 Buildings 4 Gallery 5 See Also Actions in Town[] Periodically a town may host a tournament: Join the tournament: Victory offers good betting profits and will improve your reputation with the town. If the controlling faction isn't hostile, you can do the following at a town: Go to the castle: This lets you enter the castle keep, where you can interact with nobles currently in the castle. Take a walk around the streets: From here, you can talk to villagers, trade with merchants, or visit the Guild Master to obtain quests. Visit the tavern: Here you can recruit mercenaries or heroes, interact with travellers, and sell prisoners to Ransom Brokers. You can also approach the tavern keeper and pay 1000 denars to make residents like you more by buying a drink for everyone. Enter the arena: Here, you can compete in melee tournaments. You must fight a large group of men and survive. You will gain some gold depending on how many men you have knocked unconscious. This ranges from 5 denars (if you defeat 3 men) to 250 denars (if you are the last one standing). Go to the marketplace: Here you can buy or sell arms, armor, horses, food, or goods. You can also assess local prices, which indicates opportunities to make money by trading. Wait for some time: If you own the town, this is free. If you do not own the town, waiting will cost 1 denar per 4 troops in your party per night. Buy land for a Productive Enterprise: This option was added in a recent update and appears if you talk the guildmaster. If you own the town, you can do the following as well: Station a garrison here: You may put soldiers from your party into the town as garrisons. They will defend the town from siege and make it less likely for prisoners to escape. You can also put captured prisoners in the city. Manage this town: You can build a Messenger Post (which lets you know when enemies are nearby) or a Prison Tower (which reduces the chance of prisoners escaping). If you are also a monarch of your own faction, you gain one more option (unless the town is already your capital): Move your court here: You may relocate the royal court of your kingdom to this city. This requires Velvet and Tools. Guild Master[] Guild Masters allow you to do multiple things within a town. If your reputation with the town and its lord is above zero, or you are the town's ruler, you may buy land within the town for a productive enterprise, which will earn a profit each week based upon a myriad of factors. Guild Masters can also give you jobs and quests, which increase your reputation with the town. Some quests can improve the prosperity of the town, which influences goods prices and taxes. A full quest list can be found on the quests page, but some of these jobs are: Escort caravan Bring ale/wine to tavern Rescue kidnapped girl Deal with looters (multiple small groups of nearby looters) Hunt down bandits (find and kill a small, fast group of bandits) Deal with troublesome bandits (kill a medium sized group of nearby bandits; very troublesome in Khergit or Sarranid towns where you will fight all-horsemen bandits) Bring cattle herd (to another town) When a faction is at war, a city may want you to silence warmongers preventing peace within the warring factions, giving you many Denars for doing so. Guild Masters also give you information about the politics of Calradia and inform you of the prosperity of the town and surrounding areas. They also guide you as to which towns are most dangerous for your own trade enterprise. With Fire & Sword replaces Guild Masters with Mayors and lets you build buildings and employ men for special jobs through them. Buildings[] In Mount&Blade and Warband, you can construct two buildings: Prison Tower: Decreases the chance of escape for imprisoned lords. Captured lords have a 50% chance to escape in your party and a 30% chance to escape while in prison. A prisoner tower reduces this chance to 5%. Messenger Post: Notifies you of nearby enemy movement even if you're far away. This building is identical to the village improvement. Gallery[] Temperate TownSnowy TownDesert Town See Also[] Fortifications List of towns |
Towns (Bannerlord) | For towns in Mount&Blade, see Towns. For towns in Mount&Blade: With Fire & Sword, see Towns (With Fire & Sword). Towns are the largest settlements present in Mount&Blade II: Bannerlord. Each town has a kingdom, clan, and lord that controls it. Each town has several villages attached to it. There are several characters in each town who represent different aspects of the town and may have tasks for the player. There is a lord's hall where lords and nobles may gather; however, if the player character is not a significant character of that faction, they must pay a bribe to enter. There is a total of 53 towns: Towns Northern Empire Amprela Argoron Diathma Epicrotea Myzea Saneopa Southern Empire Danustica Lycaron Onira Phycaon Poros Syronea Vostrum Western Empire Amitatys Jalmarys Lageta Ortysia Rhotae Zeonica Aserai Askar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala Battania Car Banseth Dunglanys Marunath Pen Cannoc Seonon Khuzait Akkalat Baltakhand Chaikand Makeb Odokh Ortongard Sturgia Balgard Omor Revyl Sibir Tyal Varcheg Varnovapol Vlandia Charas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot Sneaking Into Towns[] Player's Chance to Sneak into Towns is determined by the following formula: Sneak Chance = (0.3 + ( Roguery Skill × 3) ÷ 1000 − 0.005 × GAUL − Max(0,15; PlayerRenown × 0,00015)) × 1.5[Two-Faced] where GAUL - Garrison's Average Unit Level. All units in the game have levels. Tier 0 = lvl 1, Tier 1 = lvl 6, Tier 2 = lvl 11, Tier 3 = lvl 16, Tier 4 = lvl 21, Tier 5 = lvl 26, Tier 6 = level 31. [Two-Faced] - the 1.5 multiplier is only applied if player character has Two Faced (Roguery 75) perk. Renown in this calculation being uncapped means that a Clan Tier 6+ player with over 6000 (6600 to be precise) renown will fully negate the bonus from even a maxed-out Roguery skill, inevitably leading to sneak chance permanently becoming 0. |
Towns (With Fire & Sword) | For towns in Mount&Blade, see Towns. For towns in Mount&Blade II: Bannerlord, see Towns (Bannerlord). Towns are commerce and industrial centers in With Fire & Sword. They are supported by raw materials from the surrounding villages and trade caravans from other towns. The player will interact with towns frequently to rest, sell loot, purchase goods and equipment, and establish businesses. There are 18 towns modeled from Eastern Europe and distributed between the five nations. Towns Cossack ChernigovKievSich Crimean AkkermanAzaq-kaleBakhchisarayKyzykermen Muscovite CherkasskMoscowPskov Polish KrakovLvivSmolenskVilnaWarsaw Swedish KoenigsbergRevalRiga In order to take control of a town, you must besiege it or convince the owner to join your faction. Once you have successfully won control of a town, you can manage it and station a garrison there. Each town also grants control of one or more villages. Strangely, Akkerman and Lviv have no villages. Contents 1 Differences from Fortresses and Castles 2 Siege 3 Actions in Town 4 Mayor 5 Recruitment 6 See Also Differences from Fortresses and Castles[] The clearest difference between a town and a fortress or castles is that it is an eligible destination for merchant caravans. You can sneak into hostile towns but not into hostile fortresses. Siege[] In With Fire & Sword, towns all share the same siege options: Prepare ladders to attack the walls Call for a meeting with the fortress commander Poison water supply Demolish the wall using an explosive Wait until tommorrow Abandon the siege Actions in Town[] If the controlling faction isn't hostile, you can do the following at a town: Go to Lord's Hall: This lets you enter the keep of the town, where you can interact with any nobles who are currently in the town. Take a walk around the courtyard: This replaces the go to the castle option and assumes the old go to town center functions. Talk to the mayor: Instead of wandering around the much larger courtyards, directly talk to the Mayor. Go to the town center...: From here access specialists, like the Merchant Guild, Weaponsmith, Armorsmith, Horsebreeder, or Commander. Wait for some time: If you own the town, this is free, but if you do not own it then it will cost you a small amount of thalers per night. Visit the tavern: Here you can recruit mercenaries or companions, interact with travellers, and sell prisoners to Ransom Brokers. You can also approach the tavern keeper and pay 1000 thalers to make the residents like you more, by buying a drink for everyone. Go to the marketplace: Here you can buy or sell arms, armor, horses, food or goods. You can also assess local prices, which tells you some good ways to make money quick by trading. If you own the town, you can do the following as well: Station a garrison here: You may put soldiers from your party into the town as garrisons. They can help to defend the town if people want to siege it, and make it less likely for prisoners to escape. You may also put captured prisoners in the city. If you are also a monarch of your own, you may relocate the capital city of your realm by choosing this option (of course, this is disabled if the town already is the capital city): Move your court here: You may relocate the royal court of your kingdom to this city. Mayor[] Mayors are a new feature found within towns in With Fire & Sword. They are similar to Guild Masters. Mayors can give you jobs and quests, which increase your reputation with the town. Some of these quests can help improve the prosperity of the town, which influences goods prices and taxes. Mayors also give you information about the politics of their faction, as well as informing you of the general prosperity of the town and surrounding areas. New in With Fire & Sword, Mayors also issue trade permits and allow players to send Merchant Caravans. Trade permits are supposed to be waivers from taxes, which increases the amount of money you receive from caravans. Mayors also permit rulers of a town to build structures and fill offices. Recruitment[] When in an allied town, Troops may be trained by contacting the Commander through the "go to town center" option. Troops may be selected to be trained dependent on the hired commanders in the town. After the troops are trained they may be collected by contacting the Commander again. Steps Train Troops with Commander Collect Troops from Commander once trained. See Also[] List of towns Fortresses Fortification |
Townsman | 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 Townsman Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoners Upgrades to... Watchman Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 32 denars Townsmen are the residents of towns. They are similar to Farmers in that they can only be recruited from prisoners. In older versions of Mount&Blade, they used to be recruited from taverns, alongside Farmers. They wielded peasant weapons such as staffs and wore basic equipment such as straw hats. However, since then, they have been removed from the active part of the game. The Townsmen in actual towns are not the same unit, as they do not even have a weapon. Tactics[] Townsmen have some of the cheapest and weakest weapons in the game. Their equipment is similar to that of looters, except they wear better armor. Their only effective tactic is to outnumber the enemy in a swarm or rush them before their opponents gather into a good position, as they have no shields to resist arrow fire and no spears to resist cavalry. It may be better to take your townsmen to a training field, rather than into battle, until they are ready to upgrade if you aren't able to keep them alive through a real fight. 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. Townsman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Leather Cap Body Linen Tunic, Tunic with vest, Leather Apron Hand ? Foot Nomad Boots, Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Cleaver, Knife, Club, Quarter Staff, Dagger Ranged (Possible): Stones 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 |
Troop trees | The following are the troop trees of the various factions across all games. Mount&Blade and Warband[] ▼ Show/Hide Troops ▼ Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr 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 Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief Khergit troop treeNord troop treeRhodok troop treeSarranid troop treeSwadian troop treeVaegir troop treeMercenary (Sellswords) troop treeMercenary (Sword Sisters) troop treeManhunter troop tree ▲ Show/Hide Troops ▲ With Fire & Sword[] ▼ Show/Hide Troops ▼ Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman ▲ Show/Hide Troops ▲ Viking Conquest[] ▼ Show/Hide Troops ▼ Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Briton Troops Serf Priest Freeman Skirmisher Spearman Warrior Archer Horseman Elite Spearman Standard Bearer Champion Noble Bodyguard Frisian Troops Frisian Warrior Horseman Veteran Gaelic Troops Serf Priest Laborer Skirmisher Freeholder Warrior Veteran Skirmisher Veteran Standard Bearer Champion Elite Skirmisher Horseman Noble Bodyguard Norse Troops Freedman Gothi Freeholder Bowman Spearman Companion Warrior Archer Elite Spearman Standard Bearer Veteran Noble Bodyguard Pictish Troops Peasant Priest Landowner Skirmisher Spearman Axeman Veteran Skirmisher Warrior Standard Bearer Veteran Elite Skirmisher Horseman Noble Champion Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard Angle troop treeBriton troop treeFrisian troop treeIrish (Gaelic) troop treeNorse troop treePictish troop treeSaxon troop tree ▲ Show/Hide Troops ▲ Bannerlord[] ▼ Show/Hide Troops ▼ Troops of the Aserai Peasant Recruit Recruit Tribesman Bedouin Rover Mamluke Soldier Bedouin Rover Youth Footman Light Archer Mamluke Axeman Mamluke Regular Nomad Bandit Tribal Horseman Infantry Archer Mamluke Guard Mamluke Cavalry Harami Faris Veteran Infantry Master Archer Mamluke Palace Guard Mamluke Heavy Cavalry Veteran Faris Vanguard Faris Desert Bandit Troops Bedouin Rover Nomad Bandit Harami Boss Beni Zilal Troops Beni Zilal Recruit Beni Zilal Soldier Beni Zilal Royal Guard Ghilman Troops Koleman Ghilman Ghulam Jawwal Troops Jawwal Recruit Jawwal Camel Rider Jawwal Bedouin Troops of Battania Peasant Volunteer Clan Warrior Wood Runner Bushwacker Highborn Youth Trained Warrior Skirmisher Raider Freebooter Highborn Warrior Picked Warrior Scout Veteran Skirmisher Falxman Forest Bandit Hero Oathsworn Horseman Wildling Mounted Skirmisher Veteran Falxman Fian Fian Champion Forest Bandit Troops Bushwacker Freebooter Forest Bandit Boss Wolfskins Troops Young Wolf Seasoned Wolf Chosen Wolf Troops of the Khuzait Peasant Nomad Nomad Footman Steppe Bandit Tribal Warrior Steppe Bandit Noble's Son Spearman Hunter Raider Horseman Marauder Qanqli Spear Infantry Archer Horse Archer Lancer Raider Torguud Darkhan Marksman Heavy Horse Archer Heavy Lancer Kheshig Khan's Guard Steppe Bandit Troops Steppe Bandit Marauder Raider Boss Karakhergit Troops Karakhergit Nomad Karakhergit Rider Karakhergit Elder 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 Sea Raider Troops Sea Raider Warrior Chief Boss Forest People Troops Recruit Forester Expert Forester Veteran Forester Lake Rats Troops Lake Rat Recruit Lake Rat Veteran Lake Rat Wrecker Skolderbroda Troops Skolder Recruit Skolder Warrior Broda Skolder Veteran Broda Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight Mountain Bandit Troops Hillman Brigand Highwayman Boss Brotherhood of the Woods Troops Sprout Sapling Arboreal Company of the Golden Boar Troops Boar Novice Boar Veteran Boar Champion Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker Eleftheroi Troops Recruit Eleftheroi Expert Eleftheroi Veteran Eleftheroi Embers of the Flame Troops Spark Flame Blaze Hidden Hand Troops Hidden Pawn Hidden Hand Puppeteer Legion of the Betrayed Troops Hastati Principes Triarii Mercenary Troops Sellswords Sword Sisters Watchman Mercenary Guard Mercenary Scout Sisterhood Follower Mercenary Swordsman Hired Crossbow Mercenary Horseman Sword Sister Hired Blade Elite Hired Crossbow Mercenary Cavalry Veteran Sword Sister Gallant Sword Sister ▲ Show/Hide Troops ▲ |
Tshibtin | Tshibtin Settlement Information Type Village Kingdom Swadia Fortification UxkhalDhirim World Map Mount&BladeTshibtinUxkhalTemplate:World Map/Mount&BladeWarbandTshibtinDhirimTemplate:World Map/Warband Tshibtin is a village initially owned by the Kingdom of Swadia. It is near the Khergits and belongs to Uxkhal. Layout[] Player Elder Fugitive The Village Elder is standing in front of a building almost directly straight forward from where the player starts, next to a small wooden stool. Tshibtin is built on a relatively flat area on top of a hill in very uneven terrain with moderate tree cover. It has a total of seven structures with a stone wall around some parts. There are two fields here growing cabbages and squash, there is also a small tree in one of the fields that may grow apples, though none can be found. There is an outdoor oven behind one of the buildings with a large number of loaves of bread stacked nearby. The two areas surrounded by stone walls appear to be pens for animals. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, standing next to a stone wall. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Tulbuk | Tulbuk Settlement Information Type Village Kingdom KhergitKhergit Fortification Tulbuk CastleTulbuk Castle World Map Mount&BladeTulbukTulbuk CastleTemplate:World Map/Mount&BladeWarbandTulbukTulbuk CastleTemplate:World Map/Warband Tulbuk is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located next to a bench on a balcony on the central building within the village. Tulbuk is built upon the top of a hill among many steep hills with a few tall trees scattered about. It has a total of six structures at the top of a very steep path. There is a single field in a valley below the village with several clusters of haystacks. Other than a single string of hanging garlic on one of the buildings, there is no other sign of any food source. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building farthest from where the player enters, standing next to a woodpile. 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 |
Tulbuk Castle | Tulbuk Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tulbuk Sieges with... Tower Port No World Map Mount&BladeTulbuk CastleTulbukTemplate:World Map/Mount&BladeWarbandTulbuk CastleTulbukTemplate:World Map/Warband Tulbuk Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Tulbuk. Location[] Mount&Blade[] Tulbuk Castle is the southernmost castle on the map, it lies southwest of Halmar near a narrow valley. Its village lies to the southeast within the entrance of the valley. Warband[] Tulbuk Castle lies northeast of Ichamur, encircled by mountain slopes. The Kingdom of Vaegirs is to the north, connected by a small mountain pass guarded by Nelag Castle. Its village lies to the southwest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tulbuk Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] In Warband's Custom Battles, there is a map called "Tulbuk's pass". It is unclear where the pass is supposed to be located in-universe, seeing as how its terrain is different from the area on the world map. 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 |
Tulga | Tulga Settlement Information Type Town Kingdom Khergit Khanate Villages Dirigh AbanDuganDashbighaDusturil Sieges with... Ladders Port No World Map Mount&BladeTulgaDirigh AbanDuganTemplate:World Map/Mount&BladeWarbandTulgaDusturilDashbighaTemplate:World Map/Warband Tulga is the capital city of the Khergit Khanate. The town is initially Sanjar Khan's fief. It has a comparative advantage at producing Spice. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Dirigh Aban and Dugan. Warband[] Its villages are Dashbigha and Dusturil. Steppe Bandits are often located near the town after fleeing from npc parties. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Tulga can be located by turning 90 degrees to the right after selecting 'Take a walk around the streets.' He will be in an alcove up a flight of stairs. Siege[] Besieging Tulga requires the construction of ladders. Tournaments[] If you take part in a Tournament in Tulga, you will be given a horse and either of the following sets of equipment: Javelins & Shield Bow & Arrows, Dagger Economy[] Tulga sells spice and salt cheaply and buys grain and tools for a good price. It has two villages linked to the town and two more nearby villages linked to castles, improving its production. It is one of the most important trade towns in-game, as it is the primary source for spice. Tulga produces: Bread Ale Leatherwork Tools Wool Cloth Pottery Salt Spice Oil 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 |
Two Handed Sword/Mount&Blade | Two Handed Sword Two Handed SwordTwo-handedBase value: 670 denarsWeight: 2.8Swing: 40cThrust: 28pSpeed rating: 97Weapon reach: 110Requires strength: 10Mount&Blade |
Udiniad | Udiniad Settlement Information Type Village Kingdom NordsVaegir Fortification WerchegBulugha Castle World Map Mount&BladeUdiniadWerchegTemplate:World Map/Mount&BladeWarbandUdiniadBulugha CastleTemplate:World Map/Warband Udiniad is a village initially owned by the Kingdom of Nords in classic Mount&Blade and the Kingdom of Vaegirs in Warband. Layout[] Player Elder Fugitive The Village Elder is located straight forward from where the player enters on the left side of the path, standing next to a bench. Udiniad is set on quite level terrain with moderate tree coverage. It has a total of six structures, while stone ruins around the perimeter seem to imply it had at one time been a much bigger or more important location. There are three fields here, one growing squash, though the others appear to have already been harvested and only contain piles of hay or straw. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the left from where the player enters, near some bushes in one of the cleared fields. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg 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 |
Uhhun | Uhhun Settlement Information Type Village Kingdom KhergitKhergit Fortification Uhhun CastleUhhun Castle World Map Mount&BladeUhhunUhhun CastleTemplate:World Map/Mount&BladeWarbandUhhunUhhun CastleTemplate:World Map/Warband Uhhun is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located in front of a house on the far side of the village from where the player enters, next to a low bench. Uhhun sits on very hilly terrain, with virtually no flat areas at all. It has a total of five structures as well as many tall torch posts situated throughout. The village seems extremely barren, there are no fields growing here or any other sign of a food source, no water well, and no trees or bushes either. In the middle of the village, along with some wagons, are several piles of sticks and apparently burning stakes. If sent here during a Hunt Down Fugitive quest, the target may be found standing behind one of the buildings on the left side from where the player enters. 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 |
Uhhun Castle | Uhhun Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Uhhun Sieges with... Towers Port No World Map Mount&BladeUhhun CastleUhhunTemplate:World Map/Mount&BladeWarbandUhhun CastleUhhunTemplate:World Map/Warband Uhhun Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Uhhun. Location[] Mount&Blade[] Uhhun Castle lies between Halmar and Tulga, next to a forest grove in the heartland of the steppes. Its village is quite close, to the north. The area surrounding it appears to be a hive for Steppe Bandits, making it difficult to keep villagers in the area safe. The bandit patrols come in all directions to area around the castle and its village. However, as far as faction enemies go, it is a helpful watch point for Uhhun village, being so close by. Warband[] Uhhun Castle lies west of Narra at the top of a small ridge on the border with the Kingdom of Swadia. Its village is close, within a small forest to the east. The terrain of the area can give an advantage for Uhhun Castle. Uhhun Castle can only be besieged from two directions. Also, Uhhun is right next to it, so it's easier to spot intruders. The area is also relatively safe from bandit patrols. The Sarranid Sultanate considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Uhhun Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. The front of Uhhun Castle is a narrow walkway perpendicular to where your troops enter the castle. This narrow walkway continues around, meaning your troops don't get a chance to spread out. Above is another walkway, often filled with ranged troops. Defensively, it is often advantageous to cede the outer wall entirely, fall back to the walls surrounding the courtyard, and position your archers on the far side while your melee soldiers hold positions that keeps the enemy in the firing line of your ranged soldiers. If positioned right, attackers will be under constant fire and will be unable to reach your archers, while their own archers will have a very hard time returning fire over their comrades. 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 |
Ulburban | Ulburban Settlement Information Type Village Kingdom Vaegir Fortification KhudanReyvadin World Map Mount&BladeUlburbanKhudanTemplate:World Map/Mount&BladeWarbandUlburbanReyvadinTemplate:World Map/Warband Ulburban 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 path straight ahead from where the player starts, standing next to some barrels. Ulburban is located on top of a hill with valleys all around it, along with some scattered pine trees. It has a total of seven structures. There are some fields here covered under snow, presumably already harvested with only refuse heaps remaining. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building down the main road to the left from where the player enters, next to a log pile. 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 |
Undead | <a href=" class="image"><img alt="Zombie" src=" decoding="async" loading="lazy" width="284" height="161" class="thumbimage" data-image-name="Zombie.jpg" data-image-key="Zombie.jpg" data-relevant="1" data-src=" /></a> Found in Mount&Blade\CommonRes\body_meshes.brf Undead are a faction and finished graphics that were not included in the final game, similar in the scripts/code to the Ghouls (also removed). The undead are hostile storyline characters featured in version 0.202 of Mount&Blade, then called Warrider. Proof of their existence can be found in four BRF files called "undeadbody" found in the Mount&Blade CommonRes, bodymeshes.brf, and an undead head. The appearance of the undead consisted of exposed body muscle and a big hole in the stomach where the intestines should be. They did have pale cloudy blue eyes, despite the rotting muscle. The undead and other odd fantasy creatures were removed from the game as of 2005. They were probably removed because they didn't fit the style of a game like Mount&Blade, or they may have feared the gruesome looking corpses would have turned away potential players. It would not have increased the game's rating, however, as per rating regulations, even unused game content that is still accessible in the game files must be included in the rating decision. Contents 1 Undead quest 2 Undead facts 3 Undead warriors 4 Undead textures 5 External Links Undead quest[] This line of conversation found in the conversation.txt appears to be a quest about the undead: ▼ Show/Hide Conversation ▼ "Indeed $playername$. I have a rather important matter at hand. Only a trusted knight such as you may help me at this." "It would be my honor to serve you milord." "Then let me tell you about the problem. You see $playername$, the common folk have always been ignorant and superstitious. They tend to believe in every story they hear and follow every charlatan they see. Me? Of course as a man of noble birth I have had the benefits of education and I pride myself in being a firm believer of our holy church and a man of practical reason. However, lately I have been getting reports and complaints that go beyond simple tales of old women. Villagers and travellers say that they see unnatural things and that they are being attacked by these... creatures." "Creatures?" "Undead, to be exact. Of course I don't believe in any of this stupidity. The dead stay put, they do not rise again and loiter around, at least not until resurrection day. But still, I need to have these claims investigated. It may be more than the simple blabbering of a few idiots. These rumors, $playername$, well may be spread by our enemies." "The vaegirs?" "Of course. After all, they are the ones who would benefit from this. We can't let these rumors spread panic and despair among our people and army. Soldiers may start to think that God has abandoned our cause and is favoring our enemies. And an army without morale is destined to lose the war." "And what do you want me to do sir?" "I want you to investigate the source of these rumors and bring it to an end. Go there and hang everyone that talks about it if necessary. But I do not want to hear another word about undead rising in my county. Do you understand that?" "Yes sir." "Good. I trust you at this $playername$. Now go and make this nonsense come to an end." "Indeed $playername. I have a rather important matter at hand. Only a trusted knight such as you may help me at this." "It would be my honor to serve you milord." "Good. I trust you at this $playername$. Now go and make this nonsense come to an end." Perhaps civilian input: "Noble knight, please, you must help us. They are hunting us, they are going to kill us one by one. They come at night. Always at night. And they kill without mercy." "Who is this you are talking about? What is hunting you? Stop blabbering you fool! You are not making any sense." "The undead. The stench of the grave is still on them but they hunt and kill as if alive. They have come to take their toll on us. Please you must do something. You must save us from them." "All right. I will do what I can." "At night. They always come at night." "The undead are coming for you. Run away. Save yourself while you can." "Please you must help us. You must stay here and protect us." Conversation with the undead: "What devil's work are you? Your decomposing flesh is infested with worms and your stench can make a dead horse throw up. You are clearly dead if there is a dead thing in this world. Yet you walk as if you are among the living..." "Hear me mortals. For many years you have followed false kings... bastards and imposters who ruled without rightful authority. But soon the kingdoms you have built will crumble to dust. Mortals, rejoice... for the one and true king has finally arrived. And he is wise and he is ancient and he will smite the kingdoms of the world with rightful fury. And his order shall be just and his glory shall be great. He has come back to reign again and reign he will. And this time it is going to last forever..." "You can talk. Your voice shakes my soul with terror. You are like a terrible nightmare... except you are real. If I had half the wits of a fool I would run away now.... I would run from this land that God has abandoned... But I won't. You may be an arrogant bastard to come back from the halls of the dead. But I am going to send you back there even if I have to drag you there all the bloody way myself." ▲ Show/Hide Conversation ▲ King Harlaus was also involved in a quest in which he was killed and came back as an undead king. See more on his article. Undead facts[] <a href=" class="image"><img alt="UHead" src=" decoding="async" loading="lazy" width="180" height="162" class="thumbimage" data-image-name="UHead.jpg" data-image-key="UHead.jpg" data-relevant="0" data-src=" /></a> An undead head found within the game's files. Unlike Bandits, undead would only appear when a certain quest is activated. The undead and the humans shared 1 sound. But it was only used when killing the undead or hurting them. The sound was a low pitched low-quality sound. You can find this sound in your Mount&Blade sounds folder. The sound file is called s_hit_scream_1 The Undead are their own faction and a necromancer, Akhad Thell, is their leader. There is a quest in the game that involves killing the necromancer. The Undead Faction still exists in the game files as well, you can find them in factions.txt. The Sacrificial Ground location is suspected to be related to this faction. There are 2 undead faces: the first is the one pictured; the second has moss on the face and head instead of red fleshy parts. The undead are one of the oldest files in the game. Since the first downloadable version of Mount&Blade (0.202) and they still exist inside the Common Res folder of Warband (1.154) Undead warriors[] The Undead had different troops. Here are all the troops they had (found in version 0.202 in the troops.txt). undead_walker undead_horseman undead_nomad undead hell_knight These pictures of undead warriors can be found in the image gallery in the TaleWorlds forums and may be a glimpse at what could have been. Note that they are not from any mods. Undead warrior attacking.Preparing to attack.undead battle 1undead battle 2 Undead textures[] The following textures can be still found in the "Textures" folder in the original Mount&Blade or Warband. undeadbodyundeadface_aundeadface_b External Links[] Keedo's undead pack will enable the undead. |
Unit Type Comparison | In Mount&Blade, the player will generally rely upon their war party to carry fights that they and their companions alone would not be capable of handling. Understanding the differences between the troops they can recruit and train, and how to command them to gain their fullest benefit, is the key to success as a military commander. This article compares only the top-tier versions of each type of unit - generally, all units have less-trained versions of the same type, where the top-tier units are better equipped, more skilled, more durable, and more expensive, but functionally fill the same roles as their lower-tier versions. Except in the early game, where unit costs can be prohibitive to a player who has yet to get a grasp on how to earn a steady income, players should try to upgrade their units up to their maximum tier as soon as they possibly can. Units are divided by the role that they fill - a balance of each type of role is generally recommended, although cavalry are generally more useful when the player is not expecting to engage in siege warfare, and archers are more useful when the player is, and making use of garrisons to switch units out can make this type of strategy more easily performed. Players can also blend multiple types of units of the same role, trying to shore up weaknesses with the strengths of others, such as putting shieldless Vaegir infantry behind shielded Rhodok infantry, but this may require a care that not all players will want to pay attention to in a game where every battle starts with a general order for all units to charge. Contents 1 Melee Infantry 2 Cavalry 3 Infantry Archers 4 Horse Archers 5 See Also Melee Infantry[] Every faction but the Khergit Khanate have a specialized melee infantry unit. Heavy infantry are generally best used in the defense or besieging of castles, or in other close-quarters terrain, as in open fields cavalry will generally carry the day instead. In these close quarters, the fight generally devolves into a free-for-all brawl where tactical choices, the terrain, and unit skills matter little as both sides simply try to hack into one another until one side stops moving. Because of this, the relative power of infantry troops generally comes down to the strength of their arms and armor more than the exact skills. Nord Huscarls are considered to be the strongest unit, however, this is not to say that other units are not worth the money it takes to recruit them, as the differences between the melee infantry units are so small that the functional difference is only in a slight change in the number of soldiers it takes to win a battle (especially since Huscarls cost more in exchange for slightly outperforming their rivals). The Nord Huscarl is by general consensus the strongest melee unit in the game due to having a good shield (Huscarl's Round Shield) and good armor, but more importantly due to having axes, which are more effective at chopping through enemy shields than other types of weapons are. They also have a chance to carry throwing weapons, which can give them an additional edge in battle. Huscarls also have a good Athletics rating, making them less of a drag on your party speed if you are also using cavalry. The Rhodok Sergeant generally ranks in second place, thanks to its better Board Shield, but the Rhodok troops tend to rely upon blunt weapons for attack (alongside a two-handed spear or pike they rarely use while they still possess a shield). This blunt weapon, however, will net you more prisoners which you can make more money with (and hence, support paying for more troops). They are not quite as powerful as Huscarls, but are not a bad choice by any means. The Hired Blade is a pricey, but fairly well-armored unit, looking much like a Swadian Knight that has been dismounted. They have the added bonus of being considered mounted when on the map, so that they are not a hindrance to your party speed. Their shield is, however, somewhat small, so they can fall victim to ranged attacks as their shield does not cover their whole body the way that huscarl or board shields do. The Swadian Sergeant is a relatively versatile, but unfortunately slow melee unit, which lacks the hit points and shield of a Huscarl, but has better armour, being equipped with the very strong coat of plates armour. They use one-handed weapons such as a sword and mace so that they can either kill or capture foes. They also carry a heater shield. In a castle where they will not need to move much, they are durable opponents, and good defenders, but lack the edge in breaking shields that Huscarls have. Their low Athletics rating will also slow down your party speed. The Vaegir Guard, alongside the Sarranid Guard, is a marked drop in soldier quality from their other top-tier counterparts. Vaegir Guards have relatively poor armor and many of them lack shields altogether, making them vulnerable to ranged missile fire and in a melee. They do, however, possess a good running speed and tend to carry powerful polearms or two-handed weapons like the bardiche that have a bonus to breaking through enemy shields, and they are capable of dealing quite a bit of damage in a short period of time, although they ultimately fall short because they are so incapable of resisting damage themselves. The Sarranid Guard is alongside the Vaegir Guard for "weakest melee infantry". Like the Vaegir version, they sometimes rush into battle with no shield (although they carry shields more often than Vaegirs do) and only medium armor, making them vulnerable to missile fire and melee, although they are even faster than the Vaegirs. They often carry jarids, which are capable of inflicting kills before they even reach melee range against unshielded opponents, although most other infantry units do carry shields. They generally use spears as their main weapon, although they are also capable of carrying a rare two-handed Sarranid Battle Axe that is more powerful than even the already powerful two-handed battle axes that other factions gain access to. Cavalry[] Four factions have specialized melee cavalry units, the exceptions being the Nords and the Rhodoks, which lack any form of cavalry outside of their nobles or odd units they have picked up from the prisoners of bandits. Cavalry has a great advantage in the open field - especially with lances, where they can use their couched lance damage to inflict instant death upon any unit that does not somehow block the attack. Even without lances cavalry units are devastating in a charge, as their speed adds a bonus to the damage they deal, making any weapon with a good reach potentially fatal when they attack from a gallop. Their speed can also be a disadvantage in a head on charge, as incoming attacks will also benefit. Cavalry is weak, however, when it gets "stuck" in melee, which happens fairly often when attacking close-formation infantry with shields to block the initial charge. Cavalry, then, is best used by distracting enemy units with infantry or archers or even the player's character before attacking them from behind, where their shields are of no use. In melee, shorter-range weapons are more valuable than polearms that don't have the swinging room to be used effectively, and if a cavalryman is dismounted, a lance is a liability rather than a fearsome weapon. Strong cavalry units often have heavy armor, lances and most importantly, heavily armored horses so that their horses do not die in the initial charge while the riders are left as oddly equipped and overpaid melee infantrymen. Swadian Knights are considered top-tier cavalry for their Chargers, which are extremely durable, and their generally heavy arms and armor. They carry a lance, the highly durable Knightly Heater Shield, and an arming sword or morningstar for close range. Their cavalry charge is fearsome, but they are not lacking in melee capacity either. Sarranid Mamlukes are functionally almost identical to Swadian Knights in Warband, and as such they can be used almost interchangeably with each other. Mamlukes are slightly less armoured than Swadian Knights, but have an advantage in blunt weaponry, making them useful in acquiring more captives to sell to the ransom broker, which helps to pay for their high salary. They also have 2 more points in riding over the Swadian Knights, making them faster and more agile, making them suitable for chasing down Horse Archers. However, they sometimes are equipped with a unarmored but faster horse which means they get quickly dismounted. Mercenary Cavalry are the most expensive of the top-tier cavalry, with a weekly expensve of 57 denars per unit. They are equiped with good armor, horses, and equipment rivaling those of Swadian and Sarranid cavalry. They are useful for their ability to be quickly hired from taverns, albeit at a great cost. While fielding an army of mercenary cavalry can be impressive, it would be more cost efficient and practical to train other units. Sword Sisters are equipped with the heaviest attainable armors in the game - plate mail, gauntlets, plate boots, and steel shields, but oddly will occasionally go without any helmet at all (presumably to let you see their hair and let you know they are female) giving a certain portion of them a glaring weak point. They also ride in on lighter coursers, which make them vulnerable to dismounting. They do, however, tend to have only one-handed swords along with very good shields, so they are not as vulnerable when dismounted as other cavalry. They can also carry a crossbow, which can turn them into mobile horse archers if the need arises, giving them an additional layer of versatility (note, however, that their crossbows cannot be reloaded while on horseback; their ranged attacks may still be utilized if they are ordered to dismount and join the archer or infantry line). They are significantly less expensive than standard cavalry, and their top-tier armor and close-range weaponry makes them usually very durable, outside of headshots, in a melee brawl, so they are not to be discounted. They are, however, not easy to levy replacements for when one of them falls in battle, as the only way to raise Sword Sisters is to rescue female peasants or refugees from bandits, and train them through several ranks of generally worthless infantry units. Because of their low cost they are attractive in the early stages of the game when players would have trouble affording a knight or Mamluke, if any female peasants can survive long enough to become a sword sister. Ultimately, while not a bad unit, the difficulty in easily replacing them will probably mean they see less use unless players purposefully go out of their way to try to use female troops. Slaver Chiefs are upgraded from the Manhunter unit, and ride into combat with medium armor and armored warhorses while swinging heavy mauls that make them effective shock troops and very capable of capturing enemies alive for the ransom broker, but they are not as effective in a pitched battle as a dedicated cavalry troop will be. They lack shields, and as such can fall victim to ranged attacks, and are poor soldiers off their (fortunately durable) horses. They are also hard to replace quickly when killed, as only hiring released Manhunters captured by bandits will provide a source of replacement troops. They do, however, excel against bandits in the early stages of the game when you need prisoners for money, and bandits are ill-equipped for handling a large number of cavalry units. When you get into the late game, and need the ability to match horseman to horseman, however, they should be replaced by heavier cavalry. Khergit Lancers have only occasionally-armored horses and alternate between having an axe or sword and shield or a two-handed weapon that leaves the man (and possibly also the horse) unshielded and vulnerable to missile fire. As lighter cavalry, they tend to perform better on the open plains and steppes where they can maneuver for multiple hit-and-run attacks, rather than staying in melee, and in melee they tend to go down faster than heavier cavalry do. Commanders will get more from this unit if they take advantage of the mobility of these units by ordering those types of hit-and-run attacks manually, although this takes time a player may not have if they are fighting for their own lives in melee. Vaegir Knights are a lighter cavalry force that possesses heavy armor on the rider, but unarmored (yet fast) horses and two-handed (shieldless) weapons that make for an impressive initial charge that can cut unprepared enemies to ribbons in the initial wave, but when they (inevitably) get stuck in melee they are terribly weak and unlikely to last long. Vaegir Knights require more commander supervision to use properly, demanding being pulled in and out of combat to make use of their impressive charge, which in turn requires that the player manually supervise combat rather than participate in it. Brigands are obtained by taking prisoner, recruiting, and then upgrading Bandits that spawn during some quests. They are thus very hard to acquire and replace. While better than Caravan Masters, their stats and equipment are still very inferior to other top-tier units and they have practically no use. Caravan Masters are the worst cavalry troops in the game, with low stats, slow and unarmored horses, no shields and inferior armor and weapons. They are however, very cheap to maintain and, if you manage to get a few, they can be used early game against low-tier troops until you can afford to get better cavalry. Infantry Archers[] Archers are the ranged dimension of combat in Mount and Blade, they tend to be more useful to the player who takes the time to order their units than the one who simply charges headlong into the fray, and rely upon their skill in and weight of arms to carry the day. When positioned in a place where they have a great field of view against an enemy that is either distracted by infantry in another direction, or struggling to scale a steep slope, they can deal significant damage. If left to be charged by cavalry or engaged in melee, they will likely wither, and you would have been better served with melee infantry. Archers are also of great value in the initial stages of a siege, before melee can be properly joined. Defending archers on castle walls will shred unshielded infantry and cavalry long before they can scale your walls. Attacking archers will pick through defending archers before they can eliminate your infantry. Good archers are not only the units that deal the most damage, but also the units that can withstand the most punishment in return - a bow or crossbow is a two-handed weapon, which means that a shield cannot be held while firing those weapons. Good archers are also decent in a melee, because eventually they will be faced with someone who rushes through their missiles. Vaegir Marksmen are considered the best bow infantry unit in the game - with a better rate of fire, if weaker damage-per-shot, Vaegir bowmen are capable of inflicting more damage over a short period of time than their Rhodok counterparts. The reason Rhodok Sharpshooters are often considered superior is that siege battles are often long enough to exhaust the quivers of archers, and rate of fire is of lesser importance than total damage. Vaegir marksmen are superior in the open field, but since cavalry dominate in the open field, many players prefer to focus their archers in the specialization of siege warfare. Sarranid Master Archers are a new addition to Warband. They are capable of decimating unshielded troops like any other archers and they are generally regarded as the best archers in Calradia, rivaled only by Vaegir Marksmen who have very similar stats in terms of power draw, melee weapons and life, however Vaegir Marksmen do have inferior armor and Sarranid Master Archers use weaker, but faster firing bows than the Vaegir Marksmen. Strangely, they sometimes spawn with throwing jarids instead of bows and arrows, severely limiting their effectiveness as ranged combatants. They are the most durable archers in Calradia, even better than Rhodok Sharpshooter (except for the lack of shields and melee inferiority). Truly, Sarranid Master Archers are almost as great as Vaegir Marksmen in combat. Nord Veteran Archers are comparable to Vaegir Marksmen. Although they have inferior ranged damage output due to a slower firing rate, they are more flexible. Their armor and melee weapons proficiency allows them to perform well if pressed into close combat, and they have the highest Athletics skill of any soldier in the game, tied with Nord Huscarls. Additionally, they reach top tier faster than any other archer, and are the least expensive. Rhodok Sharpshooters are generally considered the best siege archers in the game because their thick board shields will protect them if told to hold their fire (and wait for enemy archers to run out of ammo. Although note that this does not happen for siege defenders, who have infinite ammo), and their heavy siege crossbows will deal more damage per bolt over the long haul of a grueling siege battle. They also posses decent armor and melee capacity, making them useful even when engaged in melee when they have been flanked or when they have run out of bolts. Their melee weapon is often a hammer, giving them a chance to capture enemies alive for later ransom. Swadian Sharpshooters are slower, less heavily armored, and less melee-ready versions of the Rhodok Sharpshooter. In their specialized role of firing crossbows, they are functionally similar, but they lack the well-rounded nature of a Rhodok Sharpshooter, and offer no advantages to compensate. Mercenary Crossbowmen are the mercenary's only ranged unit, and like the Nord's, they are lower-tier versions of the Rhodok or Swadian Sharpshooters, and lack the features of their higher-tier kin, making them inferior troops. Horse Archers[] Only the Khergit Horsemen have true horse archers, the Khergit Veteran Horse Archer, although Sword Sisters, Desert Bandits, and Brigands can pull some double duty in this role with their light crossbows and bows respectively. Horse Archers are problematic to use, because only in Warband can you separate out a "Horse Archer" unit type to command them separately. Otherwise, they will be either held at a distance or thrown into the charge along with all the other cavalry. Because of their lack of armor on both men and horses, horse archers are very vulnerable and quickly die off in melee. When ordered in a separate formation, players who can keep them on the edges of the battle can take advantage of a highly mobile set of archers that can fly around behind infantry to attack their unshielded rear while their own infantry distract them from the front. The efficacy of this type of unit depends entirely on whether or not the player is willing to order this unit separately, or if they prefer to simply charge into the fray and let the AI handle the details of tactics. Horse archers will usually only reward the player willing to command them to keep them out of battle. See Also[] Faction Specialties |
Unuzdaq Castle | Unuzdaq Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Kedelke Amashke Sieges with... Ladders Port No World Map Mount&BladeUnuzdaq CastleKedelkeTemplate:World Map/Mount&BladeWarbandUnuzdaq CastleAmashkeTemplate:World Map/Warband Unuzdaq Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Unuzdaq Castle lies far to the northeast from Narra on the top of a steep mountain pass at the edge of the Kingdom of Swadia. It is, in fact, closer to Uxkhal than any Khergit town. Its village is Kedelke which lies at the base of the pass to the south. Warband[] Unuzdaq Castle lies southwest of Halmar at the edge of the Khergit territory. It is at a focal point with the Sarranid Sultanate to the south, the Kingdom of Rhodoks to the west, and the Kingdom of Swadia to the north. Its village is Amashke which is nearby to the southeast. The Kingdom of Swadia considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Unuzdaq Castle requires the construction of Siege Ladders, needing up to 9 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 |
Uruzuge | Uruzuge Official Information Kingdom Khergit Khanate Monarch Barthai Khan Title Princess Personal Details Gender Female Uruzuge was a noble lady of the unjoinable Khergit faction in version 0.202 of Mount&Blade. She is the daughter of Barthai Khan, and introduces herself as a princess. Uruzuge used to have three brothers, all of whom have died of a mysterious disease that she initially managed to avoid, but ultimately caught as well. When she fell ill, the Khan's shaman and elder-women declared that there was nothing to be done for her, and that she would die, but a Vaegir healer named Akhad Thell found a way to save her. However, he later informed the Khan that the disease was still in Uruzuge, and that in order to fully cure her, he required a magical talisman. The Khan then sent the game's protagonist to find the talisman in question. After the talisman was found, Uruzuge was presumably healed. Some time later Uruzuge was kidnapped by Nuyukh Khan - Barthai's rival - to be brought to Akhad Thell, who was revealed to be a necromancer, to be sacrificed to dark deities. Once Uruzuge was rescued, she choose to go to Ecatha, another necromancer, to undergo a magic ritual that would taint her soul, rendering her unsacrificeable. She then plotted with Ecatha and the player to lure Thell from his lair and have him killed while she remained at Ecatha's hideout. Despite the plan being a success, she was still not safe as Thell himself was outplayed by the undead King Harlaus who took the talisman and went to Ecatha, convincing her to complete the sacrifice. She was finally rescued by the player after the defeat of Harlaus. Family[] Parents: Barthai Khan, Unnamed mother Siblings: Three deceased, unnamed brothers Stats and equipment[] Uruzuge - Default Stats and Equipment Attributes Stat Points Level 9 Strength 6 Agility 8 Intelligence 7 Charisma 8 Health N\A Armor Head ? Body Nomad Armor Hand ? Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw 1 Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking 1 Tactics 3 Path-finding ? Spotting 1 Inventory Management ? Wound Treatment ? Surgery 1 First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 66 Polearms 67 Archery 72 Crossbows 60 Throwing 69 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] Uruzuge can be found in a hidden location marked as 'khergit_camp' along with her father. Unlike the ladies in later Mount&Blade versions, she cannot be interacted with in any romantic way, nor does she wear a lady's dress. |
Ushkuru | Ushkuru Settlement Information Type Village Kingdom Swadia Fortification DhirimDhirim World Map Mount&BladeUshkuruDhirimTemplate:World Map/Mount&BladeWarbandUshkuruDhirimTemplate:World Map/Warband Ushkuru is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the building at the top of the highest hill in the village, standing near a campfire and wooden table. Ushkuru is built up a slope in very uneven terrain with a light scattering of trees. It has a total of seven structures, with three dirt roads leading into the village. There are five fields here growing apples, cabbages, grapes, squash, wheat, and some sort of small shrubs. There are also two outdoor ovens which may be used for baking bread. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building the player directly faces when entering the village, standing next to a straw roof and curved wall. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Uslum | Uslum Settlement Information Type Village Kingdom Vaegir Fortification CurawKhudan World Map Mount&BladeUslumCurawTemplate:World Map/Mount&BladeWarbandUslumKhudanTemplate:World Map/Warband Uslum is a village initially owned by the Kingdom of Vaegirs. The village is a former home of Klethi, along with Malayurg Castle. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the right side of the village from where the player starts, standing next to a campfire. Uslum is located on somewhat level terrain with low hills and valleys, along with some scattered pine trees. It has a total of six structures. There appear to be a few fields here covered under snow, presumably already harvested with only refuse heaps remaining. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building almost directly straight forward from where the player enters, between two fenced-in fields. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin |
Uxkhal | Uxkhal Settlement Information Type Town Kingdom Kingdom of Swadia Villages AmereTshibtinNomarIbiranTahlberl Sieges with... Ladders Port No World Map Mount&BladeUxkhalTshibtinAmereTemplate:World Map/Mount&BladeWarbandUxkhalNomarIbiranTahlberlTemplate:World Map/Warband Uxkhal is a town of the Kingdom of Swadia and is initially owned by Count Delinard. Presumably, the Vlandian town of Ocs Hall as seen 173 years earlier in Mount&Blade II: Bannerlord is meant to be the same town, as supported by text in the settlement.xml file in that game's directory. This theory is further supported by comparing the banners of Count Delinard and the clan dey Fortes, the rulers of each town in their respective games. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Amere and Tshibtin. Warband[] Its villages are Ibiran, Nomar, and Tahlberl. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is directly outside the tavern, turn to the left to see. Siege[] Besieging Uxkhal requires the construction of ladders. Tournaments[] If you take part in a Tournament in Uxkhal, you will have one of the following equipment sets: Heavy Sword Sword & Shield All participants are on horses. Economy[] In Warband, Uxkhal sells Grapes cheaply. This is an excellent location for a Wine Press due to the availability of grapes. It buys Grain at a good price, sometimes as high as 50 denars, this makes a Grain trade from Dhirim an easy way to make a few hundred denars in the early game. Uxkhal produces: Ale Bread Leatherwork Oil Tools Wine 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 |
Vassals | A group of vassals following their Marshall. A vassal is a servant of a ruler, and are usually lords of castles and villages. There are many vassals in the game, each one aligned to a certain faction. The player can become a vassal by swearing an oath to a king or by marrying into the family of one of his vassals. When swearing an oath to a king, the king will bestow upon the vassal a fief, which will be the current poorest village in the faction's territory. You will also be given the option to choose a Banner, if you don't already have one. Breaking your oath will result in a large drop of honor and relation, as well as making enemies with all of your previous faction. They can be restored if you want to be friends with them again by allying with another faction, however your honor will stay the same. In Warband, the player can create their own kingdom and give vassalage to their companions, thus allowing them to have their own army. Non-Town/Castle Owning Vassals does not start spawning until Day 1 in the Afternoon. Every faction has 20 vassals, 8 old ones and 12 young ones. Contents 1 Titles 1.1 Warband 1.2 With Fire & Sword 1.3 Viking Conquest 2 Houses of vassals 3 Romance of vassals 4 Realigning 4.1 Indictments 4.2 Political Calculations 5 Personalities 5.1 Overview 5.1.1 Martial 5.1.2 Quarrelsome 5.1.3 Pitiless 5.1.4 Cunning 5.1.5 Sadistic 5.1.6 Good-natured 5.1.7 Upstanding 5.2 Regarding release 5.3 Regarding war 5.4 Regarding foreigners 5.5 Regarding Village Aid 5.6 Normal Introduction and Rumor 5.7 Female Introduction 5.8 Politics 5.9 Battle Dialogue 5.10 Other Titles[] Warband[] All vassals held the title of "Lord" in classic Mount&Blade, however Warband gave the various factions different titles. Faction Title Placement Meaning Khergit Khanate Noyan After name Mongolian: Commander/Gentleman Kingdom of Nords Jarl Before name Old Norse-derived: Chieftain Kingdom of RhodoksKingdom of Swadia Count Before name A particular high-ranking European noble title Sarranid Sultanate Emir (male)Sayeda (female) Before name Arabic: Commander/Prince/Leader Kingdom of Vaegirs Boyar Before name Russian/Ukrainian/Romanian/Bulgarian: Commander/aristocrat Player kingdom Lord Before name A person of authority Bunduk Tribune Before name Roman: an elected official who worked for the plebeians With Fire & Sword[] With Fire & Sword expanded on titles, giving various titles even within the same Nation. Nation Title Placement Meaning Crimean Khanate Bey After name Turkic: Chieftain Crimean Khanate Khan After name Turkic: Military ruler Crimean Khanate Mirza Before name Turkic: Prince(In reality, Turkic grammar would dictate this title be placed after the name) Crimean Khanate Pasha After name Turkic: Lord Cossack Hetmanate Army Chief Before name - Cossack Hetmanate Colonel Before name Senior military officer below general Cossack Hetmanate Company Commander Before name Commanding officer of a "company" Kingdom of Sweden Baron Before name Title of nobility Kingdom of Sweden Elector Before name Member of the electoral college of the Holy Roman Empire Kingdom of Sweden General Before name High-ranking officer Kingdom of Sweden Governor Before name An executive official Kingdom of Sweden Governor-General Before name An official representing the monarch in an independent territory Kingdom of Sweden Ratsherr Before name German: Councilor Muscovite Tsardom Chief Before name Supreme military commander (Ataman) Muscovite Tsardom Prince Before name A hereditary title of nobility Muscovite Tsardom Noble Before name A person of nobility Muscovite Tsardom Warlord Before name A person with civil and military control over an area (Voivode) Polish Commonwealth Colonel Before name Senior military officer below general Polish Commonwealth Cornet Before name Cavalry officer Polish Commonwealth Hetman Before name Polish: General Polish Commonwealth Prince Before name A hereditary title of nobility Polish Commonwealth Warlord Before name A person with civil and military control over an area Viking Conquest[] Viking Conquest has an all new set of titles. Many of them overlap between the numerous factions in the game. Factions Title Placement Meaning Kingdom of AlbanKingdom of LaiginKingdom of MumainKingdom of UladhTribe of Osraige Ard Tiarna Before name Irish: High lord Kingdom of West Seaxe Aetheling Before name A prince eligible to the throne Kingdom of Northhymbre Cyning Before name Old English: King Kingdom of East EngleKingdom of MierceKingdom of West Seaxe Dryhten Before name Old English: Lord; Governor Kingdom of East EngleKingdom of MierceKingdom of NorthhymbreKingdom of West Seaxe Ealdorman Before name Chief magistrate Kingdom of DanmarkKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Hersir Before name Viking commander Kingdom of DanmarkKingdom of NorthhymbreKingdom of Northvegr Konungr Before name Old Norse: King Kingdom of DanmarkKingdom of FrieseKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Jarl Before name Old Norse-derived: Chieftain Kingdom of Alt ClutKingdom of CornubiaKingdom of GlywyssingKingdom of Gwynedd Guledic Before name Chief elder Kingdom of AlbanKingdom of Alt ClutKingdom of BrycheiniogKingdom of ConnachtaKingdom of CornubiaKingdom of GlywyssingKingdom of GwyneddKingdom of MideKingdom of UladhTribe of OsraigeUi Neill of Aileach Mael Before name Middle Welsh: Prince Kingdom of Gwynedd Ri Before name King Ui Neill of Aileach Ruire Before name King Kingdom of AlbanKingdom of ConnachtaKingdom of LaiginKingdom of MideKingdom of MumainKingdom of UladhUi Neill of Aileach Tiarna Before name Irish: Lord Kingdom of GlywyssingKingdom of Gwynedd Tiern Before name Spelling variant of Tiarna; Lord Houses of vassals[] Some vassals are in a family of others (Warband and Bannerlord only). If you intend to make a syndicate of vassals, it is highly recommended to find the oldest vassal and set him as standard, as he will have many sons, nephews, and sons-in-law who are vassals too. Note that certain members of family are randomized at the beginning of a new game. Only the younger vassals' parents and siblings, and the older vassals' spouse and children are not randomized. Vassals in the same family will... Not try to denounce, indict, or attack each other. Ask players for help when one of them is captured. Pressure or support romance of player and a lady, if the lady is member of that family. Try to denounce other families aggressively. Romance of vassals[] You are not the only person dealing with courtships. Unmarried vassals will meet with ladies and occasionally marry them. Male characters may see vassals as rivals. If you have a contender in romance and you don't want to lose, you can: Duel with him. Damage his renown, or indict treason. Gain more renown and become a more competent groom. Note that above ways will damage your relationship with that vassal, resulting in damage to your kingdom. Female characters can attempt to marry vassals, but depending upon their personalities, not everyone will be receptive to the idea. Realigning[] An indictment notification from the mod Anno Domini 1257. Sometimes, a vassal will change their alignment if: Their kingdom is defeated and they have nowhere to go. They think their kingdom is hopeless. They have a low relation with their liege. Their kingdom holds no territory but has not yet been defeated (i.e. the ruler of the faction remains on the overworld map). The player persuades them to realign. Note that while most vassals think realigning is a dishonorable act, many of them will do so with every month or so. Especially when Syndicating of that kingdom is serious. Also, if you managed to persuade a lord that is in a faction you are in war with to become one of your faction's vassal, his title will be changed to that specific faction. For example, if you persuade a Swadian Count to join the Kingdom of Nords, his title will be changed to Jarl. However, you have to successfully persuade them, or their title remains the same, and they will stay in that faction. Success requires very high charisma and persuasion around 8-10, though you can decrease these requirements by increasing your relations before you are at war with that faction. Indictments[] Vassals can be indicted by monarchs, including the player, for treason. This happens in non-player kingdoms when a vassal's controversy is high and their relation with their liege is low. Most often, this occurs because a vassal has not had a fief for a long time. All other vassals in the kingdom will lose relation with their liege. How much relation is lost depends on a variety of factors, such as the indicted vassal's relation with their liege and their family connections. Family of an indicted vassal lose more points of relation with their liege than other vassals. The amounts are: Spouse: -7 Parent/child: -6 Sibling: -4 Other familial relation (cousin, in-laws): -2 Political Calculations[] In Warband, the game is continuously cycling through all vassals in the background in order of their position in troops.txt. During this process, they asses their court position, relation with their liege, and their position on the faction's political issue. For example, if a faction's political issue is selecting a marshal, when the game reaches them in the list, they will decide who they support for marshal. The same is true for a fief. However, during the political calculations process, vassals will also either gain or lose relation with their liege, most often because they have fiefs or do not have them. Martial and cunning lords lose 2 relation with their liege for every cycle they do not have a fief, while quarrelsome, sadistic, and pitiless lords lose 4. Good-natured and Upstanding lords do not lose relation for lack of a fief. Once relation between liege and vassal is below -50, they will begin to realign. Vassals can only realign autonomously if they are alone (i.e. if their party is next to another vassal's, they cannot realign). However, if they are alone, they will either be indicted or defect once their position in the list is reached and political calculations are performed. Personalities[] All vassals have different values and personalities, ranging from peaceful inland patrol to restless warmongers. Senior vassals (the ones who already have children) have consistent personalities between games, while the younger vassals' personalities are randomly assigned at the start of every new game. Most of the vassals who own cities are martial. A kingdom with an extra city usually has lords that have personalities that are not martial. All of these are quarrelsome (with exception of Clais, who is pitiless). Overview[] There are seven lord personalities in Warband: Martial Quarrelsome (called Bad-Tempered upon encounter if Cheat Menu is enabled) Pitiless Cunning (sometimes called Calculating) Sadistic (called Debauched on Notes page if the Cheat Menu command "Update political notes" is used) Good-natured Upstanding Martial[] Martial lords, as the name implies, are primarily concerned with warfare. A neutral personality type, martial lords are somewhat easy to manage as a ruler. They are chivalrous, but not to the extent of good-natured and upstanding lords. Most notably, they love war, and will become restless if the faction is at peace for a long time. An easy way to resolve this is to hold a feast every time you are able to in peacetime, while in wartime they are happy, so this becomes unnecessary. Martial lords will also slowly become disgruntled over time if they do not have fiefs, and will become upset if another vassal is granted a fief if they have fewer than three. They make for useful and aggressive marshals, and usually have higher renown and thus can field bigger armies. Like their more honorable counterparts (good-natured and upstanding), martial lords dislike unjust wars. Even though they will be contented in war time, declaring war without justification results in a loss in relation with martial lords. However, declaring war with provocation results in a relationship gain of 1. This effect is global; chivalrous lords in all kingdoms, not just the player's, will lose relation for unjust wars. Quarrelsome[] Quarrelsome lords are dishonorable, cruel, and rude, and they frequently start rivalries within a faction. They are difficult to manage by the player, similar to sadistic lords. They are perhaps the worst personality for a vassal to have, and will become upset if another vassal gets a fief. Like pitiless and sadistic lords, they constantly want fiefs, and are generally selfish after their relatives are provided enough fiefs. Quarrelsome lords, like sadistic and pitiless lords, love raiding villages, and will often do so even if their faction is on campaign and the army is assembling nearby. They do not tolerate having no fiefs, and will become disgruntled over time. Upon defeat by the player, regardless if they are let go or not, you will lose 1 relationship point with them. Honorable players begin a relationship with a -3 relation to a quarrelsome lord. As with every other dishonorable lord, is it inadvisable to recruit them into your kingdom unless the player is dishonorable. Pitiless[] Pitiless lords are merciless lords who love war and dislike honorable actions. They are not as difficult to manage as quarrelsome and sadistic lords but are of a somewhat negative personality type. You gain relationship with them when they are released, but they are dishonorable, and, like the other two, are fine with switching lieges. In most respects, pitiless lords are identical to sadistic and quarrelsome lords, except that they are grateful to be released, save for a parting insult that the player will be "finally defeated" and they will request for their "death to be swift and merciful." Like other lords, they require a fief to content. They give quests that require the player to behave dishonorably, such as Kill local merchant. They also exclusively give the quest Bring Back Runaway Serfs. Like quarrelsome lords, victory over a pitiless lord will cause your relationship with that lord to decrease by 1. Cunning[] Cunning lords are of a neutral personality type. They are primarily concerned with themselves and amassing as much power as possible. Like martial lords, they require three fiefs to keep happy. They also start rivalries more frequently than martial lords, but not as frequently as quarrelsome, pitiless, and sadistic lords. They appreciate being released, and there are no negative consequences to doing so, however if your faction is still at war with theirs, you do not gain bonus points with them upon next meeting, a quality shared with Pitiless lords. They also give some dishonorable quests, such as Kill local merchant. Sadistic[] Sadistic lords are cruel lords who hate chivalry, love conflict, and revel in death. They freely raid villages, attack caravans, and they disregard the wellbeing of others. Sadistic lords are perhaps the second worst if not worst personality type, beside quarrelsome. They share almost all traits and behaviors with other dishonorable lords, including dishonorable quests. They also hate being released after defeat, like quarrelsome but unlike pitiless. However, a potential benefit to a player is that sadistic lords will consistently, almost feverishly, raid villages during wartime, like quarrelsome lords, which enables a faction to quickly rack up war damage against another. Similarly, Sadistic (and quarrelsome) lords are almost incapable of talking to the player without insulting them, and are thus easy to identify. Good-natured[] Good-natured lords hold one of two positive personality types in Warband, and perhaps have the best. These lords are friendly, affable, and want to see justice done in the world. They are also less formal than upstanding lords, and are most concerned with a ruler ruling justly. Good-natured lords, like upstanding lords, gain 1 point of relation with the player per 3 points of honor. This means that if the player has 300 points of honor, good-natured lords are devoted to the player before they even meet them. They also cannot lose relationship with the player past that point unless honor goes below 300. Good-natured lords tolerate having no fiefs, and do not care if someone other than them or their supported choice is given a fief, even if they have none for a long time. Having high honor negates any potential ramification of a good-natured lord not having a fief. Good-natured lords do not, however, make exceptional marshals, unless they have high renown. Despite this, they do behave honorably on campaign, and will avoid raiding villages, believing that they should not attack innocents. Like upstanding lords, they almost always love their liege, and are nearly impossible to persuade to join your faction unless they have been beaten repeatedly (and thus repeatedly lose relation with their liege) or their kingdom is on the verge of collapse. This remains true even with a very high relationship. They are selfless with who they support in getting a fief, as long as they have enough to match their renown (the higher the renown, the more fiefs they'll want for themselves before they start supporting everyone else). When persuading to join a faction, the correct options is, "Because I will rule justly and protect the rights of the commons." Upstanding[] Like good-natured lords, upstanding lords are one of two positive personality types in Warband. Upstanding lords value honor, loyalty, and valor, and they are fiercely loyal to their liege. They share almost all traits with good-natured lords, including a point in relationship per every three points of honor. They tolerate not having a fief, and do not become disgruntled when a fief they want is given to someone else. Like good-natured lords, they hate dishonorable lords, and often feud with cunning lords. Unlike good-natured lords, however, they make for better marshals, and more frequently besiege towns and castles (but also avoid attacking villages). If the player is dishonorable, it is inadvisable to recruit upstanding or good-natured lords, as they will frequently be upset with the player for their actions. If the player is honorable, however, upstanding and good-natured lords can be indispensable for a stable kingdom, though they are also very difficult to persuade. A notable difference between upstanding and good-natured lords exists for female characters, whom upstanding lords will refuse to marry regardless of relation. Good-natured lords are not so conventionally-minded. When persuading to join a faction, the correct option is, "According to the ancient law of Calradia, I should be {queen/king}." Regarding release[] If defeated in battle by the player, some lords take being released as honorable act. Others, however, will take it as an offense. The player will gain relationship bonuses after releasing them, and will get a chance to beg them to let them go in the next battle (with a steep cost in relation). However as mentioned before, some take being released as dishonorable, resulting in a relationship penalty on the next meeting. The best way to find out who hates being released is by releasing every caught lord and keeping track. Lord reactions to being released are as follows: Appreciates release, 5 point relation bonus: Martial Appreciates release, 2 point relation bonus if still at war: Good-natured, upstanding Appreciates release, 1 point relation bonus if still at war: Liege (kings) Appreciates release, no relation bonus if still at war: Cunning, pitiless Hates release: Bad-tempered/quarrelsome, sadistic Regarding war[] Some lords hate wars. They stick themselves inside the kingdom, battle with bandits, and do nothing else. If that lord becomes marshall of the kingdom, the campaigns will often be touch-and-go without any progress every time. With aggressive lords, it's the exact opposite. Lords do tend to support their friends, if a lord has many friends within his faction, then his friends will attempt to help defend his fiefs, whereas if a lord is hated, they will not defend him by their own choice. Regarding foreigners[] The player is always of foreign birth, and this attracts hate from some xenophobic lords. If you try to marry a lady, some lords will say you're foreigner and have no rights to do so. The result is nearly -10 relationship penalty. Regarding Village Aid[] Completing quests for villages is beneficial to the player, increasing the number and quality of troops that can be recruited from them, and is often a common task performed before swearing fealty or starting one's own faction. Some lords will thank the player for aiding their tenants, while others will warn the player away from accepting quests from their fiefs, as it undermines their authority. Normal Introduction and Rumor[] Personality Introduction (low Renown) Introduction (high Renown) Introduction (Noble) Rumor Upstanding Peace to you, and always remember to temper your valor with mercy, your courage with honor. I know your name. They say you are a most valiant warrior. I can only hope that your honour and mercy matches your valor. I see that you carry a nobleman's banner, but I do not recognize the device. No doubt you have come to Calradia in search of wealth and glory. If this indeed is the case, then I only ask that you show mercy to those poor souls caught in the path of war. People say that it is good to be in the service of <name>. He is good to his followers, and rewards them if they work well. Martial Perhaps you are not of gentle birth, but even a commoner, be he of sufficient valor, may make something of himself some day. Your fame runs before you! Perhaps we shall test each other's valor in a tournament or on the battlefield! I see that you carry a nobleman's banner, but I do not recognize the device. No matter -- a brave {man's/warrior's} home is all the world, or so they say! They say that <name> loves nothing more than war. Good-Natured Well, you look like a good enough sort. I've heard of you! It's very good to finally make your acquaintance. I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance, {sir/my lady}! It is good to make your acquaintance They say that <name> is a good man and treats people living in his lands decently. That is more than what can be said for most of the nobles. Quarrelsome Speak quickly, if you have anything to say, for I have no time to be bandying words with common soldiers of fortune. I've heard of you. Well, I'm not one for bandying words, so if you have anything to say, out with it. I don't recognize the device on your banner. No doubt another foreigner come to our lands, as if we didn't have so many here already. They say that <name> almost came to blows with another lord lately, because the man made a joke about his nose. Cunning Well... I have not heard of you, but you have the look of a man who might make something of himself, some day Ah, yes. At last we meet. You sound like a good man to know. Let us speak together, from time to time I see that you carry a nobleman's banner, but I do not recognize the device. Still, it is always worthwhile to make the acquaintance of {men/women} who may one day prove themselves to be great warriors. They say that <name> is a cunning opponent. Pitiless You have the look of a mercenary, another vulture come to grow fat on the misery of the land. I know your name. It strikes fear in men's hearts. That is good. Perhaps we should speak together, some time. I see that you carry a nobleman's banner, but I do not recognize the device. Another vulture come to grow fat on the leftovers of war, no doubt! I heard that <name> has a squire executed because the unfortunate man killed a deer in his forest. Sadistic Normally I cut the throats of impudent commoners who barge into my presence uninvited, but I am in a good mood today. I know your name -- and from what I hear, I'll warrant that many a grieving widow knows too. But that is no concern of mine. I see that you carry a nobleman's banner, but I do not recognize the device. Perhaps you are the bastard {son/daughter} of a puffed-up cattle thief? Or perhaps you stole it? They say that <name> likes to torture his enemies. I wouldn't want to get on the bad side of that man. Female Introduction[] Personalities Introduction (Low Renown) Introduction (High Renown) Introduction (Noble) Upstanding It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Greetings, my lady. Even with the dust of the march upon your clothes and gear, I can see that you are not lacking in the graces of your noble sex. It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Martial I must say, my lady -- do be careful, riding about this dangerous land. If you ever wished to seek a more... em... settled life, I'm sure I could find you a worthy husband from among my men. Greetings, my lady. Although I see from your demeanor that you are not a conventional maiden, I hope that you are not averse to a declaration of admiration from me, your most humble servant. I do not recognize the device on your banner, but clearly you are a lady of rank. Please consider me your most humble servant. Good-Natured From the look of you, I suppose you can handle yourself, but do be careful out there, my lady. My lady, if you are skilled as arms as you are fair in countenance, then your enemies should indeed fear you! I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance,, my lady! It is good to make your acquaintance. Quarrelsome By the way, girl -- does your husband know that you nicked his weapons and armor? I'll bet you're in for a right old beating when you get home! Heh. Fancy this -- a maiden, all equipped for war. Well, it's a strange sight, but in your case, I can imagine that it might grow on me. I don't recognize the device on that banner. Clearly another foreigner come to our lands, bringing their strange ways. Cunning It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Greetings, my lady. Please do not think it forward, if I say that it is unusual to see a woman caparisoned for war. I hope that one day I may be the father of a daughter possessed of such bravery and spirit. It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Pitiless These are fallen times indeed, when even women turn brigand, to pick the leavings from the wreckage of war. It is unusual to see a woman girt for war. Be careful, my lady -- it is a harsh world, and it would be a shame to see such beauty marred by a sword-blow. I see that you carry a noble's banner, but I do not recognize the device... You should know, lady, that in Calradia it is the men to ride to war, and if you seek to overturn the natural order of things, you will find your fair head stuck on a pike -- like that of any other rebel! Sadistic A woman, caparisoned for war! Well, I suppose that you're no more womanly than most of those in my service who call themselves warriors. What have we here! A woman, caparisoned for war! Well, I dare say that one as fair as you could lend a touch of femininity even to a mail hauberk. You appear to be of noble rank, but I don't recognize your banner. Clearly, another foreigner come to our shores -- no doubt from a land where men are weak, and the women ride to war in their place! Politics[] Personalities Private Chat (Insufficient Relation) Private Chat (Low Relationship) Philosophy Rebellion Dillemia Rebellion Dilemma 2 Upstanding I would prefer to conduct our affairs out in the open. Do not take this amiss, but with you, I would prefer to conduct our affairs out in the open. Kingship and lordship have been instituted to keep the peace and prevent the war of all against all, yet that must not blind us to the possibility of injustice. This is troublesome. It is a grave thing to declare my homage to (faction leader) to be null and void, and dissolve the bonds which keep our land from sinking into anarchy. Yet I am also pledged to support the legitimacy of the succession, and (claimant) also has a valid claim to the throne. I feel that I must do whatever is best for the realm, to avoid it being laid waste by civil war and ravaged by its enemies. Martial Forgive me, but I'm not one for going off in corners to plot. Pleace do not take this amiss, but I do not trust you. My sword is at the disposal of my rightful liege, so long as he upholds his duty to me. (claimant) was clearly wronged. Although I gave an oath to (faction leader), it does not bind me to support him if he usurped his throne illegally. On the other hand, (faction leader) has led us in war and peace, and I am loathe to renounce my allegiance. Good-Natured Surely we can discuss whatever you want to discuss out here in the open, can't we? Surely we can discuss whatever you want to discuss out here in the open, can't we? Well, you should keep faith with your promises, and not do injustice to others. Sometimes it's hard to balance those. Stick with people you trust, I think, and it's hard to go far wrong. I do not know what to say. I gave an oath to (faction leader) as the lawful ruler, but if he is not the lawful ruler, I don't know if I am still bound. (faction leader) has always treated me decently, yet it's true that he did wrong to (claimant). I hesitate to renounce my homage to (faction leader), yet I also don't think it's right to support injustice. Quarrelsome Bah -- I'm in no mood for whispering in the corner. Bah. I don't like you that much. I'm not going to go plot with you in some corner. Bah. They're all a bunch of bastards. I try to make sure that the ones who wrong me learn to regret it. Hmm. (faction leader) has never given me my due, so I don't figure I owe him much. However, maybe <name> will be no better, and <name> has at least shown himself. So tell me, why should I turn my back on the bastard I know, in favor of the bastard/a woman I don't know? Cunning Em.. Let's keep our affairs out in the open, for the time being. Em.. Let's keep our affairs out in the open, for the time being. Well, it's a harsh world, and it is our lot to face harsh choices. Sometimes one must serve a tyrant to keep the peace, but sometimes a bit of rebellion keeps the kings honest. Circumstance is all. Hmm. I gave an oath of homage to (faction leader) yet the powerful are not bound by their oaths as our ordinary people. Our duty is to our own ability to rule, to impose order and prevent the war of all against all. (faction leader) has been challenged, and thus he will never be able to rule as strongly as one whose claim has never been questioned. Yet if (claimant) takes the throne by force, (claimant) will not be as strong as one who succeeded peacefully. Pitiless What do you take me for? A plotter? Hah! I trust you as I would a serpent. I think not. Men will always try to cheat others of their rightful due. In this faithless world, each must remain vigilant of his own rights. Hmm. (claimant) says {she/he} is the rightful heir to the throne. That is good -- it absolves me of my oath to (faction leader). But still I must weight my decision carefully. It is a most perilous position to be in, to be asked whom I would make (faction leader) of this land. Yet it is also a time of opportunity, for me to reap the rewards that have always been my due! Sadistic Trying our hand at intrigue, are we? I think not. Hah! I trust you as I would a serpent. I think not. My philosophy is simple: it is better to be the wolf than the lamb Hmm. In this vile world, a wise man must think of himself, for no one else will. So -- what's in it for me? Perhaps if I join (faction leader) while (claimant) is still weak (claimant) will enrich me, but perhaps if I bring (faction leader) your head he will give me an even greater reward. Battle Dialogue[] Personalities Introduction Being Demanded Surrender Demand Surrender Battle Negotiation Failure Capture Prisoner Release Encounter after defeated Encounter after joined battle on their side Upstanding Who are you, who would come in arms to dispute our righteous cause? So be it. It saddens me that you cannot be made to see reason. You may fight us, but many of your men will be killed, and you will probably lose. Yield, and spare us both the unnecessary bloodshed. That may be, but my duty to my liege requires me to fight with you I yield! Grant me the honours of war, and do yourself credit! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! I will not forget our victory over [enemy name]. Let us once again give thanks to heaven, and pray that we not grow too proud. Martial What is your name, {sir/madame}? If we come to blows, I would know whom I fight. So be it. Defend yourself! The odds are not in your favor today. You may fight us, but there is also no shame if you yield now. That may be, but it is my duty to fight with you Stop! I yield! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Good-Natured What is your name, {sir/madame}? If we come to blows, I would know whom I fight. Very well. I had hoped that we might avoid coming to blows, but I see that have no choice. We have the advantage of you. Yield, and you will be well-treated. I'm sorry -- I can't just let you ride away. No hard feelings? I yield! Congratulations on your victory, {sir/madam}! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Quarrelsome Who the hell are you? You impudent whelp! I'll crush you! I've got you cornered. Give up, or I'll ride you down like a dog. Hah! I want to fight with you Enough! You win today, you dog! Ach, the shame of it! I'm free? Well... Good bye, then. I have been looking forward to meet you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Cunning Tell me your name. It is always good to know your enemy. Well, if you leave no choice... You are outmatched today. Give up -- if not for your own sake, then think of your men! Ah. Unfortunately, you see, I wish to fight with you Stop! I yield to you! Am I? You are a good {man/woman}. I will try to find a way to repay you. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Pitiless Who are you? Speak, so that I may know whom I slay. If you so badly wish to die, then I have no choice but to oblige you. You cannot defeat me, and I'll teach you a painful lesson if you try. Yield! Why should I care? I wish to fight with you I yield! You have won. Cursed be this day! Thank you. When you are finally defeated, I will request for your death to be swift and merciful. Unless, that is, you care to join us... Good bye, for now. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Sadistic Who are you? Speak quick, before I cut your tongue out. You heap of filth! I'll make you wish you'd never been born. Surrender or I'll gut you like a fish! Still your tongue! You will have need of it shortly, while begging for mercy I give up! I give up! Call back your dogs! Am I? So refined is your cruelty, that you would rather see me free and humiliated, than in chains. Enjoy your triumph! I have been looking forward to meeting you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Other[] Personalities First encounter after noble (met before, good/neutral relation) First encounter after noble (met before, bad relation) Village Pillaged Upstanding I heard that you have pledged allegiance to our lord, [lord name]. Fight against our foes with valor, but also with honour and compassion. A good name is as valuable as a sharp sword or a swift horse in affairs of arms. I heard that you have pledged allegiance to our lord, [lord name]. Alas, from what I know of you I fear that you will disgrace us, but I will be happy if you prove me wrong. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Martial I heard that you have pledged allegiance to our lord, [lord name]. I look forward to fighting alongside you against our foes. I heard that you have pledged allegiance to our lord, [lord name]. Pray do not disgrace us by behaving in a cowardly fashion. You have raided my village of {village name}, destroying my property and killing tenants under my protection. You will pay the price for your crime! Good-Natured I heard that you have pledged allegiance to our lord, [lord name]. Good {man/woman}! Our lord is a noble soul, and rewards loyalty and valor with kindness and generosity. I heard that you have pledged allegiance to our lord, [lord name]. Well, I can't say that I would have trusted you, but perhaps you deserve the benefit of the doubt. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Quarrelsome I heard that you have pledged allegiance to our lord, [lord name]. Fight hard against our foes, respect your betters, and don't cross me, and we will get along fine. I heard that you have pledged allegiance to our lord, [lord name]. Bah. Do yourself a favor, and stay out of my way. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood! Cunning I heard that you have pledged allegiance to our lord, [lord name]. That is good. The more skilled fighters we have with us in these troubled times, the better. I shall be watching your progress. I heard that you have pledged allegiance to our lord, [lord name]. I do not pretend to be happy about his decision, but perhaps it is better to have you inside our tent pissing out, than the other way around. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Pitiless I heard that you have pledged allegiance to our lord, [lord name]. Fight bravely and you will be well-rewarded. Betray us, and we shall make of you the kind of example that will not soon be forgotten. I heard that you have pledged allegiance to our lord, [lord name]. If I were he, I would not trust you to clean the sculleries. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Sadistic I heard that you have pledged allegiance to our lord, [lord name]. Excellent... I am sure that you and I will become very good friends. But remember -- if you betray us, it will be the biggest mistake you will ever make. I heard that you have pledged allegiance to our lord, [lord name]. No doubt you will soon betray him, and I will have the pleasure of watching you die a traitor's death. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood! |
Vayejeg | Vayejeg Settlement Information Type Village Kingdom Nords Fortification Knudarr CastleTehlrog Castle World Map Mount&BladeVayejegKnudarr CastleTemplate:World Map/Mount&BladeWarbandVayejegTehlrog CastleTemplate:World Map/Warband Vayejeg is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located to the left from where the player enters, standing on a covered porch next to a bench. Vayejeg is situated on two distinct levels in an extremely hilly area with many trees. It has a total of six structures, as well as a short, but thick stone wall near the entrance. There are two fields here growing Cabbages and Squash. Oddly, there are several dirt paths leading out from the village, but none of them actually lead anywhere and simply disappear after a short ways. If sent here during a Hunt Down Fugitive quest, the target may be found on the behind the farthest building from where the player starts on the higher right half of the village, hiding under a roof next to some haystacks. 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 |
Veidar | Veidar Settlement Information Type Village Kingdom Swadia Fortification YalenPraven World Map Mount&BladeVeidarYalenTemplate:World Map/Mount&BladeWarbandVeidarPravenTemplate:World Map/Warband Veidar is a village initially owned by the Kingdom of Rhodoks in Mount&Blade and the Kingdom of Swadia in Warband. Layout[] Player Elder Fugitive The Village Elder is in front of the large building up the hill on the opposite side of the village from where the player enters, standing next to a wooden table and stools. Veidar is built on a flat piece of land between a mountainside and stream with a moderate number of trees. It has a total of nine structures, as well as two bridges. The village has five fields growing cabbages, squash, wheat, and two different types of shrubs of some sort, while the largest field has been cleared aside from stacks of straw. Fish nets can be seen in the stream and hanging from a nearby shack which also contains whole fish. Another area has hanging meat and several knives for butchering. Strings of garlic also hang from multiple buildings. If sent here during a Hunt Down Fugitive quest, the target may be found hiding behind the fishing shack apart from the rest of the village. 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) 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 |
Veluca | Veluca Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages ChaezaEmerFednerIlviaRuldiChaezaEmerFednerSarimish Sieges with... Ladders Port No World Map Mount&BladeVelucaChaezaEmerFednerTemplate:World Map/Mount&BladeWarbandVelucaChaezaEmerFednerTemplate:World Map/Warband Veluca is a town of the Kingdom of Rhodoks. It is Initially held by Count Matheas at the start of the game. According to Ymira, Veluca has hot, dry summers and cool, wet winters, suggesting a Mediterranean climate in the valley in which the town is located. She also says that Veluca is a paradise frequently mentioned by poets. Veluca is apparently renowned for its wine. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Chaeza, Emer, Fedner, Ilvia, and Ruldi. Warband Its villages are Chaeza, Emer, Fedner, and Sarimish. Layout[] Guild Master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Veluca is located behind and to the right of the player, up a small set of stairs when 'Take a walk around the streets' is selected. Siege[] You can besiege Veluca with siege ladders. Tournaments[] When you participate in tournaments held in Veluca, you can receive the following equipment: Heavy Sword Lance & Shield Sword & Shield Crossbow & Bolts, Sword Bow & Arrows, Dagger Not all participants are on horses. Economy[] Veluca exports wine and grapes. It is a good location to buy an oil press and sell furs. Veluca produces: Ale Bread Leatherwork Oil Pottery Tools Velvet Wine Wool Cloth 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) |
Velvet | Velvet Games Base value 1025 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Raw Silk Made Into... N/A Velvet is a non-consumable trade good. It can often be found for purchase in all three towns of the Kingdom of Rhodoks: Jelkala, Veluca, and Yalen. Jelkala in particular produces large quantities of velvet. Suno will also often have some velvet for sale; however, it is usually priced above market value there. It can reliably be sold at Shariz for over 1,000 denars. Velvet is one of two items needed for the Procure Gift quest. This item can be produced by a velvet weavery and dyeworks from raw silk in Warband. The initial cost to buy a velvet weavery and dyeworks is 10,000 and the cost every week is 160 denars. The business requires 2 raw silk and 1 dye a week (both can be bought by the player) and produces 2 velvet per week. The average profit per week is 490 denars with a rate of return of 4.9%. When founding your own kingdom, there will be a court in your first town (or castle, if you don't own a town). To move the court, you will need tools and velvet. In With Fire & Sword, velvet is best bought at Kyzykermen for about 100 thalers and then sold in Vyborg for about 1000 thalers. With Fire & Sword has a Steam achievement, Velvet Commander, for having 10 units of velvet in your inventory. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Veteran Slave Hunter | Veteran Slave Hunter Troop Information Culture Manhunters Wages 43-50 peningas/week Acquired from... Slave Hunter Upgrades to... Slaver Chief Upgrade Cost 1352 peningas XP for Kill ? experience Ransom Value ? peningas Veteran Slave Hunters are tier-three 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. Veteran Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Old Simple Helm Body Common Long Gambeson Hand None Foot Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 2 Weapon Maintenance 0 Weapon Master 8 Athletics 2 Riding 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 100 Polearms 210 Archery 40 Crossbows 0 Throwing 185 Slings 150 Weapons Melee Heavy Long SpearHunting Knife Ranged Javelins Shield Round Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief |
Veteran (disambiguation) | This article is a disambiguation page for Veteran (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. Veteran may refer to: A Mount & Blade Wiki Achievement Nord Veteran Vaegir Veteran Angle Veteran (Gesith) Frisian Veteran (Werand) Irish Veteran (Boaire) Norse Veteran (Rekkr) Pictish Veteran (Arsaid) Saxon Veteran (Gesith) Veteran Asturian Veteran Varyag Veteran Lake Rat Veteran Boar Veteran Veteran (Multiplayer) |
Vezin | Vezin Settlement Information Type Village Kingdom Vaegir Fortification Dramug CastleRivacheg World Map Mount&BladeVezinDramug CastleTemplate:World Map/Mount&BladeWarbandVezinRivachegTemplate:World Map/Warband Vezin is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the left side across the stream from where the player enters, standing next to campfire. Vezin is built on hilly terrain with a stream and evenly spaced tree coverage. It has a total of seven structures and two wooden bridges over the water. There are a couple fields here, one growing Grapes and Cabbages, while the other is empty. There are fishing nets in the water and the campfire by the Village Elder is smoking a fish over it. An animal pen of some sort can also be found, bordered by a stone wall, as well as covered spots for horses. If sent here during a Hunt Down Fugitive quest, the target may be found on the far side of the village from where the player enters, standing next to a shed. 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 |
Vikingr | Vikingr Troop Information Culture Norse Wages 31 up to 37 Acquired from... Hof, Liberating or recruiting prisoners Upgrades to... N/A Vikingarnir (singular: Vikingr) are bandits in Viking Conquest, that can be found in raiding parties on land or sea. If in player's party, they count as sailors for map speed purposes at sea. How to acquire and tips[] Get them from Hofs if you are Pagan. Fight sea parties (close to Tunsberg or in the seas south of Englaland or around Dun Bretann or Aileach) and recruit them from prisoners. Examples of sea parties where you can find them: Frankish Raiders. They are obvious picks for the shield wall though there are stronger melee troops. They count as bandits so they will cost more then regulars. Stats and Equipment[] Vikingr - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Norse Gambeson Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 2 Weapon Maintenance ? Weapon Master 7 Athletics 2 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 230 Two Handed Weapons 170 Polearms 190 Archery 50 Crossbows 0 Throwing 205 Slings 145 Weapons Melee ? Ranged ? Shield ? Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Village Elder | Village Elders can be found in every village where they are able to provide several services for the player. Village Elder could be thought of as the Guild Masters of villages. Although any villager can tell you where the Village Elder is through conversation, they do not actually give useful directions, merely stating he is "over there". This means you will have to look for him yourself. As they are always male, never walk around, and don't stand facing walls, just look for a man standing still with his back to a wall. You can speak with the Village Elder concerning several topics: Ask if you can help with any tasks Request trade (can go to the trade window or buy cattle) Inquire about enemies in the area Recruit peasants If an ally lord is imprisoned nearby, request that they start a fire as a distraction (not available in classic Mount&Blade) Prosperity[] The Village Elder can also "purchase" higher prosperity for the village with the money earned through trade. Each unit of prosperity costs 3000 denars, although the Village Elder will not buy the increase until he has at least 3500 on hand. |
Voulge | The Voulge is a weapon used like an axe that can thrust. In classic Mount&Blade, voulges are two-handed weapons. In Warband, there are three types of voulges: a two-handed weapon, a shorter two-handed weapon, and a polearm. Warband Mount&Blade See Also Two-handed Weapons (List) Polearms (List) Melee Weapons (List) Weapons (List) |
Voulge/Mount&Blade | Voulge VoulgeTwo-handedBase value: 129 denarsWeight: 4.5Swing: 35cSpeed rating: 87Weapon reach: 119Requires strength: 8Bonus against shieldsMount&Blade |
Vyincourd Castle | Vyincourd Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Rduna Yaragar Sieges with... Ladders Port No World Map Mount&BladeVyincourd CastleRdunaTemplate:World Map/Mount&BladeWarbandVyincourd CastleYaragarTemplate:World Map/Warband Vyincourd Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Vyincourd Castle lies east of Dhirim at the base of a very steep mountain that seperates Swadia from the Kingdom of Vaegirs. Its village is Rduna which is nearby to the northwest. Warband[] Vyincourd Castle lies west of Uxkhal. It is on the other side of the river separating Swadia from the Kingdom of Rhodoks, but is also divided from the Rhodok territory by a mountain range to the south. Its village is Yaragar which is to the northeast on the opposing side of the river. Layout[] Player Keep Dungeon Breach Siege[] Besieging Vyincourd 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 |
War | In Mount&Blade, war is the primary game mechanic. The end goal of every faction, as well as the player's goal should they found a faction in Warband, is to conquer all of Calradia. As a result, all factions are in an uneasy peace when not at war or in a truce. Wars do not last for a set number of days, and can even go on indefinitely. When a kingdom is at war with another, the marshall will frequently summon all vassals in a kingdom to go on campaign in which they besiege towns or castles or raid villages. Contents 1 Reasons for Declaring War 2 Prosecution of War 2.1 NPC Campaigns 2.2 War Damage 2.3 States of War 3 Effects of War 3.1 Debellatio 4 Trivia Reasons for Declaring War[] Unlike the original Mount&Blade, in Warband, kingdoms declare war for a variety of reasons. They are as follows: In response to a border provocation: random events occur in-game that allows a faction to declare war against another with justification. For example, a notification will appear stating that farmers were killed in a dispute over the diversion of the river, making it easier for one faction to go to war with another. As a player, declaring war in response to a border provocation is the only way to go to war without losing honor. Note that ignoring provocations results in a loss of relation with certain lords. Martial (-2-3) and Sadistic (-7) lords in particular lose relation with their liege. This effect is global, and affects NPC kingdoms. Convinced vassals: If the player convinces a vassal to defect to another kingdom, this is treated as a provocation and will enable kingdoms to declare war against the player's. To regain lost territory: If a faction lost a fief to another during a war, the ruler may be anxious to reclaim it and thus declare war to get it back. Religious differences: If two kingdoms have different religions, they may declare war on each other out of distrust. Out of personal enmity: Two rulers may dislike each other personally and declare war on each other as a result. This can occur even when a faction is already at war with two others. When asking a town's Guild Master for a king's policy toward another faction (or if cheat menu is enabled and viewed on the Faction page), he will have a unique response for this situation: "{King} considers {enemy king} to be dangerous and untrustworthy, and {king} wants to bring him down," will appear if the faction is more powerful. If they are evenly matched to or weaker than the enemy faction, the Guild Master instead says, "{King} distrusts {enemy king}, and fears any deal struck between the two realms will not be kept." Uniquely, these wars go on much longer than any others, as the rulers detest and mistrust each other and are thus reluctant to make peace. They are also immensely difficult to end if the player is at war with a ruler who hates them. To control all of Calradia: if a faction is not only the strongest kingdom but significantly stronger than others, they may attack without pretext in order to control all of Calradia. To curb the other realm's power: a companion to declaring war to control Calradia, weaker kingdoms often declare war on the strongest if the latter is at war with another to curb their chances of controlling all of Calradia. In this situation, the Guild Master may say, "{King} is alarmed at the growing power of {enemy king}." Note that this is also an intended mechanic to prevent one faction from dominating all of Calradia without the player's involvement. Prosecution of War[] Wars are prosecuted in a variety of ways, with the main goal in every war being to conquer as much of the enemy's territory as possible, even all of it (though this is not possible in Native Warband absent the player's involvement), resulting in debellation, while minimizing losses or villages raided. Defeating enemy vassals will force the kingdom onto the defensive, as they need time to rebuild their armies if released (or escaped). Taking all lords prisoner and putting them in a town with a Prison Tower reduces their chances of escaping to 5% every two days, an effective way of crippling a kingdom's ability to make war. NPC Campaigns[] Compared to the player, NPC marshalls can appear incompetent. When the player directs a military campaign, they may focus on conquering towns and castles, quickly swallowing enemy territory before they have the opportunity to recover. This can result in such severe damage that an enemy is functionally powerless to resist further advances. NPC campaigns, however, often result in the conquering one or two towns before the campaign ends and the lords return home to collect their dues or attend a feast. As a result, this enables the enemy to recuperate and reconquer their lost territory. They can also waste time repeatedly raiding villages, doing war damage and hampering the enemy's economy but not dealing lasting, irrevocable damage. This can make evenly-matched factions appear as though they are not making any real progress in war. As a ruler, an easy way to exploit this loop is to declare war when a faction is having a feast. All vassals will be in one place, enabling the player, if they can travel fast enough, to deal a crushing and decisive blow by besieging and conquering the fief they are at, causing all lords to spend time respawning and rebuilding their armies if not captured. This puts the enemy on the backfoot for the rest of the war as they constantly attempt to recoup at their remaining fiefs, only for the player to conquer them and destroy their progress. NPC campaigns prioritize several factors in deciding which fief to besiege, such as proximity to other fiefs, the garrison, its overall value (which itself is determined by a variety of factors). They often target lost territory first, followed by the enemy king's court, then towns, and finally castles. Heavily garrisoned stolen territory or courts will dramatically slow the enemy, or force them to prioritize less valuable assets, such as castles, instead. War Damage[] Within Warband, there is a hidden mechanic called war damage. War damage determines who is winning a war and how soon a war may be brought to an end. Unless a faction is at war with three or more factions, it cannot be persuaded to make peace if the war damage to its enemy is under 100. When talking to the Guild Master, he will say, "{King} feels {he/she} must pursue the war against {enemy king} for a little while longer, for the sake of honor." However, if the kingdom is at war with three or more factions, peace is assured, and the Guild Master will say, "{King} is at war on too many fronts, and eager to make peace with {enemy king}." War damage is accumulated in a variety of ways: A day passes in the war (1 point for both factions) Defeating a vassal in battle (10 points) Raiding a village (15 points) Besieging and taking a castle (60 points) Besieging and taking a town (120 points) For NPC kingdoms, the amount of war damage dealt to each other when besieging is lessened. Besieging a castle or town results in 40 points of war damage for NPC kingdoms. All others are the same. Because a faction will refuse to make peace unless war damage on their enemy is above 100, wars must last a certain period of time and a faction must either take a few losses, eradicate a faction, or allow the war to proceed for 100 days while taking no actual damage. States of War[] For players who choose to use Cheat Menu, all information, including war damage ratio, will be on the Faction page, but for players who prefer to play with it off, Guild Masters are helpful guides to gauging how far along a war is and if it can be brought to an end. Below are a number of responses the Guild Master may say in response to asking for a monarch's policy to another kingdom, along with what they indicate about the state of a war. Dialogue Meaning Make Peace? {King} feels {he/she} must pursue the war against {enemy king} for a little while longer, for the sake of honor. War damage on enemy under 100 No Even though {he/she} is fighting on two fronts, {king} is inclined to continue the war against {enemy king} for a little while longer, for the sake of honor. At war with two factions; damage on enemies under 100 No {King} feels {he/she} is winning the war against {enemy king}, and sees no reason not to continue. Lopsided war damage (high ratio inflicted vs. suffered) No {King} is frustrated by {his/her} inability to strike a decisive blow against {enemy king}. War damage on enemy over 100, long time since last decisive event Yes {King} has suffered enough in the war with {enemy king}, for too little gain, and is ready to pursue a peace. War damage on enemy over 100; even or losing WD ratio Yes {King} considers {enemy king} to be dangerous and untrustworthy, and {he/she} wants to bring {enemy king} down. Negative relationship with enemy king, more powerful faction[1] No {King} distrusts {enemy king}, and fears any deal struck between the two realms will not be kept. Negative relationship with enemy king, weaker or evenly-matched faction[2] No {King} is anxious to reclaim old lands such as {fief}, now held by {enemy king}. Enemy faction has stolen a fief Depends (war damage) {King} is at war on too many fronts, and eager to make peace with {enemy king}. At war with three or more factions Yes (regardless of war damage) {King} is currently on the offensive against {fief}, now held by {enemy king}, and reluctant to negotiate. Attacking enemy fief No {King} is alarmed by the growing power of {enemy king}. Enemy is strongest faction Usually no (if war damage is very high, peace may be pursued) {King} would like to firm up a truce with {enemy king} to respond to the threat from {second enemy faction}. At war on two fronts; war damage on enemy above 100, losing WD ratio Yes {King} has no particular reason to continue the war against {enemy king} and would probably make peace if given the opportunity. War damage on enemy above 100, either weaker faction or insufficient gains to justify war Yes {King} cannot negotiate with {claimant}, as to do so would undermine {his/her} own claim to the throne. This civil war must almost certainly end with the defeat of one side or another. At war with claimant or rebellious player No The Guild Master is also helpful for gauging whether a war will soon come during peacetime. Below are possible responses and their meanings: Dialogue Meaning War Likely? War Likely With Provocation? {King} seems to be willing to improve relations with {other king}. No reason to declare war No Moderate possibility {King} wishes to be at peace with {other king} so as to pursue the war against {enemy faction}. At war with different faction that is not a common enemy or faction holds fief No Moderate possibility {King} may attack {other king} without pretext, as a bid to extend control over all of Calradia. Strongest faction, 30 point advantage over other faction Yes Strong possibility {King} seems to think {other king} and {he/she} have a common enemy in {enemy faction}. Both at war with same faction, no reason to declare war No Low possibility {King} faces too much internal discontent to feel comfortable ignoring recent provocations by {other king}'s subjects. Disgruntled and restless lords in faction, recently provoked Yes N/A {King} seems to be intimidated by {other king}, and would like to avoid hostilities. Other faction significantly stronger No Very low possibility {King} is alarmed by the growing power of {other king}. Potential enemy is strongest faction and already at war Yes Almost certain Vassals are also useful guides for assessing the progress of a war. In addition to the above dialogue, they will tell the player the war damage ratio through dialogue: Dialogue Meaning We've been hitting them very hard, and giving them little chance to recover. War damage ratio at least 2; inflicted double the war damage suffered The fighting's been hard, but we have definitely been getting the better of them. Positive war damage ratio below 2 The war has barely begun, so and it is too early to say who is winning and who is losing. Both factions have war damage under 100 No clear winner has yet emerged in the fighting, but I think we are getting the better of them. War damage under 100, winning war damage ratio No clear winner has yet emerged in the fighting, but I fear they may be getting the better of us. War damage under 100, losing war damage ratio Both sides have suffered in the fighting. Even war damage ratio The fighting has been hard, and I am afraid that we have been having the worst of it. Losing WD ratio, WD over 100 They have been hitting us very hard, and causing great suffering. Catastrophic war damage ratio; double suffered than inflicted Effects of War[] Although war is the primary game mechanic of Mount&Blade, it can have a number of deleterious and beneficial effects. Consequently, going to war constantly, or rapidly declaring war after one faction has been defeated, may be inadvisable. War necessitates careful consideration unless a player is in so strong a position that victory is assured. Some potential negative effects of war in-game include: Loss of honor: declaring war without justification results in a loss in honor. Loss of relation: chivalrous lords (martial, good-natured, and upstanding) will become upset if war is declared without justification. This effect is global and affects both the player's vassals and other factions'. Lessened prosperity: during war, enemy vassals, particularly sadistic, pitiless, and bad-tempered lords, raid villages, destroying their prosperity and significantly penalizing the prosperity of nearby towns. Castles and towns also lose five points of prosperity when besieged. Destroyed trade: caravans will almost assuredly be attacked during war, meaning that trade can often become difficult. The result is that the prosperity of towns cannot regenerate as trade grinds to a halt. Captured and defeated vassals: when vassals are defeated in battle, they lose one point of relation with their liege. This affects both the player and NPC sovereigns. Vassals who are repeatedly beaten may become disgruntled over time. Loss of territory: the most obvious effect of war is that enemy factions will attempt to conquer each other's territories, which will weaken a kingdom. Some potential positive effects of war in-game include: Gain of honor: declaring war with justification (a border provocation) results in an honor gain for the player. Gain of relation: similarly, declaring with in response to a provocation raises relation with martial, good-natured, and upstanding lords by 1. Crippling a faction's prosperity: war can often permanently reduce a faction's fighting ability for the rest of the game via village raiding and attacking caravans. Economic disaster will make it much more difficult for vassals to raise troops, and thus can quickly become a spiral of decreasing military might. Capturing vassals: war enables a player to remove troublesome vassals from the equation for a period of time, particularly if a Prisoner Tower has been built. An honorable player may wish to imprison bad-tempered and sadistic lords indefinitely, functionally removing them from the game. However, refusing a ransom offered for a prisoner results in a loss of honor, thus, dishonorable players may wish to remove honorable and chivalrous lords from the game. Expanding territory: as conquering Calradia is the primary goal of Mount&Blade, the most obvious benefit to war is the ability to besiege and conquer enemy territory. The more castles and towns are successfully stormed, the greater the war damage and more ineffective a fighting force the enemy becomes. This will multiply over time, as conquering all of one faction's territory will give a stronger advantage over other factions within the game. Debellatio[] Debellatio (or debellation) refers to the complete eradication of a hostile state through warfare. It is a game mechanic in Mount&Blade and the primary goal of every war within the game. This occurs when all vassals have been defeated and all of a faction's territory has been conquered. When a faction has no territory, vassals can no longer raise armies, and future resistance becomes futile. No minimum war damage is required for this to occur, and even if a faction is on the brink of destruction, a ruler will still refuse to make peace if war damage on their enemy is under 100. However, after a certain period of time of where all vassals are despawned and no territory remains, the player will receive a notification declaring that a faction is no more. The faction page is cleared out, and the king will leave the realm (they will cease to spawn). After a period of time the defeated vassals will respawn, and they will all realign to a new kingdom unless they remain captive in a dungeon or a party. However, due to Mount&Blade's relations system, potential quirks exist following a faction's defeat. Even if a faction is defeated, the victor is still at "war" with the remnants of that faction, and as a result, NPC marshals will still begin campaigns. Parties of 1 may also travel across Calradia raiding enemy villages before they realign. This can also occur if the vassals respawn after all territory is conquered, but before the faction is declared vanquished. This may become obnoxious for the player, but in due time, all vassals will realign and this should cease to occur. Trivia[] If a player attempts to make peace with a king who dislikes them in-person, the king will refuse and give a humorously unique reply: "Do you, {Player Name}?" Then go and fall on your sword. Give us all peace." However, the faction may still offer the player peace agreements when not in-person. There appears to be a bug where the pronoun in the phrase, "{King} considers {enemy king} to be dangerous and untrustworthy, and {he/she} wants to bring {enemy king} down" instead refers to the player's gender, not the king's. ↑ Also applies to dishonorable player. Checks honor and relation to equal -20. Consequently, if the player has honor above 100, they will never see this as a king's policy toward them, even if their relation with the king is -100. ↑ Also applies to dishonorable player. |
War Axe/Mount&Blade | War Axe War AxeTwo-handedBase value: 264 denarsWeight: 5.0Swing: 43cSpeed rating: 86Weapon reach: 110Requires strength: 10Bonus against shieldsMount&Blade |
War Bow/Mount&Blade | War Bow War BowBase value: 728Weight: 1.5Damage: 25pAccuracy: 99Speed rating: 93Requires Power Draw: 4Mount&Blade |
War Horse | A Warhorse in classic Mount&Blade. The War Horse is one of the heaviest horses in the game. It has a lot of armor and hit points, but it's slow and has one of the lowest maneuver stats as well, second only to the Sumpter Horse. There is little reason to use this horse unless you are short on money, as there are heavier (Charger) and more maneuverable (Steppe Charger) horses for only a slightly higher price and equal Riding requirements (4). The Warhorse is actually a Hunter covered in chainmail armor. In the original Mount&Blade, its name was written as "Warhorse". The name was changed to "War Horse" in Warband, and it received a slight redesign with more chainmail, darker fur and hooves, and a heavier build. The With Fire & Sword version was renamed back to "Warhorse", which despite the removal of its graphical armor, still maintains nearly identical stats. This horse can be found in any town. As Swadian Men-at-Arms can potentially be found as deserters, the War Horse is one of the two armored horses (the other being the Steppe Charger) that can be found as loot without fighting a lord's or king's war party. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value War Horse 40 40 41 28 165 4 1224 Warhorse 40 39 41 28 165 4 1224 |
War Spear/Mount&Blade | War Spear War SpearPolearmBase value: 90 denarsWeight: 2.5Swing: 20bThrust: 27pSpeed rating: 96Weapon reach: 150 |
Warrider | Warrider was the prerelease name for Mount&Blade. While Warrider was a very early version of Mount&Blade, it did include some content that was removed from later versions of the game. However, not all of it was completely removed, and some hints of the past may still be found deep within the game files. The game featured a totally different map from later versions of Mount&Blade or Warband and also had a couple different troop types, quests, and items. Due to being an early work in progress, it also had unpolished graphics and primitive animations. Many actions, such as interacting with certain characters, would crash the game. Warrider presented a much more elaborate plot than the open-style gameplay it developed into later. The plot includes lots of hidden locations, undead, items of great power, other characters and a ghoul species. Warrider's plot revolves around the arrival of the Undead. Warrider featured only two kingdoms compared to later versions of the game. The Swadians, ruled by King Larec, and the Vaegirs, ruled by Prince Kurzak. Calradia was in peace until Vaegirs rebelled against Swadians and formed a kingdom, this was the start of the cold Calradian War. Contents 1 In-game description 2 Features 2.1 Storyline differences 2.2 NPC differences 2.3 Gameplay differences 2.4 Graphical differences 3 Trivia 4 References 5 External link In-game description[] The in-game description has several spelling and grammatical errors: "In the year of 1352, the Land of Calradia was divided between two rival kindoms. In the west, the once all-powerful kingdom of Swadia had lost most of its former glory but remained a formidable power with its heavy knights. But the eastern lands had been recently lost to the rebeling Vaegir nobles who united under . Having gained their independence, the Vaegirs were quick to take the offensive and set off to conquer their former masters. But Swadian King Larec was now fighting in friendly soil . Soon the war degenerated into a series of skirmishes and raids devastating the countryside . It was a time of suffering and pain. Farms were burnt, villages were destroyed, thousands were killed and enslaved on both sides. But it was also a time of opportunity for some. Mercenaries and adventurers flooded into the land looking for fortune, fame and glory. But these newcomers would find war to be a harsh master." [1] Features[] The following are notable differences in Warrider compared to later versions. Storyline differences[] King Harlaus was claimant of Swadians which changed to king in later versions. A plot involving the Undead and necromancers. Village of Rebel Peasants called Serrepa. Many different quests like to kill King Harlaus and to crush the rebellion of Sereppa. NPC differences[] Different troops and heroes like Prince Kurzak instead of King Yaroglek. Count Camechaw lord of Halmar for the Vaegirs. Count Grimar lord of Tihr for the Swadians. Count Haxalye lord of Praven for the Swadians. Count Rhudolg for the Swadians. Duke Taugard lord of Suno for the Swadians. Gameplay differences[] The option to play as a Ghoul. Antler Knights, Black Khergits, Tagars. Undead and Ghouls. There were no castles or villages, only towns. Lords stayed in their cities and couldn't go outside. There were no troop wages. There was no siege system. There was no horse merchant in the cities. You could buy a horse in a removed location called Rulqarn Farm. There was a feature where the player could slaughter their horse in the inventory tab and turn it into "Horse Meat" (see video). The only factions were the Vaegirs and Swadians. The capital of Swadia was Sargoth, which changed to capital of Nords in later versions. Warrider is based in the year 1352, unlike the later versions of the game which was based in 1257. Graphical differences[] Warrider uses the font Comic Sans to display text, while later Mount&Blade games use a font called Mordred. Character names are written in all lowercase, and with underscores (_) instead of spaces. All settlements displayed on the overland map are displayed in white. When the player hovers over one of them, the color will remain white if the settlement is neutral, and it will become green if held by the friendly faction, and red if held by the hostile faction. Trivia[] Before "Warrider", the game was known as Way of the Sword. The main developer, Armağan, explained that the name was too generic and Warrider explains the game's premise better. [2] [3] The background in main menu in is Knight, Death and the Devil painting with red coloring [4] In the main menu the version is written is 1.210 There is a native fps counter in the game In the character menu the skull eyes light up red if get hovered by the mouse Some of the cheats in mount&blade works In the main menu the title of the game is mount&blade References[] ↑ Mount & Blade 0.202 intro_text.txt ↑ ↑ ↑ External link[] Warrider Download Warrider Soundtrack : The Great Hall |
Warrior | This article is a disambiguation page for Warrior 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. Warrior may refer to: A Mount & Blade Wiki Achievement Nord Warrior Angle Warrior (Cempa) Briton Warrior (Cadwr) Frisian Warrior (Wigand) Irish Warrior (Cliarnach) Pictish Warrior (Gaithlennach) Saxon Warrior (Cempa) Young Warrior Svear Warrior Cantabrian Warrior Battanian Clan Warrior Battanian Trained Warrior Battanian Picked Warrior Battanian Highborn Warrior Khuzait Tribal Warrior Sturgian Warrior Sturgian Warrior Son Sea Raider Warrior Tribal Warrior (Multiplayer) Clan Warrior (Multiplayer) Mounted Warrior (Multiplayer) Warrior (Multiplayer) |
Watchman | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For other uses, see Watchman (disambiguation). Watchman Troop Information Culture Mercenaries Wages 6-3 denars/week Acquired from... Farmer- or -Townsman- or -Taverns Upgrades to... Mercenary Crossbowman- or -Caravan Guard Upgrade Cost 20 denars XP for Kill ? experience Ransom Value 60 denars Watchmen are tier-two mercenary infantry in Mount&Blade and Warband. Tactics[] Serving as guards in towns, they are very cheap troops that can be easily upgraded overnight into Caravan Guards if you invest in the Trainer skill or spar with them at a Training Field. Watchmen are very hard troops to use on the battlefield - with low-level armor and weapons, they are best used against looters or bandits. Though they are good starter troops, your best bet is to upgrade them to Caravan Guards as soon as possible. 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. Watchman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Footman's Helmet(Possible) Leather Cap(Possible) Padded Coif Body Leather JerkinAketon Hand None Foot Nomad BootsWrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 1 Athletics ? 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 75 Two Handed Weapons 75 Polearms 75 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Boar SpearSwordFighting PickSpiked Club Ranged (Possible) Light Crossbow(Possible) Hunting Crossbow(Possible) Bolts Shield Plain Round ShieldOld Round Shield Mount None Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister |
Watchman (disambiguation) | This article is a disambiguation page for Watchman (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. Watchman may refer to: Watchman Watchman (veteran) Pike Watchman (veteran) Watchman Watchman |
Weapons | For the With Fire & Sword version, see Weapons (With Fire & Sword). Weapons in the Mount&Blade series can come in a variety of different forms, each with their own styles, benefits, and disadvantages. They cover all kinds off attacks to bash, stab, and cut your opponent. Most weapons are governed by your proficiencies, which may be personally increased when you level up, and will also automatically improve through use. Unlike most games of its caliber, Mount&Blade includes weapons from all regions of the world of all types, from the paupers' cudgel to a warlord's two-handed sword. It also includes ranged weaponry from primitive bows to elaborate mechanical crossbows; inaccurate Stones to aerodynamic Jarids or Heavy Throwing Axes. Each weapon has a series of variations from Rusty to Masterwork, which determine its overall quality. Contents 1 Melee Weapons 1.1 One Handed 1.2 Two Handed 1.3 Two Handed/One Handed 1.4 Polearms 1.5 Polearm/Two Handed 1.6 Kicking 2 Ranged weapons 2.1 Crossbows 2.1.1 Bolts 2.2 Bows 2.2.1 Arrows 2.3 Thrown Weapons 2.4 Firearms 3 Arena and Training 4 Weapon Modifiers Melee Weapons[] Axes, swords, polearms, fists, and, in Mount&Blade: Warband, some throwing weapons, can be used in hand-to-hand combat. Weapons such as the shorter axes are more effective against shields and more capable in close quarters, where as a polearm is (often) near useless in close combat. From horseback, the lance dominates when couched, which delivers the most damage to be found in the game. To be an effective hand-to-hand warrior, the player must have a high level of Strength and skills in Power Strike, Shield, Athletics and (optionally) Weapon Master with high weapon proficiencies in any of the melee weapons that the proficiency applies to. One Handed[] One-handed weapons are relatively light weapons designed for use with a shield. They do less damage compared to two-handed weapons, but they are faster and give you the advantages of having a shield, which include being better able to defend against ranged attacks (such as thrown objects and arrows) and being able to defend yourself better if your horse is killed. Two Handed[] Two-handed weapons are varieties of hard-hitting weapons like large axes, swords, and hammers. They can deal more damage per-hit than their one-handed counterparts, but you cannot use a shield with them and they generally attack more slowly. These weapons have a greater reach than one-handed weapons on average. Two Handed/One Handed[] There are only a few weapons that can be wielded as Two-handed/One-handed weapons. To switch between one and two handed, you have to equip/unequip your shield. Using such a weapon will allow you to choose lesser damage and good defense or good damage and lesser defense. Any one/two handed weapon will deal more damage and swing faster when used with both hands. Note that, when on horseback, such weapons are always used with one hand so, aside from changing the proficiency the weapon will benefit from, there's no advantage to putting away your shield. Polearms[] Polearms are weapons like staves, spears, and pikes. Generally polearms have a higher weapon reach than other melee weapons, although some can be tricky to use effectively without a horse because once an enemy closes distance many polearms become nearly useless. A horse is thus essential for maintaining distance (there are some exceptions to this, notably the shortened spear and quarterstaff, which can often be used effectively in close-combat on foot). Polearms have the unique ability to stop a charging horse in its tracks when thrust forward by foot soldiers. While the damage is often negated due to the horse being too close to the wielder by the time the attack is performed, this is an effective way of stopping the occasional lone horseman and allowing teammates in multiplayer or infantry in single player mode to mob the temporarily immobile foe. Some polearms can't be used with a shield due to their large size or due to the need to balance the weapon. Lance-type polearms can be used to strike with couched lance damage. This can be done when on a horse and moving at a fairly high speed. The lance will automatically or, depending on your "Lance Control" setting, upon pressing the "Toggle Weapon Mode" key, go into "couching position" when the speed of the horse is sufficient, and when it hits an enemy, it will inflict a great deal of damage (often far more than enough for an instant kill/knockout). If the enemy blocks the incoming lance blow, his or her shield will usually shatter. Polearm/Two Handed[] There are only three Polearm/Two-handed weapons available. These long axes will all have a lower weapon speed and lose their ability to thrust while used as two-handed weapons along with getting the "Unbalanced" status, though the change in stance will slightly increase the reach of the weapon as well as allow them to be swung from horseback. Kicking[] Kicking is a new feature in Warband, and may inflict minor blunt damage to an enemy. More often than not, this will give you an opening to land a blow on a more block reliant opponent (Shield users). Generally, it doesn't inflict enough damage to cause any injury, but it is useful if you want to make an opening in the defenses of an enemy. The kick will knock the enemy away from the player and briefly stagger them, giving you a chance to attack. Kicking also allows you to kick down an enemy who is standing too close to the edge of a platform or wall, temporarily taking him out of action and sometimes killing the troop with the fall. You do not get experience for this kill as you did not deliver the killing blow. When slightly outnumbered, this technique can reduce the number of enemies for a short time if it is timed properly, giving you the chance to kill some enemies before the ones you kicked recover from being staggered or knocked over. Timing is of the utmost importance when kicking, as it has a shorter reach than most weapons, the ultra-short Dagger, Knife and Cleaver being among the exceptions, though their incredible speed poses another problem entirely. Note that kicking a mounted opponent is completely pointless as they are positioned too high off the ground to land a kick on any part of their body apart from their foot and because the horse itself is immune to the staggering effect of all attacks apart from a polearm thrust to the front. Ranged weapons[] Aside from running up to the enemy and bashing him on the head a player can choose to specialize in ranged combat. This revolves around proficiencies such as archery, crossbow and throw. It contains the skills Power Draw and Horse Archery (if desired, allowing mounted ranged combat, a lethal combination). Weapons include the various bows, crossbows, javelins, throwing axes and knives and the humble rock. The only drawback to ranged weapons is that launchers such as bows and crossbows require that ammunition is equipped in one weapon slot, reducing the number of weapons the player can equip. Bows use arrows and so the player must have at least one quiver of arrows and these are not unlimited in battle. After a battle the arrow stocks will be replaced (returning to your inventory in a battle also replaces your ammo). One way to avoid running out is to equip many quivers (up to 3), but of course there are drawbacks to this. The recommended weapon combination for a ranged unit is a bow, two quivers, and a two-handed sword or axe. Crossbows[] A hunting crossbow. Crossbows are meant to be used by characters who are not specialized in Archery. They also are far more appropriate for ranged characters who prefer sniping the enemy to hit-and-run archery. Crossbows have a good starting precision even without high proficiencies, which can allow characters greater hit rates than even the most accurate archer and they have only Strength as requirement. However, they are very slow to reload, needing two or three times longer than the bow (improves with proficiency), they have a stronger arc, and only the lighter crossbows can be reloaded while on horseback. Since the damage is not augmented by any attributes, a crossbow user can expect to spend much more money in order to have a higher damage weapon than a bow user would have to spend to deal the same damage per shot. It is advisable not to put points in Crossbows for your character unless you plan to use them regularly. Crossbows are designed to penetrate through more armor than their bow counterpart, depending on your game version. In an unmodded game, this is due to a higher projectile speed giving the bolt damage higher than the displayed value of the weapon. Bolts[] Bolts are the ammunition for crossbows. Each kind of bolt has a damage bonus/penalty and a set amount per stack of bolts. Note: You can shoot a crossbow once without any additional ammunition. You need both the crossbow and the bolts in order to fire again after your one free shot has been used. They take up one equipment slot each. Bows[] Bows are best used by characters who are more specialized towards ranged damage. At first glance, a bow would appear to deal less damage than a crossbow. However, the damage a bow can deal is greatly increased by each level of the Power Draw skill- A character with a Power Draw skill of 7 will deal almost twice as much damage as the bow implies. Potentially, a mundane bow can be much more powerful than some more expensive crossbows, in addition to its faster firing rate. Reaching the level necessary to achieve this can take a long time, but attaining a high skill plus knowledge of arrow trajectory makes the bow a devastating weapon if used by a skilled warrior Each kind of bow needs a certain level of Power Draw in order to be used. The exceptions are the Hunting Bow and the Practice Bow. Arrows[] Arrows are the ammo for bows and it is possible to equip more than one quiver of arrows at a time for a larger arrow pool. Each kind of arrows has a damage bonus/penalty and a set number for each stack. Note: You need both the bow and the arrows in order to fire. They take up one equipment slot each. Thrown Weapons[] Thrown weapons lack the range and accuracy of bows and arrows, but can deal an enormous amount of damage if the user has enough points in the Power Throw skill. They are generally useful to melee-oriented characters or to those who have a spare slot in their equipment screen. Spear-and-axe-type throwing weapons can also be used in melee. Some throwing weapons such as throwing axes have extra damage against shields similar to the melee variant of axe. In With Fire & Sword, all thrown weapons except stones have been removed and replaced with grenades, items that have a limited range and few shots but can do great damage if aimed properly. A single grenade could, in theory, take down an entire squad if it was well placed. They come in three sizes that range from small to large, each decreasing the amount of uses but increasing the effect, with a small grenade having three shots but a large having only one. Firearms[] In the age in which Mount&Blade takes place, firearms don't exist. However, the Flintlock Pistol is hidden in the game's files, and is accessible using third-party modifications or cheats. To access the flintlock pistol in Warband without editing the game code, first ensure cheating is on in your Configure controls. Then on the world map, hold down Ctrl + ~ or Ctrl + `. A command line will appear. In that command line type 'cheatmenu'. Next click on 'camp' at the bottom left of the screen. There should now be an option labeled 'CHEATMENU!' Select the cheatmenu and there should now be a wide variety of options to choose from. Click the top option labeled 'Find Item'. In this option there will be many items inaccessible in the game including the flintlock pistol. The Flintlock Pistol is a very powerful weapon that uses the hidden Firearms proficiency and shoots bullets at an incredible velocity, even faster than an arrow. However, it is slow to reload - cleaning the barrel and loading a cartridge takes almost the same amount of time as reloading a crossbow. Like other ranged weapons, the pistol has reduced accuracy when riding, but is perfectly accurate when standing still. It also has the added bonus of the targeting reticule being stationary when aiming, removing the need to shoot earlier than needed. Bullets seem to arc, much like the crossbow bolt, and will submit to the laws of physics just like any projectile in real life. Bullets also don't travel instantly, so keep that in mind when firing at a mounted bowman strafing you. In With Fire & Sword, the timeline has advanced to the point where firearms are widespread and popular, as well as being very lethal. The firearms skill is no longer hidden, and from the start of the game you are given either a rifle or pistol, depending on what difficulty you're playing it on, along with a pouch of 16 bullets. This effectively replaces the crossbow, which is now hidden. Each shot requires you to slowly reload. Reloading severely impacts on your speed (unless you are using a pistol, or are on horseback) and can leave you extremely vulnerable. They are also often greatly inaccurate, especially when in motion. Bullets deal direct damage that is based on the range of the weapon firing, and seems to bypass armor to a degree, meaning that even a fully armored foe will likely fall when hit directly. Some shields can block bullets just as they block arrows, but bullets damage a shield far more than arrows damage shields, so riding into a line of enemy muskets who are volley-firing even when you have your steel shield up isn't a good idea. Arena and Training[] Arena and Training equipment are special sets of weapons that are only used during Tournaments and while in a Training Field. Weapon Modifiers[] Modifiers are labels added onto a weapon that will either enhance or degrade the subject item - not all weapons can carry each of all modifiers (e.g. there is no "Tempered Long Bow"). 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 |
Weapons (With Fire & Sword) | For the classic version, see Weapons. For the Bannerlord version, see Weapons (Bannerlord). Some of these stats may be obtained by subtracting the modifiers and thus may need verification. There is more than one version of certain weapons and they all have the same name. In some cases, the "Simple" modifier might actually be a new weapon with the same name. Contents 1 Melee Weapons 1.1 One Handed Weapons 1.2 Two Handed Weapons 1.3 Polearms 2 Ranged Weapons 2.1 Bows 2.1.1 Arrows 2.2 Firearms 2.2.1 Bullets 2.3 Grenades 3 Modifiers Melee Weapons[] One Handed Weapons[] Usually fast, light, and can be used with a shield. On the downside, they have shorter reach and don't deal as much damage as two-handed weapons or polearms. Name STR Speed Reach Swing Thrust Weight Price Other Bludgeon - 95 65 9(blunt) - 1 10 Club 12 98 60 28(blunt) - 2.3 850 Can crush through blocks Mace 12 100 55 26(blunt) - 2 750 Can crush through blocks Flanged Mace 12 99 55 29(blunt) - 2 1200 Can crush through blocks Black Mace 16 100 60 50(blunt) - 5 22000 Acquired during the quest The Secret of the Black MaceCan crush through blocksBonus against shields Carpenter Axe 7 85 60 22(cut) - 1.5 100 Bonus against shields Old Hatchet 8 100 50 20(cut) - 1.3 650 Bonus against shields Simple Hatchet 8 97 60 23(cut) - 1.5 800 Bonus against shields Hatchet 8 102 50 28(cut) - 1.3 1200 Bonus against shields Good Hatchet 9 99 60 30(cut) - 1.8 1450 Bonus against shields Crowbill 9 96 60 24(pierce) - 1.3 650 Good Crowbill 10 98 60 27(pierce) - 1.3 850 Chekan 11 93 70 25(pierce) - 1.5 700 Good Chekan 12 94 70 28(cut) - 1.5 900 Hand-crafted Chekan 13 79 70 29(pierce) - 1.5 20000 Purchased from weapon masters in towns Old Short Broadsword 8 92 95 19(cut) 14(pierce) 1.5 250 Short Broadsword 9 90 100 22(cut) 15(pierce) 1.5 450 Good Short Broadsword 9 98 90 28(cut) 20(pierce) 1.5 1000 Good Short Broadsword 9 96 95 29(cut) 20(pierce) 1.5 1200 Old Broadsword 9 86 110 21(cut) 16(pierce) 1.5 300 Broadsword 10 87 110 23(cut) 18(pierce) 1.5 400 Good Broadsword 10 88 110 26(cut) 21(pierce) 1.5 800 Good Broadsword 10 84 117 32(cut) 25(pierce) 1.8 2000 Eastern Broadsword - 97 105 25(cut) 17(pierce) 1.5 3000 Scottish Broadsword 10 94 105 32(cut) 20(pierce) 1.8 3000 Hand-crafted Broadsword 10 85 105 32(cut) 24(pierce) 1.8 18000 Purchased from weapon masters in towns Thrusting Sword - 96 100 - 19(pierce) 1 200 Good Sword - 102 100 - 23(pierce) 0.8 500 Thrusting Sword - 99 100 - 23(pierce) 1 370 Good Sword - 104 97 - 25(pierce) 0.8 650 Thrusting Sword - 100 97 - 21(pierce) 0.8 300 Good Sword - 106 100 - 27(pierce) 0.8 800 Good Sword - 108 100 - 30(pierce) 1 1250 Hand-crafted Rapier - 106 100 - 30(pierce) 1 16000 Purchased from weapon masters in towns Koncerz 9 91 125 - 27(pierce) 1.5 2900 Can crush through blocks Simple Saber 7 92 95 20(cut) - 1.3 330 Saber 7 94 95 22(cut) - 1.3 650 Simple Saber 7 95 95 21(cut) - 1.2 380 Saber 7 97 95 24(cut) - 1.3 800 Simple Saber 7 93 95 22(cut) - 1.3 420 Saber 7 95 95 24(cut) - 1.3 950 Simple Saber 7 94 95 24(cut) - 1.3 525 Saber 7 96 95 25(cut) - 1.3 1100 Hand-crafted Saber 8 100 95 29(cut) - 1.3 11000 Purchased from weapon masters in towns Simple Saber 7 97 85 25(cut) - 1 300 Saber 7 93 85 26(cut) - 1 1300 Simple Saber 7 95 90 24(cut) - 1.3 500 Saber 8 94 90 28(cut) - 1.3 1450 Simple Saber 7 94 90 22(cut) - 1.3 400 Saber 8 95 90 30(cut) - 1.3 1600 Hand-crafted Damascus Steel Saber 9 90 93 32(cut) - 1.3 14000 Purchased from weapon masters in towns Simple Cossack Saber 7 98 95 20(cut) - 1 300 Cossack Saber 7 101 95 22(cut) - 1 625 Simple Tatar Saber - 103 100 20(cut) - 1 850 Tatar Saber - 105 100 21(cut) - 1 1200 Simple Yataghan - 80 102 21(cut) - 1 425 Yataghan - 104 80 24(cut) - 1 750 Good Yataghan - 104 80 26(cut) - 1 1200 Two Handed Weapons[] Including large axes and swords, they can deal more damage per hit and have longer reach than their one-handed counterparts, but cannot be used with a shield and generally attack more slowly. In With Fire and Sword, the selection of two-handed weapons is far more limited than in Mount&Blade or Warband and no two-handed weapons can be used on horseback. All, however, provide high damage with a bonus against shields. Name STR Speed Reach Swing Thrust Weight Price Other Claymore 13 88 125 40(cut) 22(pierce) 3 ? Bonus against shieldsCannot be used on horseback Claymore 13 92 125 34(cut) 30(pierce) 3 ? Bonus against shieldsCannot be used on horseback Lumberman Axe 8 89 80 25(cut) - 2 ? Bonus against shieldsCannot be used on horseback Poleaxe 11 83 120 37(cut) - 2.3 ? Can crush through blocksBonus against shieldsCannot be used on horseback Poleaxe 11 86 117 42(cut) - 2.5 ? Can crush through blocksBonus against shieldsCannot be used on horseback Hand-crafted Poleaxe 12 80 120 36(cut) - 2.3 ? Purchased from weapon masters in townsCan crush through blocksBonus against shieldsCannot be used on horseback Two Handed Sword 14 84 140 37(cut) 30(pierce) 4 ? Can crush through blocksBonus against shieldsCannot be used on horseback Two Handed Sword 14 80 140 43(cut) 22(pierce) 4.5 ? Can crush through blocksBonus against shieldsCannot be used on horseback Hand-crafted Two Handed Sword 13 80 125 37(cut) 33(cut) 3 ? Purchased from weapon masters in townsBonus against shieldsCannot be used on horseback Polearms[] Include spears, lances, and halberds, they generally have longer reach than other weapons - which can be disadvangeous in close-quarters combat - and, many being two-handed, cannot be used with a shield. As in Mount&Blade and Warband, charging on horseback will deal couched lance damage with a trait-carrying polearm. Name STR Speed Reach Swing Thrust Weight Price Other Pitchfork - 82 165 - 16(pierce) 1.8 20 Scythe - 79 180 16(cut) 12(pierce) 2 20 Sovnya - 79 150 26(cut) 24(pierce) 2.5 1100 Halberd 12 77 160 24(cut) 26(pierce) 3 1400 Can crush through blocksCannot be used on horseback Simple Lance - 85 175 - 23(pierce) 1 220 Can crush through blocks Lance 8 81 190 - 25(pierce) 1.3 550 Can crush through blocks Old Pike 7 74 320 - 20(pierce) 1.8 200 Can crush through blocksCannot be used on horseback Pike 7 79 320 - 23(pierce) 1.8 600 Can crush through blocksCannot be used on horseback Simple Pike 7 73 325 - 26(pierce) 2 800 Can crush through blocksCannot be used on horseback Pike 8 75 325 - 28(pierce) 2 1000 Can crush through blocksCannot be used on horseback Cavalry Lance 6 88 160 - 22(pierce) 1 500 Can crush through blocks Cavalry Lance 7 84 160 - 24(pierce) 1 600 Can crush through blocks Cavalry Lance 9 78 180 - 26(pierce) 1.3 900 Can crush through blocks Hussar Lance 12 62 320 - 26(pierce) 2.5 1200 Can crush through blocks Hussar Lance 12 55 320 - 30(pierce) 2.5 1600 Can crush through blocks Ranged Weapons[] Bows[] Returning from Mount&Blade and Warband, firearm technology has not yet improved to the point they have been rendered obsolete - they deal low damage per shot in exchange for short reload times and high accuracy. Name Power Draw Damage Accuracy Speed Weight Price Other Longbow - 18(pierce) 92 98 0.8 150 Longbow 1 19(pierce) 94 94 0.8 600 Bow 2 24(pierce) 96 90 1 1500 Tatar Bow 3 26(pierce) 97 90 1 2600 Tatar Bow 5 25(pierce) 94 91 1.3 ? Purchased from weapon masters in towns Composite Bow 4 30(pierce) 99 85 1.3 3500 Hand-crafted Bow 6 27(pierce) 93 90 1.2 ? Purchased from weapon masters in towns Arrows[] Name Amount Damage Weight Price Arrows 27 0(pierce) 2 100 Tatar Arrows 27 1(pierce) 2.3 300 Eastern Arrows 30 1(pierce) 2.5 500 Barbed Arrows 27 2(pierce) 2.5 800 Forged Arrows 27 3(pierce) 2.8 1200 Firearms[] Replacing crossbows from Mount&Blade and Warband, firearms generally fall into three main categories: pistols, carbines (both usable on horseback), and muskets (only usable on foot). All can also function as improvised-but-very-low-damage melee weapons by pressing "X". They deal heavy damage per shot in exchange for long reload times and low accuracy. Name STR Ranged Accuracy Reload Speed Shot Speed Swing Thrust Melee Speed Melee Length Weight Price Other Old Pistol 6 42(pierce) 60 43 90 7(blunt) 3(blunt) 95 40 2.5 475 Pistol 6 48(pierce) 66 45 100 7(blunt) 3(blunt) 95 40 2 600 Pistol 6 66(pierce) 67 47 95 7(blunt) 3(blunt) 95 40 2.3 600 Good Pistol ? 67(pierce) 70 60 ? ? ? ? ? 2 3100 Good Pistol 6 69(pierce) 73 61 105 7(blunt) 3(blunt) 95 40 2.3 3400 Good Pistol 6 71(pierce) 75 59 110 7(blunt) 3(blunt) 95 40 2.5 3600 Hand-crafted Pistol 6 78(pierce) 79 64 115 7(blunt) 3(blunt) 95 40 2 12000 Purchased from weapon masters in towns Double-barreled Miquelet Pistol 8 80(pierce) 82 44 125 7(blunt) 3(blunt) 95 40 3.3 55000 Purchased from weapon masters in towns Dutch Pistol 6 81(pierce) 82 63 125 7(blunt) 3(blunt) 95 40 2.3 16000 Purchased from weapon masters in towns Double-barreled Dutch Pistol 8 85(pierce) 85 46 146 7(blunt) 3(blunt) 95 40 3.3 70000 Purchased from weapon masters in towns Matchlock Carbine 7 71(pierce) 72 35 120 10(blunt) 5(blunt) 85 80 5 480 Matchlock Carbine 7 72(pierce) 73 36 119 10 5(blunt) 85 80 5.3 490 Simple Wheellock Carbine 8 76(pierce) 76 40 123 10(blunt) 5(blunt) 85 80 4.5 2500 Wheellock Carbine 8 78(pierce) 78 42 125 10(blunt) 5(blunt) 85 80 4.3 3400 Double-barreled Wheellock Carbine 9 77(pierce) 79 30 120 10(blunt) 5(blunt) 85 80 5.3 38000 Purchased from weapon masters in towns Miquelet Carbine 8 81(pierce) 80 43 130 10(blunt) 5(blunt) 85 80 4.3 4800 Good Miquelet Carbine 8 83(pierce) 81 44 132 10(blunt) 5(blunt) 85 80 4.3 5500 Hand-crafted Carbine 8 90(pierce) 78 29 142 10(blunt) 5(blunt) 85 80 4.3 15000 Purchased from weapon masters in towns Double-barreled Dutch Carbine 9 80(pierce) 80 32 125 10(blunt) 5(blunt) 85 80 5.3 45000 Purchased from weapon masters in towns Handmade Firearm 7 66(pierce) 69 23 122 11(blunt) 6(blunt) 75 100 6 225 Handmade Firearm 7 67(pierce) 71 23 120 11(blunt) 6(blunt) 75 100 6 250 Matchlock Musket 8 79(pierce) 79 25 130 12(blunt) 7(blunt) 75 100 7 600 Cannot be used on horseback Matchlock Musket 8 80(pierce) 78 26 129 12(blunt) 7(blunt) 75 100 7.5 640 Cannot be used on horseback Turkish Matchlock Musket 8 82(pierce) 77 26 136 12(blunt) 7(blunt) 75 100 7.8 580 Cannot be used on horseback Good Matchlock Musket 8 84(pierce) 79 29 139 12(blunt) 7(blunt) 75 100 7.3 1800 Cannot be used on horseback Simple Wheellock Musket 9 83 82 29 140 12(blunt) 7(blunt) 75 100 6.5 2100 Cannot be used on horseback Wheellock Musket 9 85(pierce) 86 31 152 12(blunt) 7(blunt) 75 100 6.3 3600 Cannot be used on horseback Turkish Wheellock Musket 9 88(pierce) 83 30 150 12(blunt) 7(blunt) 75 100 6.8 3000 Cannot be used on horseback Miquelet Musket 9 90(pierce) 89 35 154 12(blunt) 7(blunt) 75 100 5.8 6000 Cannot be used on horseback Miquelet Musket 9 92(pierce) 90 37 160 12(blunt) 7(blunt) 75 100 5.8 7000 Cannot be used on horseback Turkish Miquelet Musket 9 93(pierce) 88 33 160 12(blunt) 7(blunt) 75 100 6.3 5300 Cannot be used on horseback Good Miquelet Musket 9 95(pierce) 89 34 170 12(blunt) 7(blunt) 75 100 6 6900 Cannot be used on horseback Hand-crafted European Musket 9 97(pierce) 97 40 165 12(blunt) 7(blunt) 75 100 5.8 28000 Purchased from weapon masters in townsCannot be used on horseback Hand-crafted Turkish Musket 9 103(pierce) 95 39 163 12(blunt) 7(blunt) 75 100 6 25000 Purchased from weapon masters in townsCannot be used on horseback Bullets[] Name Amount Damage Weight Price Light Bullets 16 3(pierce) 2 150 Bullets 15 4(pierce) 2.5 400 Heavy Bullets 14 5(pierce) 3 ? Grenades[] Replacing thrown weapons, they can deal heavy damage to (large) clusters of troops at once. Unlike other ammunition, however, they are single-use and stacks do not refill after battles. Name Damage Speed Shard Radius (Paces) Damage Radius (Paces) Amount Weight Price Small Grenade 100(blunt) 70 3 2 7 4 1000 Medium Grenade 104(blunt) 67 5 2 5 4 1400 Large Grenade 175(blunt) 65 7 2 3 4 1800 Modifiers[] Modifiers add or subtract to the base weapon's appropriate statistic. The primary modifier, the secondary modifier, and then the weapon name, respectively, is what the weapon is called. The weapon name will always be present but the primary and secondary modifiers may or may not be present (e.g. Good Pistol, Heavy Club, Balanced Good Broadsword). Some weapons may not have certain modifiers available to them (e.g. you may never see a Masterwork Good Pistol). Some weapons may be confused with having a modifier - such as the "Strong Longbow" - but are actually part of their name. Grenades and ammunition have no modifiers. Weapons with negative modifiers that push the weapon stats to 0 lose or may not show its stat (e.g. a Bent Pistol has a -3 damage modifier and its thrust damage is 3 and is thus not displayed). 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 |
Wercheg | Wercheg Settlement Information Type Town Kingdom Kingdom of Nords Villages JayekUdiniadOdasanRuvar Sieges with... Ladders Port no World Map Mount&BladeWerchegJayekUdiniadTemplate:World Map/Mount&BladeWarbandWerchegOdasanRuvarTemplate:World Map/Warband Not to be confused with Varcheg. Wercheg is a Nordic town located on the northern coast. Wercheg is initially owned by Jarl Irya. It is possible that Wercheg has a connection to, or even may be the successor to the Sturgian town of Varcheg as depicted 173 years earlier in Mount & Blade II: Bannerlord, given their similar names and close location on the map. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] The Streets of Wercheg in Mount&Blade Its villages are Jayek and Udiniad. Warband[] Wercheg is located on a penninsula across the bay from Sargoth, the capital. The fact that it is one of the more distant cites can make it a prime prospect for besiegers. Its distance means that reinforcements will take longer to get to it. Also, like Rivacheg, Wercheg can be afflicted with sea raiders, making the region between them a good hunting ground. Its villages are Odasan and Ruvar. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Wercheg can be located by initially heading as if to go to the castle after selecting 'Take a walk around the streets', but instead turning left before passing by the guards. He is located on a terrace overlooking the main entrance. Siege[] Besieging Wercheg requires the construction of Siege Ladders. Tournaments[] Tournaments hosted in Wercheg feature the following equipment: Axe & Shield Not all participants are on horses. Economy[] <a href=" class="image"><img alt="2013-10-31 00002" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00002.jpg" data-image-key="2013-10-31_00002.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Wercheg sells Salt, Smoked Fish and Wine low. Whether Wercheg produces wine is random at the start of every new game, potentially making it profitable to invest in a Wine Press instead. In Mount&Blade, Wercheg functions normally, being pretty well off as far as location goes. However, in Warband Wercheg is a lower production city, as it is isolated by terrain and water from surrounding towns, with only two villages nearby. Wercheg produces: Ale Bread Leatherwork Oil Pottery Salt Smoked Fish Tools 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 |
Wine | Wine Classic/Warband Viking Conquest Games Base value 220 220 220 780 Weight 30.0 30.0 30.0 60.0 Item Quantity 50 50 50 40 Morale Bonus +0 +0 +5 +0 Spoils No Goods Type House Made From... Grapes Made Into... N/A Wine is mainly used as a trade good, though it is also used in feasts, where it will be served to nobles alongside ale. In every game other than With Fire & Sword, it is not a food source and provides no bonus to morale. However, in With Fire & Sword, it provides the highest bonus, equaled only by beer. Players can produce wine in Warband by buying a wine press with an initial cost of 5,000 denars. It will produce two units of wine from four units of grapes per week. the cost of upkeep is 60 denars per week, the average profit is 80 denars and the rate of return is 1.6%. Since grapes come in such small quantities and provide a small morale boost, producing wine is generally a much more profitable use for grapes. Wine can be bought cheap in Sargoth, Tihr, Wercheg, Yalen, and Veluca. It can be sold for a profit in all of the towns initially owned by the Sarranid Sultanate, Shariz, Durquba, Ahmerrad, and 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 |
Winged Mace/Mount&Blade | Winged Mace Winged MaceOne-handedBase value: 122 denarsWeight: 3.5Swing: 21bSpeed rating: 99Weapon reach: 80Mount&Blade Winged Mace Winged MaceOne-handedBase value: 212 denarsWeight: 2.5Swing: 24bSpeed rating: 98Weapon reach: 60Mount&Blade |
Wooden Stick/Mount&Blade | Wooden Stick Wooden StickOne-handedBase value: 4 denarsWeight: 2.5Swing: 13bSpeed rating: 99Weapon reach: 90Mount&Blade |
Wool | Wool Classic/Warband Viking Conquest Games Base value 130 130 130 230 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Wool Cloth Wool is a non-consumable trade good. In Mount&Blade: Warband, it is used with a wool cloth weavery to produce wool cloth. To do this you must speak to your master weaver and give him the items, doing this may increase your profit. In Viking Conquest except trading, wool is needed to build larger types of Boats. 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 |
Xerina | Xerina Official Information Faction Neutral Title Champion Character Details Dislikes Sexism Character Background Background Arena Fighter Xerina is a tournament fighter who participates in many of the same tournaments as the player. 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. Xerina - Default Stats and Equipment Attributes Stat Points Level 39 Strength 15 Agility 15 Intelligence 4 Charisma 4 Health Armor Head ? Body Leather Jerkin Hand ? Foot Hide Boots Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw 4 Weapon Master ? Shield 3 Athletics 8 Riding 6 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 312 Two Handed Weapons 312 Polearms 312 Archery 312 Crossbows 312 Throwing 312 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] In early versions of Mount&Blade, she could be found in Zendar's tavern along with Kradus and Dranton. She would tell the player of different types of damage. |
Yalen | Yalen Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages ChelezEpesheGlunmarReveranVeidarEpesheGlunmarIlviaIstiniar Sieges with... Ladders Port No World Map Mount&BladeYalenChelezEpesheGlunmarReveranVeidarTemplate:World Map/Mount&BladeWarbandYalenEpesheGlunmarIlviaIstiniarTemplate:World Map/Warband Yalen is a town of the Kingdom of Rhodoks. Its initial lord is Count Gutlans. Given its similar name and location on the overland map, Yalen is likely to have a connection to, or possibly even be, the same settlement as the Vlandian town of Galend, featured 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Chelez, Epeshe, Glunmar, Reveran, and Veidar. Warband Its villages are Epeshe, Glunmar, Ilvia, and Istiniar. Travellers bound for Yalen often encounter Mountain Bandits before reaching the city. Layout[] Guild Master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located to the player's left when 'Take a walk around the streets' is selected. The easiest means to reach him is to jump off the side of the bridge, walk along the stream, then speak to him over the fence. Siege[] Besieging Yalen requires the construction of a single ladder. Troops must cross a shallow moat before being able to climb the ladder. This makes the offending army more vulnerable to deadly Rhodok Crossbowmen. However, the player's spawn will be equipped with several archer screens that provide great cover. A talented player with a good bow should be able to pick off quite a few enemy archers with little risk to themselves. Additionally, the enemy spawn is positioned so that the player is often able to fire at the enemy over the heads of their allies. If the enemy has many units who are not using their shields, the player can kill large amounts of enemies by themselves. Tournaments[] If you take part in a Tournament in Yalen, you can be given any of the following sets of equipment: Heavy Sword Lance & Shield Crossbow & Bolts, Sword Bow & Arrows, Dagger Sword & Shield Not all participants are on horses. Economy[] Yalen buys Ale for a good price while it sells Fruit and Cabbages low. The city of Yalen mainly produces: Bread Smoked Fish Ale Wine Leatherwork Tools Wool Cloth Oil 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) |
Yalibe | Yalibe Settlement Information Type Village Kingdom Swadia Fortification SunoDhirim World Map Mount&BladeYalibeSunoTemplate:World Map/Mount&BladeWarbandYalibeDhirimTemplate:World Map/Warband Yalibe is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the large building at the top of the hill, standing in front of a wooden bench. Yalibe is built on the side of a hill in very hilly terrain with many trees all around it. It has a total of five structures. There are three fields here, one growing squash, another wheat, and one has been cleared with only several stacks of straw remaining. Strings of garlic hang about the village and furs can be seen in storage. If sent here during a Hunt Down Fugitive quest, the target may be found standing behind the tall towering structure on the left side of the village from where the player starts. 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 |
Yaragar | Yaragar Settlement Information Type Village Kingdom Swadia Fortification PravenVyincourd Castle World Map Mount&BladeYaragarPravenTemplate:World Map/Mount&BladeWarbandYaragarVyincourd CastleTemplate:World Map/Warband Yaragar is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, standing in front of a building under a wall torch. Yaragar is built on fairly level terrain with low rolling hills all around it and scattered clumps of trees. It has a total of ten structures, including a windmill and two storage sheds separate from the village proper. There are four fields here, three of which are growing cabbages and squash. The largest field is cleared, with only numerous stacks of straw remaining, but the presence of large sacks and the windmill indicate that it is most likely a wheat field. Training dummies may also be found set up in two of the fields, possibly serving as scarecrows. A water well can also be found down a slope, next to one of the storage sheds. If sent here during a Hunt Down Fugitive quest, the target may be found standing in front of the windmill next to several grain sacks propped up against the wall. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Ymira | Ymira Appears in Warrider Official Information Culture Rhodok Character Details Hire Cost Free Likes Alayen, Retreating Dislikes Matheld, Lezalit, Deshavi as Emissary, Robbing Villages, Returning Serfs, Kill Merchant Connections Yalen Noble No Character Background Home Yalen Background Merchant's Daughter Ymira is a Rhodok merchant's daughter and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Warrider Biography[] Ymira is a merchant's daughter, she lived in Yalen and went to Veluca for vacation with her relatives. One day, her father decided to marry her to a business partner who was 30 years her senior. This led her to leave home and decide to join a group for an adventure, that's where the player comes in. Personality[] Ymira is a rather naive and idealistic woman with a free spirit who heavily dislikes unnecessary violence and picking on the little guy. Relationships[] She's attracted to Alayen and the two have a courtly romance going on, but one stymied by her common birth and his noble status. She dislikes Matheld due to the Nord's offer of setting up an arranged marriage for her in the future and for taking a piece of loot from her without simply noting that Matheld was the one to make the kill. She also dislikes Lezalit, believing that he is far too fond and open about his talk of flogging and hanging his fellow soldiers. Gameplay[] She has good Trade and First Aid skills, making her useful for a player who lacks these skills. However, Jeremus also has these skills in addition to many more. On the other hand, Ymira is the one of two heroes to be recruited at level 1, allowing her to gain levels and acquire new skills very quickly by comparison. Ymira is not considered a noble, so promoting her to lordship will hurt your relations with most of the nobles of Calradia. If given lands, she will recruit whatever troops are available in her properties to fight for her. Dialogue[] Main article: Ymira/Interactions Stats and equipment[] Ymira - Default Stats and Equipment Attributes Stat Points Level 1 Strength 6 Agility 9 Intelligence 11 Charisma 6 Health 41 Armor Head ? Body Dress Hand ? Foot Woolen Hose Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 3 Wound Treatment 1 Surgery 1 First Aid 3 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 20 Two Handed Weapons 20 Polearms 20 Archery 20 Crossbows 20 Throwing 20 Weapons Melee Knife Ranged ? Shield ? Mount ? Warrider[] <a href=" class="image"><img alt="Old ymira" src=" decoding="async" loading="lazy" width="180" height="195" class="thumbimage" data-image-name="Old ymira.jpg" data-image-key="Old_ymira.jpg" data-relevant="1" data-src=" /></a> Ymira in Warrider In Warrider, Ymira can be randomly encountered while travelling the world map. She will ask the player for help, claiming to be chased by some unknown 'bad men'. She offers to feed horses, wash clothes, and do other menial tasks only to be accepted into the player's party. Should the player agree, she will become a companion. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Young Warrior | Young Warrior Troop Information Culture Manhunters Wages 22 peningas/week Acquired from... Monasteries- or -Prisoners Upgrades to... Slave Hunter Upgrade Cost 288 peningas XP for Kill ? experience Ransom Value ? peningas Young Warriors 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. Young Warrior - Default Stats and Equipment Attributes Stat Points Level 18 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 65 Armor Head None Body Tunic Hand None Foot Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 0 Power Strike 5 Power Throw 2 Power Draw 2 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 135 Two Handed Weapons 90 Polearms 110 Archery 30 Crossbows 0 Throwing 130 Slings 110 Weapons Melee Big Hand Axe Ranged Throwing Spears Shield Round Shield Mount None Trivia[] They are visually present in Farmsteads but cannot be recruited there. Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief |
Yruma Castle | Yruma Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages KarindiKarindi Sieges with... Ladders Port No World Map Mount&BladeYruma CastleKarindiTemplate:World Map/Mount&BladeWarbandYruma CastleKarindiTemplate:World Map/Warband Yruma Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Karindi. Location[] Mount&Blade[] Yruma Castle lies northwest of Khudan on a long section of land encircled by rivers and mountains and accessible by five bridges. Its village is nearby to the northeast. Warband[] Yruma Castle lies at the focal point of Curaw, Khudan, and Reyvadin. It rests at the origin of the last tributary of the river dividing the Vaegir territory. Its village is nearby to the west on the bank of the river. Layout[] Player Keep Dungeon Breach Although the door to the keep can easily be reached, there is no loading zone, so the keep is only accessible through the menu. Siege[] Besieging Yruma Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. 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 |
Zagush | Zagush Settlement Information Type Village Kingdom KhergitKhergit Fortification HalmarNarra World Map Mount&BladeZagushHalmarTemplate:World Map/Mount&BladeWarbandZagushNarraTemplate:World Map/Warband Zagush is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is seen in the center of the village next to a campfire. Zagush is a very hilly village. It has a total of nine structures, including a windmill at the peak of a steep hill. There are a couple of cabbage crops and a horse pen here. The middle of the village has several piles of wood with large stakes in them, like those used to burn the condemned, and a sizable graveyard - possibly implying that the residents are not particularly friendly. Behind the Village Elder hangs a large number of garlic strings. If sent here during a Hunt Down Fugitive quest, the target may be found standing relatively out in the open on the side of a hill behind the building the Village Elder stands before. 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 |
Zendar | Zendar Settlement Information Type Town Kingdom Zendar (neutral city-state) Fortification None Villages None Zendar was a location found in early versions of Mount&Blade up to version 0.950. Contents 1 Overview 2 Lore 3 Trivia 4 Gallery 5 References Overview[] Zendar was neutral town introduced in version .202 (Warrider). It was originally located between the Kingdom of Swadia and the Kingdom of Vaegirs; in later versions — between the Kingdom of Nords and the Vaegirs. The player would begin the game in Zendar. The town included the main square where most of the town's characters could be found, including the tutorial characters from whom the player could learn about capturing and selling prisoners, damage types, and of other locations like Four Ways Inn, Dhorak's Keep and Salt Mines. Aditionally, the town featured the only playable arena (in Warrider), 'the Happy Boar' tavern, a training dungeon accessible via dialogue with the combat trainer, and a goods store in later versions. The player could recruit farmers from the tavern and could join tournaments and receive training from the local trainer. Zendar, being an independent statelet, had issues maintaining its independence from less diplomatic third parties such as the River Pirates and Sea Raiders. The townsmen often put bounties on the heads of the River Pirates, which the player could use as a source of experience and loot for themselves and company, as the weak player would not be able to fight higher tier armies with the basic trooper, the Farmer. Lore[] Calradian lore states that the town was razed to the ground by an army of Sea Raiders and the population dispersed. Famous Zendarians include: Stavros, Constable Hareck, the merchants Dunga and Rabugti, Quick Jimmy, Xerina, Dranton, Kradus, Count Arrasies, Ramun the slave trader, and the player in the early versions. “ Hear me people of Zendar, for this is the message of our town's lord and protector, Count Arrasies. As you know, river pirates have infested the vicinity of our town. These lawless villains devastate our realm, committing many crimes no short of pillage, robbery and murder. The mischief and suffering cause by these scums has become intolerable. Thus, our good count has found it necessary to call to arms his honest and law-abiding subjects against these murderous villains. People of Zendar, our count invites you to serve him in this cause. Those of you that volunteer now will be equipped with arms and armor at the count's expense and shall be granted the right to hunt down river pirates, ending their miserable lives if you will, and keeping their ill-gotten belongings to yourselves without tax or tribute. ” — Constable Hareck in Warrider[1] Trivia[] While the actual town was removed, the spawn code for it still exists, even in latest version of Warband. If you use a party_template editor and check out the marker "disabled", Zendar will spawn like it was intended. However, this does not restore any of the location's functionality due to lack of coding, maps, and strings for actions. Dialog text will state, "You have entered the town of Zendar" but the player won't be able to enter. It is possible to fix these locations, but requires a large amount of time and knowledge of coding. Zendar was not a normal town. Unlike other towns, you didn’t have to click any buttons to enter, just simply click the town. This was leftover from older versions' programming when all locations could be entered immediately instead of opening a menu. In early versions of Mount&Blade, the player character was a native of Zendar. Gallery[] Training RoomXerina, Kradus, and Dranton hang out in the tavern References[] ↑ Mount & Blade 0.202 - Conversations.txt |
1866 | 1866 Version Mount&Blade 1.011 Type Single Player Links Forum: 1866 is a western-themed module for Mount&Blade set in year following the American Civil War. The module features gunplay, gambling, banditry and other traditional elements of the Wild West setting. Contents 1 Features 1.1 Factions 1.2 Character Creation 1.3 Items and Equipment 2 Setting 3 Reviews 4 Gallery Features[] In most respects, 1866 plays like the original Mount&Blade. The player can join one of several factions, take quests from NPCs (including many custom ones, though they are unfinished), and try to grow both in wealth and renown. The game is in a sandbox format as in the original game, allowing the player to decide his or her path in the world. 1866 does have adult content. Foul language is used in the dialogue, and players can solicit prostitutes to raise their party's morale. Although no graphic depictions of sexual activity are ever displayed in game, there are occasional paintings of nude women. Factions[] 1866 features four major factions and several minor ones that the player can associate themselves. The major factions are the United States, Mexico, Comanche, and Apache. The player is unable to recruit party members from towns unless they have aligned themselves with one of the major factions, though they can still hire gunman or other help from saloons. Bandit gangs, lawmen, and Confederate renegades make up some of the minor factions in 1866, and the player can gain positive or negative reputations with all of them. One change in 1866 from the standard renown and relations system in Mount&Blade is that each week, if a player has not worked to maintain or improve (or damage) his or her relationship with a faction, then their relations move a little closer to neutral. Thus, it's possible that if a player has angered a faction by his actions, those relations will eventually cool given time in-game. Quest giver NPCs within the factions are often drawn from actual historical figures of the time period, such as military leaders from the Civil War or the Apache leader Geronimo. Character Creation[] The custom war paint editor. Upon character creation, players in 1866 can choose to be American, Mexican, or Native American. Then they answer a series of questions related to their character's background, including their father's background and whether they took a side in the Civil War. These choices, as usual, affect a character's starting attributes and equipment. When distributing attributes and skill points, players of 1866 will notice a few changes from standard Mount&Blade. A "stockpiling" skill is included, which allows the player to hold larger amounts of ammunition with more ranks in the skill. This replaces the "Shield" skill from the standard game. In addition, rather than having a single firearms proficiency as seen in With Fire & Sword, the skill is separated into different proficiencies for long guns and pistols. A unique feature of 1866 for Indian characters is the ability to customize the player's war paint. This feature is made available through the camp menu in game, and the war paint can be displayed on the character by equipping an inventory item. Items and Equipment[] <a href=" class="image"><img alt="Apache and his Horse" src=" decoding="async" loading="lazy" width="180" height="131" class="thumbimage" data-image-name="Apache and his Horse.jpg" data-image-key="Apache_and_his_Horse.jpg" data-relevant="1" data-src=" /></a> An Apache warrior and his horse. A number of historically accurate items and weapons are available in game, from Derringer or Smith & Wesson firearms to Union soldier uniforms to feathered headgear for Native Americans. Horse breeds are also updated to the Western setting, and some can be purchased with Indian war paint. Weapons Available: Rifles & "Long Guns": Confederate Enfield Rifle Cavalry Musket Henry Repeating Rifle Pistols: North Navy Colt Peacemaker Double Barrel Pistol Swords and Bladed Weapons: Bows: Other: Setting[] <a href=" class="image"><img alt="Western Town" src=" decoding="async" loading="lazy" width="310" height="174" class="thumbimage" data-image-name="Western Town.jpg" data-image-key="Western_Town.jpg" data-relevant="1" data-src=" /></a> A town from 1866. The wild west setting is detailed on the overland map and in in-game scenes. Old western saloons, banks, and barbershops can be seen along the streets of cities and settlements, the heads of buffalo adorn the walls of commanding officers' quarters, and Indian camps are filled with tents. Many towns have smaller locations nestled within them, such as hotels or banks. The hotels are often bases for gangs of bandits or lawmen. Currency in 1866 is rendered in dollars and cents. Though vendors list their items only in cents (thus, a pistol might cost 2200 cents, or $22), in the player's inventory the game converts currency to include dollars and cents. 1866 also offers some unique custom elements add authenticity to the western setting. Players can gamble at blackjack in a minigame simulation available in the saloons. Players can also hunt deer or buffalo by finding herds of the creatures on the overland map, then entering a battle scene. Players must be quick to kill the animals before the herds scatter. Successfully hunting a deer or buffalo rewards the player with meat (a food item) and skins which can be sold for cash. Reviews[] 1866 has tended to receive high reviews from players. It has received a composite score of 4.7/5 in voting on the Mount&Blade Unofficial File Repository. Gallery[] A lawman stands vigilant in the western desert.Players can stalk herds of buffalo in 1866. |
1st KGL Hussars | <a href=" class="image"><img alt="1st KGL Ranker" src=" decoding="async" loading="lazy" width="180" height="518" class="thumbimage" data-image-name="1st KGL Ranker.png" data-image-key="1st_KGL_Ranker.png" data-relevant="1" data-src=" /></a> 1st KGL Ranker The 1st KGL Hussars are a playable British hussar regiment in the Napoleonic Wars DLC for Warband. They were not featured in the initial release of Napoleonic Wars, but were added in the later update 1.103/1.157 along with several other new units. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. All units have the following: One handed: 160 Polearms: 30 Crossbows: 30 Strength: 7 Agility: 5 Ironflesh: 3 Power Strike: 3 Athletics: 0 Riding: 6 Equipment[] Ranker Light Cavalry Sabre Light Horse Sergeant British Horse Guards Colour Light Cavalry Sabre Light Horse Officer Spyglass Pistol Light Cavalry Sabre Light Horse Bugler Bugle Light Cavalry Sabre Light Horse Gallery[] SergeantOfficerBuglerCharge |
23rd Light Dragoons | <a href=" class="image"><img alt="23rd Ranker" src=" decoding="async" loading="lazy" width="180" height="495" class="thumbimage" data-image-name="23rd Ranker.png" data-image-key="23rd_Ranker.png" data-relevant="1" data-src=" /></a> 23rd Ranker The 23rd Light Dragoons are a playable British light horse regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 70 Polearms: 30 Crossbows: 125 Strength: 7 Agility: 5 Ironflesh: 2 Power Strike: 1 Athletics: 0 Riding: 6 Sergeant One handed: 80 Polearms: 30 Crossbows: 155 Strength: 7 Agility: 5 Ironflesh: 2 Powerstrike: 1 Athletics: 0 Riding: 6 Officer One handed: 80 Polearms: 30 Crossbows: 80 Strength: 7 Agility: 5 Ironflesh: 2 Power Strike: 1 Athletics: 0 Riding: 6 Bugler One handed: 80 Polearms: 30 Crossbows: 80 Strength: 7 Agility: 5 Ironflesh: 2 Power Strike: 1 Athletics: 0 Riding: 6 Equipment[] Ranker Cavalry Carbine Light Cavalry Sabre Light Horse Sergeant British Horse Guards Colour Cavalry Carbine Light Cavalry Sabre Light Horse Officer Spyglass Pistol Light Cavalry Sabre Light Horse Bugler Bugle Light Cavalry Sabre Light Horse Gallery[] SergeantOfficerBugler23rd Assemble |
33rd Regiment of Foot | <a href=" class="image"><img alt="33rd Ranker" src=" decoding="async" loading="lazy" width="180" height="587" class="thumbimage" data-image-name="33rd Ranker.png" data-image-key="33rd_Ranker.png" data-relevant="1" data-src=" /></a> 33rd Ranker The 33rd Regiment of Foot is a playable British line infantry regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 130 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British 33rd King's Colour/British 33rd Reg. Colour Sword Officer Spyglass Pistol Officer Sword Drummer Drum Sword Fifer Flute Sword Gallery[] EnsignOfficerDrummerFifer33rd firing |
42nd Regiment of Foot (Black Watch) | <a href=" class="image"><img alt="42nd Ranker" src=" decoding="async" loading="lazy" width="180" height="567" class="thumbimage" data-image-name="42nd Ranker.png" data-image-key="42nd_Ranker.png" data-relevant="1" data-src=" /></a> 42nd Ranker The 42nd Regiment of Foot is a playable British line infantry regiment in the Napoleonic Wars DLC for Warband. The 42nd's members are Scottish. Unit stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Two handed: 500(*) Polearms: 130 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 (*) - Despite this ridiculous weapon proficiency level, it has no use as there are absolutely no weapons which are classed as two handed, even ones which appear to be such as the Partisan's hammer and axe. Equipment[] Ranker Infantry Musket Ensign British 42nd King's Colour/British 42nd Reg. Colour Highlander Officer Sword Officer Spyglass Pistol Highlander Officer Sword Drummer Drum Sword Piper Bagpipes Highlander Officer Sword Gallery[] EnsignOfficerDrummerPiper42nd charge |
51st (2nd Yorkshire West Riding) Regiment of Foot | <a href=" class="image"><img alt="51st Ranker" src=" decoding="async" loading="lazy" width="180" height="577" class="thumbimage" data-image-name="51st Ranker.png" data-image-key="51st_Ranker.png" data-relevant="1" data-src=" /></a> 51st Ranker The 51st Regiment of Foot is a playable British light infantry regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 90 Crossbows: 206 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Ensign One handed: 50 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Hornist One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British 51st King's Colour/British 51st Reg. Colour Sword Officer Spyglass Pistol Light Cavalry Sabre Hornist Horn Sword Gallery[] 51st Ensign51st Officer51st Hornist51st on the move |
5th Line Battalion King's German Legion | <a href=" class="image"><img alt="5th KGL Ranker" src=" decoding="async" loading="lazy" width="180" height="613" class="thumbimage" data-image-name="5th KGL Ranker.png" data-image-key="5th_KGL_Ranker.png" data-relevant="1" data-src=" /></a> 5th KGL Ranker The 5th Line Batallion King's German Legion is a playable British line infantry regiment in the Napoleonic Wars DLC for Warband. The 5th KGL's members are German, as the name suggests. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 130 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed 80 Polearms 80 Crossbows 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British KGL King's Colour/British KGL Reg. Colour Sword Officer Spyglass Pistol Officer Sword Drummer Drum Sword Fifer Flute Sword Gallery[] EnsignOfficerDrummerFifer5th KGL stand victorious |
6th (Inniskilling) Dragoons | <a href=" class="image"><img alt="6th Ranker" src=" decoding="async" loading="lazy" width="180" height="420" class="thumbimage" data-image-name="6th Ranker.png" data-image-key="6th_Ranker.png" data-relevant="1" data-src=" /></a> 6th Ranker The 6th (Inniskilling) Dragoons are a playable British Heavy Cavalry regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. All units have the following: One handed: 150 Polearms: 30 Crossbows: 30 Strength: 7 Agility: 5 Ironflesh: 3 Powerstrike: 3 Athletics: 0 Riding: 6 Equipment[] Ranker Heavy Cavalry Sword Heavy Horse Sergeant British Horse Guards Colour Heavy Cavalry Sword Heavy Horse Officer Spyglass Pistol Heavy Cavalry Sword Heavy Horse Bugler Bugle Heavy Cavalry Sword Heavy Sword Gallery[] SergeantOfficerBugler6th In Formation |
95th Regiment of Foot (Rifles) | <a href=" class="image"><img alt="95th Ranker" src=" decoding="async" loading="lazy" width="179" height="535" class="thumbimage" data-image-name="95th Ranker.png" data-image-key="95th_Ranker.png" data-relevant="1" data-src=" /></a> 95th Ranker The 95th Regiment of Foot is a playable British rifle regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 90 Crossbows: 206 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Sergeant One handed: 50 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Hornist One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Equipment[] Ranker Rifle Sword Bayonet Sergeant Rifle Sword Bayonet Officer Spyglass Pistol Light Cavalry Sabre Hornist Horn Sword Bayonet Gallery[] SergeantOfficerHornist95th blending in |
Achievements | For achievements awarded for contributing to this wiki, see Mount & Blade Wiki:Achievements. For With Fire & Sword achievements, see Achievements (With Fire & Sword). You may earn achievements when you buy Mount&Blade: Warband (but not the original Mount&Blade) on Steam by completing certain tasks in the game. These tasks vary from upgrading your skills up to a level, to killing foes in special ways to conquering different fiefs and eventually controlling all of Calradia. As is typical with most Steam achievements, many are pop culture references. You cannot gain achievements when cheats are enabled, it is however possible to use cheats to gain power, then turn them off and continue to gain achievements with the same character. Achievements[] Image Name Description Get up Stand up Cleanse the town of bandits in the opening mission Good Samaritan Help a lord or party win a fight Talking helps Engage in a conversation with a hero character through the party screen Abundant Feast Eat 6 different types food concurrently Medieval Times Enter and win a tournament Sold into Slavery Sell 5 people to the ransom broker Migrating Coconuts Visit every major town in Calradia Morale Leader Raise your soldiers' morale from low to excellent Old dirty scoundrel Have a -50 relation with a lord, village, or faction Royality Payment Be granted your first fief Holy Diver Kill or wound at least 500 enemies Sarranidian Nights Camp in the Sarranid region of the map Force of Nature You and your army have killed or wounded 5,000 enemy troops Help Help I'm being Repressed Harass wandering peasants on the map Community Service Install and play one mod Best served cold Defeat 10 enemy parties in the snowy regions of Calradia Might makes Right Get either two strength related skills to 5 or one to 7 None Shall Pass Successfully defend a castle Pugnascious D Pick a fight with a lord by insulting him or by challenging him to a duel Trick Shot Land a shot with a difficulty of 10 while using a bow and arrow Every breath you take (MP) In any multiplayer mode have more kills than deaths Book Worm Finish reading one book through the camping screen Old school Sniper Land a shot with a difficulty of 6 while using a crossbow Look at the Bones! Face off against 100 enemies using custom battle mode This is our land (MP) Your team successfully defended a castle in siege battle mode The Bandit Raid 3 caravans and raid 3 villages Khaaan! Kill 75 enemies with horse archery Medieval Emlak Become the owner of at least 5 fiefs Knights of the Round Recruit 6 hero characters Art of War Have two of the following skills at a 5; Trainer, Tactics, Leadership, or Persuasion Melee Master Make one of your melee weapon skills 250 Last man standing (MP) Win one round in battle mode Man Eater Kill 50 men as a female character Choppy Chop Chop (MP) Slay 50 foes with slashing weapons Happily ever after Get Married Glorious Mother Faction (MP) Win a round of team deathmatch mode Gold Farmer Amass a fortune of 100,000 denars Agile Warrior Get either two agility related skills to 5 or one to 7 Calradian Tea Party Make your own faction Mountain Blade Kill 10 parties of Mountain Bandits Romantic Warrior Learn 3 poems from tavern bards Got Milk? Steal 3 cattle from a single village Calradian Army Knife Kill 10 enemies with a throwing weapon's secondary function. Dexterous Dastard Make one of your ranged weapon skills 250 Autonomous Collective Be chosen as marshall Concilio Calradi As a ruler have 3 vassals Mind on the Money Have two of the following skills at a 5; Looting, Inventory Management, Trade, or Prisoner Management Sassy! As a female character get into a duel with male lord by insulting him. Bring out your Dead Get one of your healing skills to 5 I dub thee Promote one of your followers into a position of power Trojan Bunny Maker Get the engineering skill up to 5 Victum Sequens As a ruler conquer 10 towns or castles Shish Kebab (MP) Perform 25 lance kills while mounted Gambit Land a shot with a difficulty of 5 while using a throwing weapon Talk of the town As a female character, raise your renown to 50 Baron got back Win a battle against a lord or party who previously beat or captured you The Holy Hand Grenade Kill 75 enemies with throwing weapons Elite Warrior (MP) Win a round of deathmatch mode The Ranger Have a 7 in one of the following skills or a 5 in two; Tracking, Path-finding, or Spotting Lady of the Lake As a female character, give a companion character a great sword Mace in yer Face! (MP) Kill 25 foes with a blunt weapon Spoil the charge (MP) Kill 50 cavalry while on foot, the enemy must be killed while mounted Heart Breaker Get a character to elope Throwing Star (MP) Kill 25 people with throwing weapons King Arthur You have completed the following achievements: Melee Master, Knights of the Round, Every breath you take, I dub thee/Good Samaritan Ruin the Raid (MP) Win in Conquest mode Svarog the Mighty You have completed the following achievements: Might Makes Right, Choppy Chop Chop, Glorious Mother Faction, and Old school Sniper Legendary Rastam You have completed the following achievements: Abudant Feast, Mace in yer Face!, Sarranidian Nights, and Art of War/Melee Master Kingmaker Put a pretender on their rightful throne Queen As a female character, make your own faction The Huscarl (MP) Kill 50 foes with throwing axes Iron Bear You have completed the following achievements: Mace in yer Face!, Spoil the Charge, Agile Warrior, and This is our land Harassing Horseman (MP) Kill 100 people with mounted projectiles Son of Odin You have completed the following achievements: Might makes Right, The Huscarl, Melee Master/Dexterous Dastard, and Holy Diver/Elite Warrior The Golden Throne Rule all of Calradia! Manifest Destiny Assist your faction in conquering Calradia Kassai Master You have completed the following achievements: Trick Shot, Khaaan!, Agile Warrior, and Harassing Horseman Man Handler As a female character, Capture and sell three NPC lords. This refers to the pop-up screen you will get when an Empire offers to ransom a lord off your hands during wartime (Buggy—Some reported to have gotten while using certain conversion mods, e.g. Floris Mod Pack). Girl Power As a female character, help a female claimant reclaim her throne (Buggy—It is best to help Lady Isolla of Suno rather than Arwa the Pearled One, as Arwa doesn't work.) Empress As a female character, become queen of all Calradia (You can also simply assist a different faction conquer Calradia as in 'Manifest Destiny', you don't need to make your own faction.) |
Ailchu | 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: Viking Conquest 2.036Latest Version: 2.069 Ailchu Appears in Viking Conquest Official Information Culture Gaelic Religion Christian Character Details Found in Caiseal (storyline), Mead Halls (sandbox) Hire Cost 300 peningas Likes Agathinos Dislikes Ceawlin, Brunhild Connections Caiseal (Mumain or controller) Noble Yes Ailchu is one of the heroes in Viking Conquest. Ailchu is a Christian Irish peasant. Usage suggestion[] Due to his high agility, athletic and horse riding skill when recruited, Ailchu can act as an excellent skirmisher or cavalry unit. In the long term, Ailchu can become a better pathfinder and spotter than Caio, because Ailchu's agility can be maxed by level 16, which is much sooner than Caio can be maxed in that attribute. Introduction[] "You have not? Then perhaps you have heard of my steed, which cuts across the plains like a beam of moonlight? Or of my sword, a connoisseur of the blood of the highest-born princes of Hibernia?" "I have always been a warrior, not a farmer or anything else; only a warrior. I admit a modest affection for these lands, and for the past several years, I have visited their downs, forts, and villages, making the most of my particular talents." "Which reminds me -- somewhere out there in the town, an enemy lurks in shadow trying to imprison my free destiny. Namely, and angry, foul, unhappy husband. Not to mention the father, as well. I think there is also a mother and an uncle. I don't suppose you might consider helping me leave town, would you?" "Indeed? You would do well to enlist me." "Sword, spear, the bow -- my skill in all such martial pursuits is the stuff of epic verse. Together we will perform feats that will be recounted in festivals and campfires, in filthy taverns and in the halls of kings, for many generations to come." "Before I sign up, there is the small matter of some expenses I have incurred while staying here -- 300 peningas. Do you think that you could cover those for me, as a gesture of our already legendary friendship?" Stats and equipment[] Ailchu - Default Stats and Equipment Attributes Stat Points Level 11 Strength 8 Agility 19 Intelligence 10 Charisma 8 Health 55 Armor Head ? Body Pictish Tunic Hand ? Foot Ragged Light Ankle Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 6 Power Strike 4 Power Throw 4 Power Draw 4 Weapon Maintenance 5 Weapon Master 9 Athletics 9 Riding 9 Looting 9 Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid 4 Engineer 1 Persuasion 2 Leadership 2 Trade 4 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 72 Polearms 114 Archery 87 Crossbows 72 Throwing 91 Slings 91 Weapons Melee Chipped Goidelic Hatchet Ranged Bent Simple Javelins Shield ? Mount ? Player's Companions Agathinos Ailchu Asbjorn Beda Bodo Brunhild Caio Ceawlin ClovisDonnchadh Dwywei Egil Helgi Morgant Reginhard Solveig |
Akadan Noyan | Akadan Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Akadan Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Family[] Parents: Urumuda Noyan, Lady Yasreen Siblings: Lady Nadha Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Akadan Noyan - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Khergit Cavalry Helmet Body Nomad Robe, Khergit Lamellar Vest Hand Lamellar Gauntlets Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer 5 Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 210 Two Handed Weapons 210 Polearms 210 Archery 210 Crossbows 210 Throwing 210 Weapons Melee Heavy Sabre, Shortened Military Scythe Ranged ? Shield Elite Cavalry Shield Mount Hunter 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 |
Alagur Noyan | Alagur Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Alagur Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Contents 1 Family 2 Stats and equipment 3 Trivia 4 Gallery Family[] Spouse: Lady Borge Children: Urubay Noyan, Lady Tuan Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Alagur Noyan - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Khergit Guard Helmet Body Leather Vest, Studded Leather Coat Hand Lamellar Gauntlets, Leather Gloves Foot Nomad Boots, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer 3 Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Sabre Ranged Khergit Bow, Arrows Shield Elite Cavalry Shield Mount Courser Trivia[] Alagur Noyan shares his banner with Count Raichs. Gallery[] Alagur Noyan 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 |
Aldric | Baron Aldric Official Information Kingdom Vlandia Monarch King Derthert Title Baron Fiefs PravendDrapand Castle Clan dey Tihr Personal Details Gender Male Age 45 Spouse Elthild Children FurnhardLienaMegenhelda Aldric is a Baron of Vlandia and head of House dey Tihr. He is the owner of Pravend and Drapand Castle, the husband of Elthild, and the father of Furnhard, Liena, and Megenhelda. Contents 1 Description 2 Skills 3 Trivia 4 References Description[] According to his Personality Traits, he is Closefisted (Generosity -1) and Cautious (Valor -1). He has the reputation of being aloof. The townspeople of Pravend talk of Aldric as an uncaring administrator. He is wealthy and notoriously avaricious, known for squeezing every last denar out of his subjects while neglecting his duty to defend them. This may explain why the dey Tihr is described as "an entitled and wealthy clan".[1] Unthery, husband of Baroness Calatild of House dey Arromanc, does not speak fondly of him, as he recalls how Aldric was among the barons that ignored King Derthert's plan at the Battle of Pendraic. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 60 Two Handed 60 Polearm 60 Bow 50 Riding 100 Charm 100 Leadership 60 Trivia[] Some interesting features of Aldric can be found in the spclans.xml game file. His name is spelled as "Rendric" in the file. He is referenced as "Duke of Berry" ("Duc de Berry"), a title of the Peerage of France which was granted to the junior nobility. This title was created several times between 1360 and 1820. References[] ↑ Description found in spclans.xml game file, located in Sandbox Moduledata folder |
Algirdas/Interactions | This is a list of interactions with Algirdas. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Vilna 6 Like Quotes 6.1 Ingri 7 Dislike Quotes 7.1 Fedot 7.2 Nogai 7.3 Retreating Introduction[] Greetings, sir. Would you by any chance hail from Lithuania? You must have me confused with someone else, friend. "My most humble apologies. Allow me to introduce myself -- I am Algirdas. My family name I would prefer to keep secret. My ancestor received his title from the Grand Prince Algirdas at the end of the XIV century. For military valor he were granted vast lands near the town of Bryansk. Since that day all the eldest sons in our family bear his name. Our house served the Grand Duchy of Lithuania faithfully for three centuries, while our borderlands were always an apple of discord between Lithuania and Moscow. Our estate slowly fell into decay, yet we still remained their masters. However, recently the Moscow Tsar gave it to one of his nobles. All I have left is my grandfather's sword and my knightly honor." Well, if so -- you're welcome to join me. Thank you. I have led squadrons into battle, and I can be your right arm during a fight. And I can wield the pike like nobody can! Just so long as our party does not fail to maintain knightly honor, I am content. Honor is the first thought of a Lithuanian noble, even a penniless one. I am glad we understand each other. It is a pleasure to deal with you, sir. But I have a small request. I need to raise 250 thaler urgently, to buy a family tree which was composed and sealed by the stamp of a King of Arms, whom I met along the wat by miraculous chance, nothing less. With such a parchment in my hands, I could quite well reclaim my lands... For a noble, one's family tree is everything. Take the money, you're welcome to it. I think you might not get along so well with my lads. So long! Every men determines for himself what is their just cause. I believe I am not the best companion for you. We'll talk later, friend. I am in a hurry. Reencounter[] I am ready to follow he who fights for the just cause. Retirement[] (player), it is time we part ways. I heard war has flamed up in Bryansk, and I wish to head there, to try to recover my stolen lands. Thank you for everything, and remember me kindly. Rehire[] (player)… It seems that acquiring new lands under your command would be easier than returning to my old estates! I hope you don't mind us fighting under the same banner once more? Story: Vilna[] I hear the bells of Vilna! The ancient capital of Lithuania! Oh how many memories they call up... Can you hear the wolves howling? It is a good sign. Old men say that the Lithuanian Prince Gediminas hunted in the lands and killed an auroch. As he lay sleeping after the hunt, he saw a giant iron wolf in his dream. The dream was prophetic -- soon the hill where the prince rested had become a mighty fortress. There were times when the Princes of Vilna ruled all the lands from the North Sea to the Black Sea... Like Quotes[] Ingri[] Blessed be the day when Ingri arrived in our company! Food, water and... other joys of army service. This means a lot for true military men. Our quartermaster is always up to the mark. God knows, were she not of simple folk, I would have offered her my hand and heart. A better housekeeper for my estate I could not find in the whole world. Dislike Quotes[] Fedot[] (player)! I would like to say that Fedot is not the best of company. He refers to my homeland of Bryansk as native Russian lands, while any man with a hint of education knows they have always been part of Lithuania! If he persists, this will end with a duel quite surely. Nogai[] Nogai! He took the best place right under my nose and did not even apologize! If that Tatar cannot learn to behave like a man of culture, I shall teach him a lesson! Worse yet, during battle he only thinks of taking prisoners, and not of the tasks before him. You only hear him saying "yesir, yesir". He shall turn our company into nothing more than a Horde. Retreating[] Oh, run from battle is a disgrace for me. I will not render such service.. |
Angle Horseman (Ridda) | Angle Horseman (Ridda) Troop Information Culture Angles Wages 47 Acquired from... Angle Spearman (Cniht) Upgrades to... N/A The Angle Horseman (Ridda) is a fourth-tier unit of the Angle troop tree 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. Angle Horseman (Ridda) - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head (Possible): Elite Anglo Saxon Helm, Saxon Helm, Old Complete Helm Body Angle Tunic, Padded Angle Tunic, Angle Gambeson Hand ? Foot Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 8 Power Strike 5 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 8 Athletics 5 Riding 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 150 Polearms 235 Archery 50 Crossbows 30 Throwing 215 Slings 130 Weapons Melee Long War Spear, Broadseax Ranged Skirmish Javelins Shield Rawhide Round Shield Mount Pony Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard |
Angles | The Angles are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Angles have much in common with the Saxons. There are two Angle kingdoms: East Engle and Mierce. Angle troops and lords can also be found in the Kingdom of Northhymbre, representing the Angles that submitted to the rule of the Viking invaders. Banner Name Color Ruler Claimant Capital Kingdom of East Engle #303da8 Cyning Eadmund Aethelberhting - Dunwic Kingdom of Mierce #96adff Cyning Brugred Beorhtwulfing - Tomtun Troops[] Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Anno Domini 1257 | Anno Domini 1257 is a total conversion mod for Mount&Blade: Warband set in 13th century Europe, the Middle East and North Africa during the Crusades and Mongol Invasions.[1] The game starts in March 1257 AD, and is historically accurate to that point, including all lords. From there, the player shapes the world with his/her actions, with the ability to let the Crusaders or Mongols succeed at invading all of Asia and Europe. The player may also begin their own faction, as in Native Warband, and fight on either side. Contents 1 Features 2 Gameplay 2.1 Alliances 2.2 Recognition 2.3 War 2.4 Starting a Kingdom 3 Factions 4 External links 5 Gallery Features[] Huge map consisting of all of Europe and parts of the Middle East and North Africa, featuring 42 factions. Hundreds of new historical, region based troops. More than a thousand new items, armors, weapons, all historically accurate for XIII century. Buildable castles with ability to improve its fortifications to three levels. Manor system with the ability to build custom settlements (buildings that you build appear in the scene!). Realistic engaging combat system with taunts, formations, improved horse archer skirmishing scripts and other features. Custom battle scenes, realistically depicting each region of Europe from barren desserts, palm filled oasis, european swamps, open steppe battlefields, mediterranean plains, snowy gorges, frozen lakes, thick german forests. Weather system, including desert storms, blizzards, rain storms. Play as one of your soldiers after your death, with the auxiliary player feature (can be turned off in the mod options in the Camp menu). Crusading system: Join a crusade or start one yourself! Join a crusader order as sergeant or a knight! New optional lance recruitment system, aiming to emulate medieval feudal recruitment system. New Companion system improved and remade with an easy interface for recruiting. New improved Tournament system with 1vs1 jousting tournaments and team based tournaments, which offer more gold than vanilla warband. Sea battles and sea travel. Speed while travelling in sea vary based on the weather. Custom region based scenes for castles, towns and villages. And many unique historically based reconstructions of real places! Diplomacy Mod has been integrated. Freelancer Mod has been integrated. Join a king's or lord's army as a soldier for weekly wages. Be loyal and earn promotions and new equipment based on your rank. Many other minor and major features! Gameplay[] Anno Domini 1257 gameplay differs significantly from Native due to its expansive map, integration of Diplomacy, the impact of religions, and an alliance system. Most notably, the player can seek recognition from the Pope, which will result in every other Catholic nation recognizing the player. Below are the major gameplay changes from Native. Alliances[] The player cannot attack certain factions without losing relations with others. Below are a list of alliances in the game, all of which are reciprocal: The Papal States: taking a lord from the Papal States prisoner (synonymous with attacking for the purposes of this section) results in a loss of relation and thus the start of war with almost every Catholic nation in the game if relation with that faction goes below 0. This means that the player will immediately be at war with roughly 20 factions. Exceptions are the Republic of Venice, Republic of Genoa, Republic of Pisa, and Ghibellines. It does however include the Latin Empire. Holy Roman Empire: attacking the Holy Roman Empire results in war with the Teutonic Order, Republic of Genoa, Ghibellines, and Kingdom of Bohemia. Kingdom of Lithuania: attacking the Kingdom of Lithuania results in war with the Curonians, Jotvingians, Prussians, and Samagotians. Other Catholic nations: attacking any Catholic nation results in the loss of relation with the Papal States, which can precipitate into war with every other Catholic nation. Likewise, the previous exceptions do not apply in this case. As a result of this alliance system, it is advisable for the player to curry favor with the Pope by sending gifts via Diplomacy's options or helping their lords in battle. This will allow the player to take enemy lords prisoner without causing relation with the Papal States to drop below 0. Alternatively, the player can join any Catholic nation not included in the previous exceptions (or the Latin Empire) as a vassal temporarily, which will immediately raise relation with The Papal States to 100, allowing significant relation to burn through in the event of war with another Catholic nation. Eastern Orthodox Christians hold no love for the Papal States and will not care if it is attacked. Another potential remedy is to begin a faction far from the Papal States and seek recognition (covered in the next section) with high right to rule and, after securing it, immediately destroying the Papal States without taking prisoners.[2] This ensures the alliance system cannot come into play. Recognition[] The player can still seek recognition as the rightful ruler of their faction as in Native, but the recognition system appears to either be bugged or intentionally difficult to parse, and the player will only receive it if they are too far to engage in diplomatic relations with another faction. As a result, if the player aims to start a Catholic nation, it is inadvisable to begin it in Italy or close to it, as they will have proximity to the Pope and he will not crown them. Native requirements do not apply, and the only determiner is high right to rule. However, upon recognition by the Papal States, almost every nation immediately recognizes the player, even if the player holds fiefs that once belonged to them. Factions that must still be individually written to include: Kingdom of Lithuania Golden Horde Novgorod Republic Kingdom of Halych-Volhynia Emirate of Granada Roman Empire of Nicaea Mamluk Sultanate Latin Empire Ilkhanate Kingdom of Serbia Kingdom of Bulgaria Marinid Dynasty Curonians Jotvingians Prussians Samagotians After receiving recognition, the player can enter into trade agreements, defensive pacts, and alliances with other kingdoms. Defensive pacts, however, do not function properly, and although the pact will be signed and border events shall cease for 60 days, the NPC kingdom will not declare war on any faction that declares war on the player. Alliances result in both kingdoms declaring war on every kingdom the other is at war with and last for 90 days. War[] War functions the same as it does in Native with a greater emphasis on differing religions. Factions with different religions have a higher chance to declare war on each other than neighboring factions of the same religion, and may even declare war without provocation due to religious differences. At the beginning of the game, certain rulers dislike each other personally. If these two factions enter into a war, they will almost certainly not make peace until one faction is destroyed. The factions where rulers dislike each other personally include: Teutonic Order and Kingdom of Lithuania Kingdom of Denmark and Golden Horde Golden Horde and Ilkhanate Kingdom of England and Kingdom of France (dislike not strong enough to make gameplay impact) Gaelic Kingdoms and Kingdom of England Roman Empire of Nicaea and Latin Empire (which are already at war) Crusader States and Mamluk Sultanate Due to the size of the map, defeating more than one faction almost immediately ensures that the player or their faction is the strongest faction in Europe. This will cause alarm in neighboring nations, who may declare war to curb their power if the player is already at war. This can quickly become obnoxious, thus it is advisable to raise relations with factions that the player does not intend to destroy in the near future and sign a trade agreement with them so that they cannot attacking the player. Starting a Kingdom[] Founding a kingdom in 1257 is similar to Native, however, due to the size of the map, the location where players begin their kingdom plays an important role to the progression of their campaign. Beginning in England, for example, and focusing on conquering it in its entirety provides a natural defenses by sea against invasion. However, it once it's conquered, the player is limited to expanding into France by necessity, as the closest faction otherwise is the Kingdom of Norway, which takes several days to sail to at default speed and any fiefs conquered can quickly become indefensible. As previously mentioned, if starting a Catholic faction, founding it near Italy is not recommended. If founding a faction with a different religion, where the player begins matters less, as recognition must be sought the same as in Native (albeit with the aforementioned limitations). However, changing the faction's religion to anything other than Roman Catholicism will make all 30 Catholic nations suspicious of the player due to religious differences. Factions[] These are all of the 42 in game factions (as of version 1.03) Crown of Aragon Crusader States Curonians Emirate of Granada Gaelic Kingdoms Ghibellines Golden Horde Guelphs Hafsid Dynasty Holy Roman Empire Il-khanate Jotvingians Kingdom of Bohemia Kingdom of Bulgaria Kingdom of Castille Kingdom of Denmark Kingdom of England Kingdom of France Kingdom of Halych-Volhynia Kingdom of Hungary Kingdom of Lithuania Kingdom of Navarra Kingdom of Norway Kingdom of Portugal Kingdom of Scotland Kingdom of Serbia Kingdom of Sicily Kingdom of Sweden Latin Empire Mamluk Sultanate Marinid Dynasty Novgorod Republic Polish Principalities Prussians Republic of Genoa Republic of Pisa Republic of Venice Roman Empire of Nicaea Samagotians Teutonic Order (Livonia and Prussia) The Papal States Welsh External links[] Official Forum Download Gallery[] Some screenshots of the map: Some screenshots of the game: Teutonic Campaign pic after a victory against Rus ↑ The mod takes place, as the name implies, in 1257 AD, which is shortly after the Mongols began withdrawing from Europe. As a result, they no longer occupy the Kingdom of Hungary, but the Kingdom of Hungary is still at war with the Golden Horde at the beginning of the game. ↑ If the player wishes to cheat, a save editor can be used to set the Papal States' relation with other Catholic nations to 0 and reciprocate it. This will prevent relation from dropping with the Papal States or other Catholic nations if either is attacked. |
Aquitanian Skirmisher | Aquitanian Skirmisher Troop Information Culture Mercenary (Christian) Wages 57 Acquired from... Mead Halls Upgrades to... N/A Upgrade Cost N/A Aquitanian Skirmishers are Viking Conquest mercenary troops found in mead halls. Aquitanian Skirmishers are horse skirmisher units. Aquitanian Skirmisher - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 65 Armor Head No Body Light Hand No Foot Yes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 6 Power Strike 4 Power Throw 6 Power Draw 6 Weapon Maintenance 0 Weapon Master 5 Athletics 6 Riding 8 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 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 180 Two Handed Weapons 150 Polearms 150 Archery 50 Crossbows 30 Throwing 240 Slings 150 Weapons Melee Axe? Ranged Javelin? Shield No Mount Yes Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard |
Armed Serf | Armed Serf Troop Information Culture Muscovite Tsardom Wages 4 thalers Acquired from... Commander or Prisoners Upgrades to... Battle Serf (veteran) Armed Serfs are low-level light cavalry fielded by the Muscovite Tsardom. As their name suggests, these cavalrymen are probably serfs from a boyar's land, encouraged to take up arms for their lord and their Tsar. Given a Sumpter Horse and a reasonable assortment of arms and armor, these Serfs should not be too relied upon in battle. Battle Serfs, upgrades of the Armed Serfs, are armed with somewhat better bows and arrows, and are somewhat better trained. Tactics[] Armed Serfs are very light and slow cavalrymen, armed with sovnyas and bows and arrows, and armored with tegilai, old boots, and paper caps or iron caps. Riding into battle with humble Sumpter Horses, they are rather poor cavalrymen. Nevertheless, they are useful as horse archers, peppering the enemy from afar, moving clear of infantry retaliation, and charging in for the kill with their sovnyas. Little more than mounted infantry, if and when they lose their mounts, they are formidable medium infantry. 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. Armed Serf - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 6 Intelligence 0 Charisma 0 Health 46 Armor Head Cap, Paper Cap, Iron Cap Body Tegilai Hand None Foot Bast Shoes, Village Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 60 Firearms 0 Throwing 0 Weapons Melee Sovnya, Simple Saber Ranged Longbow, Arrows Shield None Mount Sumpter Horse Gallery[] An Armed Serf on watchArmed Serf stats and equipment Wikipedia has an article on this subject at:Kholop Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard |
Armor | A full suit of Plate Armor, an example of Calradian armor. Armor is any item worn to protect the wearer from damage. In Mount&Blade, armor is worn on four areas, the pieces combine to protect three regions: head, body, and legs. Shields are technically a type of armor, but are sold alongside weapons in the marketplace. Contents 1 Body Armor 2 Gloves 3 Helmets 4 Boots 5 Shields 6 Horse Armor 7 Arena and Training 8 Encumbrance 9 Armor Modifiers Body Armor[] Body armor carries the largest armor rating per piece, it is important for archers as they are vulnerable to all attacks while attempting to shoot. Some body armors also have leg armor to help mounted units. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Modifiers Aketon - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Archer's Padded Vest - 23 12 6.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Banded Armor STR 8 49 14 23.0 2710 Rusty, Battered, Crude, Thick, Reinforced, Lordly Blue Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Blue Gambeson - 21 5 5.0 270 Tattered, Ragged, Sturdy, Thick, Hardened Blue Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Brigandine - 46 12 19.0 1830 Rusty, Battered, Crude, Thick, Reinforced, Lordly Byrnie STR 7 39 6 17.0 795 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cavalry Robe - 36 8 15.0 990 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (black) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (red) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cuir Bouilli STR 8 50 15 24.0 3100 Rusty, Battered, Crude, Thick, Reinforced, Lordly Dress (a) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress (b) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Fur Coat - 13 6 6.0 117 Rusty, Battered, Crude, Thick, Reinforced, Lordly Gambeson - 20 5 5.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Green Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Haubergeon STR 6 41 6 18.0 863 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3520 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3610 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Surcoat STR 7 49 17 22.0 3454 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Tabard STR 7 51 15 21.0 3654 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Armor - 24 - 2.0 38 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Lamellar Armor - 48 13 25.0 2410 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Leather Apron - 12 7 3.0 61 Tattered, Ragged, Sturdy, Thick, Hardened Leather Armor - 18 - 7.0 65 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jacket - 20 - 3.0 50 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jerkin - 23 6 6.0 321 Tattered, Ragged, Sturdy, Thick, Hardened Leather Vest - 15 7 4.0 146 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather - 26 7 5.0 352 Rusty, Battered, Crude, Thick, Reinforced, Lordly Linen Tunic - 6 1 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Mail Hauberk STR 7 40 12 19.0 1320 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Shirt STR 7 37 12 19.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail with Surcoat STR 7 42 14 22.0 1544 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mamluke Mail STR 8 48 16 24.0 2900 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Armor - 24 - 2.0 25 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Robe - 32 10 15.0 610 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Vest - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Padded Cloth - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Padded Leather - 27 10 12.0 454 Tattered, Ragged, Sturdy, Thick, Hardened Peasant Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Pelt Coat - 9 1 2.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Plate Armor STR 9 55 17 27.0 6553 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Ragged Outfit - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Rawhide Coat - 10 - 5.0 12 Tattered, Ragged, Sturdy, Thick, Hardened Red Gambeson - 21 5 5.0 275 Tattered, Ragged, Sturdy, Thick, Hardened Red Shirt - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Red Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Robe - 8 6 1.5 31 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Guard Armor - 38 8 19.0 1200 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Armor - 32 12 9.0 650 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Shirt STR 7 40 14 19.0 1400 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Armor STR 8 52 13 25.0 2558 Rusty, Battered, Crude, Thick, Reinforced, Lordly Shirt - 5 - 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened Skirmisher Armor - 15 9 3.0 74 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Armor - 16 8 5.0 195 Tattered, Ragged, Sturdy, Thick, Hardened Studded Leather Coat STR 7 36 10 14.0 690 Rusty, Battered, Crude, Thick, Reinforced, Lordly Surcoat over Mail STR 7 43 14 22.0 1720 Rusty, Battered, Crude, Thick, Reinforced, Lordly Tabard - 14 6 3.0 107 Tattered, Ragged, Sturdy, Thick, Hardened Tribal Warrior Outfit - 30 10 14.0 520 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with Green Cape - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with vest - 11 6 2.0 47 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Dress - 8 2 1.75 10 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Body Armor ▲ Gloves[] Gloves offer a small bonus to body armor. ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Helmets[] Helmets are important for infantry to protect from overhead attacks that almost exclusively hit the target's head. With a good helm, lighter body armor can be worn granted a shield is used. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Modifiers Arming Cap - 7 1.0 5 Tattered, Ragged, Sturdy, Thick, Hardened Bascinet STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Aventail STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Nose Guard STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Barbette - 6 0.5 70 Tattered, Ragged, Sturdy, Thick, Hardened Black Hood - 18 2.0 193 Tattered, Ragged, Sturdy, Thick, Hardened Cap with Fur STR 7 15 1.0 50 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Desert Turban STR 7 14 1.5 38 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Flat Topped Helmet STR 7 33 1.75 203 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Footman's Helmet - 24 1.5 95 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Full Helm STR 10 51 2.5 811 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Fur Hat - 8 0.5 4 Tattered, Ragged, Sturdy, Thick, Hardened Great Helmet STR 10 53 2.75 980 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Guard Helmet STR 9 47 2.5 555 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Headcloth - 4 0.5 1 Tattered, Ragged, Sturdy, Thick, Hardened Helmet with Cap STR 7 28 1.25 147 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Lamellar Guard STR 7 38 2.0 360 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Neckguard STR 7 32 1.5 190 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Hood (a) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (b) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (c) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (d) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Horseman Helmet STR 7 25 2.75 180 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Kettle Hat STR 7 35 1.75 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Cavalry Helmet - 36 2.0 333 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Guard Helmet - 40 2.0 433 Tattered, Ragged, Sturdy, Thick, Hardened Khergit War Helmet - 31 2.0 200 Tattered, Ragged, Sturdy, Thick, Hardened Lady's Hood - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Leather Cap - 18 1.0 8 Tattered, Ragged, Sturdy, Thick, Hardened Leather Warrior Cap - 18 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Mail Coif STR 7 22 1.25 71 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nasal Helmet STR 7 26 1.25 121 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Cap - 13 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Cap - 10 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nordic Fighter Helmet STR 7 34 2.0 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Footman Helmet STR 7 30 1.75 150 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Helmet STR 7 40 2.0 340 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Huscarl's Helmet STR 7 40 2.0 390 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet STR 7 14 1.25 40 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet (veteran) STR 7 20 1.5 70 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Warlord Helmet STR 7 48 2.25 880 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Padded Coif - 11 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Felt Hat STR 7 5 2.0 16 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Keffiyeh Helmet STR 7 35 2.5 290 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Coif STR 7 41 3.0 430 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Veiled Helmet STR 7 47 3.5 810 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Warrior Cap STR 7 19 2.0 90 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Segmented Helmet STR 7 31 1.25 174 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Skullcap - 20 1.0 60 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Cap STR 7 32 2.0 230 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Helmet STR 7 38 2.0 278 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Steppe Cap - 14 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather a) - 15 1.0 24 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather b) - 16 1.0 36 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather c) - 16 1.0 51 Tattered, Ragged, Sturdy, Thick, Hardened Straw Hat - 2 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Turban STR 7 11 1.0 28 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Helmet STR 7 21 2.0 110 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir Nobleman Helmet STR 7 45 2.75 710 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Helmet STR 7 47 3.0 820 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Mask STR 7 52 3.5 950 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Wimple - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Wimple with Veil - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Winged Great Helmet STR 10 55 2.75 1,240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Cap - 6 1.0 2 Tattered, Ragged, Sturdy, Thick, Hardened Woolen Hood - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Helmets ▲ Boots[] Boots provide leg armor, which is important for horsemen as the majority of non-missile attacks will hit the horse or legs. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Modifiers Ankle Boots - 12 1.0 75 Tattered, Ragged, Sturdy, Thick, Hardened Blue Hose - 5 1.0 11 Tattered, Ragged, Sturdy, Thick, Hardened Hide Boots - 10 1.0 34 Tattered, Ragged, Sturdy, Thick, Hardened Hunter Boots - 9 1.25 19 Tattered, Ragged, Sturdy, Thick, Hardened Iron Greaves STR 9 33 3.5 1770 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Leather Boots - 18 1.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Leather Boots - 16 1.25 174 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather Boots - 15 1.0 91 Tattered, Ragged, Sturdy, Thick, Hardened Mail Boots STR 8 31 3.0 1250 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Chausses - 24 3.0 530 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Boots - 14 1.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Plate Boots STR 9 33 3.5 1770 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Plated Boots - 20 3.0 280 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Boots - 16 2.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Mail Boots - 30 3.0 920 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Greaves STR 7 28 2.75 853 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Leather Greaves - 21 2.0 310 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Hose - 4 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Wrapping Boots - 3 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Boots ▲ Shields[] Shields provide only damage reduction while blocking. When held in the hand or worn on the back, however, they can passively prevent a missile from inflicting damage if it hits the shield. ▼ Show/Hide Shields ▼ Shield Durability Weight Resistance Size Speed Base Value Other Wooden Shield 360 2.0 1 100 100 42 - Hide Covered Round Shield 260 2.0 3 79 100 40 - Leather Covered Round Shield 310 2.5 8 79 96 80 - Nordic Shield 440 2.0 1 100 100 95 - Old Round Shield 195 2.5 4 100 93 26 - Plain Round Shield 260 3.0 8 100 90 65 - Round Shield 310 3.5 12 100 87 105 - Heavy Round Shield 350 4.0 15 100 84 210 - Huscarl's Round Shield 410 4.5 19 100 81 430 - Plain Cavalry Shield 160 2.0 8 79 105 96 - Round Cavalry Shield 200 2.5 14 79 103 195 - Elite Cavalry Shield 250 3.0 22 79 100 370 - Old Heater Shield 160 2.0 6 72x105 96 36 - Plain Heater Shield 210 2.5 11 72x105 93 74 - Heater Shield 260 3.0 14 72x105 90 160 - Heavy Heater Shield 305 3.5 19 72x105 87 332 - Horseman's Heater Shield 160 2.0 16 59x79 103 229 - Knightly Heater Shield 220 2.5 23 59x79 100 390 - Heater Shield 410 3.5 2 100 80 227 - Fur Covered Shield 600 3.5 1 162 76 227 - Old Kite Shield 165 2.0 5 72x105 96 33 - Plain Kite Shield 215 2.5 10 72x105 93 70 - Kite Shield 265 3.0 13 72x105 90 156 - Heavy Kite Shield 310 3.5 18 72x105 87 320 - Horseman's Kite Shield 165 2.0 14 59x79 103 205 - Knightly Kite Shield 225 2.5 23 59x79 100 360 - Old Board Shield 280 3.5 4 85x143 89 60 Cannot be used on horseback Plain Board Shield 360 4.0 8 85x143 85 114 Cannot be used on horseback Board Shield 430 4.5 10 85x143 81 210 Cannot be used on horseback Heavy Board Shield 550 5.0 14 85x143 78 370 Cannot be used on horseback Plate Covered Round Shield 330 4.0 16 79 90 140 - Steel Shield 700 4.0 16 79 61 697 - ▲ Show/Hide Shields ▲ Horse Armor[] Horse armor is not sold separately from a horse. More heavily-armored horses are able to withstand a lot more damage. However, the trade off for more armor is less speed. For example, Coursers, the fastest horses available, are much less armored than Chargers, which move much more slowly. When taking damage, the Courser takes a lot more damage than the Charger, and consequently, Courser riders are more frequently unhorsed than Charger riders. Arena and Training[] Arena and Training equipment is special sets of armor that are only used during Tournaments and while training. Encumbrance[] The more a piece of armor weighs, the higher the player's encumbrance becomes, which in turn decreases movement speed for the party on the overland map and for the player in battle - the Athletics skill counters this issue by increasing the player's speed in both cases. Nord Huscarls are renowned for their high Athletics. Armor Modifiers[] <a href=" class="image"><img alt="Armour" src=" decoding="async" loading="lazy" width="400" height="120" class="thumbimage" data-image-name="Armour.png" data-image-key="Armour.png" data-relevant="1" data-src=" /></a> Demonstration of how modifiers have a huge effect on the same item. Each piece of armor has several possible modifiers. Not all modifiers are available for every item as they only apply for appropriate materials (you couldn't have a cracked shirt, for example). Modifiers either increase or decrease the item's stats. They also drastically change the value of the item, despite only making a maximum difference of 10 between the worst and best modified feature. Items obtained through the cheat menu cannot have modifiers. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Armor (Bannerlord) | Armors of Mount&Blade II: Bannerlord. Contents 1 Body Armors 2 Head Armors 3 Shoulder Armors 4 Arm Armors 5 Leg Armors 6 Horse Armors Body Armors[] ▼ Show/Hide Body Armor ▼ Item Name Leg Armor Rating Body Armor Rating Arm Armor Rating Total Armor Rating Weight Material Civilian Culture Merchandise Item ID Aketon 3 13 3 19 03.40 Cloth No Vlandia Yes aketon Aproned Dress 1 2 1 4 00.70 Cloth Yes Vlandia Yes vlandian_woman_dress Aproned Feminine Coat 3 6 3 12 00.80 Cloth Yes Khuzait Yes khuzait_dress Armored Baggy Trunks 6 3 0 9 00.30 Leather No Battania Yes armored_baggy_trunks Auxiliary Armor 8 17 4 29 01.90 Cloth No Empire Yes empire_warrior_padded_armor_f Auxiliary Armor with Straps 8 18 4 30 02.00 Cloth No Empire Yes empire_warrior_padded_armor_g Baggy Trunks 3 3 0 6 00.20 Leather Yes Battania Yes baggy_trunks Banded Leather over Mail 10 29 8 47 08.60 Chainmail No Vlandia Yes banded_leather_over_mail Belted Leather Cuirass 4 19 3 26 01.90 Leather No Khuzait Yes belted_leather_cuirass Belted Tunic 2 4 2 8 00.30 Cloth Yes Sturgia Yes tundra_tunic Boarskin Leather Coat 7 14 4 25 05.10 Leather No Empire Yes woven_leather_coat Brigandine over Hauberk 18 51 19 88 28.60 Plate No Vlandia Yes sturgian_fortified_armor Brigandine over Mail 16 50 14 80 23.20 Chainmail No Vlandia Yes coat_of_plates_over_mail Brigandine Vest 4 34 2 40 14.20 Plate No Khuzait Yes eastern_plated_leather_vest Bronze Breastplate 8 42 5 55 10.00 Plate Yes Battania Yes battania_brass_plate_armor Bronze Lamellar over Mail 14 46 14 74 22.00 Chainmail No Khuzait Yes brass_lamellar_over_mail Bronze Lamellar Vest over Gambeson 8 37 2 47 09.50 Plate No Aserai Yes southern_lamellar_armor Bronze Scale Vest 4 28 2 34 14.00 Plate No Sturgia Yes nordic_lamellar_vest Bronze Scale Vest over Gambeson 12 28 6 46 15.00 Plate No Sturgia Yes nordic_lamellar_armor Buckled Mail Armor 4 28 8 40 12.30 Chainmail No Looters Yes buckled_wildsman_armor Burlap Dress 1 2 1 4 00.50 Cloth Yes Looters Yes burlap_sack_dress Burlap Waistcoat 2 3 1 6 00.40 Cloth Yes Battania Yes burlap_waistcoat Cataphract Lamellar Armor 24 48 14 86 22.10 Plate No Empire Yes imperial_lamellar Cavalry Lamellar Armor 16 46 14 76 18.00 Plate No Aserai Yes sturgia_cavalry_armor Cavalryman Mail Shirt 11 27 10 48 08.30 Chainmail No Empire Yes empire_horseman_armor Cheap Colored Clothes 1 4 2 7 01.80 Leather No Looters Yes vlandia_bandit_b Cheap Paddings 3 14 2 19 02.90 Leather No Looters Yes vlandia_bandit_a Cloth Apron 5 8 2 15 00.80 Cloth Yes Neutral Yes cloth_apron Coat Of Plates 19 45 6 70 21.00 Plate No Sturgia Yes northern_coat_of_plates Coat with Mirrored Belt 3 8 3 14 02.40 Leather Yes Khuzait Yes khuzait_belt_leather Cold Weather Dress 2 3 1 6 00.70 Cloth Yes Sturgia Yes northern_dress Colored Bisht 2 5 2 9 01.00 Cloth Yes Aserai Yes aserai_civil_d Colored Kaftan 2 4 2 8 00.90 Cloth Yes Aserai Yes aserai_civil_c Commoner Clothes 2 4 1 7 00.50 Cloth Yes Empire Yes peasant_costume Commoner Shirt 2 3 2 7 00.50 Cloth Yes Looters Yes bandit_leather_water_flask Commoner Tunic 2 4 2 8 00.60 Cloth Yes Looters Yes bandit_envelope_dress_v1 Corseted Dress 2 2 1 5 00.50 Cloth Yes Vlandia Yes vlandian_corset_dress Crude Hide Armor 6 13 6 25 02.40 Leather No Khuzait Yes crude_leather_armor Cured Leather Lamellar Armor 12 24 6 42 14.00 Leather No Khuzait Yes leather_lamellar_armor Cured Leather Lamellar Shirt 3 26 2 31 08.90 Cloth No Sturgia Yes northern_lamellar_armor Cured Studded Leather Armor 8 18 6 32 03.00 Leather No Empire Yes eastern_studded_leather Cut Dress with Pouch 2 3 0 5 00.50 Cloth Yes Sturgia Yes cut_dress_with_pouch Decorated Hauberk 15 32 15 62 14.50 Chainmail No Sturgia Yes sturgian_chainmale_longsleeve Decorated Legionary Mail 18 30 8 56 22.00 Chainmail No Empire Yes empire_legion_a Decorated Thick Tunic 3 6 3 12 00.60 Cloth Yes Sturgia Yes decorated_short_tunic Dress 1 5 1 7 00.50 Cloth Yes Sturgia Yes dress_with_overall Dress with Fur 3 8 2 13 00.90 Cloth Yes Khuzait Yes khuzait_dress_b Dummy Higher Average 37 37 37 111 30.00 Chainmail No Looters No dummy_armor_higher_average Dummy Lower Average 12 12 12 36 20.00 Leather No Looters No dummy_armor_lower_average Dummy Max Armor 55 55 55 165 40.00 Plate No Looters No dummy_armor_max Dummy Min Armor 0 0 0 0 10.00 Cloth No Looters No dummy_armor_min Envelope Dress 4 8 4 16 00.60 Cloth Yes Khuzait Yes steppe_dress Feminine Kaftan 3 5 3 11 00.90 Cloth Yes Aserai Yes aserai_female_civil_a Fortified Mercenary Armor 13 24 12 49 08.20 Chainmail No Vlandia Yes veteran_mercenary_armor Frilled Dress 3 6 1 10 00.60 Cloth Yes Sturgia Yes cut_dress Fur Armor 3 14 3 20 04.00 Leather No Battania Yes fur_armor Fur Armor with Strap 5 12 2 19 03.10 Leather Yes Battania Yes fur_armor_with_strap Fur Coat over Tunic 5 12 2 19 02.10 Leather No Looters Yes fur_coat_over_tunic Fur Skirt 6 2 0 8 00.60 Leather No Looters Yes fur_skirt Fur Skirt with Tunic 6 4 2 12 00.90 Leather No Looters Yes fur_skirt_with_tunic Fur Trimmed Short Tunic 1 6 1 8 00.40 Cloth Yes Sturgia Yes fur_trimmed_short_tunic Fur Trimmed Tunic 3 6 3 12 00.80 Cloth Yes Sturgia Yes fur_trimmed_tunic Fur Waistcoat over Tunic 2 6 2 10 02.30 Leather No Looters Yes fur_waistcoat_over_tunic Gambeson over Mail Armor 15 29 8 52 11.00 Chainmail No Aserai Yes aserai_archer_armor Half Apron 1 3 1 5 00.70 Cloth Yes Neutral Yes half_apron Heavy Aketon 9 18 9 36 02.00 Cloth Yes Vlandia Yes gambeson_b Heavy Lamellar over Hauberk 25 50 15 90 28.00 Plate No Sturgia Yes sturgian_lamellar_fortified Heavy Lamellar over Mail 16 51 16 83 23.60 Plate No Sturgia Yes northern_brass_lamellar_over_mail Heavy Lamellar over Mail Armor 21 50 7 78 24.00 Plate No Sturgia Yes sturgian_lamellar_base Heavy Lamellar Vest 18 35 2 55 08.30 Plate No Sturgia Yes sturgian_lamellar_gambeson_heavy Heavy Lamellar Vest 2 28 2 32 06.20 Plate No Sturgia Yes sturgian_lamellar_gambeson Heavy Mail Hauberk 14 28 14 56 12.00 Chainmail No Vlandia Yes vlandia_chainmail Heavy Mail Shirt 14 27 12 53 09.50 Chainmail No Vlandia Yes hauberk Heavy Mail Shirt with Wide Belt 13 31 10 54 14.00 Chainmail No Battania Yes battania_woodland_chainmail Heavy Mail Vest 8 28 2 38 10.70 Chainmail No Battania Yes battanian_chainmail_armor_a Heavy Ring Mail 10 20 8 38 10.50 Chainmail No Aserai Yes ringed_desert_armor Heavy Scale Armor over Mail Hauberk 20 57 16 93 21.40 Plate No Empire Yes imperial_scale_armor Heavy Tunic 2 7 1 10 01.00 Cloth Yes Sturgia Yes heavy_nordic_tunic Hemp Tunic 2 4 1 7 00.40 Cloth Yes Empire Yes hemp_tunic Highborn Mail Armor 22 48 12 82 23.00 Chainmail No Battania Yes battania_noble_armor Highland Kilt over Tartan Trousers 4 0 0 4 00.80 Chainmail Yes Battania Yes battania_light_armor_d Highland Long Tartan 3 7 0 10 02.40 Chainmail Yes Battania Yes battania_light_armor_c Highland Mail Shirt 4 23 4 31 10.70 Chainmail No Battania Yes battanian_chainmail_armor_b Highland Reinforced Mail 8 34 4 46 16.60 Chainmail No Battania Yes battanian_chainmail_armor_d Highland Reinforced Mail over Tartan 8 32 4 44 14.70 Chainmail No Battania Yes battanian_chainmail_armor_c Highland Scale Armor over Cloth 6 31 3 40 11.40 Plate No Battania Yes battanian_scale_armor_b Highland Scale Armor over Mail Armor 15 42 12 69 22.40 Plate No Battania Yes battanian_scale_armor_a Highland Tartan 5 6 3 14 03.20 Chainmail Yes Battania Yes battania_light_armor_b Highland Tartan with Chest Plate 5 15 3 23 06.50 Chainmail No Battania Yes battania_light_armor_a Huscarl Decorated Mail Shirt 8 25 8 41 10.70 Chainmail No Sturgia Yes decorated_nordic_hauberk Huscarl Hauberk 12 25 10 47 08.30 Chainmail No Sturgia Yes sturgian_chainmale_shortsleeve Huscarl Mail Shirt 10 24 10 44 10.70 Chainmail No Sturgia Yes nordic_hauberk Infantryman Gambeson 7 15 4 26 02.10 Cloth Yes Empire Yes empire_warrior_padded_armor_a Infantryman Gambeson over Leather Jacket 8 16 4 28 01.80 Cloth Yes Empire Yes empire_warrior_padded_armor_b Infantryman Gambeson with Skirts 8 16 4 28 02.00 Cloth Yes Empire Yes empire_warrior_padded_armor_c Infantryman Gambeson with Straps 8 16 4 28 01.60 Cloth Yes Empire Yes empire_warrior_padded_armor_d Infantryman Long Gambeson 8 16 5 29 01.50 Cloth Yes Empire Yes empire_warrior_padded_armor_e Infantryman Mail over Leather 6 31 6 43 08.60 Chainmail No Empire Yes imperial_mail_over_leather Infantryman Mail over Striped Leather 6 31 6 43 10.20 Chainmail No Empire Yes imperial_mail_over_stripped_leather Infantryman Mail Vest 12 26 12 50 09.80 Chainmail No Empire Yes imperial_mail_vest Infantryman Rough Gambeson 8 16 6 30 02.80 Cloth Yes Empire Yes imperial_padded_cloth Kaftan with Leather Belt 3 5 2 10 01.10 Cloth Yes Aserai Yes aserai_civil_b Kaftan with Waistband 2 3 1 6 00.80 Cloth Yes Aserai Yes aserai_female_civil_b Khan's Coat of Plates 26 46 23 95 26.50 Plate No Khuzait Yes khuzait_heavy_armor Kilt over Plated Leather 23 42 3 68 16.00 Leather No Battania Yes kilt_over_plated_leather Laced Dress 1 2 1 4 00.60 Cloth Yes Sturgia Yes laced_dress Ladies Dress 4 7 2 13 00.70 Cloth Yes Empire Yes empire_dress Lamellar with Scale Skirt 23 52 16 91 24.10 Plate No Empire Yes lamellar_with_scale_skirt Lancer Lamellar Armor 10 39 7 56 13.00 Plate No Khuzait Yes eastern_lamellar_armor Layered Leather Tunic 6 11 2 19 01.20 Leather Yes Sturgia Yes layered_leather_tunic Layered Robe 2 5 1 8 02.00 Cloth Yes Aserai Yes layered_robe Leather Apron 2 4 2 8 02.50 Leather Yes Neutral Yes leather_apron Leather Armor 6 22 6 34 03.10 Leather No Empire Yes basic_imperial_leather_armor Leather Armor over Heavy Cloth 3 11 3 17 01.80 Leather Yes Sturgia Yes nordic_sloven Leather Armor with Iron Plates 4 22 4 30 09.60 Plate No Sturgia Yes leather_and_iron_plate_armor Leather Coat over Cloth 4 8 2 14 00.70 Cloth Yes Vlandia Yes leather_coat_over_cloth Leather Scale Armor 6 16 6 28 06.90 Leather Yes Vlandia Yes leather_scale_armor Leather Strips over Padded Robe 6 36 7 49 05.50 Cloth Yes Aserai Yes leather_strips_over_padded_robe Leather Tabard 9 18 6 33 04.40 Leather No Sturgia Yes northern_leather_tabard Leather Tabard over Mail 14 30 12 56 10.00 Chainmail No Sturgia Yes nordic_sloven_over_mail Leather Tunic 5 10 3 18 02.30 Leather Yes Vlandia Yes leather_coat Leather Tunic 7 12 2 21 02.10 Leather Yes Empire Yes leather_tunic Legionary Mail 18 34 15 67 19.00 Chainmail No Empire Yes legionary_mail Light Lamellar Armor 0 48 14 62 16.50 Plate No Aserai Yes desert_lamellar Light Long Padded Armor 8 16 6 30 01.30 Cloth Yes Aserai Yes desert_padded_cloth Light Padded Armor 7 15 7 29 01.60 Cloth Yes Sturgia Yes northern_padded_cloth Light Tunic 1 2 1 4 00.40 Cloth Yes Sturgia Yes light_tunic Long Fur Coat 6 12 2 20 02.60 Leather Yes Battania Yes long_fur_coat Long Hemp Tunic 2 4 2 8 00.60 Cloth Yes Vlandia Yes long_hemp_tunic Long Padded Robe 7 14 2 23 03.90 Cloth Yes Aserai Yes long_padded_robe Long Simple Robe 2 2 1 5 01.60 Cloth Yes Aserai Yes long_desert_robe Long Tunic 1 2 1 4 00.40 Cloth Yes Sturgia Yes sturgia_light_tunic Long Woolen Tunic 1 2 1 4 00.40 Cloth Yes Vlandia Yes long_woolen_tunic Luxury Brigandine 18 53 10 81 24.00 Chainmail No Battania Yes battania_mercenary_armor Luxury Coat 3 6 3 12 02.70 Leather Yes Khuzait Yes khuzait_civil_coat Luxury Kaftan 4 7 2 13 00.80 Cloth Yes Aserai Yes aserai_tunic_waistcoat Luxury Kaftan with Waistband 4 8 4 16 00.80 Cloth Yes Aserai Yes aserai_civil_a Luxury Lamellar Vest over Leather 7 33 6 46 15.00 Plate No Empire Yes imperial_lamellar_over_leather Luxury Scale Armor 23 47 14 84 20.00 Plate No Aserai Yes desert_scale_armor Luxury Thick Coat 3 6 3 12 02.70 Leather Yes Khuzait Yes khuzait_civil_coat_b Luxury Tunic 3 4 2 9 00.60 Cloth Yes Sturgia Yes nordic_tunic Mail Shirt 13 25 11 49 07.50 Chainmail No Vlandia Yes mail_shirt Mastercrafted Southern Scale Mail 6 36 7 49 18.00 Plate No Aserai Yes aserai_scale_armor_on_cloth Mastercrafted Southern Scale over Chain Hauberk 25 51 16 92 28.00 Plate No Aserai Yes aserai_full_scale_armor_on_chain Mastercrafted Southern Scale over Chain Mail 16 51 16 83 22.00 Chainmail No Aserai Yes aserai_scale_armor_on_chain Merchant Fur Coat 4 8 4 16 02.90 Leather Yes Neutral Yes merchants_fur_coat Military Tunic 2 4 1 7 00.60 Cloth Yes Empire Yes footmans_tunic Mirrored Brigandine Armor 14 36 14 64 18.60 Plate No Khuzait Yes eastern_plated_leather Mirrored Leather Armor 7 15 2 24 02.40 Leather No Khuzait Yes khuzait_sturdy_armor Old Fur Armor 6 12 0 18 00.90 Cloth Yes Looters Yes bandit_fur_a Old Fur Coat 4 12 0 16 01.00 Cloth Yes Looters Yes bandit_fur_b Ornate Legionary Scale Mail 18 36 8 62 28.00 Plate No Empire Yes empire_legion_b Ornate Scale Armor 19 39 8 66 16.00 Plate No Empire Yes empire_plate_vest_armor Padded Cloth with Strips 7 14 2 23 02.20 Cloth No Empire Yes padded_cloth_with_strips Padded Footman Coat 7 16 7 30 02.40 Cloth No Vlandia Yes padded_coat Padded Leather Overcoat 4 14 3 21 03.20 Leather No Looters Yes padded_leather_overcoat Padded Leather Shirt 8 16 4 28 01.80 Leather Yes Vlandia Yes padded_leather_shirt Padded Short Coat 2 15 7 24 02.20 Cloth No Vlandia Yes padded_short_coat Patched Gambeson 7 14 3 24 02.40 Cloth Yes Empire Yes patched_gambeson Plaid Dress 3 6 3 12 00.90 Cloth Yes Battania Yes battania_dress_a Plain Dress 1 2 1 4 00.50 Cloth Yes Sturgia Yes plain_dress Ragged Robes 2 3 1 6 00.90 Cloth Yes Looters Yes ragged_robes Ranger Mail 8 32 8 48 12.00 Chainmail No Battania Yes ranger_mail Red Dress 2 6 2 10 00.60 Cloth Yes Empire Yes empire_dress_b Red Tabard over Mail Hauberk 12 34 12 58 15.00 Chainmail No Vlandia Yes red_coat_over_mail Reinforced Leather Armor 8 24 2 34 11.10 Plate No Khuzait Yes khuzait_lamellar_strapped Reinforced Mirror Armor 5 16 2 23 02.40 Leather Yes Khuzait Yes khuzait_fortified_armor Reinforced Suede Armor 5 16 2 23 02.30 Leather No Khuzait Yes reinforced_suede_armor Reinforced Thick Tunic 3 7 2 12 01.10 Cloth Yes Sturgia Yes nordic_padded_cloth Rich Dress 1 3 1 5 00.50 Cloth Yes Empire Yes vlandian_dress Rich Tunic 1 2 1 4 00.40 Cloth Yes Empire Yes fine_town_tunic Ring Mail 2 13 3 18 04.40 Leather No Aserai Yes aserai_horseman_armor Robe over Mail Hauberk 12 25 12 49 08.90 Chainmail No Aserai Yes desert_robe_over_mail Robe over Mail Shirt 12 25 12 49 08.20 Chainmail No Aserai Yes aserai_robe_c_chain Rough Brigandine 19 38 19 76 19.00 Plate No Vlandia Yes plated_leather_coat Rough Fur Armor 5 14 3 22 01.30 Leather No Looters Yes rough_fur_armor Rough Fur over Mail 10 36 8 54 14.00 Chainmail No Looters Yes rough_fur_over_chain Rough Scale Mail 16 32 14 62 15.00 Plate No Battania Yes western_scale_mail Roughcloth Shortcoat 2 5 1 8 00.40 Cloth Yes Sturgia Yes roughcloth_shortcoat Rugged Gambeson 7 14 3 24 02.20 Cloth Yes Looters Yes bandit_gambeson Rugged Scale Armor 7 31 0 38 10.70 Plate No Battania Yes scale_armor Sackcloth Tunic 1 3 1 5 00.60 Cloth Yes Vlandia Yes sackcloth_tunic Scale Warlord Armor 18 37 16 71 19.00 Plate No Battania Yes battania_warlord_armor Scholar Robe 2 5 1 8 00.50 Cloth Yes Vlandia Yes monk_robe Short Gambeson over Tunic 6 16 3 25 01.50 Cloth Yes Sturgia Yes northern_padded_gambeson Short Padded Robe 6 14 2 22 01.30 Cloth Yes Aserai Yes short_padded_robe Short Tunic 0 4 0 4 01.00 Cloth Yes Empire Yes empire_short_dress Silk Kaftan 3 6 3 12 00.40 Cloth Yes Aserai Yes eastern_silk_clothing Silken Noble Dress 1 2 1 4 00.60 Cloth Yes Vlandia Yes vlandian_noble_woman_dress Simple Cloth Tunic 1 2 1 4 00.40 Cloth Yes Vlandia Yes cloth_tunic Simple Kaftan 2 5 1 8 01.60 Cloth Yes Aserai Yes desert_robe Simple Peasant Robe 2 5 2 9 01.10 Cloth Yes Aserai Yes aserai_civil_f Sleeved Heavy Tunic 2 7 1 10 00.90 Cloth Yes Sturgia Yes heavy_nordic_coat Sleeveless Enveloped Padded Garments 1 2 1 4 00.50 Cloth Yes Looters Yes bandit_envelope_dress_v2 Sleeveless Fur Coat 5 12 2 19 01.80 Leather No Looters Yes sleeveless_fur_coat Sleeveless Padded Coat 9 18 2 29 02.20 Cloth No Vlandia Yes sleeveless_padded_coat Sleeveless Padded Short Coat 7 15 2 24 02.00 Cloth Yes Vlandia Yes sleeveless_padded_short_coat Sleeveless Studded Fur Armor 5 11 0 16 00.40 Leather Yes Battania Yes sleeveless_studded_fur_armor Sloven Leather 4 12 3 19 02.90 Leather No Sturgia Yes nordic_sloven_leather Southern Chain Mail 13 25 13 51 17.00 Chainmail No Aserai Yes aserai_armor_02 Southern Decorated Chain Mail 13 27 13 53 18.00 Chainmail No Aserai Yes aserai_armor_02_b Southern Mail Shirt with Brass Plates 16 34 18 68 18.00 Chainmail No Aserai Yes aserai_brass_plate_a Southern Reinforced Mail Armor 16 31 16 63 22.00 Chainmail No Aserai Yes aserai_chain_plate_armor_a Southern Reinforced Mail Vest 6 31 6 43 15.00 Chainmail No Aserai Yes aserai_chain_plate_armor_c Southern Reinforced Short Mail Armor 6 31 16 53 18.00 Chainmail No Aserai Yes aserai_chain_plate_armor_d Southern Reinforced Sleeveless Mail Armor 16 31 6 53 19.00 Chainmail No Aserai Yes aserai_chain_plate_armor_b Southern Sleeveless Mail Shirt with Brass Plates 16 34 6 56 15.00 Chainmail No Aserai Yes aserai_brass_plate_b Steppe Robe 2 4 2 8 00.40 Cloth Yes Khuzait Yes steppe_robe Stitched Cured Leather Coat 10 20 6 36 08.40 Leather No Khuzait Yes eastern_stitched_leather_coat Stitched Leather over Mail 14 36 14 64 15.10 Chainmail No Aserai Yes stitched_leather_over_mail Stitched Leather Vest 5 12 3 20 01.50 Leather Yes Sturgia Yes stitched_leather_vest Striped Coat 2 6 1 9 00.60 Cloth Yes Khuzait Yes steppe_armor Studded Fur Armor 5 11 3 19 01.20 Leather Yes Looters Yes studded_fur_armor Studded Leather Armor 7 14 6 27 02.40 Leather No Khuzait Yes studded_steppe_leather Studded Leather Coat 5 10 2 17 01.60 Leather No Aserai Yes studded_leather_coat Studded Leather over Aketon 7 14 7 28 04.40 Leather No Khuzait Yes studded_leather_over_aketon Studded Leather Waistcoat 3 8 0 11 00.70 Leather Yes Khuzait Yes studded_leather_waistcoat Tailored Dress 2 5 2 9 00.70 Cloth Yes Aserai Yes fine_southern_dress Tartan Dress 2 4 2 8 00.70 Cloth Yes Battania Yes battania_female_civil_a Tartan Long Dress 2 6 2 10 00.70 Cloth Yes Battania Yes battania_dress_c Tartan Toga 9 4 0 13 00.70 Cloth Yes Battania Yes battania_light_armor_e Tartan Tunic 2 6 3 11 00.60 Cloth Yes Battania Yes battania_civil_a Tassled Robes 2 6 2 10 00.90 Cloth Yes Aserai Yes tassled_southern_robes Tattered Rags 1 3 0 4 00.30 Cloth Yes Looters Yes tattered_rags Thawb 2 4 2 8 01.10 Cloth Yes Aserai Yes aserai_civil_e Thick Brigandine Vest 8 34 2 44 04.50 Leather Yes Empire Yes khuzait_leather_stitched Thick Sleeved Robe 3 5 2 10 01.00 Cloth Yes Aserai Yes thick_sleeved_robe Tied Cloth Tunic 1 4 1 6 00.40 Cloth Yes Empire Yes tied_cloth_tunic Toga 3 8 4 15 00.90 Cloth Yes Empire Yes imperial_robes Torn Padded Garments 2 6 1 9 00.50 Cloth Yes Looters Yes torn_bandit_clothes Torn Robe 1 1 0 2 00.40 Leather No Looters Yes vlandia_bandit_c Townsman Luxury Coat 4 8 6 18 00.60 Leather Yes Battania Yes battania_civil_c Tunic with Leather Vest 4 9 2 15 00.90 Leather Yes Sturgia Yes northern_leather_vest Tunic with Rolled Cloth 3 6 2 11 00.70 Cloth Yes Empire Yes tunic_with_rolled_cloth Tunic with Shoulder Pads 2 5 2 9 00.60 Cloth Yes Empire Yes tunic_with_shoulder_pads Varyag Tunic 3 6 2 11 00.40 Cloth Yes Sturgia Yes northern_tunic Villager Leather Tunic 4 10 2 16 00.40 Leather Yes Battania Yes battania_civil_b Villager Short Dress 1 2 1 4 00.50 Cloth Yes Aserai Yes aserai_villager_female_dress Villager Thick Dress 2 4 2 8 00.70 Cloth Yes Battania Yes battania_female_civil_b White Tabard over Mail Hauberk 12 34 12 58 15.00 Chainmail No Vlandia Yes white_coat_over_mail Wildling Armor 5 2 1 8 00.80 Cloth Yes Battania Yes battanian_savage_armor Woodland Cloth Armor 4 9 2 15 01.50 Cloth Yes Battania Yes highland_cloth Woodland Commoner Dress 2 4 2 8 00.80 Cloth Yes Battania Yes battania_dress_b Woodland Garments 6 14 4 24 01.20 Leather Yes Battania Yes battania_woodland_outfit Woven Leather Vest 5 11 3 19 04.70 Leather No Vlandia Yes woven_leather_vest ▲ Show/Hide Body Armor ▲ Head Armors[] ▼ Show/Hide Head Armor ▼ Item Name Head Armor Rating Weight Material Civilian Culture Merchandise Item ID Austere Crown 4 0.35 Plate Yes Empire No vlandia_crown Bandit Leather Hood 5 0.10 Leather Yes Aserai Yes aserai_civil_f_cape Battle Crown 47 2.20 Plate No Sturgia No sturgian_battle_crown Bear Head 24 1.40 Leather Yes Battania Yes bearhead Brass Southern Closed Helmet 42 2.50 Plate No Aserai No brass_aserai_helmet_closed Brass Southern Closed Helmet with Turban 43 2.55 Plate No Aserai No brass_aserai_helmet_b_closed Brass Southern Helmet 38 2.20 Plate No Aserai No brass_aserai_helmet_open Brass Southern Helmet with Leather Flaps 36 1.80 Plate No Aserai No brass_aserai_helmet_leather Brass Southern Helmet with Turban 39 2.30 Plate No Aserai No brass_aserai_helmet_b_open Brass Turbaned Helmet with Leather Flaps 37 1.90 Plate No Aserai No brass_aserai_helmet_b_leather Bronze Cap with Cheek Guards 31 3.00 Plate No Battania Yes battania_earmuff_helmet_b_brnz Bronze Nasalhelm over Mail 38 3.70 Plate No Empire Yes leatherlame_nasalhelm_over_imperial_mail Cap with Fur Coif 20 1.30 Leather No Battania Yes battania_fur_helmet Cap with Neck Flap 6 0.30 Cloth Yes Khuzait Yes eastern_cap Cervelliere over Arming Coif 19 1.90 Plate No Vlandia Yes cervelliere_over_arming_coif Cervelliere over Cloth Headwrap 20 2.00 Plate No Vlandia Yes cervelliere_over_cloth_headwrap Cervelliere over Laced Coif 29 2.10 Plate No Vlandia Yes cervelliere_over_laced_coif Cervelliere over Padded Cap 20 2.10 Plate No Vlandia Yes cervelliere_over_padded_cap Closed Decorated Goggled Helmet 54 3.80 Plate No Sturgia Yes sturgian_helmet_b_close Closed Head Scarf 6 0.60 Cloth No Aserai Yes closed_head_scarf Closed Huscarl Helmet 51 4.40 Chainmail No Sturgia Yes goggled_helmet_over_full_mail Closed Knight Helmet 45 2.20 Plate No Vlandia Yes vlandian_faceguard_helmet_a Closed Mail Goggled Helmet 51 3.65 Chainmail No Sturgia Yes nordic_helmet Closed Steel Cap 52 3.20 Chainmail No Aserai Yes closed_desert_helmet_with_mail Closed Warlord Helmet 53 3.80 Plate No Sturgia Yes sturgian_helmet_closed Cloth Coif 2 0.20 Cloth Yes Empire Yes imperial_cloth_coif Cloth Headwrap 6 0.40 Cloth Yes Vlandia Yes cloth_headwrap Cloth Hood 6 0.30 Cloth No Battania Yes battania_civil_hood Colored Hijab 2 0.10 Cloth Yes Aserai Yes head_scarf Colored Keffiyeh 5 0.10 Cloth Yes Aserai Yes aserai_civil_e_hscarf Colored Turban 5 0.20 Cloth Yes Aserai Yes aserai_civil_d_hscarf Crowned Helmet 46 3.40 Plate No Vlandia No western_crowned_helmet Crowned Plate Helmet 48 3.60 Plate No Vlandia No western_crowned_plated_helmet Decorated Bronze Helmet with Cheek Guards 35 3.30 Plate No Battania Yes battania_earmuff_helmet_c_cpr Decorated Nomad Cap 6 0.40 Cloth Yes Khuzait Yes decorated_nomad_cap Desert Headdress 6 0.20 Cloth Yes Aserai Yes desert_headdress Desert Headscarf 3 0.30 Cloth Yes Aserai Yes aserai_female_civil_hscarf Emir Helmet 46 3.00 Chainmail No Aserai Yes emirs_helmet Feathered Spangenhelm 26 3.20 Plate No Empire Yes ironlame_feathered_spangenhelm Feathered Spangenhelm over Coif 42 3.10 Plate No Empire Yes feathered_spangenhelm_over_imperial_coif Feathered Spangenhelm over Leather 36 3.20 Plate No Empire Yes ironlame_feathered_spangenhelm_over_leather Feathered Spangenhelm over Mail 42 3.40 Plate No Empire Yes leatherlame_feathered_spangenhelm_over_mail Female Headwrap 2 0.10 Cloth Yes Aserai Yes female_head_wrap Female Rural Headwrap 1 0.30 Cloth Yes Vlandia Yes head_wrapped Female Rural Scarf 3 0.20 Cloth Yes Vlandia Yes head_piece Fringed Bronze Cap with Cheek Guards 35 3.20 Plate No Battania Yes battania_earmuff_helmet_a_brnz Fringed Decorated Bronze Cap with Cheek Guards 37 3.30 Plate No Battania Yes battania_earmuff_helmet_c_brnz Fringed Decorated Steel Cap with Cheek Guards 38 3.10 Plate No Battania Yes battania_earmuff_helmet_c Fringed Steel Cap with Cheek Guards 36 3.00 Plate No Battania Yes battania_earmuff_helmet_a Full Helm over Arming Coif 46 3.00 Plate No Vlandia Yes full_helm_over_arming_coif Full Helm over Cloth Headwrap 46 3.20 Plate No Vlandia Yes full_helm_over_cloth_headwrap Full Helm over Laced Coif 45 3.25 Plate No Vlandia Yes full_helm_over_laced_coif Full Helm over Mail Coif 50 3.70 Plate No Vlandia Yes full_helm_over_mail_coif Full Helm over Padded Cap 47 3.10 Plate No Vlandia Yes full_helm_over_padded_cap Full Helm over Padded Cloth 48 3.60 Plate No Vlandia Yes full_helm_over_padded_cloth Fur Cap 9 0.50 Leather Yes Sturgia Yes northern_fur_cap Fur Cap with Ear Flaps 7 0.40 Leather Yes Sturgia Yes nordic_leather_cap Fur Rimmed Cap 8 0.30 Leather Yes Sturgia Yes nordic_fur_cap Furred Noble Lancer Helmet 45 3.40 Plate No Khuzait Yes khuzait_noble_helmet_with_fur Goggled Cataphract Helmet 52 3.20 Chainmail No Empire Yes imperial_goggled_helmet Goggled Helmet over Leather 46 3.10 Plate No Sturgia Yes goggled_helmet_over_leather Goggled Helmet over Mail 50 3.40 Plate No Sturgia Yes goggled_helmet_over_mail Golden Laurel Crown 5 0.30 Plate Yes Empire No empire_crown_north Head Scarf 1 0.20 Cloth Yes Sturgia Yes womens_headwrap_b Headscarf with Fez 4 0.40 Cloth Yes Aserai Yes aserai_female_civil_hscarf_b Heavy Cavalry Helmet 46 3.80 Plate No Sturgia Yes sturgia_heavy_cavalary_helmet Heavy Lancer Helmet 51 4.00 Chainmail No Khuzait Yes eastern_vendel_helmet Heavy Nasalhelm over Laced Cloth 46 3.10 Plate No Empire Yes heavy_nasalhelm_over_laced_cloth Heavy Nasalhelm over Leather 48 3.40 Plate No Empire Yes heavy_nasalhelm_over_imperial_leather Heavy Nasalhelm over Mail 51 3.60 Plate No Empire Yes heavy_nasalhelm_over_imperial_mail Heavy Nasalhelm over Padding 48 3.00 Plate No Empire Yes heavy_nasalhelm_over_imperial_padding Helmet with Faceguard 25 2.50 Plate No Empire Yes helmet_with_faceguard Helmet with Open Turban 26 2.10 Plate No Aserai Yes loose_wrapped_desert_helmet Helmet with Turban and Coif 20 2.20 Plate No Aserai Yes trailed_desert_helmet Hide Cap 8 0.45 Plate No Looters Yes vlandia_bandit_cape_b Highland Ceremonial Crown 8 0.50 Plate No Battania No battania_crown Highland Crowned Helmet 50 3.40 Plate No Battania No battanian_crowned_helmet Hijab 3 0.50 Cloth Yes Aserai Yes headscarf_d Imperial Jeweled Band 7 0.85 Plate Yes Empire No empire_crown_v2 Imperial Jeweled Band 6 0.50 Plate Yes Empire No empire_crown_west Imperial Jeweled Helmet 47 3.40 Plate No Empire Yes empire_jewelled_helmet Imperial Plumed Helmet 48 3.10 Plate No Empire No empire_battle_crown_west Infantry Steel Helmet 33 2.20 Plate No Khuzait Yes steppe_helmet Iron Legionary Helm over Cloth 46 3.20 Plate No Empire Yes ironlame_nasalhelm_over_imperial_cloth Iron Nasalhelm over Coif 48 3.60 Plate No Empire Yes ironlame_nasalhelm_over_imperial_coif Iron Nasalhelm over Leather 43 3.50 Plate No Empire Yes leatherlame_nasalhelm_over_imperial_leather Iron Nasalhelm over Mail 48 3.30 Plate No Empire Yes ironlame_nasalhelm_over_imperial_mail Iron Nasalhelm over Padding 46 3.10 Plate No Empire Yes ironlame_nasalhelm_over_imperial_padding Iron Roundkettle over Leather 30 2.20 Plate No Empire Yes ironlame_roundkettle_over_imperial_leather Iron Roundkettle over Mail 36 2.85 Plate No Empire Yes ironlame_roundkettle_over_imperial_mail Iron Spiked Kettle over Mail 33 2.85 Plate No Empire Yes ironlame_spiked_kettle_over_mail Jeweled Crown 34 2.10 Plate No Empire No empire_crown Jeweled Fur Rimmed Helmet 41 2.40 Plate Yes Sturgia No sturgian_crown Jeweled Plumed Battle Crown 45 2.10 Plate No Empire No empire_battle_crown_north Keffiyeh with Brown Band 4 0.20 Cloth Yes Aserai Yes aserai_civil_hscarf_a Keffiyeh with Silken Band 4 0.20 Cloth Yes Aserai Yes aserai_civil_c_head Kettle Hat over Mail Coif 42 2.90 Chainmail No Vlandia Yes kettle_hat_over_mail_coif Kettle Hat over Padded Cloth 34 2.40 Plate No Vlandia Yes kettle_hat_over_padded_cloth Kettle Hat over Padded Coif 36 2.60 Plate No Vlandia Yes kettle_hat_over_padded_coif Kettle Helmet over Arming Coif 32 2.30 Plate No Vlandia Yes kettle_helmet_over_arming_coif Kettle Helmet over Laced Coif 35 2.50 Plate No Vlandia Yes kettle_helmet_over_laced_coif Kettle Helmet over Mail 40 2.80 Plate No Vlandia Yes kettle_helmet_over_mail Kettle Helmet over Padded Cap 33 2.25 Plate No Vlandia Yes kettle_helmet_over_padded_cap Kettle Helmet over Padded Cloth 33 2.60 Plate No Vlandia Yes kettle_helmet_over_padded_cloth Kettle Helmet over Padded Coif 36 2.68 Plate No Vlandia Yes kettle_helmet_over_padded_coif Kettle Helmet with Leather 33 2.40 Plate No Vlandia Yes kettle_helmet_with_leather Kettle Helmet with Mail 36 2.90 Plate No Vlandia Yes kettle_helmet_with_mail Kettle over Laced Coif 33 3.00 Plate No Vlandia Yes guards_kettle_over_laced_coif Kettle over Mail Coif 38 3.60 Plate No Vlandia Yes guards_kettle_over_mail_coif Kettle over Padded Coif 34 3.00 Plate No Vlandia Yes guards_kettle_over_padded_coif Khuzait Battle Crown 36 2.70 Plate No Khuzait No khuzait_battle_crown Knight Helmet with Bronze Faceguard 44 2.30 Plate No Vlandia Yes vlandian_faceguard_helmet_b Laced Cloth Coif 6 0.40 Cloth Yes Empire Yes laced_cloth_coif Laced Coif 14 0.60 Cloth Yes Vlandia Yes laced_coif Leather Cap 8 0.40 Leather Yes Empire Yes leather_cap Leather Coif 9 0.30 Cloth Yes Vlandia Yes arming_coif Leather Coif 6 0.30 Leather Yes Empire Yes imperial_leather_coif Leather Studded Helm 8 0.50 Leather No Battania Yes leather_studdedhelm Leather Studded Helm over Headcloth 10 0.70 Leather No Battania Yes leather_studdedhelm_over_headcloth Leather Studded Helm over Roughscale 22 2.10 Leather No Battania Yes leather_studdedhelm_over_roughscale Leather Studded Helm over Thinhide 12 0.80 Leather No Battania Yes leather_studdedhelm_over_thinhide Legionary Helm 36 3.20 Plate No Empire Yes imperial_nasal_helm Light Roundkettle over Leather 22 2.20 Plate No Empire Yes roundkettle_over_imperial_leather Lightweight Padded Coif 14 0.50 Cloth Yes Empire Yes imperial_padded_coif Loose Head Scarf 3 0.50 Cloth Yes Vlandia Yes headscarf Lord Helmet with Metal Strips 47 3.40 Plate No Empire Yes empire_helmet_with_metal_strips Lordly Steel Cap 46 2.90 Plate No Aserai Yes southern_lord_helmet Luxurious Head Scarf 3 0.30 Cloth Yes Vlandia Yes headscarf_c Luxury Turban Over Helmet 42 2.80 Plate No Aserai Yes aserai_crown Mail Coif 19 1.70 Chainmail No Empire Yes imperial_mail_coif Mail Coif with Helmet Padding 18 1.70 Chainmail No Empire Yes mail_coif Mailed Nasal Helmet 49 3.15 Plate No Sturgia Yes sturgian_helmet_open Mamluke Helmet with Mail 45 2.90 Plate No Aserai Yes desert_helmet_with_mail Merchant Hat 1 0.10 Leather Yes Neutral Yes merchants_hat Nasal Cervelliere over Laced Coif 28 2.10 Plate No Vlandia Yes nasal_cervelliere_over_laced_coif Nasal Cervelliere over Mail Coif 36 2.60 Plate No Vlandia Yes nasal_cervelliere_over_mail_coif Nasal Cervelliere over Padded Cap 22 2.00 Plate No Vlandia Yes nasal_cervelliere_over_padded_cap Nasal Cervelliere over Padded Coif 25 2.20 Plate No Vlandia Yes nasal_cervelliere_over_padded_coif Nasal Helmet over Cloth Headwrap 26 2.00 Plate No Vlandia Yes nasal_helmet_over_cloth_headwrap Nasal Helmet over Laced Coif 32 2.30 Plate No Vlandia Yes nasal_helmet_over_laced_coif Nasal Helmet over Mail 36 3.10 Plate No Vlandia Yes nasal_helmet_over_mail Nasal Helmet over Mail Coif 38 3.30 Plate No Vlandia Yes nasal_helmet_over_mail_coif Nasal Helmet over Padded Cloth 29 2.20 Plate No Vlandia Yes nasal_helmet_over_padded_cloth Nasal Helmet over Padded Coif 36 2.40 Plate No Vlandia Yes nasal_helmet_over_padded_coif Nasal Helmet with Leather 37 2.20 Plate No Sturgia Yes nasal_helmet_with_leather Nasal Helmet with Mail 39 2.50 Plate No Sturgia Yes nasal_helmet_with_mail Nasalhelm over Leather 23 1.90 Plate No Sturgia Yes nasalhelm_over_leather Nasalhelm over Mail 33 2.80 Plate No Sturgia Yes nasalhelm_over_mail Noble Crowned Lord Helmet 45 3.40 Plate No Aserai No aserai_lord_helmet_a Noble Lancer Helmet 48 3.40 Plate No Khuzait Yes khuzait_noble_helmet_with_feathers Noble Steel Cap 46 3.50 Plate No Aserai Yes southern_noble_helmet Nomad Cap 4 0.30 Cloth Yes Khuzait Yes nomad_cap Nomad Fur Cap 7 0.35 Leather Yes Khuzait Yes fur_hat Nomad Helmet 31 2.10 Plate No Khuzait Yes nomad_helmet Nomad Padded Hood 12 0.60 Cloth Yes Khuzait Yes nomad_padded_hood Northern Closed Warlord Helmet 51 3.70 Chainmail No Sturgia Yes closed_goggled_helmet Open Head Scarf 6 0.50 Cloth Yes Aserai Yes open_head_scarf Open Mail Coif 20 1.50 Chainmail No Empire Yes imperial_open_mail_coif Open Mail Coif 18 1.60 Chainmail No Empire Yes open_mail_coif Open Padded Coif 14 0.60 Cloth Yes Vlandia Yes open_padded_coif Ornate Desert Battle Crown 44 2.80 Plate No Aserai No aserai_battle_crown Ornate Steel Cap 22 1.40 Plate No Khuzait No khuzait_crown Padded Cap 11 0.20 Cloth Yes Vlandia Yes padded_cap Padded Coif 18 0.40 Cloth No Vlandia Yes arming_cap Padded Half Coif 14 0.70 Cloth No Vlandia Yes padded_coif Padded Leather Cape 11 0.40 Plate No Vlandia Yes padded_leather_cape Palatine Guard Helmet 46 3.20 Plate No Empire Yes empire_lord_helmet Peaked Fur Hood 13 0.70 Leather No Khuzait Yes peaked_fur_hood Peaked Helmet over Laced Coif 37 2.80 Plate No Vlandia Yes peaked_helmet_over_laced_coif Peaked Helmet over Mail 40 2.80 Plate No Vlandia Yes peaked_helmet_over_mail Peaked Helmet over Mail Coif 42 3.00 Plate No Vlandia Yes peaked_helmet_over_mail_coif Peaked Helmet over Padded Cloth 36 2.50 Plate No Vlandia Yes peaked_helmet_over_padded_cloth Peasant Head Wrapping 1 0.05 Cloth Yes Vlandia Yes head_wrapping Pilgrim Hood 3 0.20 Cloth Yes Empire Yes pilgrim_hood Plated Helmet 30 3.00 Plate No Vlandia Yes vlandia_lord_helmet_b2 Plated Helmet with Sideguards 52 3.90 Plate No Vlandia Yes western_plated_helmet Plated Warlord Helmet 53 3.80 Plate No Sturgia Yes sturgian_lord_helmet_c Plumed Decorated Mailed Nasal Helmet 49 3.20 Plate No Sturgia Yes sturgian_helmet_b_open Plumed Fur Lined Helmet 24 2.10 Plate No Khuzait Yes plumed_fur_lined_helmet Plumed Helmet 47 2.90 Plate No Empire Yes plumed_helmet Plumed Lamellar Helmet 36 2.80 Plate No Khuzait Yes plumed_lamellar_helmet Plumed Noble Lancer Helmet with Neckguard 48 3.60 Plate No Khuzait Yes khuzait_noble_helmet_with_neckguard Plumed Nomad Helmet 32 2.60 Plate No Khuzait Yes plumed_nomad_helmet Pointed Skullcap over Cloth Headwrap 30 2.10 Plate No Aserai Yes pointed_skullcap_over_cloth_headwrap Pointed Skullcap over Gambeson 32 2.20 Plate No Aserai Yes pointed_skullcap_over_mail Pointed Skullcap over Laced Coif 32 2.20 Plate No Aserai Yes pointed_skullcap_over_laced_coif Pointed Skullcap over Mail Coif 37 2.80 Plate No Aserai Yes pointed_skullcap_over_mail_coif Pointed Skullcap with Mail 35 2.60 Plate No Aserai Yes pointed_skullcap_with_mail Reinforced Closed Goggled Helmet 52 3.20 Chainmail No Sturgia Yes decorated_goggled_helmet Ridged Decorated Bronze Cap with Cheek Guards 40 3.30 Plate No Battania Yes battania_earmuff_helmet_d_brnz Ridged Decorated Steel Cap with Cheek Guards 41 3.20 Plate No Battania Yes battania_earmuff_helmet_d Ridged Helm 46 3.20 Plate No Battania Yes ridged_northernhelm Ridged Warlord Helmet 50 3.60 Plate No Sturgia Yes sturgian_lord_helmet_a Rough Padded Cap 12 0.50 Plate No Looters Yes vlandia_bandit_cape_a Roughhide Cap 7 0.50 Cloth Yes Sturgia Yes roughhide_cap Roughscale Helmet 26 2.20 Plate No Battania Yes roughscale_helmet Roughspun Keffiyeh 6 0.20 Cloth Yes Aserai Yes aserai_civil_hscarf_b Roundkettle Helmet 36 2.80 Plate No Empire Yes leatherlame_roundkettle Roundkettle over Cloth 28 2.00 Plate No Empire Yes roundkettle_over_imperial_cloth Roundkettle over Laced Cloth 26 2.00 Plate No Empire Yes roundkettle_over_laced_cloth Roundkettle over Leather 30 2.20 Plate No Empire Yes leatherlame_roundkettle_over_imperial_leather Roundkettle over Mail 34 2.80 Plate No Empire Yes roundkettle_over_imperial_mail Roundkettle over Mail 42 3.10 Plate No Empire Yes leatherlame_roundkettle_over_imperial_mail Roundkettle over Padding 31 2.40 Plate No Empire Yes roundkettle_over_imperial_padding Royal Cataphract Helmet 51 3.70 Plate No Empire Yes empire_guarded_lord_helmet Rural Head Wrap 1 0.10 Cloth Yes Vlandia Yes womens_headwrap_c Rural Headdress 3 0.20 Cloth Yes Aserai Yes aserai_villager_female_headdress Sea Raider Goggled Helmet 50 3.20 Plate No Sturgia Yes northern_goggled_helmet Segmented Cervelliere over Laced Coif 24 2.30 Plate No Vlandia Yes segmented_cervelliere_over_laced_coif Segmented Cervelliere over Mail 26 2.85 Plate No Vlandia Yes segmented_cervelliere_over_mail Segmented Cervelliere over Mail Coif 28 2.90 Plate No Vlandia Yes segmented_cervelliere_over_mail_coif Segmented Cervelliere over Padded Cloth 28 2.80 Plate No Vlandia Yes segmented_cervelliere_over_padded_cloth Segmented Skullcap over Laced Coif 17 1.20 Plate No Vlandia Yes segmented_skullcap_over_laced_coif Segmented Skullcap over Mail Coif 42 3.20 Plate No Vlandia Yes segmented_skullcap_over_mail_coif Segmented Skullcap over Padded Cloth 28 2.60 Plate No Vlandia Yes segmented_skullcap_over_padded_cloth Segmented Skullcap over Padded Coif 29 2.30 Plate No Vlandia Yes segmented_skullcap_over_padded_coif Spangenhelm over Leather 40 2.70 Plate No Empire Yes leatherlame_feathered_spangenhelm_over_leather Spangenhelm over Mail 42 3.30 Plate No Empire Yes ironlame_feathered_spangenhelm_over_mail Spangenhelm with Leather 20 1.20 Plate No Sturgia Yes spangenhelm_with_leather Spangenhelm with Padded Cloth 18 1.90 Plate No Sturgia Yes spangenhelm_with_padded_cloth Spiked Helmet 48 3.50 Plate No Khuzait Yes spiked_helmet Spiked Helmet with Closed Turban 23 2.40 Plate No Aserai Yes closed_desert_helmet Spiked Helmet with Facemask 51 4.50 Plate No Khuzait Yes spiked_helmet_with_facemask Spiked Helmet with Open Turban 22 1.30 Plate No Aserai Yes open_desert_helmet Spiked Kettle over Mail 27 3.10 Plate No Empire Yes spiked_kettle_over_imperial_mail Spiked Kettle over Padding 39 2.50 Plate No Empire Yes spiked_kettle_over_imperial_padding Steel Cap 18 1.20 Plate No Aserai Yes desert_helmet Steel Cap with Cheek Guards 32 2.90 Plate No Battania Yes battania_earmuff_helmet_b Steel Cap with Nose Guard 22 1.80 Plate No Sturgia Yes nasal_helmet Steel Nasal Cap 35 2.40 Plate No Sturgia Yes sturgian_helmet_base Tall Helmet 38 2.20 Plate No Empire Yes tall_helmet Thick Fur Hood 12 0.60 Leather No Khuzait Yes fur_hood Thinhide Coif 9 0.50 Leather Yes Battania Yes thinhide_coif Tied Head Wrapping 5 0.50 Cloth Yes Aserai Yes tied_head_wrapping Tight Head Scarf 7 0.70 Cloth No Aserai Yes tight_head_scarf Tribal Turban 7 0.60 Cloth Yes Aserai Yes tuareg Turban 4 0.50 Cloth Yes Aserai Yes turban Two Pronged Bronze Crown 40 2.30 Plate Yes Battania No battania_battle_crown Upturned Fur Cap 10 0.60 Leather Yes Khuzait Yes upturned_fur_cap Visored Helmet over Laced Coif 46 3.20 Plate No Vlandia Yes visored_helmet_over_laced_coif Visored Helmet over Mail Coif 52 3.60 Plate No Vlandia Yes visored_helmet_over_mail_coif Visored Helmet over Padded Cloth 46 3.30 Plate No Vlandia Yes visored_helmet_over_padded_cloth Visored Helmet over Padded Coif 48 3.30 Plate No Vlandia Yes visored_helmet_over_padded_coif Warlord Helmet 53 3.10 Plate No Battania Yes battanian_noble_helmet_with_feather Warlord Helmet over Full Mail 54 3.80 Chainmail No Sturgia Yes lendman_helmet_over_full_mail Warlord Helmet over Mail 48 3.10 Plate No Sturgia Yes lendman_helmet_over_mail Warlord Helmet with Cheek Guards 47 3.60 Plate No Sturgia Yes northern_warlord_helmet Warlord Helmet with Feathers 46 3.30 Plate No Battania Yes battanian_plated_noble_helmet Warlord Helmet with Nose Guard 51 3.50 Plate No Sturgia Yes sturgian_lord_helmet_b Wolf Head 16 1.30 Leather No Battania Yes wolfhead Woven Turban 6 0.80 Cloth Yes Aserai Yes woven_turban Wrapped Cap 6 0.40 Cloth Yes Aserai Yes desert_cap Wrapped Headcloth 5 0.20 Cloth Yes Battania Yes wrapped_headcloth Wrapped Helmet with Mail Coif 46 3.00 Chainmail No Aserai Yes desert_mail_coif Wrapped Leather Cap 12 0.50 Cloth Yes Aserai Yes wrapped_desert_cap ▲ Show/Hide Head Armor ▲ Shoulder Armors[] ▼ Show/Hide Shoulder Armor ▼ Item Name Body Armor Rating Arm Armor Rating Total Armor Rating Weight Material Civilian Culture Merchandise Item ID Armored Bearskin 12 0 12 07.00 Leather No Battania Yes armored_bearskin Bear Pelt 9 3 12 03.30 Leather No Battania Yes bearskin Bolted Leather Strips 8 1 9 00.80 Leather No Khuzait Yes bolted_leather_strips Bronze Lamellar Shoulder Guards 1 5 6 01.60 Plate No Khuzait Yes a_brass_lamellar_shoulder_a Bronze Lamellar Shoulder Pieces 5 11 16 05.00 Plate No Khuzait Yes brass_lamellar_shoulder Bronze Pauldrons 1 9 10 03.50 Plate No Empire Yes a_pauldron_cape_c Bronze Pauldrons with Neck Guard 5 9 14 06.50 Plate No Empire Yes a_pauldron_cape_b Bronze Plate Pauldrons 2 10 12 02.40 Plate No Empire Yes empire_plate_armor_shoulder_a Bronze Scale Pauldrons 1 8 9 03.60 Plate No Aserai Yes a_aserai_scale_b_shoulder_d Bronze Scale Pauldrons 5 11 16 02.60 Plate No Aserai Yes aserai_scale_shoulder_c Bronze Scale Shoulder Guards 14 7 21 06.00 Plate No Aserai Yes a_aserai_scale_b_shoulder_c Bronze Scale Shoulder Guards 9 8 17 05.80 Plate No Aserai Yes aserai_scale_shoulder_a Caped Leather Harness 7 7 14 04.90 Leather No Empire Yes varangian_bra_royal Chained Fur Cloak 7 4 11 04.50 Leather No Battania Yes battania_cloak_furr Cotton Hood 2 1 3 00.20 Cloth Yes Neutral Yes female_hood Cured Leather Pauldrons 1 8 9 00.80 Leather No Khuzait Yes steppe_leather_shoulders Cured Leather Shoulder Pieces 4 2 6 00.85 Leather No Battania Yes battanian_leather_shoulder_a Cured Studded Leather Shoulders 4 7 11 04.50 Leather No Khuzait Yes a_khuzait_leather_shoulder_b_a Decorated Bronze Scale Pauldrons 9 9 18 05.80 Plate No Aserai Yes aserai_scale_shoulder_d Decorated Lamellar Leather Shoulder Guards 2 7 9 01.30 Leather No Khuzait Yes a_leather_lamellar_armor_shoulder_a Decorated Leather Harness 6 7 13 04.50 Leather No Empire Yes varangian_bra_basic Decorated Leather Harness over Mail 14 9 23 11.50 Chainmail No Empire Yes varangian_bra_mail Decorated Leather Harness over Scale 15 9 24 13.50 Plate No Empire Yes varangian_bra_scale Decorated Leather Harness with Padding 12 9 21 08.50 Leather No Empire Yes varangian_bra_padded Decorated Long Sleeve Bronze Scale Pauldrons 9 12 21 12.40 Plate No Aserai Yes aserai_scale_shoulder_e Decorated Scale Shoulder Guards 4 7 11 04.20 Plate No Sturgia Yes brass_scale_shoulders Decorated Steel Lamellar Shoulder Pieces 2 12 14 03.80 Plate No Khuzait Yes a_metal_lamellar_armor_shoulder_a Fringed Cape 2 2 4 00.25 Cloth No Battania Yes battania_civil_cloak Fur Cloak 5 1 6 02.70 Leather Yes Battania Yes fur_cloak_b Fur Cloak With Round Plate 13 6 19 07.60 Leather No Battania Yes fur_cloak_a Green Hood 3 1 4 00.35 Cloth Yes Vlandia Yes green_hood Heavy Cloak 3 2 5 00.50 Cloth Yes Neutral Yes empire_cape_a Heavy Lamellar Pauldrons 7 12 19 03.50 Plate No Empire Yes imperial_lamellar_shoulders Heavy Tartan Scarf 3 1 4 00.55 Cloth No Battania Yes battania_scarf_a Heavy Warlord Pauldrons 10 14 24 08.00 Plate No Battania Yes battania_warlord_pauldrons Hood 3 1 4 00.35 Cloth Yes Vlandia Yes hood Iron Plate Pauldrons 2 11 13 02.20 Plate No Empire Yes empire_plate_armor_shoulder_b Lamellar Pauldrons 6 12 18 04.50 Plate No Sturgia Yes brass_lamellar_shoulder_white Lamellar Pauldrons 1 8 9 02.20 Plate No Empire Yes a_empire_plated_shoulder_b Lamellar Shoulder Guards 5 1 6 01.80 Plate No Sturgia Yes a_brass_lamellar_shoulder_white_a Lamellar Shoulder Pieces 12 12 24 09.00 Plate No Khuzait Yes lamellar_shoulders Large Fur Cloak With Round Plate 14 7 21 08.30 Leather No Battania Yes fur_cloak_c Leather Lamellar Shoulder Guards 6 6 12 03.50 Leather No Khuzait Yes leather_lamellar_shoulders Leather Shoulder Guard 4 2 6 00.60 Leather No Neutral Yes desert_leather_shoulderpad Legionary Cape 7 9 16 06.90 Plate No Empire Yes pauldron_cape_a Legionary Padded Straps 6 4 10 03.20 Leather No Empire Yes empire_warrior_padded_armor_shoulder Legionary Reinforced Studded Harness 6 11 17 03.90 Plate No Empire Yes imperial_studded_strip_shoulders Legionary Studded Harness 5 4 9 02.80 Plate No Empire Yes a_empire_plated_shoulder_a Leopard Pelt 5 2 7 02.00 Leather Yes Aserai Yes leopard_pelt Long Sleeved Bronze Scale Shoulder Guards 16 8 24 02.20 Plate No Aserai Yes aserai_scale_shoulder_b Mail Shoulder Guards 9 5 14 05.70 Chainmail No Sturgia Yes mail_shoulders Mail Shoulder Pieces 7 1 8 02.30 Chainmail No Battania Yes battanian_chainmail_shoulder_a Mail Shoulder Reinforcements 8 3 11 03.50 Chainmail No Battania Yes battanian_chainmail_shoulder_b Neckguard with Bronze Plate Pauldrons 8 11 19 07.80 Plate No Empire Yes studded_imperial_neckguard Ornate Pauldrons 10 12 22 02.20 Plate No Vlandia Yes noble_pauldron Ornate Pauldrons with Cape 11 12 23 04.40 Plate No Vlandia Yes noble_pauldron_with_cape Padded Leather Shoulders 9 4 13 02.40 Cloth No Vlandia Yes padded_leather_shoulders Pauldrons with Cape 4 11 15 05.60 Plate No Vlandia Yes pauldron_with_cape Reinforced Bronze Lamellar Shoulder Guards 1 10 11 03.00 Plate No Khuzait Yes a_brass_lamellar_shoulder_b Reinforced Bronze Scale Shoulder Guards 13 9 22 09.20 Plate No Aserai Yes a_aserai_scale_b_shoulder_e Reinforced Harness with Cape 7 4 11 03.50 Leather No Battania Yes battania_shoulder_furr Reinforced Lamellar Shoulder Guards 1 11 12 02.40 Plate No Sturgia Yes a_brass_lamellar_shoulder_white_b Reinforced Leather Pauldrons 2 8 10 03.50 Leather No Khuzait Yes khuzait_leather_pauldron Reinforced Mail Shoulders 9 4 13 05.80 Chainmail No Vlandia Yes chainmail_shoulder_armor Reinforced Ornate Pauldrons 13 12 25 06.40 Plate No Vlandia Yes noble_pauldron_with_scarf Reinforced Ornate Pauldrons over Scale 15 12 27 11.40 Plate No Vlandia Yes pauldron_over_scale_armor Reinforced Scale Pauldrons 14 10 24 08.20 Plate No Aserai Yes desert_scale_shoulders Reinforced Studded Neckguard 8 0 8 05.90 Leather No Khuzait Yes a_khuzait_leather_shoulder_b_b Reinforced Studded Shoulder Guards 9 6 15 09.90 Leather No Khuzait Yes eastern_studded_shoulders Reinforced Suede Shoulder Guards 1 7 8 00.75 Leather No Khuzait Yes reinforced_suede_shoulders Ringmail Shoulder Guard 7 4 11 02.90 Leather No Aserai Yes aserai_horseman_shoulder Rough Bearskin 9 5 14 05.30 Leather No Battania Yes rough_bearskin Scale Pauldrons 2 8 10 02.80 Plate No Aserai Yes a_aserai_scale_b_shoulder_b Scale Shoulder Guards 15 7 22 05.00 Plate No Aserai Yes a_aserai_scale_b_shoulder_a Scale Shoulderguards 16 8 24 01.70 Plate No Vlandia Yes scale_shoulder_armor Scarf 3 0 3 00.30 Cloth Yes Neutral Yes scarf Shawl 2 0 2 00.20 Cloth Yes Neutral Yes wrapped_scarf Short Cloak 2 0 2 00.20 Cloth Yes Neutral Yes southern_shawl Shoulder Harness 1 8 9 00.65 Leather No Battania Yes battania_shoulder_strap Simple Cape 2 0 2 00.20 Cloth Yes Battania Yes a_battania_cloak_a Stitched Leather Shoulders 1 4 5 00.90 Leather No Sturgia Yes stitched_leather_shoulders Tartan Cape 2 1 3 00.50 Cloth No Battania Yes battania_cloak_b Tartan Cloak 2 0 2 00.25 Cloth Yes Battania Yes battania_cloak Tartan Shoulder Harness 3 6 9 01.30 Leather No Battania Yes battania_shoulder_strap_cloak Thick Scarf 3 0 3 00.30 Cloth Yes Neutral Yes female_scarf Wolf Pelt Cape 6 3 9 02.80 Leather No Battania Yes wolf_shoulder Woodland Cape 5 2 7 00.85 Leather No Battania Yes battania_woodland_cloak Woodland Fur Cloak 5 3 8 01.20 Leather No Battania Yes battania_civil_cape Woven Leather Shoulders 2 6 8 02.80 Leather No Empire Yes woven_leather_shoulders Woven Shoulder Pad 3 1 4 00.30 Cloth Yes Neutral Yes desert_fabric_shoulderpad ▲ Show/Hide Shoulder Armor ▲ Arm Armors[] ▼ Show/Hide Arm Armor ▼ Item Name Arm Armor Rating Weight Material Civilian Culture Merchandise Item ID Armwraps 3 0.20 Cloth Yes Battania Yes armwraps Bronze Bracers 22 1.30 Plate No Sturgia Yes northern_brass_bracers Buttoned Leather Bracers 4 0.50 Leather Yes Battania Yes buttoned_leather_bracers Decorated Imperial Gauntlets 20 1.50 Plate No Empire Yes decorated_imperial_gauntlets Fian Bracers 18 0.60 Leather Yes Battania Yes battania_noble_bracers Fur Rimmed Leather Gloves 8 0.80 Leather Yes Battania Yes highland_gloves Guarded Armwraps 7 0.40 Cloth Yes Battania Yes guarded_armwraps Guarded Padded Vambraces 9 0.60 Cloth Yes Aserai Yes guarded_padded_vambrace Heavy Mail Mittens 24 1.70 Chainmail No Vlandia Yes lordly_mail_mitten Khan's Plated Bracers 23 2.20 Plate No Vlandia Yes khuzait_heavy_armor_bracer Lamellar Plate Gauntlets 23 1.80 Plate No Empire Yes lamellar_plate_gauntlets Leather Gloves 4 0.40 Leather Yes Neutral Yes leather_gloves Leather Vambraces 12 0.50 Leather Yes Khuzait Yes steppe_leather_vambraces Lordly Padded Mittens 18 1.30 Cloth No Empire Yes lordly_padded_mitten Mail Mittens 20 1.40 Chainmail No Vlandia Yes mail_mitten Padded Mittens 9 0.60 Cloth Yes Empire Yes padded_mitten Padded Vambraces 7 0.10 Cloth No Neutral Yes padded_vambrace Plate Reinforced Gloves 18 1.50 Plate No Sturgia Yes northern_plated_gloves Plated Leather Vambraces 24 1.70 Plate No Khuzait Yes eastern_plated_leather_vambraces Plated Striped Vambraces 22 1.40 Plate No Empire Yes plated_strip_gauntlets Ragged Armwraps 3 0.40 Cloth Yes Battania Yes ragged_armwraps Reinforced Mail Mittens 23 1.60 Chainmail No Vlandia Yes reinforced_mail_mitten Reinforced Padded Mittens 18 0.90 Cloth No Empire Yes reinforced_padded_mitten Rough Tied Bracers 9 0.60 Cloth Yes Battania Yes rough_tied_bracers Roughtied Leather Bracers 3 0.50 Leather Yes Battania Yes roughtied_leather_bracers Scale Warlord Bracers 25 1.50 Plate No Battania Yes battania_warlord_bracers Splint Vambraces 20 1.00 Plate No Vlandia Yes reinforced_leather_vambraces Strapped Leather Bracers 5 0.50 Leather Yes Battania Yes strapped_leather_bracers Studded Leather Vambraces 11 0.90 Leather No Khuzait Yes studded_leather_vambraces Studded Vambraces 5 0.70 Leather No Khuzait Yes studded_vambraces Woven Leather Bracers 6 0.80 Leather No Empire Yes woven_leather_bracers Wrapped Armguards 3 0.30 Cloth Yes Khuzait Yes eastern_wrapped_armguards ▲ Show/Hide Arm Armor ▲ Leg Armors[] ▼ Show/Hide Leg Armor ▼ Item Name Leg Armor Rating Weight Material Civilian Culture Merchandise Item ID Belted Leather Boots 5 1.10 Leather Yes Battania Yes belted_leather_boots Curved Boots 5 0.90 Leather Yes Khuzait Yes khuzait_curved_boots Decorated Plate Boots 20 2.30 Plate No Empire Yes decorated_imperial_boots Fine Town Boots 4 0.50 Leather Yes Empire Yes fine_town_boots Folded Leather Boots 9 0.90 Leather Yes Battania Yes turndown_leather_boots Folded Town Boots 4 1.00 Leather Yes Empire Yes folded_town_boots Forester Boots 5 1.00 Leather Yes Battania Yes highland_boots Fur Boots 6 1.50 Leather Yes Battania Yes battania_fur_boots Fur Rimmed Curved Boots 4 0.80 Leather Yes Khuzait Yes leather_boots Highborn Leather Boots 5 1.00 Leather Yes Battania Yes battania_leather_boots Horseman Boots 5 0.80 Leather Yes Empire Yes empire_horseman_boots Huscarl Plated Boots 18 2.90 Plate No Sturgia Yes northern_plated_boots Ladies Shoes 1 0.60 Cloth Yes Neutral Yes ladys_shoe Lamellar Plate Boots 19 3.50 Plate No Empire Yes lamellar_plate_boots Leather Cavalier Boots 6 0.90 Leather Yes Vlandia Yes leather_cavalier_boots Leather Riding Boots 6 1.10 Leather Yes Khuzait Yes eastern_leather_boots Leather Shoes 3 0.70 Leather Yes Neutral Yes leather_shoes Mail Cavalier Boots 12 1.80 Chainmail No Vlandia Yes mail_cavalier_boots Mail Chausses 22 2.90 Chainmail No Vlandia Yes mail_chausses Moccasins 2 0.50 Cloth Yes Aserai Yes southern_moccasins Ragged Boots 5 0.80 Cloth Yes Neutral Yes ragged_boots Reinforced Suede Boots 20 1.00 Leather Yes Khuzait Yes reinforced_suede_boots Rough Tied Boots 6 0.90 Leather Yes Battania Yes rough_tied_boots Scaled Boots 26 2.60 Plate No Battania Yes battania_warlord_boots Simple Leather Boots 5 1.55 Leather Yes Sturgia Yes sturgia_boots_a Splint Boots 22 2.70 Plate No Empire Yes plated_strip_boots Strapped Leather Boots 5 0.90 Cloth Yes Empire Yes strapped_leather_boots Strapped Mail Chausses 23 3.00 Chainmail No Vlandia Yes strapped_mail_chausses Strapped Shoes 5 0.70 Cloth Yes Neutral Yes strapped_shoes Sturdy Leather Boots 4 0.80 Leather Yes Khuzait Yes steppe_leather_boots Tied Boots 4 1.20 Leather Yes Sturgia Yes sturgia_boots_c Tied Leather Boots 6 1.80 Leather Yes Sturgia Yes sturgia_boots_b Woodland Boots 6 1.00 Leather Yes Battania Yes battania_woodland_boots Woodland Leg Wrappings 8 1.00 Cloth Yes Battania Yes highland_leg_wrappings Woven Leather Boots 5 0.70 Leather Yes Khuzait Yes woven_leather_boots Wrapped Boots 3 1.00 Leather Yes Sturgia Yes sturgia_boots_d Wrapped Leather Boots 7 1.00 Leather Yes Battania Yes wrapped_leather_boots Wrapped Shoes 4 0.80 Cloth Yes Aserai Yes wrapped_shoes ▲ Show/Hide Leg Armor ▲ Horse Armors[] ▼ Show/Hide Horse Armor ▼ Item Name Armor Rating Weight Material Civilian Culture Merchandise Item ID Battania Horse Harness 15 030.0 Leather Yes Battania Yes battania_horse_harness Bedouin Cloth Saddle 12 022.5 Cloth Yes Aserai Yes desert_cloth_harness Bedouin Common Saddle 12 027.0 Cloth Yes Aserai Yes aseran_village_harness Camel Saddle 10 130.0 Leather Yes Aserai Yes camel_saddle Camel Saddle with Heavy Load 10 130.0 Leather Yes Aserai No camel_saddle_a Camel Saddle with Light Load 10 130.0 Leather Yes Aserai No camel_saddle_b Cataphract Half Scale Barding 60 080.0 Chainmail Yes Empire Yes half_scale_barding Cataphract Scale Barding 75 135.0 Chainmail Yes Empire Yes imperial_scale_barding Celtic Frost 78 026.0 Chainmail Yes Neutral No celtic_frost Chain Mail Horse Armor 55 120.0 Chainmail Yes Neutral Yes chain_horse_harness Fortunas Choice 77 026.0 Chainmail Yes Neutral No fortunas_choice Fur Saddle 12 016.0 Leather Yes Neutral No celtic_frost Half Mail Barding 52 065.0 Chainmail Yes Vlandia Yes halfchain_barding Half Scaled Barding 40 076.0 Chainmail Yes Battania Yes battania_horse_harness_halfscaled Imperial Riding Harness 9 022.0 Leather Yes Empire Yes imperial_riding_harness Lamellar Half Barding 38 070.0 Chainmail Yes Khuzait Yes steppe_half_barding Light Harness 10 020.0 Leather Yes Neutral Yes light_harness Light Saddle 20 030.0 Leather Yes Sturgia Yes northern_light_harness Mule Harness with Bags 10 120.0 Cloth Yes Neutral No mule_load_c Mule Harness with Baskets 10 120.0 Cloth Yes Neutral No mule_load_b Mule Harness with Pack 10 120.0 Cloth Yes Neutral No mule_load_a Reinforced Chainmail Barding 64 130.0 Chainmail Yes Vlandia Yes chain_barding Reinforced Half Plate Barding 58 090.0 Plate Yes Aserai Yes half_mail_and_plate_barding Reinforced Mail Barding 52 085.0 Chainmail Yes Khuzait Yes studded_steppe_barding Reinforced Plate Barding 68 145.0 Plate Yes Aserai Yes mail_and_plate_barding Ring Mail Barding 41 082.0 Chainmail Yes Sturgia Yes northern_ring_barding Rough Cavalry Saddle 15 035.0 Leather Yes Sturgia Yes northern_noble_harness Rugged Bedouin Saddle 9 021.0 Cloth Yes Aserai Yes bandit_saddle_desert Rugged Fur Saddle 10 023.0 Cloth Yes Battania Yes bandit_saddle_highland Rugged Saddle 8 024.0 Cloth Yes Neutral Yes bandit_saddle_steppe Saddle of Aeneas 76 026.0 Chainmail Yes Neutral No saddle_of_aeneas Scale Barding 50 125.0 Chainmail Yes Battania Yes battania_horse_harness_scaled Steppe Fur Harness 16 025.5 Chainmail Yes Khuzait Yes steppe_fur_harness Steppe Saddle 12 023.5 Chainmail Yes Khuzait Yes steppe_harness Striped Leather Harness 15 026.0 Leather Yes Empire Yes stripped_leather_harness ▲ Show/Hide Horse Armor ▲ |
Armored Cossack | Armored Cossack Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Prisoners or Commander Upgrades to... Armored Cossack (veteran) XP for Kill 96 Ransom Value 109 thalers The Armored Cossack is a Medium Cavalry unit of the Polish Commonwealth. As Medium Cavalry, the Armored Cossack is well equipped and well armed. Their chain headgear, the Misiurka, gives them good head protection, and their chain mail armor and cavalry boots give them good body and leg protection as well. This unit is armed with a Good Saber, a Cavalry Lance, a Tatar Shield, a Kalmyk Bow, and Arrows. While they spawn with either a saber or a lance, they always carry a shield and a bow and arrows. They also ride a Troop Horse, which is a strong, reliable horse for charging in enemy ranks. Tactics[] While originally an Archer Cavalry Unit, Armored Cossacks are versatile Cavalry units when engaged in close combat as Melee Cavalry with their sabers, and Shock Cavalry with their lances. Their good armor and shield also gives them great protection against attacks and even couched lances. Despite having a relatively good bow, Armored Cossacks are not as precise as the cheaper Crimean horse archers and tend to only hit their target if the enemy is close or static. Due to their versatility, they are excellent when combined with Winged Hussars and they can fight well on their own. They can beat practically any foot or mounted unit except if they become overwhelmed or if they engage against elite Cavalry units like the Swedish Reiter, the Noble Guard, the Winged Hussars, and any other Medium Archer Cavalry units armed with bows that have better archery skills than it at range. Therefore, when in the field, Armored Cossacks should be used to immediately charge at the enemy and should only occasionally be used as missile troops. Having a contingent of around 20 Armored Cossacks can make them unbeatable in melee combat, but make sure they supported by Dragoons, Winged Hussars, and Polish Reiters. When defending a fortification, Armored Cossacks are excellent for holding the defensive line as long as enemy missile troops do not have range to shoot them down. When besieging a fortification, it is best that the Armored Cossacks approach the enemy walls with their shields up rather than having it miss its shots with its bow and get shot in the face. When climbing the walls, make sure they stay close to Winged Hussars so that they can break the defenders' front line. 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. Armored Cossack - Default Stats and Equipment Attributes Stat Points Level 16 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 49 Armor Head Misiurka Body Chain Armor Hand ? Foot Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master 4 Shield 4 Athletics ? Riding 5 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 90 Firearms 0 Throwing 0 Weapons Melee Saber, Chekan, Crowbill, Cavalry Lance Ranged Bow, Longbow, Arrows Shield Tatar Shield Mount Hunter Wikipedia has an article on this subject at:Armoured companion Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
Armored Cossack (veteran) | Armored Cossack (veteran) Troop Information Culture Polish Commonwealth Wages 16 thalers Acquired from... Prisoners or Armored Cossack (Upgrade) Upgrades to... N/A Ransom Value ? thalers The Armored Cossack (veteran) is a cavalryman of the Polish Commonwealth. Tactics[] In battle, this troop is similar to the previous Armored Cossack, but with higher stats. Use them as you would use the normal unit; either as a harassing horse archer or as a line-breaking charger. 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. Armored Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 52 Armor Head Misiurka Body Chain Armor Hand ? Foot Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 5 Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 105 Firearms 0 Throwing 0 Weapons Melee Saber, Good Chekan, Good Crowbill, Cavalry Lance, Koncerz Ranged Tatar Bow, Bow, Barbed Arrows Shield Tatar Shield Mount Hunter Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
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