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Cataphract (Multiplayer)
For the single-player version, see Imperial Cataphract. Cataphract Troop Information Faction Calradic Empire Type Cavalry Cost 180 Class Stats Hit Points 100 Armor 45 Movement Speed 71 Army Size 7 Cataphracts are a multiplayer cavalry class of the Calradic Empire. Official Description[] Gone is the dominance of the Legionary. These days, when one thinks of imperial shock troops, one pictures the famed Cataphracts, armored from head to toe in the best steel the Empire's forges can forge. Maintained as full-time soldiers at the palace's expense, these professional cavaliers have nothing else to do but train with lances, composite recurve bows, swords, and axes. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Kontos Two Handed Long Paramerion One Handed Imperial Warhorse Mount Perks Imperial Battle Axe Long battle axe, very effective in melee(replaces Long Paramerion)One Handed Short Bow Adds bow and arrows to your equipmentBow Heavy Kontos Longer, stronger, but slower 2H lance(replaces Kontos)Two Handed
Cavalry Lance
With Fire & Sword See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Cavalry Lance/With Fire & Sword
The Cavalry Lance can crush through blocks with a chance to kill enemies instantly. Cavalry Lance Cavalry LancePolearmBase value: 500 thalersWeight: 1.0Thrust: 22pSpeed rating: 88Weapon reach: 160Requires strength: 6Can crush though blocks Cavalry Lance Cavalry LancePolearmBase value: 600 thalersWeight: 1.0Thrust: 24pSpeed rating: 84Weapon reach: 160Requires strength: 7Can crush though blocks Cavalry Lance Cavalry LancePolearmBase value: 900 thalersWeight: 1.25Thrust: 26pSpeed rating: 78Weapon reach: 180Requires strength: 9Can crush though blocks
Cavalry Shield
Cavalry Shields are a type of shield that offers high resistance. Cavalry Shields are sturdy shields with higher relative resistance than other types of shields. They are comparable to Round Shields, but are smaller and sacrifice durability for resistance. Despite their names, Cavalry Shields are generally better suited to infantry than mounted units due to their small size. Nevertheless, high resistance is a good thing to riders too, as the heavy impacts from high-speed weapons can inflict significant damage to shields. The small size makes these shields ill-suited for projectile defense, a key factor in Sieges. There are three different types of Cavalry Shields, which may also receive Modifiers. Stats[] Shield Durability Weight Resistance Size Speed Base Value 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
Cebelu
Cebelu Troop Information Culture Crimean Khanate Wages ? thalers Acquired from... Prisoners or Mercenary Captain Upgrades to... Cebelu (veteran) Ransom Value ? thalers The Cebelu are elite light cavalrymen provided by the Ottoman Empire to help the Crimean Khanate. They are armed with a lance, shield, bow and arrows. The Cebulu also has light armour. Tactics[] These are versatile cavalry. They can perform as missile cavalry or lancers, but are generally weak in prolonged melee due to the lack of a sword or other short melee weapon. 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. Cebelu - Default Stats and Equipment Attributes Stat Points Level 10 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 2 Shield 3 Athletics 0 Riding 5 Shooting from Horseback 4 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 115 Two Handed Weapons 95 Polearms 105 Archery 95 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged Longbow, Tatar Arrows Shield Shield Mount Courser Wikipedia has an article on this subject at:Timariots 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) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer
Cebelu (veteran)
Cebelu (veteran) Troop Information Culture Crimean Khanate Wages ? thalers Acquired from... Prisoners or Mercenary Captain Upgrades to... No Further Upgrades Ransom Value thaler The Cebelu are elite light cavalrymen provided by the Ottoman Empire to help the Crimean Khanate. They are armed with a lance, shield, bow and arrows. The Cebulu also has light armour. Tactics[] These are versatile cavalry. They can perform as missile cavalry or lancers, but are generally weak in prolonged melee due to the lack of a sword or other short melee weapon. 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. Cebelu (veteran) - Default Stats and Equipment Attributes Stat Points Level 13 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 3 Weapon Master 3 Shield 4 Athletics 0 Riding 5 Shooting from Horseback 5 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 130 Two Handed Weapons 110 Polearms 120 Archery 110 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged Bow, Eastern Arrows Shield Shield Mount Courser Wikipedia has an article on this subject at:Timariots 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) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer
Character builds
Character builds are customized skills and equipment of the player character. Mount&Blade allows a high level of customization, but the many options and combinations can confuse new players. This article provides some guidelines on how to determine what equipment and skills you should pick for your character and companions. Contents 1 Combat Roles 2 Mounts 2.1 Heavy Horse 2.2 Medium Horse 2.3 Light Horse 2.4 No Horse 3 Armor 3.1 Heavy Armor 3.2 Medium Armor 3.3 Light Armor 4 Weapons 4.1 One Handed (+ Lance) + Shield + Throwing 4.2 Two Handed (+ Lance) + Bow + Arrows 4.3 One Handed + Shield + Bow + Arrows 4.4 One Handed + Shield + Crossbow + Bolts 4.5 One Handed + Cavalry Shield + Spear + Infantry Shield 5 Skills and Attributes 5.1 Support Roles Combat Roles[] During the game, your heroes will face a variety of combat situations. They will face infantry and cavalry on open terrain, fight in mountains to the detriment of cavalry, and get stuck in close quarters combat during sieges. On top of that, players need to protect themselves from melee and ranged attacks, and should have some way to fight on both distances as well. This is less vital for companions, but the main character will need a ranged weapon, if only to deal with those pesky horse archers you can't catch and enemies stuck in inaccessible places during a siege. While regular troops can afford the luxury to specialize on some roles, your characters waste much of their potential if they don't contribute to all of them. And you need to do this with a very limited amount of equipment slots and without bogging your characters down with too much heavy gear, so you will have to compromise at some point. Since most combat skills deal with using a specific type of equipment (or a combination thereof), and equipment slots are usually what limits your options most; you can afford to have a "field setup" and a "siege setup" for your main character, but carrying and switching secondary equipment for all your companions will quickly get tedious. The natural way to look at character builds is to decide on equipment first and then pick the skills to use it. These are the options you'll have, and the requirements in skills, attributes and equipment slots you need to make them effective. Mounts[] Having a horse and knowing how to use it well will give you a huge bonus in battles on open terrain. The added mobility will make it harder for enemies to hit you, allow you to escape from dangerous situations and help out where you are most needed. The additional height is not only a substantial advantage in melee, as enemies can only get at your feet while you can bash on their heads, but also gives you a better overview of the battlefield for commanding your troops (leading cavalry well while dismounted is especially hard). It does not come for free though, you will need to invest skill points in riding, points in horse archery if you want to use ranged weapons, and have some alternative plan to hold your own when dismounted (during sieges, in mountains, or should your horse get killed). Heavy Horse[] Probably the easiest choice to use. The heavier mounts can take lots of punishment when slugging it out in melee and do additional damage in a charge. They are, however, also the most expensive and have the highest skill requirements (4 points). Best choice is the Charger or the Sarranian War Horse, but the Steppe Charger or Warhorse are viable alternatives if short on cash (or if you happen to loot one after battle). Medium Horse[] There are only two horses in this category; the Hunter and the Sumpter Horse. The Hunter is reasonably fast and maneuverable, while still being able to take more than enough damage so long as you keep out of tightly packed infantry and don't charge headlong into spears. If you put a few more points into riding, it is even fast enough to catch up with horse archers most of the time. It is also a good substitute for the heavier horses if you don't have the skill and money for them. Sumpters have the lowest stats for movement, but reasonable health. Sumpters are actually cart horses which explains their poor stats. Light Horse[] While lighter horses do technically have the lowest skill requirements (usually 2), chances are you picked them for their speed and/or maneuverability, so you'll want a high riding skill anyway to get the most out of them. The Courser is the fastest horse in the game, and the Sarranid Horse is the most maneuverable. The Desert Horse, Steppe Horse and Saddle Horse are inferior options for cash-strapped characters, with the latter also only requiring one point in riding. No Horse[] You may also decide to fight dismounted which will save you money and skill points on the horse, but you will lack the extra mobility. Unless you want to have your enemies run circles around you, you'll need to put a few skill points in athletics (which is also based on agility). Also, encumbrance is much more of a concern when dismounted, so you might have to compromise more with weapons and armor. Even if you don't intend to fight from horseback, it may still be advisable to ride a horse, at least for scouting, issuing the initial orders and getting around quickly on the battlefield. However, dismounted warriors can potentially get more kills as they have no penalties for standing still. A footman can fight their way out of a tight spot, but cavalry need large open spaces. Horses are slower up hills, and some steep hills can't even be climbed by a horsemen. A footman is also much more useful in sieges as they are conditioned. Armor[] Armor can massively increase the survivability of your characters (especially the highest levels), so you should make the least compromises in this area. Luckily, you won't have to most of the time. Heavy Armor[] Since armor will slow you down much less when mounted, you should aim for the best armor in heavy cavalry builds: Plate Armor, Iron Greaves/Plate Boots, Plate Gauntlets and a Winged Great Helmet, which requires 10 STR. You can get by with 9 STR if you drop the Great Helmet, and with 8 STR if you settle for Mail Boots and a Coat of Plates or one of the Elite Armors (Khergit, Sarranid, or Vaegir) which will also let you keep some of your mobility on foot. In any case, you are well advised to invest heavily in athletics unless you don't care about being slowed down to a crawl when dismounted. Medium Armor[] A good compromise for light cavalry or heavy infantry is Heraldic Mail, which is considerably lighter than the plate armors, only needs 7 STR and still offers good protection. Cavalry should go for the version with Surcoat and the heaviest boots they can wear, while infantry is better off with the Tabard version and can skimp a little on the boots. You should still go for the best helmets and gauntlets you can use though, as they are relatively light and add a good bit of protection. Light Armor[] One of the best light armors in the game is the Brigandine, which still offers good protection, lets you keep most of your mobility and has no Strength requirements. Money should be the only reason to settle for less, unless you really know what you're doing. It is best complemented with Khergit Leather Boots, Leather Gloves (Hardened, if possible), a Nordic Warlord or Huscarl's Helmet (STR 7), a Bascinet (STR 8), or a Khergit Guard/Cavalry Helmet (no requirement). When strapped for cash, a Mail Shirt is quite nice for cavalry, and a Byrnie or Haubergeon, which are frequently dropped by Sea Raiders, are a solid choice for infantry. Weapons[] When it comes to weapons, there are a lot of different variations and combinations. You need to consider your choice carefully to get the most out of your four weapon slots in the situations you are likely to face. The options that get you the most for your slots are: One Handed (+ Lance) + Shield + Throwing[] This is probably the most defensive option, and thus combines well with medium or light armor. All weapons profit from using a shield, the lance allows you to deal massive damage when mounted and has enough range for cavalry duels, while the one handed weapon (especially a short one-handed axe) is a great choice in densely packed melee. Infantry can swap the lance for a different melee weapon (for more range, more damage and/or taking prisoners) or a second stack of throwing weapons. The best shield for infantry is generally the Huscarl's Round Shield, while cavalry is better off with Kite or Heater Shields. Smaller shields should only be considered if you expect them to take a lot of abuse in melee and/or plan to invest heavily in your shield skill (otherwise, they will leave you vulnerable to missiles). Two Handed (+ Lance) + Bow + Arrows[] This is the natural choice for horse archers and best combined with heavy armor because it lacks the protection of a shield. You can switch out the lance for a (preferably two-handed) polearm, a Great Hammer, a second stack of arrows, a short weapon for close quarters battle, or even a shield to strap to your back (Board Shields and Heater Shields are great for this). Hafted Blades are also worth considering as they are the only polearms that can be used to swing from horseback, and have a quite impressive range. One Handed + Shield + Bow + Arrows[] Infantry archers generally fare better with this build, as the shield offers some protection in melee and allows one to go for lighter armor. Since your bow prevents you from using the shield in ranged combat, a small, quick shield (like the Cavalry Shields) is probably the best choice. It also works for horse archers, but they need a longer one-handed weapon, which is a slight disadvantage during sieges. However, if your character has the money, it is wise to invest in a Balanced Bastard Sword, as this weapon is one handed and two handed, which means you can still hold your own if rushed by a heavier infantry unit. One Handed + Shield + Crossbow + Bolts[] This is pretty much the one and only build for infantry crossbowmen. It works in the early game and without any investment in combat skills, which makes it a good choice for companions in support roles. The shield should be as large as possible to provide protection while reloading (it does not need to be particularly strong, though). Mounted crossbowmen are an especially poor choice in the late game because they are limited to Light Crossbows (unless they dismount to reload) and don't have a skill to boost their damage. It should also only be considered for companions in support roles (the horse helps them keep out of trouble). One Handed + Cavalry Shield + Spear + Infantry Shield[] This is the most offensive option as it allows you to disrupt the enemy archers and infantry and deal horrendous damage, or snipe enemy knights before the charge command while keeping you alive even if you get surrounded. This build requires quite a bit of investment and levels for full use. It requires heavy armor and a heavy horse. For the spear, the cheaper version is the balanced light spear, and the best is the balanced long awlpike. While it cannot be couched like a lance, the spear benefits greatly from speed damage bonuses, making it easy to take out even heavy troops with one blow as long as there is some speed bonus. Its range makes it an adequate tool for dueling with enemy cavalry, though it is best used against enemy archers. The infantry shield (like a Heavy Board Shield) and the armor absorb any fire from the back 180° (with a 5 in shield), giving you much greater survivability against enemy crossbows and thrown weapons on the field and in sieges. The one handed Heavy Morningstar is best if dismounted, as it allows use of Shield, breaks through blocks, and deals decent damage. Add a 5 in riding to outrace enemy heavy Cavalry, and a 5 in Athletics to have a decent retreating move speed in the armor, and it becomes very difficult to kill you, even if you are dismounted or attacking in a siege. This usually nets you 20 to 50% of all enemies killed as your EXP, but carries a risk of a lucky shot taking you out if you are not paying attention to all the enemies in the front 180°. The build assumes a high power attack skill as well. Skills and Attributes[] Now that you've decided on your gear, you'll have likely candidates for combat skills. But not all are equally important: Ironflesh allows you to take a little more damage and is generally a poor choice compared to skills that allow you to end fights quicker (Power Strike/Draw/Throw) or avoid taking damage (Shield, Athletics). Power Strike gives a solid bonus to melee damage and is a good choice for all but specialized ranged and support builds. Try to keep it as high as your STR allows. Power Throw adds some damage to throwing weapons and is required for the better ones. Get it as high as you need for your preferred weapon (2-4 points). Any more is probably wasted as good throwing weapons have very little ammo and massive damage already. Power Draw adds damage to bows, is necessary for the stronger ones and gives you more time to aim. Absolutely vital for archers, so it should be at least two points and up to four points higher than what your preferred bow requires; raise STR if necessary. Weapon Master makes you learn proficiencies faster, allows you to raise them further and reduces the points you need to spend on them. Get 3-4 points as soon as possible, then only if you have points to spare or a low weapon proficiency you still want to train. Shield makes blocking faster and automatically draws missiles towards the center of your shield. It helps you compensate the poor speed of large shields in melee and the poor coverage of small shields against missiles. If you are ok with slower blocking, you can take a large shield like the Huscarl's Round Shield and put in more points until you find the speed acceptable. If you like having a quick, tough shield in melee, take a smaller, more sturdy one (Horseman's Shields or Steel Shield) and put in points until missiles no longer hit you when blocking. If you don't use a shield or only have one strapped to your back, ignore this skill. Athletics increases your mobility when dismounted. How many points you should put in is generally a matter of taste. If you feel your character is taking too many hits because you can't dodge quickly enough and don't want to switch to lighter armor/weapons, increase the skill. If you (or your companions) can't keep up with your troops, increase it. Otherwise, ignore. It also influences map speed when you don't have a horse, but the effect is minimal. Riding increases speed when mounted and allows you to use better mounts. Unless speed is absolutely vital for your build, and a Champion Courser isn't fast enough already, only raise it as high as you need for your favorite horse. Higher speed also increases couched lance damage, but Power Strike gives you more bang for your points. It also increases map speed a little, but the effect is minimal compared to the troops in your party or Pathfinding, so it's generally not worth it. Horse Archery reduces the penalty for shooting or throwing while riding. It does nothing while your horse stands still. Faster horses have a higher penalty and need a higher skill. Minimal skill investment for accurate shots is 3, and the accuracy doesn't increase much past 5. For characters not built around mounted skirmishing but still wanting to partake in tournaments, it's recommended to put a single point. This list shows that you rarely need combat skills above 4 in the early and mid-game and can usually get by with 3 or less if you don't want to specialize on combat. This means you should try to get STR and AGI to 9 for any character you expect to fight at all, and up to 12 if you want them to be useful in combat. More is still better, but it makes less of a difference. At that point, you can afford to raise INT and/or CHA put more points in support skills. Support Roles[] You should make sure that between you and your companions, every party skill you want to use is covered. There are also some skills you need to learn personally if you want to use them (namely Inventory Management, Persuasion, Prisoner Management and Leadership) and Trainer which stacks from multiple characters. Additionally, skill levels your leader has in party skills give a bonus to your companions' skills. This means that ideally your main character should: Max out Trainer, since they are likely the highest level character in the party Max out Leadership, since it is extremely powerful (lower wages, larger party, better morale) Raise Inventory Management and Prisoner Management until you're comfortable with the capacity Put two points in every important party skill for the +1 bonus (more is probably not worth it) Raise Persuasion if you want to engage in diplomacy, intrigue, or found your own kingdom Even doing this and maintaining somewhat decent combat skills is hard enough already, so you should delegate as many party skills to companions as you possibly can. One companion can completely ignore combat and keep up to six INT-based skills or three other skills at maximum, or multiple characters can take a smaller hit to their combat skills and specialize (three INT-based skills or Trade plus Looting is easily affordable). The companion choices in the game suggest to split these roles into a medic (First Aid, Surgery, Wound Treatment), a scout (Pathfinding, Spotting, Tracking), and a tactician (Trainer, Tactics, Engineer). This works well, but splitting these skills among four characters and having every one of them learn Trainer is also worth considering, as it lets you train new recruits incredibly fast. First Aid and Surgery are best learned by the same companion, who should be kept out of combat as much as possible (if they get knocked out, the skills wont help you for the rest of the fight), or learned by two characters for more redundancy. Teaching First Aid to your main character is almost a complete waste as its most important use is to restore your health if you get knocked out between two rounds of a battle or siege. All others can be mixed and matched freely.
Character creation (classic)
Base[] Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 5545 RidingLeadership 11 One HandedTwo HandedPolearmsArcheryCrossbowsThrowing 231520151519 (extra if Male) StrengthCharisma +1+1 (extra if Female) AgilityIntelligence +1+1 Father[] Attributes Skills Proficiencies Other Noble IntelligenceCharisma +1+1 RidingLeadership +1+1 One HandedPolearms +2+7 BannerBattered Old Round Shield100 denars50 renown Noble(extra if Male) Charisma +1 Power StrikeWeapon MasterTactics +1+1+1 Two HandedPolearms +15+14 50 renown3 honor Noble(extra if Female) Intelligence +1 RidingWound TreatmentFirst Aid +1+1+1 One Handed +12 Merchant IntelligenceCharisma +2+1 RidingInventory ManagementLeadershipTrade +1+1+1+2 Two HandedPolearms +15+7 250 denars20 renown Warrior StrengthAgilityCharisma +1+1+1 IronfleshPower StrikeWeapon MasterTrainerLeadership +1+1+1+1+1 One HandedTwo HandedPolearmsThrowing +2+23+33+15 Battered Plain Kite Shield50 denars10 renown Hunter StrengthAgility +1+2 Power DrawAthleticsTrackingPath-findingSpotting +1+1+1+1+1 Two HandedPolearmsArchery +15+7+49 30 denars Nomad StrengthAgilityIntelligence +1+1+1 RidingPath-finding +2+1 One HandedPolearmsArcheryThrowing +2+7+32+7 Battered Plain Cavalry Shield15 denars Nomad(extra if Male) Power DrawHorse Archery +1+1 ArcheryThrowing +17+8 10 renown Nomad(extra if Female) Wound TreatmentFirst Aid +1+1 One Handed +3 5 denars Thief Agility +3 Power ThrowAthleticsLootingInventory Management +1+2+1+1 One HandedPolearmsThrowing +14+7+31 Throwing Knives25 denars Early Life[] Attributes Skills Proficiencies Other Page StrengthCharisma +1+1 Power StrikePersuasion +1+1 One HandedPolearms +8+3 Apprentice StrengthIntelligence +1+1 EngineerTrade +1+1 Assistant IntelligenceCharisma +1+1 Inventory ManagementTrade +1+1 Street Urchin AgilityIntelligence +1+1 LootingSpotting +1+1 One HandedThrowing +8+7 Steppe Child StrengthAgility +1+1 Power ThrowHorse Archery +1+1 Archery +24 5 renown Adulthood[] Attributes Skills Proficiencies Other Squire(only if Male) StrengthAgility +1+1 Power StrikeWeapon MasterRidingLeadership +1+1+1+1 One HandedTwo HandedPolearmsArcheryCrossbowsThrowing +23+38+22+16+16+14 Rusty SwordHunting CrossbowBoltsRagged Leather JerkinTattered Leather BootsSwaybacked Saddle Horse1 Smoked Fish20 denars Lady-in-Waiting(only if Female) IntelligenceCharisma +1+1 RidingWound TreatmentPersuasion +1+1+2 One HandedCrossbows +8+24 DaggerHunting CrossbowBoltsSturdy Woolen HoodSturdy Woolen DressSpirited Courser1 Smoked Fish100 denars Troubadour Charisma +2 Weapon MasterPath-findingPersuasionLeadership +1+1+1+1 One HandedCrossbows +19+16 Rusty SwordHunting CrossbowBoltsSturdy TabardRagged Leather BootsSwaybacked Saddle Horse1 Smoked Fish80 denars Student Intelligence +2 Weapon MasterWound TreatmentSurgeryPersuasion +1+1+1+1 One HandedCrossbows +15+32 Rusty SwordHunting CrossbowBoltsSturdy Linen TunicWoolen HoseSwaybacked Saddle Horse1 Smoked Fish1 Book (random)80 denars Peddler IntelligenceCharisma +1+1 RidingPath-findingInventory ManagementTrade +1+1+1+1 Polearms +11 StaffHunting CrossbowBoltsFur HatLeather JacketLeather GlovesRagged Leather BootsSaddle HorseSumpter Horse1 Smoked Fish1 Linen1 Pottery2 Wool90 denars Smith StrengthIntelligence +1+1 Weapon MasterTacticsEngineerTrade +1+1+1+1 One Handed +11 Balanced SwordHunting CrossbowBoltsTunic with VestRagged Leather BootsSaddle Horse1 Smoked Fish1 Tools100 denars Poacher StrengthAgility +1+1 Power DrawAthleticsTrackingSpotting +1+1+1+1 PolearmsArchery +7+57 Chipped AxeHunting BowBarbed ArrowsRawhide CoatHide BootsHeavy Sumpter Horse2 Dried Meat2 Furs10 denars Reason for Adventuring[] Attributes Skills Proficiencies Other Revenge Strength +2 Power Strike +1 Loss Charisma +2 Ironflesh +1 Wanderlust Agility +2 Path-finding +1 Forced out StrengthIntelligence +1+1 Weapon Master +1 Money and Power AgilityIntelligence +1+1 Looting +1
Charger
A Charger. The Charger is the heaviest horse in the game: sky-high armor rating and hit-points, and high charge damage. If you are a heavy cavalryman, or if you like going into the fray, this is your best choice. It's very slow though, and because of this you won't be able to chase other cavalrymen effectively. In Warband, the new Sarranian War Horse is equally as heavy, meaning it must now share its title of heaviest horse. You can find this horse in both the Kingdom of Rhodoks and the Kingdom of Swadia. It is also commonly used by Swadian Knights and some Swadian lords (such as King Harlaus). Though, it is very rare to find this horse from looting, since there are usually only a few Swadian Knights in the armies of Swadian lords. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Charger 58 40 44 32 165 4 1811
Chaurka Noyan
Chaurka Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Chaurka 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[] Siblings: Lady Atjahan Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] note: Chaurka Noyan's elite cavalry shield is unable to be seen in game. This is probably because a two-handed weapon and a shield cannot be used at the same time. Chaurka Noyan - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Khergit Guard 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 ? Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Two Handed Sabre 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
Chenstokhova
Chenstokhova Settlement Information Type Village Kingdom Polish Commonwealth Fortification Lodz Castle World Map With Fire & SwordChenstokhovaKrakovTemplate:World Map/With Fire & Sword Chenstokhova is a village of the Polish Commonwealth, subordinate to Lodz Castle. Layout[] Player Elder Fugitive Chenstokhova is built on relatively flat terrain. It is a Polish-style village with eighteen houses and a chapel in the center. There are no distinctive features in the village. The Village Elder can be found standing in front of a straw-roofed house with smoke coming out of the chimney, to the left of the chapel if looking from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found on the extreme opposite of the village, standing in front of a straw-roofed house. Trivia[] The name of this place is actually written Częstochowa in Polish. The game's spelling Chenstokhova is actually a Latinization of the Russian name Ченстохова, which transcribes the nasal vowel ę using en, since nasal vowels have disappeared in most major modern Slavic languages and Polish is the only one to retain them. The Proto-Slavic phoneme *ę would naturally evolve into Russian as я ja or а a. As an example, compare Proto-Slavic *čęstъ "frequent" which evolved into Polish częsty and Russian частый častyj. Wikipedia has an article on this subject at:Częstochowa Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Cherkassk
Cherkassk Settlement Information Type Town Kingdom Muscovite Tsardom Villages Oboyan World Map With Fire & SwordCherkasskOboyanTemplate:World Map/With Fire & Sword Not to be confused with Cherkassy.Cherkassk is a town of the Muscovite Tsardom, initially ruled by Chief Naum Vasiliev. It has the village Oboyan, which is far away from the town. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders Unlike in most towns, the tavern and shop do not have signs identifying them, but the tavern is in the middle of the accessible area. The arms and armor merchant stand in front of the same house. During a siege, the accessible area is larger and four ladders are used — one placed on the left of the gates and three on the right. Trade[] Produces[] Bread, Iron Dyes, Hemp Spice Trades With[] Azaq-kale Koenigsberg Moscow Sich Trivia[] Since the late 16th century, Cherkassk (now called Starocherkasskaya Старочеркасская, literally "Old Cherkassk") has been the center of Don Cossack culture for nearly two centuries, and was also the earlier capital of the Oblast of the Don Cossack Host during the Russian Empire. However, as Cherkassk was prone to regular floods, the capital of the oblast was moved to Novocherkassk (Новочеркасск, literally "New Cherkassk") on higher ground in 1805. Wikipedia has an article on this subject at:Starocherkasskaya Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo
Circassian
Circassian Troop Information Culture Crimean Khanate Wages 7-11 thalers/week Acquired from... Infantry Commander Upgrades to... Circassian (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Circassians are regional mercenary horse archers of the Crimean Khanate. They can be hired in Azaq-kale and Kilburun Fortress. Tactics[] Medium cavalry usually found in low numbers within Crimean armies, they are reliable tier-three horse archers armed with a Kalmyk bow and a saber, rivaling Lithuanian Tatars, veteran Mirza Chambul, Cebelu, and Kalmyks in equipment, stats, and archery skills - their only downsides being slower horses and lacking a shield. Circassians are reasonably efficient at peppering enemy troops with arrows while on horseback but prone to being out-maneuvered by horsemen riding better mounts as well as becoming vulnerable when surrounded or being charged by troops armed with either lances or pikes, hence the best tactic is to support Circassians with other lower-or-high-tier horse archers - while backed up by other ranged troops from afar - in order to increase their bows' rate of fire. 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. Circassian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Misiurka Body Chain Armor Hand None Foot Eastern Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 3 Weapon Master 0 Shield 0 Athletics 0 Riding 2 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 90 Firearms 0 Throwing 0 Weapons Melee Simple Saber Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] "Circassian" refers to an ethnic group that inhabited the northwestern Caucasus in a region known as Circassia but currently live mainly in Turkey and the Middle East due to being exiled by the Russian Empire in the mid-1800s. The remnants still living in historical Circassia are better known - although a strictly collective term only used for some tribes- as the "Adyghe". The Karachay-Cherkess Republic - a federal subject of the Russian Federation - and its capital Cherkessk - not to be confused with Cherkassk) - are named after the Circassians. Azaq-kale, one of the towns they can be hired in in-game, falls in historical Circassia's territory. Wikipedia has an article on this subject at:Circassians 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)
Circassian (veteran)
Circassian (veteran) Troop Information Culture Crimean Khanate Wages 16-22 thalers/week Acquired from... Circassian Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Circassians (veterans) are veteran regional mercenary horse archers of the Crimean Khanate. Tactics[] Heavy cavalry usually found in very low numbers within Crimean armies, they are reliable tier-four horse archers armed with a Kalmyk bow and a saber, rivaling veteran Lithuanian Tatars, veteran Mirza Chambul, veteran Cebelu, and veteran Kalmyks in equipment, stats, and archery skills - their only downsides being slower horses and lacking a shield. Veteran Circassians are reasonably efficient at peppering enemy troops with arrows while on horseback but prone to being out-maneuvered by horsemen riding better mounts as well as becoming vulnerable when surrounded or being charged by troops armed with either lances or pikes, hence the best tactic is to support veteran Circassians with other lower-or-high-tier horse archers - while backed up by other ranged troops from afar - in order to increase their bows' rate of fire. 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. Circassian (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Misiurka Body Chain Armor Hand None Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 4 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 105 Firearms 0 Throwing 0 Weapons Melee Saber Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] "Circassian" refers to an ethnic group that inhabited the northwestern Caucasus in a region known as Circassia but currently live mainly in Turkey and the Middle East due to being exiled by the Russian Empire in the mid-1800s. The remnants still living in historical Circassia are better known - although a strictly collective term only used for some tribes- as the "Adyghe". The Karachay-Cherkess Republic - a federal subject of the Russian Federation - and its capital Cherkessk - not to be confused with Cherkassk) - are named after the Circassians. Azaq-kale, one of the towns they can be hired in in-game, falls in historical Circassia's territory. Wikipedia has an article on this subject at:Circassians 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)
Civilian Outfitting
Civilian is a new armor and weapon trait introduced in Mount&Blade II: Bannerlord. Any equipment with this trait - denoted with a pictogram of two farmers side-by-side - may be carried and used within the walls of a town. Overview[] Each character has a kit, separate from the character's normal combat/field equipment, which is only used in towns. In the inventory/trade screens the player can toggle between these loadouts while managing their equipment and that of their companions. By default, every character in the game will have a civilian outfit of clothes and one weapon - usually some variety of arming sword (one-handed sword). However, every equipment slot may be filled as usual and there are a variety of low-tier polearms, axes, two-handed or versatile swords and throwing weapons that are permitted in this loadout as well. The same equipment may not be shared between the field outfit and civilian outfit. Equipment items in the trade screen will appear blue when viewing the civilian kit to visually separate equipment that may only be used in the field and in battles. Generally-speaking, the civilian outfit prohibits the use of any ranged weapon that uses separate ammunition, any purpose-built polearm, any shield, as well as any sort of heavy, plated or mail armor and large, bulky shoulder/back item. Farming equipment is generally permitted. Strategy[] (v1.6.1 beta) It is important to make sure your companions are as well-armored in towns as they can be, as you have less control over their participation in any given engagement and a mistake here could cost you their valuable skills for a time while they recover from their wounds. High-tier troops - particularly cavalry and archers - are also unusually vulnerable to attrition in street fights with ostensibly far inferior troops, so it is recommended to send them away or place them as far down the list as possible in this context. Civilian armor features mostly low armor values, which can place the player and their associates in danger if a street fight breaks out. Enemies in the street will usually be using cutting weapons which are very effective against light armor and therefore these fights tend to favor high mobility, fast attacks and superior numbers. That said, there are some armor types that - for one reason or another - are allowed in civilian kits. Gambesons are mostly allowed and the top-tier of civilian harness appears to be the Brigandine, which is actually an entry-level heavy armor - it's availability in this context may be a development oversight as it eclipses any other available civilian armor by a large margin. The top-tier of civilian weapons at this moment are the two-hand/one-hand long swords, often available in Battanian towns. These do so much raw damage - let alone the damage done by a skilled two-hand combatant - that any character struck twice in the body or once in the head will be immediately neutralized. Furthermore, their handling, length and speed are at least equal to, but usually better than their one-hand counterparts, meaning that the user will be able to strike and counter faster than those using, for example a handaxe or arming sword. Strangely, two-hand weapons are rarely used by street criminals. Fortunately, it is actually fairly easy to craft such a weapon yourself at the smithy. Whether or not a sword is allowable in the civilian kit appears to be entirely based on the blade component, so be sure to select carefully. The only ranged weapons available appear to be throwing knives. These are very much a niche weapon, and have little use in gang fights, due to their low per-hit damage, low rate of attack and high skill barrier. That said, if you are forced to fight alone, they may prove a valuable force-multiplier in the first moments or for a character with exceptional mobility who can outrun and avoid getting into a melee with the opponents. The skills most applicable to civilian encounters are Athletics, One Handed, Two Handed, Smithing, Throwing, and Roguery. Athletics is probably the single most important skill in this context. Increases to mobility and survivability are even more important here, where armor can only do so much to improve one's protection. In many fights, the player will need to carefully manage their distance to the enemy and athletics does the job. There are a number of skills in athletics that will increase the character's offensive capability, as well. Smithing is very important in the overall scheme. It allows the player easy access to the all-powerful two-handed sword much more easily than trying to earn one through tournaments or purchase one from a town. Once a mere initiate into the practice of smithing, one should have more than enough material at hand to make at least one two-handed sword of acceptable quality. Later-on, the player will be able to create works of amazing quality, suitable to any weapon category relevant to the civilian market and vastly superior to anything the player can reasonably afford or even find, in some cases. One Handed will be useful early on due to the difficulty of acquiring a two-handed weapon in the early stages, but it will quickly be surpassed by two-handed, so the player should probably just focus their one-handed skill perks on battlefield utility. Technically, there are later one-hand perks specifically for fighting without a shield (AKA every use case in a street fight), but at this point in development, they are largely moot. While there is an argument to be made for specializing in a single melee discipline (i.e., to put all of your focus points into One-handed), it definitely pays in many circumstances to be more versatile than specialized when it comes to melee combat skills. All three of these - One-handed, Two-handed and Polearm - feature bonuses to allied troop performance which can make a significant difference in battles both in towns and on the battlefield. In the field, one officer will often need to command a mixed company of one-hand and two-hand infantry, alongside pikemen, spearmen and voulgiers so it really does pay to try and spread the wealth of focus points in the melee skills. Two Handed is quite prescient, especially the sword-focused skills and especially as the player accumulates wealth and Smithing skill. As mentioned above, this category of weapons dominates street fights, easily allowing a single character to lay waste to many of the enemy. Note that in the quest Rival Gang Moving In, the enemies and allies of the player can feature a number of mercenaries who are armed with shields. In this case, taking the anti-shield perks available in the two-hand path can be of some use here, but shouldn't come at the cost of more generally useful two-hand perks. Throwing is again, a niche option in the civilian context, but if the player is already making heavy use of it on the battlefield, it certainly can't hurt to bring a bag of knives or two. Roguery becomes more useful during late game when the numbers of enemies in a street fight start to resemble small battles more than the little skirmishes of early game. This skill path features a number of perks late in the tree that dramatically increase offensive capability with civilian equipment, not to mention help increase the profitability of criminal enterprises.
Coldstream Regiment of Foot Guards
<a href=" class="image"><img alt="Coldstream Ranker" src=" decoding="async" loading="lazy" width="180" height="590" class="thumbimage" data-image-name="Coldstream Ranker.png" data-image-key="Coldstream_Ranker.png" data-relevant="1" data-src=" /></a> 2ndCSG Ranker The Coldstream Regiment of Foot Guards is a playable British Foot Guard regiment in the Napoleonic Wars DLC for Warband. The Coldstream guards are well known for being one of the oldest and most prestigious regiments in the British Army. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 145 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 2nd King's Colour/British 2nd Reg. Colour Sword Officer Spyglass Pistol Officer Sword Drummer Drum Sword Fifer Flute Sword Gallery[] EnsignOfficerDrummerFifer2nd Coldstream in formation
Colonel Petro Doroshenko
Petro Doroshenko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Petro Doroshenko is initially a vassal of the Cossack Hetmanate. He begins the game as lord of Cherkassy. He has a unique retinue of Rank Cossacks. He is based on a real-life Cossack poltical and military leader who joined the Khmelnytsky Uprising in 1648 and would go on to become a hetman and a Russian voyevoda. He lived from 1627 - 1668. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:Petro Doroshenko Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko
Combat (Bannerlord)
Combat is quite different compared to earlier titles thanks to the new physics model introduced in Bannerlord. Everything from specific damage dealt, to whether a particular implement in a particular direction will block a blow from a particular weapon. Overview[] The new algorithms used in Bannerlord's combat system have a number of interesting effects that will determine your fighting style and choice of weapons. The following factors are all taken into consideration: The difference in vectors (velocity and direction) of attacker and target The impact point between target and weapon The actual portion of the target struck (arm, leg, body, head) and the amount of armor on each of those portions respectively The position and dimensions of the target's weapon or shield when parrying The distribution of a weapon's weight Whether or not the attacker is mounted (vector addition as well as - for melee attacks - the total kinetic energy of the rider, the weapon and the mount) Tactics[] (e1.6.3) Taking the aforementioned factors into account, there are a number of thing to keep in mind: As in previous titles, mounted attackers have incredible damage potential, but are equally vulnerable to damage if caught out. A lancer going full speed can easily incapacitate any enemy, even with a normal thrust, let alone if they couch the weapon. That said, a pikeman can brace at any time and a braced pike will almost certainly incapacitate any cavalryman. Lances in Bannerlord have an inherent reach disadvantage compared to any proper pike (one that can brace) and so attempting to deploy some types of heavy cavalry, such as Vlandian Banner Knights or Khuzait Heavy Lancers can be very risky if the enemy is prepared and wary. However, other heavy cavalry, such as Cataphracts use very long 'lances' that are functionally pikes; These can outreach most types of polearms in a thrust, but cannot couch for the charge. It's by no means a hard counter, but they could fair better circumstantially. Hits with two-handed weapons tend to exceed the listed base damage as a matter of course. This is because the wielder tends to end up closer to the centerline of the attack (having to hold the weapon in both hands), putting more of their weight into each blow. In many cases, the damage bonus can be quite substantial, even killing certain enemies in a single blow. This really widens the opportunities for two-hand weapons to shine from the rather niche cases in earlier titles, though as always, the wielder is still far more vulnerable to ranged weapons than if they were equipped with a shield. That said, for the player and heroes specifically, there is a perk late in the tree that allows them to deflect projectiles with a timed, two-handed parry. Weapon handling improves when a weapon is used without a shield. Transitioning between attacking and parrying is faster. Therefore, especially in duel scenarios, there is a very real choice for the combatant to make about the advantages and disadvantages. And as always, carrying a shield does decrease the movement speed and acceleration of the combatant due to the extra weight. And using a polearm with a shield confers substantial disadvantages in a duel compared to using them in a battle formation. However, it is very important to note that some polearms used without a shield actually have less reach, because of how the character holds the weapons (nearer to the center of the shaft). Projectile weapons provide a distinct tactical advantage, especially against unshielded targets, but shielded targets are very well-protected, even while not actively blocking; Any shield that is held in a hand is an impenetrable surface and a perk in the character skills also allows a shield worn on the back to block projectiles. Therefore, in particularly projectile-rich environments - say the middle of a siege assault - it can be beneficial to certain heroes and the player to be equipped with two shields at a time to increase their endurance. It's also worth mentioning another perk that increases not only the character's effective blocking area for a shield, but also troops under their command! Thrusts and overhead attacks limit the area threatened by the weapon during the swing. This means that occasionally, the player can entirely avoid an attack simply by moving to the side and can spend that time riposting to quickly take the initiative, perhaps even ending the fight then and there. Horizontal slashes have less reach than a thrust, so charging an opponent and then quickly sidestepping can place you outside their attack, leaving them exposed to a counterattack if one is quick enough. Parrying and blocking, even with a shield, must be done in conjunction with proper footwork and rotation. Just because the defense is aimed in the proper direction, this does not mean the attack will be deflected; If the weapon or shield is rotated away from the point of impact, the blow will still land successfully. This is doubly true when defending against certain weapons, such as the Bill, that actually have a curving point at the tip that can still do damage even if the attack is ostensibly deflected. That said, shields are more forgiving; As long as the block is held and the shield itself is interposing, the blow will be rebuffed. However, blocking in the wrong direction causes additional damage to the shield's integrity when struck. Proper shield handling can help improve overall mobility and cadence. For example, waiting to block until absolutely necessary allows the wielder to cover distance more quickly and stay aggressive. Of course, when being targeted by a number of projectile weapons, this tactic becomes decidedly dubious. Remember that blocking 'down' is the best way to cover the largest area with a shield when directly facing the attacker - very important when stopping projectiles. Trivia[] The combat system in Bannerlord was to some degree based on an ideas in an article written by George Turner[1][2]. ↑ Mount&Blade II: Bannerlord#cite note-physics1-2 ↑ Mount&Blade II: Bannerlord#cite note-3
Commander
Crimean commander of Cherkassy with all other commander types appointed The Commander is hirable from the Mayor when you own a town or a fortress in Mount&Blade: With Fire & Sword. His function is to make training of several units possible from the town center. When recruiting troops from him, he will ask for thalers (price in coin) and coppers (training period in days). Higher-tier troops become available as buildings are purchased and thus further commander types beyond the first are appointed - beware that, without the initial commander and even if all other types have been appointed, no other troops can be recruited. Name Commander Needed Buildings Needed Cost Maintenance Recruitment Time Troop Type Commander None Armory 1500 thalers 250 thalers 5 days Militia Infantry Commander Commander Barracks ? 300 thalers ? InfantryRegional Mercenaries Guard Commander CommanderInfantry Commander Barracks ? 500 thalers ? Guard Infantry Cavalry Commander Commander Stables 2900 thalers 400 thalers 5 days Cavalry Heavy Cavalry Commander CommanderCavalry Commander Stables 4200 thalers 600 thalers 4 days Heavy Cavalry Personal Guard Commander CommanderHeavy Cavalry Commander Stables 10000 thalers 650 thalers 10 days Personal Guard Cavalry Mercenary Commander Commander BarracksStables 2500 thalers 750 thalers 12 days National Mercenaries
Conquering Calradia
Conquering Calradia is a somewhat ambiguous goal, as the first Mount&Blade games were open-ended "sandbox" games, so there is no winning condition. The most obvious goal, therefore, is complete dominance over Calradia. This is achieved by eliminating all the other factions. A faction will be eliminated when you capture all their castles and towns. Usually, the faction will linger around for a while with their lords possessing very small parties. These can be a nuisance, as their small party size allow them to quickly run away from you when you approach, enabling them to raid all of your villages with minimal threat. Contents 1 Steps to Follow 1.1 Building a Steady Income 1.2 Creating a Soldier Farm 1.3 Founding a Kingdom 1.4 Beating other Factions 1.5 Get Lords to Join You 1.6 Control the Enemies 1.7 Conquer 2 Items and Skills 2.1 Player 2.1.1 Skills 2.1.2 Equipment 2.2 Companions 2.2.1 Skills 2.2.2 Equipment Steps to Follow[] There are a number of things that you can do before beginning your journey to becoming the King of Calradia. They are not necessary but will greatly help in the long run. These steps are just a rough outline of strong strategies you can use to try to win. Building a Steady Income[] Find a way to gain large amounts of money at any time you need it. Ultimately, you want to buy a Productive Enterprise in every town in the game. The best places to start are Curaw and Dhirim, since you can buy an ironworks at each of them for 3500 denars and make about 300-500 every week from them. Once you have all the enterprises, you will get somewhere around 8000 denars every week. The best bandits to kill for money are Sea Raiders. If your faction is not at war, it is ideal to kill these bandits. However, if your faction is at war, you can try to defeat enemy lords with the hope that you will capture them and sell them for ransom. They can be worth anywhere from 1500-6000 (kings are worth 9000-17000). Trading can also be surprisingly lucrative, especially if you have a party member with a high trade skill, have expanded your inventory several ranks, and have identified several profitable trade routes. For instance, salt in Wercheg is especially cheap, available in high volumes, and sells for 3-4x in nearby Rivacheg. A good trade route will net 1000-3000 denars per run, more if you can cash in on the return trip. Talk to villagers if you want some tips on profitable trade route in the area. Creating a Soldier Farm[] You need to be able to easily replenish soldiers while you are at war so that you can protect your kingdom from enemy armies. Being able to recruit a lot of new soldiers quickly creates room for casualties during fights. You won't have to worry about losing a lot of troops during a tough fight. If you have a negative reputation with a village, they will not give you recruits. If you have somewhere between 0 and 10 reputation, they will give you 0-7 recruits when you go to them and 0 if you are at war with the faction that owns the village. If you are above 10, however, they will give you recruits even if you are at war and you will get more recruits than before. At 20, you have a chance to get tier 2 units, 40, tier 3, etc. Note that if your reputation with the village improves at all at any time, and you just recruited soldiers, more soldiers will be available for recruitment right away. A handy trick is to talk to the villagers and see if any of them are out of a job. If they are, you can give them 300 denars and your reputation will increase by 1, allowing you to recruit volunteers again. Some of the best soldiers in the game are: Infantry: Nord Huscarls Archers: Vaegir Marksmen Cavalry: Swadian Knights Horse Archers: Khergit Veteran Horse Archers Any units you wish to use, however, can be used to replace these units. You should just aim to have a good top tier unit for each role. Swadian Sergeants, Rhodok Sergeants, Rhodok Sharpshooters, and Sarranid Mamlukes would be a very powerful set of units as well. Any units can be used in your army, it is sometimes very beneficial to hire the prisoners of lords you defeat, especially to augment your garrisons. However, don't bother hiring units that are not the correct type of unit for your current army or tactical style. For example, hiring Khergit Lancers when you are using knights is a very good idea; you can even put them in the front of your army by moving them up in the party list so they can absorb the damage in the initial charge. Founding a Kingdom[] Founding a new kingdom opens up a lot of new gameplay opportunities in Warband. You can choose any name for it that you want and you can get a banner if you don't already have one. You will need to acquire a castle or town to start your new kingdom. One way to defeat a castle is to create an army of Rhodok sharpshooters. Attack any castle (preferably a castle only requiring a siege ladder unless you have really high Engineering) and tell your sharpshooters to hold position at a good distance from the castle. Let them fire all their bolts and then charge up the ramp with your companions and fight until you die. When you die, you will automatically retreat and lose some sharpshooters so you can go replenish them at your soldier farms if you like. Repeat this process until you are victorious. Keep in mind that castles that have been taken recently will have a weak garrison. You are very likely to lose this castle to the faction's army. So be prepared to just leave it for them to take. You can take it back easily because the garrison will be weak. Eventually, the faction will be at war with another faction and will leave you alone. An alternative strategy is to help a claimant take their kingdom. Make sure the kingdom is already really small. Ask for a castle that you think will be a good starting place for your kingdom. When you are done taking the kingdom, empty your castle and siege it. It will instantly lose as soon as you finish building the ladders. (Note that when using the sharpshooter strategy you don't actually have to charge the castle when you run out of bolts. As long as you have a good kill ratio you can retreat without consequence and come back again with all your ammunition restocked. The only limit is time, as enemy relief forces may show up while you are waiting to attack again.) Beating other Factions[] The faction that you took the castle from is very likely to declare war on you even after they failed to take the castle back multiple times, so try to eliminate them first. A castle is necessary because you can put troops in them and they will only cost half wages. This allows you to switch your army at any time without disbanding all your troops. When a faction declares war on you (or you declare war on them), hunt down their lords. Keep in mind that all enemy units are dismounted when fighting in villages but your units won't be (making knights significantly better). If you find their ruler, try to take them out so their tactics level won't affect your battle advantage in the next fight. If their army groups up and sieges your castle and there is no way you can fight the whole thing, just wait for them to enter your castle. But catch the last bunch of lords that enter. Enemy kings often enter last and they always have the most troops. After defeating them, help your castle win the battle. With your massive income from your enterprises, your castle can hold easily about 300 top tier units (you should have powerful units such as Huscarls and sharpshooters in your castle). When you assault a castle that has a lot of troops inside, don't worry about any number over 300, since after that, reinforcements cease arriving, and all the extra troops are killed. The best units for attacking a castle are the Nord Huscarls, as they are perfectly able to take the hailstorm of arrows that fly during most sieges, and are also able to retaliate with thrown weapons. If you have any cavalry units in your army, make sure to place them at the back of your battle list, as they will be dismounted during the battle and won't be able to fight as effectively (not that they'll be entirely useless, they just won't be able to match up against higher ranked units) Get Lords to Join You[] You need at least one Lord on your team. As for lords, don't get too many because they will start to hate you as more fiefs are given away. The easiest thing to do is just keep one town that you like and give away all the villages for that town and all the castles and towns you capture. To get more Lords to join your team, you can send out all the companions in your party to go try stir up things in the other factions. This will usually get a Lord or two for you - provided that you have enough land. You don't need very many Lords since you can defeat every team in the game with the above strategy. Keep in mind that Lords that have joined you are very unlikely to participate in campaigns because they will be busy defending their fiefs. You mostly just need them for a little defense for your villages and to fill up the garrisons of castles. Another thing to note is that if you capture a lord and then their faction falls while they are still in your custody, they will not be freed and will always be in your custody. To prevent this, before you conquer a faction, make sure you ransomed them off. This way you can have all lords if you would prefer. An easy way to get Lords to like you is breaking them out of prison, travel past towns and castles looking at the captives that are being held at in them. If a Lord is being held captive, enter the town or castle and walk up to the Prison Guard. Do exactly what you would do if you were freeing the Lord as a quest, the best part of this is you don't lose approval from any other Lords or Factions. The only difference is you will only get approval from the Lord(s) you rescued. Control the Enemies[] It is ideal that all the other factions remain small and weak. To achieve this, avoid eliminating factions - save them if you need to by attacking a faction that is attacking the weak faction. This way, the lords will never all be together and a bunch of weaker armies will try but fail to take your castle. Conquer[] Begin declaring war on factions. Use knights to wipe out their armies and then sharpshooters (and maybe some Huscarls if you want) to capture all their towns. Target towns first since they have your enterprises. Use the same tactics that were used to start your kingdom. The hardest faction to defeat with the sharpshooter strategy is the Nords. Then next being the Rhodoks. These may require more brute force so use a lot of Huscarls or just keep farming up a new army to attack with. Keep in mind that once you eliminate a faction's main army, they will take a long time to rebuild it. The lords will run around with small parties of tier 1 to tier 3 units and can be easily defeated with any army you have. You should aim at their campaign army first, try to lure them out, once their campaign army is beaten, repeat it every two weeks. This should keep the other faction down hard enough for your lords to win most fights on their own. Another way to keep your enemies weakened after defeating their main army is to split up your force, attacking and burning down as many villages as possible. This affects the enemy's recruitment and income. Repeating the attack/raids every two weeks should make your enemy's beg for peace within a month or two, ending the war in your favor. Keep in mind that you will lose relations with your current lords when you assign a new fief, so don’t be too greedy and instead conquer bits at a time, keeping your internal relations at an all time high. If you conquer too fast, you will see deserting lords, which will harm you even more than your enemy will. Items and Skills[] The equipment and skills you choose are entirely up to you because they are not too important if you use the above guidelines and your skills should be chosen to fit your play style. A more in-depth analysis can be found here. However, there are some specific suggestions that may be advisable for characters intending to conquer Calradia, which are listed below. Player[] In the beginning when setting up your player it is easiest to choose being a noble over a street urchin or other such lowly citizen. This is, however, entirely up to you. Being a noble will just make the game slightly easier due to increased starting funds and renown as a noble. Skills[] Basically any skills will be good to have, but some skills that are especially handy as a king/queen: Training: Allows you to get new top-tier troops quickly, and without risk of losing recruits; especially if given to multiple party members. Leadership: Good for getting a larger army and keeping it happy. Prisoner Management: Good for making a bit more money. Sea Raiders are worth about 100 denars. Path-finding: Gets you out of sticky situations on the map, and makes large armies move less sluggish. Persuasion: Allows you to convince other nobles to switch sides and resolve conflicts among your vassals. Tactics: Increases your battle advantage by 1 every 2 points and allows you to get more units into the battle per spawn. A higher battle advantage does however reduce the renown you get for the battle. Engineer: You will often have to initiate sieges yourself, and being able to build siege engines quicker can give you a significant strategic advantage Note: All the 'party' skills can be given to your companions. Party skills receive a bonus depending on the leader's skill level; so if your medic has Wound treatment of 5 and you have none, it's effectively 5 points. If he's got 5 and you've got 2, then it's an effective 5+1 = 6 points. The leader skill bonus (+1 if the skill is 2-4, +2 if it's 5-7, +3 if it's 8-9, and +4 if it's 10) also applies if the highest level skill is owned by the Leader. Equipment[] Get anything you want that suits your play style. You should however keep in mind that you will fight a lot of sieges, as well as large battles, both of which will sometimes take multiple rounds. This requires a build that is able to last long without running out of hit points or ammunition. Usually it is a good idea to get a ranged weapon so you can use it in castle sieges but you can just leave it in your inventory for other fights. You can go for a bow with the Power Draw skill or you can just use a crossbow. Thrown weapons are not the best choice since they generally have less ammunition but they can still be useful if you use throwing daggers and have a lot of power throw and throwing proficiency. Keep in mind that any skill points you spend on Power Draw or Throw are ones you cannot spend on Leadership, Persuasion, or other leader-specific skills; only crossbows do not require skill points. In general, the game is easier if you just buy strong armor since it is really hard to avoid getting hit in close combat, and it will allow you to stay in combat and help your troops longer. It is also easier to use a Charger or Sarranian War Horse over any other horse since it will almost never die before you do - even when you have Plate Armor. Heavy armor makes your character run slower on the ground but since you will want to be mounted most of the time, you will be better off with it anyway. Companions[] The companions page contains a section suggesting how to best use all 16 companions in the first and second 'halves' of the game. Basically, you level up your nobles while you are building your own skill, and then switch over to using peasant companions (who cause problems if they are given fiefs) after you have your own kingdom. Of the two commoners in the first party, Artimenner makes for a good minister (who can be reactivated as trainer or engineer in a pinch), and Borcha should best be dismissed. If your Persuasion is high, you can also keep your first party and only use lords from other kingdoms. Having too many lords may actually put you at a disadvantage as it will be increasingly difficult to keep their relations high and prevent jealousy when awarding fiefs. Skills[] The nobles in the first party should all have a few points in Trainer, Tactics and Leadership if you want to grant them fiefs later on, as this will help them field better armies and win more battles. Even pure combat characters should get 9 or 12 points in INT and CHA and raise these Skills to 3-4. And having many characters in your party with the Trainer skill is beneficial anyway. Prisoner Management is best avoided for companions, as it will only slow their party down. Remember that your companions will have the same AI as your other soldiers, so they are bound to fail in combat. If you give them a lot of strength, you can expect them to kill more enemies before going down. Equipment[] Since the AI does not allow soldiers to do clever moves such as kiting, it is best just to give them the strongest armor that you can find. This will help them last during fights and they will kill a lot more enemies. The AI is also particularly bad at using polearms so avoid giving them spears of any kind. You should give them a ranged weapon as well since they will be very effective in castle sieges with them. Since they can't die, they are ideal for taking castles without casualties. In this case, having a party member with a high First Aid skill is very valuable, so wounded companions can get healed again for a second round of the battle. For sieges, they do best with a ranged weapon, a shield, and a one-handed melee weapon. You want them with this equipment so you can use them like your Rhodok sharpshooters (shield until in position then start firing) and so that they can fight in close combat when they run out of arrows or when you are using knights. They also do well with this equipment if you stand them in front of your archer army so enemies that come close will be taken care of by them while your archers keep firing.
Cornet Siegmund Slushka
Siegmund Slushka Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Cornet Siegmund Slushka is initially a Vassal of Polish Commonwealth. Triva[] His full name in Polish is written Zygmunt Adam Słuszka, in Belarusian Жыгімонт Адам Слушка (Žyhimont Adam Sluška), and in Russian Жигимонт Адам Слушка (Zhigimont Adam Slushka). The historical Zygmunt Słuszka belonged to the Ostoja coat-of-arms (depicted on the character's banner in the game), was the Grand Standard-Bearer of Lithuania (chorąży wielki litewski) in 1656, the Court Standard-Bearer of Lithuania (chorąży nadworny litewski) in 1649, and Elder (starosta) of Rechytsa in 1658-1672. Later in 1674 he would become elector of Jan III Sobieski from the Rechytsa powiat. Slushka's title, Cornet, was a military rank in multiple European nations for a commissioned officer in a cavalry troop. Today, this rank is equivalent to a Second Lieutenant. This makes Slushka the lowest-ranking noble in the game. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki
Cossack Hetmanate
Cossack Hetmanate Banner Troops Official Information Ruler Hetman Bogdan Hmelnitski Claimant Ivan Barabash Faction Location Cossacks in light red “ The Cossacks fight for their freedom and dream of one day forging their own state, one like the Polish Commonwealth, and just as powerful. But in this new nation, the Catholic Pole - the lyakh, as the Cossacks call him - he would no longer find himself among the gentry. Instead, all titles would be held by Orthodox Cossack leaders. Some years ago, the Zaporozhian Host, in a series of bloody battles, forced the Polish crown to grant them limited sovereignty, but now the times have changed. Today the Ukrainian Hetman fights under the hand of the Tsar of Moscow. ” — Jaques de Clermont The Cossack Hetmanate is a Ukrainian state that existed from 1649 to 1764. The Cossack Hetmanate was also called the Zaporozhian Host. The nation, located in the middle to southern region of Eastern Europe, is comprised of wild-spirited independent fighters lead by Hetman Bogdan Hmelnitski. The Cossacks fight against the Polish Commonwealth for their freedom. According to Jaques de Clermont, the Cossacks earned limited sovereignty in a series of bloody battles some years ago. Catholic Poles, however, still dominate the nobility. Those same Polish nobles fear losing titles to Orthodox Cossacks if Hmelnitski's rebellion leads to the establishment of a Cossack state. Cossack leader Bogdan Hmelnitski is forced to seek help from Russia in order to combat the powerful Poles. Together the Cossack Hetmanate and Muscovite Tsardom march on the Polish Commonwealth and the Crimean Khanate. The Secret of the Black Mace is the main questline for the Cossack Hetmanate. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Hetman Bogdan Hmelnitski Initial Ruler Ivan Barabash Claimant Vassals[] Army Chief Pavlo Gomon Company Commander Ivan Hmara Company Commander Lavrin Sinonos Company Commander Les' Gritsenko Colonel Anton Zhdanovich Colonel Bogdan Popovich Colonel Filon Jalaliy Colonel Fyodor Loboda Colonel Ivan Bogun Colonel Ivan Fedorenko Colonel Ivan Sirko Colonel Lukyan Mozyra Colonel Maksim Nesterenko Colonel Martyn Pushkarenko Colonel Matviy Gladkiy Colonel Petro Doroshenko Colonel Prokop Shumeiko Colonel Timofiy Nosach Colonel Vasil Zolotarenko Headquarters Clerk Ivan Vygovsky Tactics[] Strengths[] Best Musketeers in the game. Best Dragoons in the game. Reliable light cavalry. Weaknesses[] Low armor across the board. Few and subpar anti-cavalry units. Smallest unit roster. The Cossack Hetmanate is similar to the Kingdom of Rhodoks from Mount&Blade: Warband. Hetmanate Cossacks are firearm masters on foot and on horse but their roster is small, lacking heavily armored units and good anti-cavalry units. Hetmanate militia tier units Countryman, Poor Cossack and Poor Cossack Pikeman all perform average or above average for their class. The Countryman and Poor Cossack Pikeman are unfortunately the only anti-cavalry infantry units available to the Hetmanate but they are so poorly equipped (scythe, pitchfork or short lance) it is not advisable to use them any more than necessary. Hetmanate mainline troops are Zaporozhian Infantryman and Netyag. The Zaporozhian Infantryman is the best mainline musketeer in the game outperforming or equivalent to rival nation's elite musketeers. The Serduk is an upgrade being the best musketeer in the game with the best stats and equipped with Miquelet Muskets. The Netyag is equipped with a pistol and have good firearm stats however they are best suited for a light or medium infantry role due to their medium-high armor, 1H stats and lack of infantry alternatives for the Hetmanate. Finally, the mercenary Tatar Infantryman is equipped with a bow and is unremarkable, best used as a meat shield or filler. The Hetmanate Cossacks have three great units to fulfill a dragoon role: Djura, Watchman and the elite Zaporozhian Cavalryman. You will quickly and easily have access to the Djura and then the Watchman over time, both also serving as light cavalry for the Hetmanate. The Zaporozhian Cavalryman is the elite of the Hetmanate, the best dragoon equipped with medium-heavy armor spawning with either a Lance, saber or AP weapon able to counter inferior cavalry or infantry. The Pike Watchman is quite useful and capable of charging enemy cavalry but exceedingly average and lightly armored so expect them to die in numbers. Finally the Tatar Cavalryman suffers a similar fate to the Tatar Infantryman, outclassed by better alternatives but can be used as filler. Troop Tree[] 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) Territory[] The territory of the Cossack Hetmanate starts with the following towns, fortresses, and villages. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name ukr_man_insult_1.wav ukr_man_insult_2.wav ukr_man_insult_3.wav ruk_man_insult_4.ogg ukr_man_insult_5.ogg ukr_man_victory_1.wav Trivia[] The Ruin was a period of time from Bogdan Hmelnitski's death in 1657 to the election of Hetman Ivan Mazepa in 1687, which was full of continuous strife, civil war, and foreign intervention. It ended when Hetman Ivan Mazepa was elected and brought stability and order to the state. The Hetmanate was incorporated into the Russian Empire in 1764. In the game's code, the Cossack Hetmanate is referred to as rhodok, the Kingdom of Rhodoks being similar in that it also historically revolted against the "main" faction - the Kingdom of Swadia in the lore of classic Mount&Blade - compared to the Polish Commonwealth in With Fire & Sword. Wikipedia has an article on this subject at:Cossack Hetmanate 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
Cossack Mercenary Cavalryman
Camp Location[] Cossack Mercenaries hail from a camp deep in Cossack territory, between Cherkassy and Sich. Troop Ranks[] Cossack Mercenary Cavalryman (recruit) Cossack Mercenary Cavalryman (experienced) Cossack Mercenary Cavalryman (veteran) Cossack Mercenary Cavalryman (elite) Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Cavalryman (elite)
Cossack Mercenary Cavalryman (elite) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Cavalryman (veteran) Upgrades to... No Further Upgrades Ransom Value thaler The Cossack Mercenary Cavalryman (elite) is a mercenary cavalryman associated with the Cossack Hetmanate. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Cavalryman (experienced)
Cossack Mercenary Cavalryman (experienced) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Cavalryman (recruit) Upgrades to... Cossack Mercenary Cavalryman (veteran) Ransom Value thaler The Cossack Mercenary Cavalryman (experienced) is a mercenary cavalryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Cavalryman (recruit)
Cossack Mercenary Cavalryman (recruit) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Cossack Mercenary Cavalryman (experienced) Ransom Value thaler The Cossack Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Cavalryman (veteran)
Cossack Mercenary Cavalryman (veteran) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Cavalryman (experienced) Upgrades to... Cossack Mercenary Cavalryman (elite) Ransom Value thaler The Cossack Mercenary Cavalryman (veteran) is a mercenary cavalryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Infantryman
Camp Location[] Cossack Mercenaries hail from a camp deep in Cossack territory, between Cherkassy and Sich. Troop Ranks[] Cossack Mercenary Infantryman (recruit) Cossack Mercenary Infantryman (experienced) Cossack Mercenary Infantryman (veteran) Cossack Mercenary Infantryman (elite) Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Infantryman (elite)
Cossack Mercenary Infantryman (elite) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The Cossack Mercenary Infantryman (elite) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Infantryman (experienced)
Cossack Mercenary Infantryman (experienced) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Infantryman (recruit) (upgrade) Upgrades to... Cossack Mercenary Infantryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The Cossack Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master, but their paymaster, who pays for their service and demands no oath. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Infantryman (recruit)
Cossack Mercenary Infantryman (recruit) Troop Information Culture Cossack Hetmanate Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Cossack Mercenary Infantryman (experienced) Upgrade Cost Recruited for 10 thaler Ransom Value thaler The Cossack Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Infantryman (veteran)
Cossack Mercenary Infantryman (veteran) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Infantryman (experienced) (upgrade) Upgrades to... Cossack Mercenary Infantryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The Cossack Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Rifleman
Camp Location[] Cossack Mercenaries hail from a camp deep in Cossack territory, between Cherkassy and Sich. Troop Ranks[] Cossack Mercenary Rifleman (recruit) Cossack Mercenary Rifleman (experienced) Cossack Mercenary Rifleman (veteran) Cossack Mercenary Rifleman (elite) Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Rifleman (elite)
Cossack Mercenary Rifleman (elite) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Cossack Mercenary Rifleman (elite) is a mercenary marksman infantryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Rifleman (experienced)
Cossack Mercenary Rifleman (experienced) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Rifleman (recruit) (upgrade) Upgrades to... Cossack Mercenary Rifleman (veteran) Ransom Value thaler The Cossack Mercenary Rifleman (experienced) is a mercenary marksman infantryman associated with the Cossack Hetmanate. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Rifleman (recruit)
Cossack Mercenary Rifleman (recruit) Troop Information Culture Cossack Hetmanate Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Cossack Mercenary Rifleman (experienced) Upgrade Cost Recruited for 14 thaler Ransom Value thaler The Cossack Mercenary Rifleman (recruit) is a mercenary Rifleman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Cossack Mercenary Rifleman (veteran)
Cossack Mercenary Rifleman (veteran) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Rifleman (experienced) (upgrade) Upgrades to... Cossack Mercenary Rifleman (elite) Ransom Value thaler The Cossack Mercenary Rifleman (veteran) is a mercenary marksman infantryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Countryman
Countryman Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Cossack villages- or -Infantry Commander Upgrades to... Poor Cossack- or -Poor Cossack Pikeman Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Countrymen are village archers of the Cossack Hetmanate. Tactics[] Very poor fighters virtually unarmored as well as armed with basic melee weapons and Handmade Firearms, they should be upgraded as soon as possible. Their weak combat skills make them excellent cannon fodder while their low cost makes them easily recruited en masse - they can be used quite well to hold off the enemy long enough for far superior troops to destroy it. Recruiting them from an Infantry Commander costs 2 thalers and 4 coppers (training days). 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. Countryman - Default Stats and Equipment Attributes Stat Points Level 3 Strength 6 Agility 6 Intelligence 0 Charisma 0 Health 41 Armor Head Village Cap Body Broadcloth DressSvitka Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 55 Two Handed Weapons 35 Polearms 45 Archery 10 Firearms 50 Throwing 0 Weapons Melee ScythePitchforkCarpenter Axe Ranged Handmade FirearmLight Bullets Shield None Mount None Gallery[] in-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)
Courser
The Courser is the fastest horse in the game. Speed comes at a cost of the poor armor and hit-points, but if you are a horse archer, this may be the horse for you. Due to the speed of this horse relative to its maneuverability, combat in cluttered conditions or near the edge of the map should be avoided as often as possible unless the rider is particularly attentive to the situation and surroundings. The accuracy of your shots with all ranged weapons is impacted by the speed that you are traveling until your horse archery skill and weapon proficiency have been raised to an appropriately high level. As a result, despite its relatively low cost, using a courser too soon may not be advised. Coursers are particularly useful when pursuing other cavalry, their high speed preventing the enemy's escape. In groups, riders can quickly cut off and surround their targets and perform the cavalry equivalent of swarming their target for a brutal beat-down from all sides while their horses keep the enemy from simply trampling over them. The highest possible amount of couched lance damage can be dealt with this horse. Though using it for that purpose is gross overkill, as well as very unsafe with such a light horse, this can be an effective way to eliminate hostile riders from the field should the need arise. Also, results may not be as impressive as expected, since damage per hit is capped at 500 minus armor (a death sentence for any target unless horse or shield takes the hit), meaning more armored horses may reach the limit under the right conditions anyway. This horse can be found in any town in Calradia. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Courser 12 50 44 12 110 2 600
Courser (Multiplayer)
For the mount, see Courser. Courser Basic Armor Improved Troop Information Faction Calradic Empire Type Cavalry Cost 140 Class Stats Hit Points 100 Armor 16 (standard)25 (improved) Movement Speed 71 Army Size 9 Coursers are a multiplayer cavalry class of the Calradic Empire. Official Description[] Literally called the Raiders, these cavalry excel at hit-and-run tactics. Being excellent riders, they usually serve as army scouts. On the battlefield, they are positioned on the flanks and are expected to screen friendlies or outflank enemies. Other times, they are ordered to hunt down routers and chase the enemy light cavalry, who are too fast for the Cataphracts. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Western Long Spear Two Handed One Handed Studded Round Shield Shield Paramerion One Handed Imperial Courser Mount Perks Western Lance Longer, can be couched(replaces Western Long Spear)Two Handed One Handed Couch Lance Imperial Mace Better against armored opponents(replaces Paramerion)One Handed Javelins Short throwing spears, can be used in meleeThrown One Handed
Crimean Khanate
Crimean Khanate Banner Troops Official Information Ruler Khan Islam Giray Claimant Mehmed Giray Faction Location Crimeans in aquamarine “ Islam Giray, aided Bogdan Hmelnitski, depends on an independent Cossack Hetmanate to shield him against both the Muscovite Tsardom and the Polish Commonwealth. Islam Giray passes for a lavish ruler, and thus far he has sided with the Cossacks. But now that Ukraine has allied with Russia, there are rumors that the Tatars would betray the Cossacks, and ally with the Polish Commonwealth instead. ” — Jaques de Clermont The Crimean Khanate is one of the Nations of Eastern Europe featured in Mount&Blade: With Fire & Sword. It is led by Khan Islam Giray. It is a protectorate of the Ottoman Empire. The Crimeans are Tatars who live in the southern part of Eastern Europe, while the Khanate is the remnant of the once-great empire of Genghis Khan, as well as the Golden Horde. Its "capital" is Bakhchisaray. It is located in the south-east part of the overland map. The Crimean Khanate is one of two nations without a main questline, the other being the Kingdom of Sweden. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Khan Islam Giray Initial Ruler Mehmed Giray Claimant Vassals[] Baesid-khan Ahmed-pasha Imad-pasha Mirza Enikey Mirza Yanmamed Shirin-bey Mirza Davletshi Bukryn-bey Baryn-bey Argun-bey Sedjet-bey Mansur-bey Yashlav-bey Mirza Argyn Mirza Agish Mirza Divey Mirza Appak Mirza Karach Mirza Yelchy Uzyn-bey Tactics[] Strengths[] Excellent horse archers. Reliable heavy cavalry. Good elite light infantry and Janissary corps. Weaknesses[] Unreliable musketeers (Seymen). Lacking in cavalry-fighting infantry. No heavy infantry. The Crimean Khanate is similar to the Khergit Khanate faction of Mount&Blade: Warband. Generally the Khanate opts for a more traditional style of mounted steppe warfare, with few options for infantry and are most commonly seen with bows and shields. Most of the horse archers available to the Khanate are light, fast and deadly but Circassians and Mirza Chambul have medium-heavy armor and great skills to makeup for the lack of firearms. The Khanate has dedicated melee mounted swordsmen with shields like Nogai (light) and Asak Bey (heavy) and lancers in the form of Oglan (light) and Nokhor (heavy). If the player tries to imitate the infantry-centric warfare of Europe, there are only five (four reliably) infantry units available to the Khanate; one swordsman, two archers and two musketeers. Infantry front-lines should be made up of either: Ottoman Azaps (light melee infantry with fast sword and shield), Kapikulu (expendable militia-tier archers with sword and shield) or mercenaries (preferably heavy and/or anti-cavalry). The two musketeers available should be mixed with each other for mix of survivability and effectiveness. Seymen are hardy musketeers with heavy armor and a decent firearm but are slow with low stats, Ottoman Janissaries however are fast with good stats and firearms but have no armor. The Khanate has no mounted troops with firearms and Tatar Mercenary Cavalrymen cannot wield a carbine so it has to fulfill a dragoon, cuirassier, or reiter-type role with its horse archers. Crimean tactics against wagon forts consist of dismounting any ranged troops and firing a barrage of missiles, covering the melee troops' charge inside. Troop Tree[] 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) Territory[] The territory of the Crimean Khanate starts with the following towns, fortresses, and villages. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name tatar_man_death_1.wav tatar_man_insult_1.wav tatar_man_insult_2.wav tatar_man_insult_3.wav tatar_man_insult_4.wav tatar_man_insult_5.wav Trivia[] The Khanate became a protectorate of the Ottoman Empire when the Ottomans intervened in the first khan's sons' struggle for power. The Ottoman sultan enjoyed veto power over the election of a new khan, and the Ottomans annexed the Crimean coast, but recognized the legitimacy of the khanate rule of the steppes, as the khans were descendants of the famous Genghis Khan. This relationship is evident in-game due to the Khanate's use of Janissary soldiers and Azaps, troops almost exclusively associated with the Ottoman Empire. The royal Giray family, descendants of the rulers of the Khanate, still lives to this day, living in Turkish cities such as Bursa, Istanbul, and in other countries as well. The title of "bey", shared by several Crimean nobles, is a Turkish title for chieftain. "Mirza", meanwhile, is originally a Persian title for a high nobleman or prince. In the game, banners of Crimean characters all use the same color scheme, only with different markings. This is semi-historical, as Turkic peoples have traditionally used "tamgas" - abstract markings - to serve as the emblem of their tribe, cla, or family, the same way Europe would use coats-of-arms or banners. As each tamga was distinct, one would not need to rely on colors to differentiate one tamga from another. In the game's code, the Crimean Khanate is referred to as khergit, the Khergit Khanate being similar in that both factions are nomadic and have bandits spawn in their territory (Tatar Raiders vs Steppe Bandits). Wikipedia has an article on this subject at:Crimean Khanate 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
Crossbow (Bannerlord)
Crossbow is a skill in Bannerlord. It refers to the knowledge of operating and maintaining crossbows. Perks[] Perk Level Bonus Fast Reload 10 -10% reload time. Hasty Reload 35 -15% reload time. Crossbow Cavalry 60 Can reload any crossbow on horseback. Plain Hunter 85 +0.5% food in grasslands. Improved Aim 135 Accuracy increases to max 10% faster. Maintenance 160 Crossbows do 7% more damage.
Crossbows
Crossbows are widely available throughout the game and are decent alternatives to bows, which usually require more patience to master. Crossbows initially do more base damage than other weapons but don't receive the same damage bonuses from player skills like other ranged or melee weapons so they quickly fall behind. Crossbows are unique in that they must be manually reloaded after every shot before they may be used again - loading itself requires the wielder to stand still to draw back the bow and lock it in while loading the bolt allows movement. Once loaded and unlike drawing back a bow, a crossbow will typically take less time to level at a target and can hold fire while aiming without losing accuracy. The more powerful crossbows may be shot, but not reloaded, on horseback - the player may dismount, reload, and continue to shoot, or remain mounted and pursue the enemy with other weapons. Crossbows make effective sidearms for cavalry players since they can often finish off wounded enemies where bows would be too slow or lack killing power. On horseback, crossbows may be fired in a roughly-250-degree arc starting 90 degrees to your right and ending 160 degrees to your left, making it impossible to fire directly behind your horse. Enemy troops will almost never fire their crossbows' last shot since loading the bolt empties their quiver, typically triggering melee behavior before they can finish aiming. A crossbowman on foot bends down when reloading, briefly reducing their profile and sometimes driving their back-mounted shield into the path of incoming fire. List of Crossbows[] ▼ Show/Hide Crossbows ▼ Weapon STR Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Other Hunting Crossbow - 37(pierce) 99 47 50 2.3 22 MasterworkBentCracked Light Crossbow 8 44(pierce) 99 45 59 2.5 67 MasterworkBentCracked Crossbow 8 49(pierce) 99 43 66 3.0 182 MasterworkBentCracked Cannot be used on horseback Heavy Crossbow 9 58(pierce) 99 41 68 3.5 349 MasterworkBentCracked Cannot be used on horseback Siege Crossbow 10 63(pierce) 99 37 70 3.8 683 MasterworkBentCracked Cannot be used on horseback ▲ Show/Hide Crossbows ▲ Bolts[] Crossbows require bolts in order to be used, but start combat already loaded with a single bolt. When all ammunition is gone, the weapon can no longer shoot any projectiles. Bolts automatically refill after battle. Larger bags with increased ammunition capacity (and price) are available to the player. ▼ Show/Hide Bolts ▼ Projectile Stack Amount Damage Weight Price Modifiers Bolts 29 1(pierce) 2.3 64 Large BagBent Steel Bolts 29 2(pierce) 2.5 210 Large BagBent ▲ Show/Hide Bolts ▲ 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
Cuir Bouilli
Cuir Bouilli Base Value 3100 denars Weight 24.0 Armor 50 Body Armor, 15 Leg Armor Requirement 8 Strength Cuir Bouilli is an armor with very high defense stats but also a high weight. This makes it a great tanking armor, but it is unsuited for horse archery. This armor is worn by King Ragnar, as well as some Swadian Knights and Mercenary Cavalry. Wikipedia has an article on this subject at:Boiled leather
Cuirassier
For other uses, see Cuirassier (disambiguation). Cuirassier Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Cuirassier (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Cuirassiers are heavy horse archers of the Kingdom of Sweden. Tactics[] Medium cavalry armed with carbines or pistols, their Firearms skill is worse than Cossack Hetmanate mounted shooters' - hence why, like many Swedish troops, Cuirassiers are far more effective melee troops than ranged, best used by employing Dragoon-like tactics of approaching enemy lines, discharging firearms, then charging in for close combat. The player should not let Cuirassiers chase routing enemies - that's the Dragoons' job - unless they are sure no more reinforcements will arrive to continue the battle. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cuirassier - Default Stats and Equipment Attributes Stat Points Level 15 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Hat Body Half-Cuirass Hand Infantry Gloves Foot Jackboots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 6 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 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 130 Throwing 0 Weapons Melee BroadswordShort Broadsword Ranged PistolOld PistolBullets Shield None Mount Saddle Horse 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)
Cuirassier Spearman
For other uses, see Cuirassier (disambiguation). Cuirassier Spearman Troop Information Culture Kingdom of Sweden Wages 35 thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Cuirassier Spearman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Cuiraissier Spearmen are heavy cavalry of the Kingdom of Sweden. Tactics[] Medium shock cavalry armed with a short lance - replaced by a broadsword during sieges - and wearing their namesake half-plate cuirass, they are efficient in groups of 12 or more. Like Oglan and Winged Hussars, they are meant to charge straight into enemy lines, shattering them and causing weaker troops to rout, but Cuirassiers are utterly useless when dismounted and surrounded by enemy troops - especially pikemen and cavalry - hence why they are best used as support for Dragoons and/or Reiters. 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. Cuirassier Spearman - Default Stats and Equipment Attributes Stat Points Level 15 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Hat Body Half-Cuirass Hand Infantry Gloves Foot Jackboots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 0 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 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield None Mount Saddle Horse 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)
Cuirassier Spearman (veteran)
For other uses, see Cuirassier (disambiguation). Cuirassier Spearman (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Cuirassier Spearman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Cuiraissier Spearmen (veterans) are veteran heavy cavalry of the Kingdom of Sweden. Tactics[] Medium shock cavalry armed with a short lance - replaced by a broadsword during sieges - and wearing their namesake half-plate cuirass, they are efficient in groups of 12 or more. Like veteran Oglan and veteran Winged Hussars, they are meant to charge straight into enemy lines, shattering them and causing weaker troops to rout, but veteran Cuirassiers are utterly useless when dismounted and surrounded by enemy troops - especially pikemen and cavalry - hence why they are best used as support for veteran Dragoons and/or veteran Reiters. 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. Cuirassier Spearman (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 51 Armor Head Hat Body Half-Cuirass Hand Leather Gloves Foot Jackboots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 0 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 165 Two Handed Weapons 145 Polearms 155 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield None Mount Hunter 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)
Cuirassier (Custom Battle)
Cuirassier The Cuirassier is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] The cuirassiers (from the French word cuirass, armor) are a cavalry corps equipped with light chest armor, the cuirass. They developed in the 16th century in many European countries, and were designed to compensate for the dearth of knights in heavy cavalry. The cuirassiers' suite of armor (called 'cuirass armor') was reduced to a half-armor piece which was relatively inexpensive. By the 16th century, it consisted only of a helmet and a cuirass proper. Initially, when cuirassiers fought alongside knights, they wielded the same type of sword, but later they switched to using broadswords, and in certain armies, heavy sabers. Stats[] Cuirassier - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 14 Intelligence 0 Charisma 0 Health Armor Head Hat Body Breastplate Hand Infantry Gloves Foot Jackboots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 0 Athletics 2 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Cavalry Lance, Short Broadsword Ranged Shield Mount Courser This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier
Cuirassier (veteran)
For other uses, see Cuirassier (disambiguation). Cuirassier (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Cuirassier Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Cuirassiers (veterans) are veteran heavy horse archers of the Kingdom of Sweden. Tactics[] Medium cavalry armed with carbines or pistols, their Firearms skill is worse than Cossack Hetmanate veteran mounted shooters', hence why - like many Swedish troops - veteran Cuirassiers are far more effective melee troops than ranged, best used by employing Dragoon-like tactics of approaching enemy lines, discharging firearms, then charging in for close combat. The player should not let veteran Cuirassiers chase routing enemies - that's the Dragoons' job - unless they are sure no more reinforcements will arrive to continue the battle. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cuirassier (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 51 Armor Head Hat Body Half-Cuirass Hand Leather Gloves Foot Jackboots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 4 Shooting from Horseback 7 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 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 145 Throwing 0 Weapons Melee BroadswordShort Broadsword Ranged PistolOld PistolBullets Shield None Mount Hunter Trivia[] They are not labeled as "(veteran)" in-game, making them indistinguishable from their recruitable counterparts. 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)
Culture
Culture is a concept in Mount&Blade II: Bannerlord and Viking Conquest. Contents 1 Bannerlord 1.1 Main Cultures 1.1.1 Aserai 1.1.2 Battania 1.1.3 Khuzait 1.1.4 Sturgia 1.1.5 Vlandia 1.1.6 Calradic Empire 1.2 Minor Cultures 1.2.1 Darshi 1.2.2 Nordic 1.2.3 Vakken 2 Viking Conquest 2.1 Norse 2.2 Frisians 2.3 Anglo-Saxons 2.4 Britons 2.5 Picts 2.6 Gaels 3 References Bannerlord[] “ Although there is a plethora of cultural niches and traditions in Calradia, the game groups these into several main cultures. Each culture has its own architectural style and traditional clothing. ” — Official description There are six main cultures - selectable by the player during character creation - and three minor ones. Each playable culture has three traits - two positive and one negative - and one or several minor factions, some of which have minor cultures. It can be argued that some of the minor factions have minor cultures different from the ones available in-game, for example, the Eleftheroi are imperials that took up the habits of the steppe peoples, making their culture unique when compared to both the Empire and the Khuzait. Likewise, the Karakhergit and the Jawwal retain their respective peoples' traditional cultural traditions - small clans, nomadic lifestyle - which clashes with their respective parent factions' cultures. More so, several minor factions are religious cults - Embers of the Flame, Beni Zilal, the Wolfskins to a lesser degree -, meaning their religious doctrines would probably create subcultures for their members in their respective cultures. Main Cultures[] Aserai[] "The Aserai are the inhabitants of the Nahasa desert, a mixture of nomadic bedouin and settled oasis farmers. They are famous for their horsemanship and their knowledge of the learning of many lands, especially medicine, gained from lying on some of the continent's most lucrative trade routes. Each clan is fiercely proud of its lineage and often jealous of the others, but when united by a charismatic leader, they become a major force in the south." Caravans are 30% cheaper to build, 10% less trade penalty. No speed penalty on desert. Daily wages of troops in the party are increased by 5%. Battania[] "The Battanians still remember the olden days when the woods stretched across northern Calradia, and the Empire and its cities had yet to violate their sanctity. The fierce warriors remain loyal to their traditional ways. They paint their faces when going to battle and even their noblemen prefer to fight on foot while using great axes and two-handed swords with dealy efficiency." 50% less speed penalty and 15% sight range bonus in forests. Towns owned by Battanian rulers have +1 militia production. 10% slower build rate for town projects in settlements. Khuzait[] "The Khuzait confederation of steppe tribes used to live a nomadic life, but have recently settled in the eastern frontier of the Empire and are slowly transitioning into an agrarian society with permanent town centers. Despite this, they still retain many aspects of their nomadic life, including their affinity with horses. They are masters of mounted archery, shooting and then galloping out of reach." Recruiting and upgrading mounted troops are 10% cheaper. 25% production bonus to horse, mule, cow and sheep in villages owned by Khuzait rulers. 20% less tax income from towns. Sturgia[] "Sturgians are the descendants of the foreign tribes of northern Calradia. As the Empire expanded into their cold forests, they found a ready market for the luxurious furs of woodland animals whom they traditionally hunted and trapped. Sturgian chieftains became princes, vying for pre-eminence with the help of Nord mercenaries who migrated into their realm. They are good hunters and wanderes, travelling far in search of opportunities both for trade and for plunder." Recruiting and upgrading infantry troops are 25% cheaper. Armies lose 20% less daily cohesion. 20% more relationship penalty from kingdom decisions. Vlandia[] "The Vlandians are the descendants of adventurers from the west who lived under the Empire for centuries before forming an independent kingdom. With the decline of imperial authority, they have evolved into a well organised feudal society led by a caste of warlike nobles who prefer to fight with spears and lances on horseback." 5% more renown from battles, 15% more income while serving as a mercenary. 10% production bonus to villages that are bound to castles. Recruiting lords to armies costs 20% more influence. Calradic Empire[] "The Calradian Empire is in decline. Even before the suspicious death of Emperor Arenicos, the once united realm was torn by political rivalries. Today, those factions are in open war. Yet Calradians endure. Their meticulous study of defensive strategy, in which garrison cities slow down invading forces until mobile field armies can come to their rescue, helps hold their neighbors at bay." 20% less garrison troop wage. Being in army brings 25% more influence. Village hearths increase 20% less. Minor Cultures[] Darshi[] The culture of the Ghilman. Nordic[] The culture of the Skolderbroda. Vakken[] The culture of the Forest People. Viking Conquest[] There are seven cultures spread across twenty one factions.[1] Norse[] The Norsemen are pagan peoples with a Germanic heritage who inhabit Scandinavia, comprised of the realms of Northvegr and Danmark. Their naval superiority allows them to raid the coasts of the other kingdoms, but despite their reputation as blood-thirsty looters, the Vikings are excellent traders that have begun to colonize the frozen islands of the North Sea. The Great Heathen Army, led by the sons of Ragnar Lodbrok, have invaded the Anglo-Saxon kingdoms and now threaten the British Isles. They are skilled archers and although during expeditions they send out mounted scouts, in battles they dismount to fight on foot. The Norse shield-wall is considered almost impossible to overcome. Frisians[] The Frisians are the inhabitants of an important trading region along the southeastern coast of the North Sea, from the north of Frankia to the border of Danmark. Defeated by the Franks, their country is now under the rule of a Frankish governor. The Frisians have maintained cultural and commercial ties with the Anglo-Saxons from the other side of the English Channel. However, their art of war is mainly influenced by the military innovations of the Carolingian Empire, so their armies have a good balance between cavalry and infantry. Anglo-Saxons[] Having migrated some centuries ago to Britannia from continental Europe, the Angles and Saxons have been contesting with the Britons for control of the island. Now this hegemony is threatened by the Vikings, which have conquered their northeastern territories. The Anglo-Saxons are fierce warriors in melee, but the naval superiority of the Norsemen makes it difficult for them to wage war against the greater mobility of the Norse armies. Angles and Saxons have been historically divided in seven kingdoms, endlessly warring amongst themselves, the most notable kingdoms being West Seaxe, Mierce, Northhymbre and East Engle. Some of their rulers simply serve as puppet kings appointed by the Norsemen, though this common enemy is making them conscious of their own identity and this vacuum in leadership could perhaps pave the way for a new king to rise. Britons[] During the collapse of the Roman Empire in Britannia, several successor states emerged to face the Germanic peoples who invaded the island. Maintaining their Romano-British heritage, the Celtic-speaking natives resisted the Angles and Saxons in the fringe areas of the west, like Brycheiniog, Alt Clut, Cornubia and Glywyssing. The kings of the Britons tried to link their rule with the old imperial order, but Roman military organization is all but lost and their armies are mostly tribal recruits. However cavalry plays a significant role in Briton military tradition, and the Welsh are renowned archers. Picts[] For many ages, the Celts from the North of Britannia have protected and maintained their independence from invading forces of Romans, Angles of Northhymbre and Gaels from across the Irish sea. Two decades ago, Kenneth MacAlpin, King of Dál Riata, defeated the Picts and created the kingdom of Alban. During recent years, MacAlpin has faced the Viking raids over his domains and the increasing hostility of the Norse kingdom of Laithlind. The Pictish armies are mainly composed of light infantry, very maneuverable as skirmishers in mountainous terrain, but they can also fight effectively in melee. The aristocracy forms a reputed cavalry and missile weapons, like bows and javelins, play an important role in battle. Gaels[] The Celtic peoples emerged in Hibernia have expanded to Dál Riata in the north of Britannia and the Isle of Man. Hibernia was historically divided into five Gaelic kingdoms, which later became Uladh, Laigin, Mumain, Mide, Connachta, Aileach and Osraige. The rulers of these territories have been struggling for supremacy over the island, and now the Norsemen are using this ancient rivalry of the Gaelic dynasties in their own interests. The most common type of conflict among the Gaels is the cattle raid, so the backbone of Gaelic armies is typically made up of lightly armed infantry who fight as skirmishers, hurling missiles before a ferocious charge into close combat. References[] ↑ Viking Conquest Cultures
Custom Battle
Custom Battle Setup Screen Custom battles are a feature available only in Mount&Blade: Warband and Mount&Blade: With Fire & Sword. You have access to armies of factions (including outlaws) of up to 200 men (25 trials) and several characters. There are 3 sliders that change the percentage of troops of each type (cavalry, infantry, archers). Interestingly, if, say the Khergit Khanate had 36% infantry out of 100 men, they will have 36 Dismounted Lancers. These troops can also be fought with or against multiplayer bots. In Warband, there are 2 other unique troops that don't appear in single player normally, Nord Scouts and Rhodok Horsemen. Contents 1 Warband 1.1 Characters 1.2 Maps 1.2.1 Battle 1.2.2 Siege 2 With Fire & Sword 2.1 Troops 2.2 Maps 2.2.1 Battle 2.2.2 Siege 3 Classic Mount&Blade 3.1 Skirmish 1 3.2 Skirmish 2 3.3 Siege Defense 3.4 Skirmish 3 3.5 Siege Offense Warband[] Characters[] The player can control one of eleven characters in a custom battle: Rodrigo de Braganca Usiatra Hegen Konrad Sverre Borislav Stavros Gamara Aethrod Zaira Argo Sendnar Maps[] There are five different maps in Custom Battle, split up into two Game Types: Battle[] Farmhouse Oasis Tulbuk's Pass Siege[] Two modes are available for each siege map: offense and defense. Haima Castle Ulbas Castle With Fire & Sword[] Custom Battles reappear in With Fire & Sword, where a battle can be set up between any two of the five nations, in addition to outlaws. Troops[] Non-player troops will be troops unique to the nations chosen for battle. However, the player can choose one of the following troops, unique to custom battles: Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier Maps[] The pattern of five maps split up into three game types return in With Fire & Sword: Battle[] Swamp Delta Riverside Settlement Small Farmstead Siege[] Both maps are available in two modes: offense and defense. Wooden Fort Riverside Fortress Classic Mount&Blade[] The original Mount&Blade had "scenarios" instead. In the scenarios, you have a set lord or lady, and fight a set amount and tier of units of a set faction. There were 5 scenarios: Skirmish 1[] Premise: Swadian Lord Haringoth is traveling with his household knights when he spots a group of raiders preparing to attack a small hamlet. Shouting out his warcry, he spurs his horse forward and leads his loyal men to a fierce battle. Skirmish 2[] Premise: Vaegir Lord Mleza is leading a patrol of horsemen and archers in search of a group of bandits who plundered a caravan and ran away to the hills. Unfortunately, the bandits have recently met two other large groups who want a share of their booty and spotting the new threat, they decide to combine their forces. Siege Defense[] Premise: Rhodok Lady Brina is leading the defense of her castle against a Swadian army. Now, as the besiegers prepare for a final assault on the walls, she must make sure the attack does not succeed. Skirmish 3[] Premise: When the scouts inform Swadian Lord Grainwad of the presence of an enemy warband, he decides to act quickly and use the element of surprise against superior numbers. Siege Offense[] Premise: Nordic Lord Haeda has brought his fierce huscarls into the south with the promise of plunder. If he can make this castle fall to him today, he will settle in these lands and become the ruler of this valley.
Derchios Castle
Derchios Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ibiran Tosdhar Sieges with... Ladders Port No World Map Mount&BladeDerchios CastleIbiranTemplate:World Map/Mount&BladeWarbandDerchios CastleTosdharTemplate:World Map/Warband Derchios Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Derchios Castle lies north of Dhirim on top of a steep hill, surrounded by trees. Its village is Ibiran which is to the southwest at the base of the hill. Warband[] Derchios Castle lies north of Dhirim on the slope of the hill upon which Dhirim occupies. To the northwest is the Kingdom of Nords and to the northeast is the Kingdom of Vaegirs. Its village is Tosdhar which is nearby to the west adjacent to a patch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Derchios Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Defending Derchios Castle is relatively easy, provided one has an army with lots of good archers (such as Rhodok Sharpshooters) and a few good heavy infantry units (Nord Huscarls or Swadian Sergeants), though heavy cavalry (Sarranid Mamlukes) would work well too. Have your infantry and cavalry bunch up at the ladder while your archers are positioned on the two battlements on either side of the ladder. Your shield wall should be able to hold the enemy infantry on the ladders, while your archers pick off the troops on the ladders. This strategy is especially effective against armies with poor ranged units (like the Swadians) or with many troops without shields (such as Vaegir units), letting your archers thin out the enemy ranks and your infantry kill those who manage to climb the ladders. Take note however, that this strategy will not work well against the Rhodoks, due to their heavy infantry and good crossbowmen. Gallery[] Courtyard and keep of Derchios Castle.The lord's hall of Derchios Castle. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Desert Bandit
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Desert Bandit Troop Information Culture Bandits Wages 14-7 denars/week Acquired from... Prisoners Upgrades to... Sarranid Recruit Upgrade Cost 40 denars XP for Kill 96 experience Ransom Value 80 denars Desert Bandits are bandit cavalry in Mount&Blade: Warband. Tactics[] Roaming the deserts of Calradia, they spawn in groups of 4-58. Desert Bandits have the same kind of tunics and equipment as early-tier Sarranid Sultanate troops. They are lightly armed but also mounted, making them somewhat dangerous to low-level players - many Desert Bandits will attack with bows and jarids before moving in with one-handed maces, swords, and spears while those carrying lances have the ability to inflict couched lance damage, which can kill many characters with a single strike. Desert Bandits are usually found near the town of Ahmerrad or Durrin Castle. They are best fought with a combination of spear and ranged units, like Rhodok troops, or by fast moving cavalry, such as Swadian Men-at-Arms or Khergit Horse Archers. It can be difficult to defeat Desert Bandits with just melee infantry, but a tightly packed formation of heavier infantry is also difficult for such light cavalry to attack if they hold position. Desert Bandits will attack small groups such as village farmers or caravans but flee from parties they cannot easily defeat. Because of their horses, they are usually difficult to hunt down on the map as their movement speed is between 5-7. Catching Desert Bandits is best done with a small party of 30-50 mounted units and a companion with Path-finding to improve party speed. 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. Desert Bandit - Default Stats and Equipment Attributes Stat Points Level 12 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Desert Turban(Possible) Turban(Possible) Steppe Cap Body Worn RobeSkirmisher Armor Hand None Foot None Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 4 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Light LanceSpearSarranid SwordFlanged Mace Ranged (Possible) Nomad Bow(Possible) Short Bow(Possible) Arrows(Possible) Jarids Shield (Possible) Leather Covered Round Shield Mount Desert HorseSaddle Horse Trivia[] They use the same overland map model as Deserters. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Desert Bandit Boss
Desert Bandit Boss Troop Information Culture Bandits Wages ? denars/day Acquired from... Prisoners Upgrades to... None Upgrade Cost None Ransom Value ? denars Desert Bandit Bosses are tier-five Desert Bandit cavalry in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount ? Mount Harness ? Gallery[] Front viewBack viewTroop icon Desert Bandit Troops Bedouin Rover Nomad Bandit Harami Boss
Desert Horse
Desert Horse. Desert Horses are a new type of horse introduced in Mount&Blade: Warband. They are similar to Steppe Horses, with higher Charge, Speed, and Hit Points. They have 50 maneuver, which can be helpful sometimes, like when you're chasing cavalry on your horse and you need to make sharp turns. Physically, the Desert Horse has a narrower profile than the Steppe Horse, making it slightly easier to make evasive turns but reducing its impact zone when running down infantry. It can be purchased in any of the desert towns initially owned by the Sarranid Sultanate or, rarely, in the towns owned by the Khergit Khanate. When fighting Desert Bandits, who commonly ride them, this horse can often be seen as part of their loot. This allows players to acquire this relatively expensive horse for free, provided they can win. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Desert Horse 10 42 50 12 110 2 550
Deserter (Bannerlord)
This article is about content that has yet to be released.The information may change before its release. For the classic version, see Deserters. For the With Fire & Sword version, see Rebel. Deserter Troop Information Culture Bandits Wages ? denars/day Acquired from... Prisoners Upgrades to... Mounted Ransacker Upgrade Cost ? denars Ransom Value ? denars Deserters are tier-two bandit cavalry in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount ? Mount Harness ? Gallery[] Front viewBack viewTroop icon Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker
Deserters
For the With Fire & Sword version, see Rebel. For the Bannerlord version, see Deserter (Bannerlord). Deserters Troop Information Culture Varies Wages Varies Acquired from... Varies Upgrades to... Varies Upgrade Cost Varies XP for Kill Varies Ransom Value Varies Deserters are tiers-two-to-four bandit troops in Mount&Blade and Warband. Tactics[] The biggest difference between them and the more common bandits is that Deserters are usually stronger and have much better equipment - this is because their gangs mainly come from regular factions. Sometimes appearing in big high-tier groups, they will never spawn as tier-one recruits or as tier-five (six for Nord Huscarls) elite troops. If they interact with the player, they will demand a bribe amounting to a percentage of the player's current denars. Deserters are soldiers who have left their kingdoms to live as "free brothers". The player can encounter them anywhere but they are more common in border regions where conflicts have occurred. They usually come in medium-sized parties of a single troop type (e.g. 20 Swadian Militia). Due to their parties' higher troop quality, Deserters are often more hostile than similarly sized Looter parties and will usually drop much better equipment than other bandit-type parties. Low-to-mid tier infantry Deserters are good targets at early levels, as they usually have decent gear to be looted, provided you are mounted and have a lance of some sort or a powerful ranged weapon. Most Deserters will lack any kind of ranged attack or weapons long enough to counter a solitary rider gradually tearing away at their flanks. A particularly skilled player, even during early game, may choose to attack higher-tier infantry or even cavalry, as enemy riders often cannot compete with the more intelligent maneuvering of a human rider. As Deserters that split off from a lord's party will always be made up exclusively of a single troop type, unless they have freed prisoners from another party, specific strategies can usually be devised on how one wishes to deal with them. Infantry and archers can usually be trampled by groups of cavalry with little worry while heavy cavalry should usually be lured or chased into favorable terrain before they are engaged in order to minimize friendly casualties. Light and skirmish cavalry can be dealt with by holding firm in a deep formation or simply crushing them with heavier cavalry. If the player's party's morale has reached a certain low point and they do not have enough money or food to sustain the party, half its members will be randomly selected to defect and form a band of Deserters, which will immediately engage the remainder of the player's party without giving them a chance to escape. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Djura
Djura Troop Information Culture Cossack Hetmanate Wages 8 thalers/week Acquired from... Cavalry Commander Upgrades to... Djura (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Djura are regular horse archers of the Cossack Hetmanate. Tactics[] Despite being mainstay Cossack cavalry, they are poor, unrealiable, irregular militia light dragoons lacking any uniformity in weapons and equipment typical of their counterparts from other nations - their main weapons being pistols and simple sabers, Djura can spawn with either primitive Matchlock Carbines or Old Pistols. Compared to regular dragoons, Djura are arguably the worst such troops in the game, weaker than Jasaq and Volunteers. Although having average weapon proficiencies - being slightly better in melee than in ranged combat - on par with regular dragoons, Djura lack armor due to wearing simple civilian clothes instead of a typical dragoon's sturdy uniform, making them likely to be defeated by stronger ranged cavalry or infantry - due to their horses, however, Djura can be used effectively against slower infantry, using their mobility and range to counter light musketeers and militia troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Djura - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 47 Armor Head Cossack CapSimple Cossack Cap Body Simple Zupan Hand None Foot Village Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 3 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 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 85 Throwing 0 Weapons Melee Simple SaberSimple Cossack Saber Ranged Matchlock CarbinePistolOld PistolLight Bullets Shield None Mount Saddle Horse Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)
Djura (veteran)
Djura (veteran) Troop Information Culture Cossack Hetmanate Wages ? thalers/week Acquired from... Djura Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Djura (veterans) are veteran regular horse archers of the Cossack Hetmanate. Tactics[] Despite being mainstay Cossack cavalry, they are poor, unrealiable, irregular militia light dragoons lacking any uniformity in weapons and equipment typical of their counterparts from other nations - their main weapons being pistols and simple sabers, veteran Djura can spawn with either primitive Matchlock Carbines or Old Pistols. Compared to regular dragoons, veteran Djura are arguably the worst such troops in the game, weaker than veteran Jasaq and veteran Volunteers. Although having average weapon proficiencies - being slightly better in melee than in ranged combat - on par with regular dragoons, veteran Djura lack armor due to wearing simple civilian clothes instead of a typical dragoon's sturdy uniform, making them likely to be defeated by stronger ranged cavalry or infantry - due to their horses, however, veteran Djura can be used effectively against slower infantry, using their mobility and range to counter light musketeers and militia troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Djura (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 50 Armor Head Cossack CapSimple Cossack Cap Body Simple Zupan Hand None Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Shooting from Horseback 5 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 130 Two Handed Weapons 100 Polearms 120 Archery 0 Firearms 100 Throwing 0 Weapons Melee Simple SaberSimple Cossack Saber Ranged Matchlock CarbinePistolOld PistolBullets Shield None Mount Saddle Horse 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)
Dnieper
The Dneiper River on the overland map The Dnieper is a major river in Eastern Europe. It flows through Russia, Belarus, and Ukraine before emptying into the Black Sea. In Mount&Blade: With Fire & Sword, the Dnieper flows past several major fortresses and towns of the Cossack Hetmanate and the Crimean Khanate, including Chernigov, Kiev, Cherkassy, Sich, and Kyzykermen. Nogai, a companion, hails from the steppes along the Dnieper near the Crimean town of Perekop. He calls it the "Dniepr", its Polish name. The real-life line of the Dnieper would begin much further north through Smolensk when compared to its in-game counterpart. Wikipedia has an article on this subject at:Dnieper
Don Cossack (veteran)
Don Cossack (veteran) Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Village Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Don Cossacks (veterans) are veteran regional mercenary horse archers of the Muscovite Tsardom. Tactics[] Unarmored light dragoons armed with carbines, light lances, and sabers. They are appearance-wise very similar to Village Cossacks, wearing the same armor, riding the same horses, but wielding better-than weapons and having slightly higher-than skill values. 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. Don Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 10 Agility 10 Intelligence 7 Charisma 2 Health 50 Armor Head Village Cap Body Simple Zupan Hand None Foot Old Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 6 Shooting from Horseback 5 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 140 Two Handed Weapons 140 Polearms 140 Archery 0 Firearms 140 Throwing 0 Weapons Melee Cavalry LanceSaber Ranged Wheellock CarbineSimple Wheellock CarbineBullets Shield None Mount Saddle Horse Wikipedia has an article on this subject at:Don Cossacks 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
Drosios
Emperor (Drosios) Neretzes Appears in Official Information Faction Calradic Empire Monarch Formerly Title Emperor (formerly) Reign Unknown - 1077 Culture Imperial Calradian Clan Neretzes Character Background Home Saneopa (formerly) Background Second-to-last emperor before civil war Gender Male Age Deceased Spouse Unknown Children Penton Drosios Neretzes was the second-to-last undisputed Emperor of the unified Calradic Empire and the former leader of clan Neretzes. He was the father of Archon Penton. Contents 1 Background 2 Politics 3 Battle of Pendraic 4 Legacy Background[] His reign was tainted by the Battle of Pendraic, his last action and failure as Emperor, also mockingly known by the commons as 'Neretzes's Folly'. Despite this one significant blunder, Drosios' emperorship may have once seemed very promising, with the Empire's prospects resurfacing after generations of lost territory to Battanian and Sturgian incursions, as well as near-total capitulation to Vlandian forces, which strong-armed the Empire since the days of Osric Iron-Arm. Neretzes bore the monumental burden of reclaiming these lost lands and the Empire's pride — a fateful burden of which he would never surpass. Politics[] As the Neretzes clan were staunch supporters of the senatorial class, Drosios Neretzes would have disfavored the strong centralization or populist reforms, which would eventually characterize the divisions of the Calradic civil war. Istiana mentions her decade of service under Neretzes as his de-facto spymaster, naming him a "stubborn but disciplined man", though also passingly refers to the many assassinations she ordered on his behalf. Not much else is known about Neretzes beyond his severe blunder at Pendraic. What is known are the opinions of those around the emperor. Senator Lucon Osticos sympathized with Neretzes, while Garios Comnos, who was a lieutenant during the critical battle, had nothing but disdain for the Emperor. Battle of Pendraic[] According to Penton Nereztes, the Sturgians had begun raiding the Empire and Emperor Nereztes had no choice but to respond with force. Before setting his plan to action, Neretzes secured mercenary support from the Khuzait and Aserai, while calling on the Empire's alliance with the Vlandians. Altogether, Neretzes was comprehensive in his preparations for the war, winning over a majority of Calradia's factions to join him in the campaign. The Empire and its allies took note that the Vlandians were reluctant to reply to their oathbound call to arms. Neretzes then demanded the support of the Vlandians and shamed them as cravens if they failed to honor the Imperial alliance. This decision is likely what led to the failure at Pendraic — but although the Vlandian commanders were enraged at the Emperor's insolence, they made preparations to betray the Imperials. The Imperial host gathered alongside Aserai and Khuzait mercenaries near Pendraic Castle and began to marching through a wooded mountain pass. The battle began when the Battanians under High King Caladog launched an ambush, wherein they were initially routed by Aserai forces. However, in striking Battanians, the Aserai had been lured into the open where King Derthert of the Vlandians launched his surprise assault. Vlandian cavalry rode down the cornered Aserai mercenaries. This betrayal by the Vlandians brought a sudden end to terse alliance between the Empire and Vlandia, which had lingered uneasily since the time of Osric Iron-Arm. As the Vlandians broke through the Aserai, they continued to charge towards the Imperial army itself, but the Khuzait mercenaries under Solun Noyan of the Khergit clan managed to repel the Vlandians. Amidst the fighting, Solun and the male members of his family were slain. As the cavalry fought, Sturgian forces under Grand Prince Vadinslav launched a direct assault against the Imperial forces. Emperor Neretzes led a counter-offensive himself, but was defeated and forced back to his camp. The reminder of the Imperial host was surrounded and slaughtered, including Neretzes himself. Influential survivors of the battle, such as Garios and Arenicos, barely escaped with their lives. Legacy[] Neretzes would forever be remembered for this decisive moment in the Calradic Empire's history. His aims for imperial reconquest would be forgotten — his careful preparation and planning of the Empire's rebirth lost to time. As the Empire's military, aristocracy, Senate, and common people were left more divided than ever after the loss, the battle paved the way for the Calradic civil war that would pit every faction of the Empire against itself in the hopes of preventing another ruler like Neretzes — or, perhaps, the Neretzes they remember, not necessarily the one that truly existed. Although it was typical for an emperor's son to succeed him, favor for the Nereztes family had diminished and the Senate voted for the imperial diadem to be given to Arenicos Pethros.
Druzhinnik (Multiplayer)
For the single-player version, see Sturgian Druzhinnik. Druzhinnik Troop Information Faction Sturgia Type Cavalry Cost 180 Class Stats Hit Points 100 Armor 38 Movement Speed 71 Army Size 7 Druzhinnik are a multiplayer cavalry class of Sturgia. Official Description[] Sturgian boyars are always on the lookout for the skilled warriors to bring into their Druzhina, or personal retinue. Kept loyal with gifts of gold, equipped with the best weapons and horses, they form the shock force of any northern army. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Northern Long Spear Two Handed One Handed Viking Round Shield Shield Northern Cavalry Axe One Handed Tyal Horse Mount Perks Barding Grants protection for your horse Northern Lance Longer, more powerful, can be couched(replaces Northern Long Spear)Two Handed One Handed Couch Lance Hunting Bow Bow to be used on horseback(replaces Viking Round Shield)Bow
Dundush Noyan
Dundush Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Dundush 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: Kramuk Noyan, Lady Zenur Siblings: Lady Arjis 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[] Dundush Noyan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Khergit Guard Helmet Body Lamellar Vest, Khergit Elite Armor Hand Scale Gauntlets Foot Hide Boots, Mail Chausses Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 240 Two Handed Weapons 240 Polearms 240 Archery 240 Crossbows 240 Throwing 240 Weapons Melee Two Handed Sabre, Lance Ranged Khergit Bow, Arrows Shield Elite Cavalry Shield Mount Steppe Charger 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
Eastern Europe
The landscape of Eastern Europe in With Fire & Sword. 17th Century Eastern Europe is the setting for Mount&Blade: With Fire & Sword, comparable to Calradia in the previous games. It is inhabited by five nations: the Cossack Hetmanate, the Crimean Khanate, the Muscovite Tsardom, the Polish Commonwealth, and the Kingdom of Sweden. Contents 1 History 2 Hot Lead, Cold Steel 3 Mercenaries 4 Trivia History[] The plains, forests, steppes, and rivers of Eastern Europe saw numerous conflicts during the 17th Century. Rising states sought to expand into new territories, while established powers fought to hold on to the gains of previous eras. Four major religions clashed on the frontier of Europe as cultures fought for dominance in the hearts and minds of vast populations. With the collapse of the Mongol Golden Horde, a power vacuum developed in Eastern Europe, especially in what is today Ukraine. Soon Polish and Lithuanian nobles began settling serfs on its fertile fields, while Muscovite tsars expanded their autocracy southward towards their forebears' city, Kiev. Not willing to let these Christian nations expand unchecked, the Crimean Khanate, with the backing of the mighty Ottoman Empire, yearly raided the new settlements for slaves and plunder. In the north, the Protestant Swedes, battle-hardened by the Thirty Years' War, sought to create a Baltic empire at the expense of the Catholic and Orthodox powers in the region. Hot Lead, Cold Steel[] New technological developments spread like brush fire over the steppes during this century. Improvements in firearms, from the matchlock pistol and the brand-new flintlock musket, to the hand grenade and newly mobile field cannon, ran head on into the lance charges of the Polish hussars and the equestrian skill of the Khans. New firearms could devastate a cavalry charge or drive infantry from the field, but it never hurt to keep one's saber loose in its scabbard. Mercenaries[] Each nation features an associated Mercenary Camp which hires out: Mercenary Infantry Mercenary Marksmen Mercenary Cavalry Mercenaries are more expensive to recruit than faction troops. However, mercenaries can be equipped with selected equipment, permitting employers to tailor equipment to preferred tactics. Trivia[] If you look south from the Crimean Peninsula, you can see the northern coast of Asia Minor. It is also viewable if you go to the southern edge of the accessible map and tilt it diagonally.
Elector Frederick William
Frederick William Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Elector Frederick William is initially a vassal of the Kingdom of Sweden. Frederick William begins the game as the ruler of Koenigsberg. He is based on a real person, Frederick William (1620–1688), who was Elector of Brandenburg and Duke of Prussia. Wikipedia has an article on this subject at:Frederick William, Elector of Brandenburg Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Eleftheroi
Eleftheroi Official Information Faction Calradic Empire Leader Randomized Fiefs None Tier 3 Wealth Average The Eleftheroi are a minor clan of the Calradic Empire. Contents 1 Official Description 2 Members 3 Troop Tree 4 References Official Description[] The Eleftheroi, the free people, live on the steppelands at the edge of the Empire. Originally the descendants of runaway slaves and debtors, they soon became highly valued by the local imperial commanders for their knowledge of this frontier zone. Their leaders have been granted titles, their young men taken into the retinues of archons and emperors. But although they are loyal to the idea of the Empire, they remain quite hostile to its actual authority.[1] Members[] Their leader and membership are randomly generated at the beginning of each game. Troop Tree[] Eleftheroi Troops Recruit Eleftheroi Expert Eleftheroi Veteran Eleftheroi References[] ↑ Encyclopedia Calradia, entry "Eleftheroi" Clans of the Calradic Empire Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Elite Hired Crossbow
Elite Hired Crossbow Troop Information Culture Mercenaries Wages ? denars/day Acquired from... Hired Crossbow- or -Taverns Upgrades to... None Upgrade Cost None Ransom Value ? denars Elite Hired Crossbows are tier-five mercenary archers in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon 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
Empire Peasant
Empire Peasant Troop Information Culture Calradic Empire Wages ? denars/day Acquired from... Prisoners Upgrades to... Imperial Recruit Upgrade Cost ? denars Ransom Value ? denars Empire Peasants are tier-zero infantry of the Calradic Empire. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon 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
Enhancement Mod (With Fire & Sword)
Enhancement Mod: Rule Your Own Kingdom is a mod for Mount&Blade: With Fire & Sword. The major element is to have a fuller gameplay experience when having a "rebel" kingdom (with no lord), and the ability to appoint party Heroes as lords of fiefs where they can patrol around just like the nobles of other nations. In addition, there are many other balance fixes, a new faction (Prussia) with troops and a new map. There are hash marks (#) in front of some location names meaning that location is a fort or fortress. Strategy[] Taking land as a noble in a warzone and then declaring your independence after building up troops is a decent way to play. Bugs[] The mod is explicitly untested for the major story line quests (The False Dmitry, The Deluge, The Secret of the Black Mace). External Links[] Download Official Taleworlds Forum Thread
Estate Cavalryman (veteran)
Estate Cavalryman (veteran) Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Gentry Cavalryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Estate Cavalrymen (veterans) are veteran heavy horse archers of the Muscovite Tsardom. Contents 1 Tactics 2 Stats and Equipment 3 Gallery 4 Trivia Tactics[] Essentially ranged but lower-stats and less armored Noble Guards, their role in battle is that of a heavily armed horse archer, comparable to veteran Kalmyk. Armed with bows, clad in brigandine armor, wearing spiked helmets, and riding heavy horses, Estate Cavalrymen do less ranged damage than dragoons but are far better in close combat. 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. Estate Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head ConeIron CapMisiurka Body BehteretsKuyak Hand None Foot Good Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 175 Two Handed Weapons 155 Polearms 165 Archery 110 Firearms 0 Throwing 0 Weapons Melee SovnyaGood ChekanGood CrowbillSaber Ranged Tatar BowBowBarbed Arrows Shield None Mount CourserHunterSaddle Horse Gallery[] In-game stats and equipmentEstate Cavalryman on watchEstate Cavalryman in battle Trivia[] Historicaly, a wealthy landed cavalryman was duty-bound to equip a certain number of armed serfs for battle. Wikipedia has an article on this subject at:Landed Army 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
European Mercenary Cavalryman
Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Cavalryman (recruit) European Mercenary Cavalryman (experienced) European Mercenary Cavalryman (veteran) European Mercenary Cavalryman (elite) Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Cavalryman (elite)
European Mercenary Cavalryman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The European Mercenary Cavalryman (elite) is a mercenary cavalryman associated with the Kingdom of Sweden, though it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Cavalryman (experienced)
European Mercenary Cavalryman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (recruit) Upgrades to... European Mercenary Cavalryman (veteran) Ransom Value thaler The European Mercenary Cavalryman (experienced) is a mercenary cavalryman associated with the Kingdom of Sweden, though it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Cavalryman (recruit)
European Mercenary Cavalryman (recruit) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Cavalryman (experienced) Ransom Value thaler The European Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Kingdom of Sweden. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Cavalryman (veteran)
European Mercenary Cavalryman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (experienced) (upgrade) Upgrades to... European Mercenary Cavalryman (elite) Ransom Value thaler The European Mercenary Cavalryman (veteran) is a mercenary cavalryman associated with the Kingdom of Sweden, but it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Infantryman
Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Infantryman (recruit) European Mercenary Infantryman (experienced) European Mercenary Infantryman (veteran) European Mercenary Infantryman (elite) Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Infantryman (elite)
European Mercenary Infantryman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (elite) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Infantryman (experienced)
European Mercenary Infantryman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (recruit) (upgrade) Upgrades to... European Mercenary Infantryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kindgom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Infantryman (recruit)
European Mercenary Infantryman (recruit) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Infantryman (experienced) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kindgom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Infantryman (veteran)
European Mercenary Infantryman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (experienced) (upgrade) Upgrades to... European Mercenary Infantryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Rifleman
Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Rifleman (recruit) European Mercenary Rifleman (experienced) European Mercenary Rifleman (veteran) European Mercenary Rifleman (elite) Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Rifleman (elite)
European Mercenary Rifleman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Rifleman (elite) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Rifleman (experienced)
European Mercenary Rifleman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (recruit) (upgrade) Upgrades to... European Mercenary Rifleman (veteran) Upgrade Cost thaler Ransom Value thaler The European Mercenary Rifleman (experienced) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Rifleman (recruit)
European Mercenary Rifleman (recruit) Troop Information Culture Kingdom of Sweden Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Rifleman (experienced) Upgrade Cost Recruited for 14 thaler Ransom Value thaler The European Mercenary Rifleman (recruit) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
European Mercenary Rifleman (veteran)
European Mercenary Rifleman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (experienced) (upgrade) Upgrades to... European Mercenary Rifleman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Rifleman (veteran) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, most faction leaders do not normally choose them, possibly for expense reasons. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Expert Eleftheroi
Expert Eleftheroi Troop Information Culture Calradic Empire Wages ? denars/day Acquired from... Recruit Eleftheroi Upgrades to... Veteran Eleftheroi Upgrade Cost ? denars Ransom Value ? denars Expert Eleftheroi are tier-three cavalry of the Eleftheroi. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount ? Mount Harness ? Gallery[] Front viewBack viewTroop icon Eleftheroi Troops Recruit Eleftheroi Expert Eleftheroi Veteran Eleftheroi
Expert Thug
Expert Thug Troop Information Culture Bandits Wages ? denars/day Acquired from... Thug Upgrades to... Master Thug Upgrade Cost ? denars Ransom Value ? denars Expert Thugs are tier-two bandit infantry in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker
Faction Specialties
Contents 1 Nords 2 Vaegirs 3 Rhodoks 4 Khergits 5 Swadian 6 Sarranids Nords[] Sargoth specializes in farming flax that can be sold in the Sarranid towns. Wercheg specializes in salt, that can be quickly sold to nearby Rivacheg for easy early game money. Nord Huscarls are the best of the best when it comes to infantry, they are able to completely decimate hostile archer formations, or simply stand their ground in the face of a Swadian Knight charge. They also sport throwing weapons, but those are inaccurate despite the Huscarl's high throwing skill. The Nord Veteran Archers may not be the best archers you can get, but put a line of Huscarls in front of them and they will take out armies three times their size. They also sport powerful two-handed axes. Raw silk can be bought in some towns for large profits in most other regions. Vaegirs[] Curaw is one of the best places to buy cheap iron and tools and can usually be sold close by in the Nordic towns. The Vaegirs field some of the best archers in the game, while having lackluster infantry. Their focus on two handed weaponry makes them highly susceptible to arrows but they handle themselves decently in melee with their added poking range. The cavalry is lighter and faster, but weaker than Swadian cavalry. This can both be an advantage and a disadvantage. Shields are a rare sight. Rhodoks[] In some of the Rhodoks cities you can find very cheap velvet. While the Rhodoks may be weak in the field, they are the unmatched masters when it comes to defense. Extremely powerful crossbowmen, now protected while reloading, combined with extremely sturdy Sergeants, backed up by a wall of spears results in the most solid castle defense in the game. Khergits[] The town of Tulga sells some dirt cheap spice which can be sold in the Sarranid towns. The Khergits are swift, but individually extremely weak compared to the top tier units of the other factions. Most of their Units excel in horse archery. Every single Khergit soldier from Tier 2 comes with a horse. Swadian[] The Swadian Knights are arguably the single best cavalry unit in the game, sporting the heaviest armor, the heaviest horses and the longest lances while also wielding swords and shields for close combat, they are more or less unmatched in every single area of mounted combat. Other Swadian units are fairly lackluster, to make up for the sheer power of the Swadian Knight, but the Swadian Sergeant is a force to be reckoned with and can usually best all infantry units but the Nord Huscarl. The Swadian Sharpshooter can do good sharpshooting at range, but wield poor, clumsy melee weapons. Swadia produces Oil, Ale, and Grain which can be sold at nearby towns and villages for a tidy profit. Sarranids[] The Sarranids are overall a powerful faction and their Mamlukes are barely outdone by Swadian Knights. Sarranid armor is weak, even by Vaegir standards. They use deadly accurate Jarids and fast weapons to out-do those with better equipment. Geographically, Sarranids are the best-protected faction, with a mountain range that covers their whole territory except from three gaps near Weyyah Castle in the west, Jameyyed Castle in the centre and Sharwa Castle in the north east.
Factions
This article is a disambiguation page for Factions 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. Factions appear in every Mount&Blade game. See Factions (classic) for the factions in the original Mount&Blade and Warband. See Nations for the factions in With Fire & Sword. See Nations (Napoleonic Wars) for the factions in Napoleonic Wars. See Factions (Viking Conquest) for the factions in Viking Conquest. See Factions (Bannerlord) for the factions in Bannerlord.
Factions (Bannerlord)
There are eight major factions or kingdoms, and several minor factions of each kingdom in Mount&Blade II: Bannerlord that comprise the powers of Calradia. List of Factions Banner Name Color Ruler Clans Ruling Clan Capital Minor Factions Aserai #b57a1e Sultan Unqid Banu Hulyan Banu Sarran Banu Qild Banu Qaraz Banu Arbas Banu Atij Banu Sarmal Banu Habbab Banu Ruwaid Banu Hulyan Quyaz Beni Zilal Jawwal Ghilman Battania #284e19 High King Caladog fen Gruffendoc fen Derngil fen Uvain fen Morcar fen Penraic fen Giall fen Eingal fen Caernacht fen Gruffendoc Marunath Wolfskins Khuzait #429081 Monchug Khan Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Urkhunait Makeb Karakhergit Sturgia #224277 Grand Prince Raganvad Gundaroving Kuloving Vagiroving Ormidoving Togaroving Isyaroving Vezhoving Ubroving Kostoroving Gundaroving Balgard Forest People Lake Rats Skolderbroda Vlandia #8d291a King Derthert dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valant dey Fortes dey Molarn dey Jelind dey Folcun dey Rothad dey Meroc Galend Brotherhood of the Woods Company of the Golden Boar Northern Empire #793191 Emperor Lucon Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Osticos Diathma Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Southern Empire #382188 Empress Rhagaea Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Pethros Lycaron Western Empire #591645 Emperor Garios Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Comnos Jalmarys Minor Factions[] <a href=" class="image"><img alt="AllMinorFactions" src=" decoding="async" loading="lazy" width="180" height="124" class="thumbimage" data-image-name="AllMinorFactions.png" data-image-key="AllMinorFactions.png" data-relevant="1" data-src=" /></a> Banners of all minor factions (v1.8.0 beta) Each minor faction is associated with a native culture and employ unique troops. They are clans and not kingdoms and, as such, are free to change faction allegiance like any other clan. They function as mercenary bands competing with the player's clan, unless or until the player establishes a kingdom or joins one as a noble. As a kingdom leader, the player may enlist these minor factions as mercenaries. Use the in-game encyclopedia ('N' by default) to determine which faction they currently associate with. Currently, a plausible unintended interaction may occur by recruiting minor factions to your own kingdom while doing so if their faction leader is your prisoner. This will make the game behave as if the minor faction is your vassal rather than a mercenary, and the mercenary company will be considered for votes for new fiefs. This will make it possible for mercenary companies to acquire their own fiefs. Should your contract with them expire, for example by an opposing faction hiring them, they will take their fiefs with them. Leaving an already established kingdom and not returning the fiefs you hold will anger any currently hired mercenary companies just as much as ordinary vassal clans, potentially reducing your reputation with them below what is required for the minor faction to consider taking on a contract with your kingdom in the future. <a href=" class="image"><img alt="Bannerlord Faction Map" src=" decoding="async" loading="lazy" width="500" height="346" class="thumbimage" data-image-name="Bannerlord Faction Map.png" data-image-key="Bannerlord_Faction_Map.png" data-relevant="1" data-src=" /></a> The Bannerlord map as of Gamescon 2018 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
Factions (Viking Conquest)
There are twenty-one factions in Viking Conquest. List of Factions Banner Name Color Culture Religion Ruler Claimant Capital Kingdom of Alban #3333ff Pictish Christian Ruire Causantin mac Cinaeda Tanist Bili Scuin Kingdom of Alt Clut #88cc00 Briton Christian Ri Arthgal map Dumnagual - Dun Breatann Kingdom of Brycheiniog #ffff00 Briton Christian Ri Elisedd map Tewdr - Brycheiniog Kingdom of Connachta #66bbff Gaelic Christian Ruire Mugron mac Cothaid - Cruaghan Kingdom of Cornubia #3355ff Briton Christian Ri Dunyart map Eferferdyn - Bosvenegh Kingdom of Danmark #800000 Norse Pagan Konungr Horik Gottfredsson Jarl Thorgil Ribe Kingdom of East Engle #303da8 Angle Christian Cyning Eadmund Aethelberhting - Dunwic Kingdom of Friese #ff0088 Frisian Pagan Konungr Hrorek Hemmingsson - Dorestad Kingdom of Glywyssing #ff88dd Briton Christian Ri Hywel map Rhys - Caer Dyf Kingdom of Gwynedd #007a00 Briton Christian Ri Rhodri map Merfyn Mael Elisedd ap Cyngen Ynys Mon Kingdom of Laigin #e2007c Gaelic Christian Ruire Dunlaing mac Muiredaig - Maistiu Kingdom of Laithlind #e24e2b Norse Pagan Konungr Gudrod Ragnarson - Dubh Linn Kingdom of Mide #3b3eb4 Gaelic Christian Ruire Donnchad mac Eochocai - Temair Kingdom of Mierce #96adff Angle Christian Cyning Brugred Beorhtwulfing - Tomtun Kingdom of Mumain #ddffcc Gaelic Christian Ruire Cenn Faelad hua Mugthigirn - Caiseal Kingdom of Northhymbre #ff8899 Norse Pagan Jarl Halfdan Ragnarsson Aetheling Oswine Eidynburh Kingdom of Northvegr #999999 Norse Pagan Konungr Harald Halfdanarson - Tunsberg Kingdom of Uladh #dddd00 Gaelic Christian Ruire Lethlobar mac Loingsig - Rath Celtair Kingdom of West Seaxe #ff4f38 Saxon Christian Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Tribe of Osraige #d7a554 Gaelic Christian Ruire Cerball mac Dunlainge - Ceall Cainnigh Ui Neill of Aileach #dd2244 Gaelic Christian Ard Ruire Aed mac Niall Ard Tiarna Dungal Aileach 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
Factions (classic)
For other uses, see Factions. There are five factions in Mount&Blade, while Warband added a sixth. They are constantly at war, trying to take over each other's territory and fiefs. They will never conquer a whole faction without the help of the player. Each faction is distinguished by a different style of army; some have excellent infantry, others excellent archers or cavalry, or a combination of these units. Each faction has a monarch and his vassals, as well as a claimant to the throne who waits for someone (the player) to champion their cause. The claimants can be found in random town keeps, and you can ask a Traveller for their location for 30 denars. Claimants will never be found in a town belonging to the faction for which they are the claimant. For example, Prince Valdym the Bastard will never be found in a keep belonging to Kingdom of Vaegirs. The player can join a faction, start a rebellion, or create their own faction. In Mount&Blade, a player who has created a faction cannot have lords at their service. A player-created faction is regarded as a rebel faction, and the player, as the sole lord, is forced to protect and expand the entire kingdom. This is not the case in Warband, as a player may assign heroes as vassals and convince rival lords to defect. A faction will be eliminated a few days after all of their territory has been conquered and all of their armies have been defeated. If a faction has had all of its territory conquered but then regains a fief, the time until elimination will be reset, and the vassals of that faction will be able to start recruiting again. The factions present at the start of the game are listed below. For more information on each, go to their respective pages. Mount&Blade[] List of Factions Banner Name Color Ruler Claimant Capital Khergit Khanate #cc99ff Sanjar Khan Dustum Khan Tulga Kingdom of Nords #dddd33 King Ragnar Lethwin Far-Seeker Sargoth Kingdom of Rhodoks #33dddd King Graveth Lord Kastor of Veluca Jelkala Kingdom of Swadia #ee7744 King Harlaus Lady Isolla of Suno Praven Kingdom of Vaegirs #33dd33 King Yaroglek Prince Valdym the Bastard Reyvadin Warband[] List of Factions Banner Name Color Ruler Claimant Capital Khergit Khanate #cc99ff Sanjar Khan Dustum Khan Tulga Kingdom of Nords #33dddd King Ragnar Lethwin Far-Seeker Sargoth Kingdom of Rhodoks #33dd33 King Graveth Lord Kastor of Veluca Jelkala Kingdom of Swadia #ee7744 King Harlaus Lady Isolla of Suno Praven Kingdom of Vaegirs #ccbb99 King Yaroglek Prince Valdym the Bastard Reyvadin Sarranid Sultanate #dddd33 Sultan Hakim Arwa the Pearled One Shariz Selected Player Faction #ff0000 Player/Selected Claimant None Anywhere Creating Own Kingdom[] Main article: Conquering Calradia Main article: King of Calradia Warband allows you to create your own faction (color will be red) and give land to your companions to make them your own vassals. 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
Farmer
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 Farmer 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 Farmers may be found in groups traveling between towns and villages. They may be captured from these groups or found and recruited from prisoners of a defeated enemy. Farmers can spawn randomly in taverns across Calradia. The player can speak to them about a quest to Save the Village in their home village, and they will ask the player to assist in removing said bandits. A mob of farmers and peasant women will attack the player's forces if they attempt to loot and burn a village with only a few men. This can also happen if a particularly small player party tries to force villagers to give them supplies. Contents 1 Tactics / Usage 1.1 Cannon fodder 1.2 Garrison 1.3 Other considerations 2 Stats and equipment Tactics / Usage[] While farmers may come to your aid when defending a village, or can be recruited when rescued, they rarely serve any meaningful purpose beyond acting as cannon fodder. They're neither resilient, fast, or strong enough to make any significant impact on a battle. In fact, they can prove to be more of an annoyance when trying to help a village, as the group of farmers spawned are often large enough to slow down you down. Cannon fodder[] They could be used as fodder, taking fire from enemy marksmen for you and your party. The best way to do this would be to assign your farmers to a separate group and then order all but that one group to hold position, allowing the farmers to charge ahead to their doom. A more sensible tactic would be too ask them to hold position in front of your other troops, which will delay the enemy troops while you assemble your melee units and use archers to pepper the enemy with projectiles. Garrison[] Late game, instead of charging them to their doom, you could place as many peasants or low level cheap troops as possible as garrison, as the number of troops alone can act as deterrent against sieges (quality does impress AI when it comes to sieging a town/castle). Other considerations[] If attempting to raise mercenaries, it is advised that you keep your farmers out of the conflict until they have leveled up through shared experience, your training skill, or through sparring in a training field. 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. Farmer - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Leather Cap, Felt Hat Body Linen Tunic, Tunic with vest Hand ? Foot (Possible): 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, Pitch Fork, Sickle, Club 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
Fedot
Fedot Appears in Official Information Culture Russian Religion Orthodox Christianity Character Details Hire Cost 400 thalers Likes Sarabun Liked by None Dislikes Bakhyt, Oksana, Kill local merchant, Bring back runaway serfs, robbing or raiding villages Disliked by Algirdas Character Background Home Tula Background HunterMercenary Fedot is a Russian Marksman and one of the Heroes in With Fire & Sword. You can hire him for 400 thalers. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Trivia 6 Stats and equipment Biography[] Fedot was the best marksman and hunter as his father taught him in the Tula woods. He served in Moscow as a marksman and married. One day, his wife is targeted by a Secret Department clerk and wish to flirt with her, but she was faithful and the clerk uses his position to separate between Fedot and his wife. He told the hunting clerk that Fedot saw a unicorn in the woods, making the clerk to sent Fedot to hunt the creature or he will be jailed. Fedot knew he was caught in a trap, so he use a poleaxe to kill the scheming clerk and sent his wife to his distant relatives in Astrakhan before deserting his post. He now serve as a mercenary in Eastern Europe. Personality[] There is not much more information about Fedot as of now, but it is known that he is a family-oriented man who is faithful to his wife where he willingly choose a dark path in order for him to protect her despite that he will get himself to jail. He is willing to do everything to help his wife even if she is very far away from him. He is also confident in his skills as a hunter and would be pleased to follow men who are good yet rebellious at the law for the sake of the innocent and common folk. Relationships[] Dialogue[] Main article: Fedot/Interactions Trivia[] Fedot is the same model of Bunduk from the original game, the only difference is the addition of beard. Fedot is a reference to the titular character of Leonid Filatov's satirical play-in-verse The Tale of Fedot the Strelets. Said character was a game hunter for the Tsar, who decided to separate him from his beautiful magical wife and, with the help of the head of secret police, sent him repeatedly on impossible quests, threatening to execute him should he fail. Stats and equipment[] Fedot - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 10 Intelligence 8 Charisma 7 Health 43 Armor Head Marksman Cap Body Marksman Caftan Hand ? Foot Bast Shoes Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking 2 Tactics ? Path-finding 3 Spotting 3 Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 50 Polearms 60 Archery 0 Firearms 100 Throwing 0 Weapons Melee Simple Saber Ranged Matchlock Musket, Bullets Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei
Fief Governance (Bannerlord)
For information on Governors and their perks see their respective article. TaxesTown ProsperityHearths And Village ProductionFood BonusesConstruction BonusesSecurity BonusesLoyalty BonusesMilitia Bonuses Type Source Details Mixed Prosperity STEP 1. 35% of settlement's Prosperity is converted into taxes daily (e.g. 10000 Prosperity => 3500 Taxes). STEP 2. The following Kingdom Policies reduce taxes for both towns and castles (usually additively with each other, but multiplicatively with the base sum of taxes): Council of the Commons: -5% (multiplicatively) Magistrates: -5% Bailiffs: -5% Tribunes of the People: -5% Cantons: -10% STEP 3. The following Governor's Perks increase this sum (additively with each other, but multiplicatively with penalties from kingdom policies): Quick Draw (Bow 250, +5%) Logistician (Steward 125, +10%) Desert Born (Scouting 75, +2.5%, towns only) Price of Loyalty (Steward 275, +0.5% for each Steward skill point after 200, towns only) STEP 3. Culture: Khuzait culture decreases taxes from towns by 20% (multiplicatively with other penalties but additevely with bonuses from perks). STEP 3. Security (multiplicatively with policy penalties but additevely with bonuses from perks and Khuzait culture penalty) +(Security - 75)/5 if Security > 75 (i.e. up to +5%) -(50 - Security)/5 if Security < 50 (i.e. up to -10%) STEP 3. Loyalty (multiplicatively with policy penalties but additevely with bonuses from perks, Security and Khuzait culture penalty) +(Loyalty - 75)/1.25 if Loyalty > 75 (i.e. up to +20%) -(50 - Loyalty)*2 if Loyalty < 50 (i.e. up to -100%) STEP 3. Projects (multiplicatively with policy penalties but additevely with bonuses from perks, Security, Loyalty and Khuzait culture penalty) Marketplace (+15%, building, towns) - up to +19.5% with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Toll Collector (+30%, building, castles) - up to +39% with Contractors (Steward 200) and Master of Planning (Steward 250) Perks A practical illustration: 1. A town has 11429 Prosperity, so it generates 4000 Taxes. 2.1. All policies are active. Council of the Commons reduces this sum (4000) by 5% (200 gold) so 4000 becomes 3800. 2.2. The remaining policies reduce the remaing sum (3800) by 5 + 5 + 5 + 10 = 25% (950 gold), so 3800 becomes 2850. 3.1. Governor has all the perks and together they boost the taxes (2850) by 5 + 10 + 2.5 + 47.5 = 65%. 3.2. Khuzait culture additively reduces those 65% by 20 so +65% turns into +45%. 3.3. Maximum (100) Security grants additive +5% bonus so +45% turns into +50%. 3.4. Maximum (100) Loyalty grants additive +20% bonus so +50% turns into +70%. 3.5. Marketplace with both perks grants additive +19.5% bonus so +70% turns into +89.5%. And as such the final sum of taxes is 2850 * 1.895 = ~5400. Type Source Details Bonuses Surplus Food: +10% of positive Food's Expected Change is added as Prosperity bonus as long as the the fief's FoodStock is full.Foodstock Max Size = 100 (if Town) or 250 (if Castle) + Granary + GovernorPerksSo e.g. if current Food's Expected Change is +50, the bonus to Prosperity is +5. Goods From Market: 10% of the total amount of certain 'BonusToProsperity' type of goods bought/consumed by the town is converted into Prosperity bonus. Those goods include Pack Mounts, regular Mounts (not Noble or War Mounts) and Fur. Governor's Perks Pristine Streets (Medicine 150, +1) Apprenticeship (Engineering 200, +1% per building, i.e. up to +12%) Clean Infrastructure (Medicine 200, +1 for Aqueducts and Granary each, i.e. up to +2) Trickle Down (Trade 275, +2 while builing a project) Projects(up to +2.6 total) Aqueducts (+1, building) - up to +1.3 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Housing (+1, continuous project) - up to +1.3 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Kingdom Policies Imperial Towns (+1 for ruler clan's towns) Issues Army of Poachers (+0,2) Maluses Kingdom Policies Crown Duty (-1) War Tax (-1) Road Tolls (-0,2) Food Shortage: -FoodMalus/2 if the settlement is starving (e.g. if Food's Expected Change is -60, it will cause -30 Prosperity malus). Also some of Prosperity bonuses are suppressed if Food's Expected Change is negative (even if the settlement is not starving yet). Issues Merchant Needs Help With Brigands (-0,2) Artisans Can't Sell their Products in Town (-0,2) Bandit Base near Village/Town (-0.2) Deliver the Herd to Town (-0.2) Landowner Needs Help With Brigands (-0,2) Village Needs Grain Seeds (-0,2) Caravan Ambush (-0,3) Escort Merchant Caravan (-0,4) Overpriced Raw Materials in Town (-0.4) Extortion by Deserters (-1) Mixed Housing Costs (Towns Only) +6 if Prosperity < 250 +5 if 250 <= Prosperity < 500 +4 if 500 <= Prosperity < 750 +3 if 750 <= Prosperity < 1000 +2 if 1000 <= Prosperity < 1250 +1 if 1250 <= Prosperity < 1500 -1 if 6000 < Prosperity <= 9000 -2 if 9000 < Prosperity <= 12000 -3 if 12000 < Prosperity <= 15000 -4 if 15000 < Prosperity <= 18000 -5 if 18000 < Prosperity <= 21000 -6 if 21000 < Prosperity Loyalty +0.5 if settlement's Loyalty > 75 -1 if settlement's Loyalty < 25 Other ways to get Prosperity as 1-time bonus: Doing the following quests: Army of Poachers (+50), Artisans Can't Sell their Products in Town (+20), Escort Merchant Caravan (+10), Merchant Needs Help With Brigands (+5), Overpriced Raw Materials in Town (+30), Bandit Base near Village/Town (+10), Deliver the Herd to Town (+50), Extortion by Deserters (+100), The Spy Among Us (+5). Type Source Details Mixed Base +0.6 for villages with Hearths < 300 +0.4 for villages with 300 <= Hearths < 600 +0.2 for villages with Hearths >= 600 -1 for raided villages (it fully suppresses all growth bonuses) Bound Town's Projects Irrigation (+1, continuous project) - up to +1.3 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Bound Town's Governor's Perks(up to +60% additively) Energetic (Athletic 175, +20%) Aid Corps: (Steward 150, +20%) Bush Doctor (Medicine 150, +20%) Culture -20% for Empire culture To sum it up, a non-Empire village with a good Governor who has all 5 perks can progress at the speed of 0.2+1.3+0.3+0.3+0.3=+2.4 Hearth per day even after reaching 600 Hearth. Doing the following quests can give additional 1-time bonuses to Hearth: Deliver the Herd to Town (+50), Village Needs Draught Animals (+30-80 but is only given by low-Hearth villages), Village Needs Tools (+20-50 but is only given by low-Hearth villages). A single raid can lower a village's Hearth by a few hundred points followed by several weaks of "Raided" state during which it doesn't grow and instead deteriorates further. Whenever a "Villagers of X" party gets defeated, the next time a village decides to send a party it has to form a new one at the cost of Hearth: -(Villagers+1)/2 Hearth, i.e. for a party of 29 villagers it's -15 Hearth. Village Production[] Base daily village production rates: Grain Village: +50 Grain, +0.8 Hog, +0.4 Sheep, +0.2 Cow Horse Villages: an assortment of horses depending on culture (from +0.05 per day for high-tier ones to +2.5 per day for low-tier ones) Cattle Village: +2 Cow, +4 Butter, +4 Cheese Sheep Village: +4 Sheep, +6 Wool, +2 Butter, +2 Cheese Hog Village: +8 Hog, +2 Butter, +2 Cheese Fish Village: +28 Fish Hardwood Village: +18 Hardwood Flax Village: +18 Flax Salt Village: +15 Salt Olives Village: +12 Olives Grape Village: +11 Grape Clay Village: +10 Clay Iron Village: +10 Iron Dates Village: +8 Dates Silk Village: +8 Silk Silver Village: +3 Silver Fur Village: +1.4 Fur All non-grain villages also produce 3 units of grain per day. A village with Hearth >= 600 is considered highly prosperous (Tier 2), a village with 200 <= Hearth < 600 is considered moderately prosperous (Tier 1), a village with Hearth < 200 is poor (Tier 0). Base production multiplier is (HearthTier+1)/2, therefore Tier 0 villages produce half of goods, Tier 1 villages produce normal amount of goods and Tier 2 villages produce 1.5x amount of goods daily. Production is further boosted by the perks of a Governor of the settlement the village is bound to: Breeder (Riding 75): +5% for all goods Steady (Athletics 200): +10% for all trade goods (i.e. all except animals) Granary Accountant (Trade 200): +20% production of grain, olives, fish, dates Tradeyard Foreman (Trade 200): +20% production of clay, iron, cotton, silver Perfect Health (Medicine 175): +10% for animals Khuzait culture also boosts production of horses, cows and sheep by +25%. Type Source Details Bonuses Inside Production: +15 for towns and +10 for castles as long as the settlement is not under siege. Bound Villages: +6*HearthTier for each non-raided bound village as long as the fief is not under siege (i.e. up to +18 max per village) Food All 9 types of food that the town buys from its market daily are added as bonuses to its Food (e.g. if the town buy 100 Grain, it's +100 Food). Having all types of food on the market in large amounts helps accelerate this process, increasing both Food gain and Prosperity gain via "Food Surplus" mechanic. Projects Orchards (+18, building, towns) - up to +23.4 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Gardens (+9, building, castles) - up to +11.7 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Kingdom Policies Hunting Rights (+2) Governor's Perks Dirthy Fighting (Roguery 225, +2 when the fief is under siege) Maluses Prosperity: -2.5% of fief's current Prosperity is subtracted from Food reserves daily (so e.g. 10 000 Prosperity => -250 Food) Master of Warcraft (Steward 250) Governor perk decreases this number by 5% (so e.g. -250 Food penalty becomes -237.5) Triage Tent (Medicine 50) Governor perk decreases this number by another 5% while the fief is under siege Garrison: -5% of fief's Garrison (not including militia) is subtracted from Food reserves daily (so e.g. 200-men Garrison => -10 Food) Master of Warcraft (Steward 250) Governor perk decreases this number by 5% Triage Tent (Medicine 50, 5%) and Gourmet (Steward 175, 10%) decrease it further when the fief is under siege Maximum Food Storage size: 100 (Town) / 250 (Castle) Base (Towns) +600 for Tier 3 Granary building and another +210 with Contractors (Steward 200, +70) and Master of Planning (Steward 250) Perks (Castles) +200 for Tier 3 Granary building and another +70 with Contractors (Steward 200, +70) and Master of Planning (Steward 250) Perks +100 for Governor with Battlements (Engineering 175) perk Bear in mind that increasing the size of food storage delays the point where it becomes full and therefore makes it harder to get the Prosperity bonus from Food Surplus. Daily food demand of a town is calculated according to the following formula = 0.001 * (BaseDemand * Prosperity + LuxuryDemand * Max(Prosperity - 3000)). Base and Luxury demand of different types of food is the following: Grain: 140 and 0 (for 10k Prosperity town daily demand = 1400) Fish: 15 and 15 (for 10k Prosperity town daily demand = 255) Meat: 19 and 50 (for 10k Prosperity town daily demand = 540) Cheese: 10 and 20 (for 10k Prosperity town daily demand = 240) Butter: 10 and 25 (for 10k Prosperity town daily demand = 275) Grape: 5 and 20 (for 10k Prosperity town daily demand = 190) Olives: 5 and 20 (for 10k Prosperity town daily demand = 190) Dates: 7 and 32 (for 10k Prosperity town daily demand = 294) Beer: 23 and 20 (for 10k Prosperity town daily demand = 370) Those numbers are not absolute values but rather a general indication of what goods are the most popular. The actual amount of consumed goods also depends on the price of those goods in the current town (each type of goods has its own "budget" to be spent). Grain is the cheapest and the most popular by far and is consumed in large amounts, resulting in it being the main source of Food & Prosperity growth. Fish is also dirt cheap in most towns and despite having low popularity is consumed in large amounts because of low price. Meat and Beer are generally moderately or highly expensive which reduces their consumption despite high demand and they're overshadowed by, say, cheese and butter. But if in a certain town prices of meat, beer, cheese and butter happen to be the same, then meat will be consumed in larger amounts than butter and cheese. Type Source Details Bonuses Prosperity: 1% of settlement's Prosperity is added to its Construction (e.g. 10000 Prosperity => +100 Construction). Boost +50 for towns (at the cost of 500 denars daily) - up to +60 with Governor's Clockwork (Engineering 250) perk +20 for towns (at the cost of 250 denars daily) +20% with Governor's Spring of Gold (Trade 250) and Relocation (Steward 150) perks each (multiplicatively with Clockwork), i.e. up to +84 for towns and +28 for castles Governor Engineering skill (+25% of Governor's Engineering skill, i.e. 200 Engineering => +50% Bonus) Forced Labor (Steward 200, +1% per 3 prisoners) - additively Carpenters (Engineering 75, +12% for towns) - additively Military Planner (Engineering 75, +25% for castles) - additively Stonecutters (Engineering 150, +30% for fortifications, barracks, aqueducts) - additively Confidence (Two Handed 125, +30% for military-related buildings) - additively Self-made Man (Trade 225, +30% for marketplace, aqueducts, workshops ('kilns')) - additively Construction from Market: +1/4 of the amount of Tools consumed by the town this day (e.g. a town consumes 2 Tools => +0.5 Production) Projects Workshop (+9, building) - up to +11.7 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks or +3 and up to +3.9 witk perks for castles Maluses Culture: -10% Construction (multiplicatively with all other effects) for Battanians (affects both towns and castles) Mixed Loyalty Loyalty effect is multiplicative with other bonuses and can either heavily increase Construction speed or turn it into 0 +(Loyalty - 75)/1.25 if Loyalty > 75 (i.e. up to +20%) -(50 - Loyalty)*4 if Security < 50 (i.e. up to -100%) Castle Charters kingdom policy reduces buildings' Contrustion cost for both towns and castles by 20%. Building Effect Tier Tier Bonus Tier Construction Cost Fortifications (Town)Wall (Castle) Higher walls Garrison Size ++ I +25 0 0 II +50 8000 (T) 2500 (C) III +100 16000 (T) 5000 (C) Garrison Barracks (Town)Barracks (Castle) Garrison Size ++ I +30 2000 (T) 500 (C) II +60 3000 (T) 1000 (C) III +100 4000 (T) 1500 (C) Training Fields (Town/Castle) Garrisoned Units XP ++ (Daily) I +1 2000 (T) 500 (C) II +2 3000 (T) 1000 (C) III +3 4000 (T) 1500 (C) Fairgrounds (Town/Castle) Loyalty ++ (Daily) I +0.5 2000 (T) 500 (C) II +1 3000 (T) 750 (C) III +1.5 4000 (T) 1000 (C) Marketplace (Town)Toll Collector (Castle) Taxes ++ I +5% (T) +10% (C) 2000 (T) 500 (C) II +10% (T) +20% (C) 3000 (T) 750 (C) III +15% (T) +30% (C) 4000 (T) 1000 (C) Granary (Town/Castle) Max Food Capacity ++ I +200 (T) +100 (C) 1000 (T) 500 (C) II +400 (T) +150 (C) 1500 (T) 1000 (C) III +600 (T) +200 (C) 2000 (T) 1500 (C) Orchards (Town)Gardens (Castle) Food Production ++ (Daily) I +6 (T) +3 (C) 2000 (T) 500 (C) II +12 (T) +6 (C) 3000 (T) 750 (C) III +18 (T) +9 (C) 4000 (T) 1000 (C) Militia Grounds (Town/Castle) Militia ++ (Daily) I +0.5 (T) +1 (C) 2000 (T) 500 (C) II +1 (T) +2 (C) 3000 (T) 750 (C) III +1.5 (T) +3 (C) 4000 (T) 1000 (C) Aqueducts (Town) Prosperity ++ (Daily) I +0.3 - 2000 - II +0.6 - 3000 - III +1 - 4000 - Forum (Town) Influence ++ (Daily) I +0.5 - 2000 - II +1 - 3000 - III +1.5 - 4000 - Siege Workshop (Town/Castle) Wall Repair Speed +50% (all tiers) Siege Engine Production Speed ++ I +30% 1000 (T) 500 (C) II +60% 1500 (T) 750 (C) III +100% 2000 (T) 1000 (C) Workshops (Town/Castle) Construction ++ (Daily) I +3 (T) +1 (C) 2000 (T) 500 (C) II +6 (T) +2 (C) 3000 (T) 750 (C) III +9 (T) +3 (C) 4000 (T) 1000 (C) Castellan's Office (Castle) Garrison Wage -- I - -10% - 500 II - -20% - 750 III - -30% - 1000 The maximum is 100. Type Source Details Bonuses Garrison(up to +XX) The largest effect on Security of a town is provided by its garrisoned troops and depends on troops' strength. A unit's strength equals to ((2+tier)*(10+tier))/50. Mounted troops get 20% bonus on top of that. 1/100 of garrisoned units' total strength is converted into Security bonus. Authority (Leadership 75) and Stand United (One Handed 175) increase this bonus by 20% and 30% respectively (multiplicatively). Relief Force (Riding 125) increases bonus from cavalry by 20%. Mounted Archery (Bow 100, +20%), Renowned Marksmen (Crossbow 100, +30%) and Ranger's Swiftness (Bow 250, +20%) increase bonus from ranged units (multiplicatively). As a result of all these multiplications, horse archers can potentially provide over 2 times bigger bonus to Security than infantry of the same tier (5 Imperial Legionaries => +0,16 Security, 5 Imperial Bucellariii => +0,39 Security) despite having the same upkeep by default. Moreover, Cavalry Tactics (Riding 225) can decrease mounted units' upkeep by 50%, while the best discount that infantry units can get is -20% from Standard Bearer (Polearm 175). Other Governor's Perks(up to +4.5 total) To be Blunt (One Handed 50, +0,5) Skewer (Polearm 150, +1) Focus (Throwing 150, +1) Gens d'armes (Tactics 250, +1) Know-How (Roguery 75, +1) Kingdom Policies(up to +3 total) Serfdom (+1 for towns) Bailiffs (+1) Magistrates (+1) Issues Bounty Hunters (+1) Fencing Stolen Goods (+1) Gang Leader Needs Weapons (+1) Gang Leader Needs Special Weapons (+0.5) Presence (Leadership 125 perk, Party Leader only): +5 while waiting in settlements (works on any walled fief, owned or not) Maluses Prosperity: -X where X is 0,05% of town's Prosperity but no more than 5 Nearby Hideout: -2 if there is a bandit hideout in the vicinity (40 distance units) Looted Villages: -2 if at least 1 bound village is looted, not cumulative in case of multiple looted villages Under Siege: -3 as long as the settlement is under siege Kingdom Policies Trial by Jury (-0.2) Issues The Spy Among Us (-2) Poachers (-1) Caravan Ambush (-1) Help with Brigands (-1) Bandit Base near Village/Town (-1) Extortion by Deserters (-1) Family Feud (-1) Landowner Needs Access to the Commons (-1) Train The Troops (-1) Conquest of Town (-1) Rival Gang (-0.5) Snare the Wealthy (-0,5) Lord Needs Garrison Troops at Castle (-0,5). Mixed Security Drift: -(Security-50)/15 i.e. from -3.33 at max Security to +3.33 at 0 Security Other ways to get Security as 1-time bonus: Clearing a Hideout within 100-unit radius from a fief adds +6 to its Security. Doing the following quests: Betting Fraud (+10-15 for CounterOffer or Failure), Merchant Needs Help With Brigands (+5), Extortion by Deserters (+10), Family Feud (+10), Landowner Needs Help With Brigands (+5), Landowner wants his Daughter Found (+10), Conquest of Town (+10). Having 75+ Security results in a 5% daily chance of boosting relations between clan's leader and merchants & artisans. Having less than 50 Security has a chance to decrease it. The maximum is 100. Type Source Details Bonuses Governor's Perks(up to +4.5 total) Discipline (Bow 150, +1) Well Strapped (Riding 50, +0.5) Durable (Athletics 175, +1) Heroic Leader (Leadership 75, +1) Physician of People (Medicine 200, +1) Projects(up to +6.15 total) Fairgrounds (+1,5, building) - up to +1.95 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Festivals and Games (+3, continuous project) - up to +4.2 with Contractors (Steward 200), Master of Planning (Steward 250) and Public Speaker (Charm 225) Perks Parade (Charm 225 perk, any party member): +5 while waiting in the settlement (works on clan-owned settlements only; works for governor, works for any heroes waiting in the settlement, works for heroes left in the settlement via "+" button) - cumulative, i.e. adds up for all heroes who have it. Kingdom Policies(up to +5 total) Forgiveness of Debts (+2) Tribunes of the People (+1) Imperial Towns (+1 for ruler clan's towns) Trial by Jury (+0,5) Citizenship (+0,5 for towns of the same culture) Maluses Owner's Culture: -3 if the clan that owns the settlements is of different culture Kingdom Policies Debasement of the Currency (-1) Citizenship (-0,5 for towns of different culture) Grazing Rights (-0,5) Imperial Towns (-0,3 for non-ruler clan's towns) Hunting Rights (-0,2) Starving: -1 if the settlement is starving, another -1 if it has been starving for the last 14 days (i.e. up to +2 total) Issues Snare the Wealthy (-0.1) Army of Poachers (-0,2) Lady's Knight Out (-0,2) Extortion by Deserters (-0,5) Village Needs Grain Seeds (-0,5) The Spy Among Us (-0,5) Conquest of Town (-1) Mixed Governor's Culture +1 if the governor is of the same culture -1 if the governor is of different culture Security +(Security - 50)/50 if Security > 50 (i.e. up to +1) -(50 - Security)/25 if Security < 50 (i.e. up to -2) Notable Relations: +0.5 for every town notable who is a Supporter of fief owner's clan. -0.5 for every notable who is a Supporter of a clan that fief owner is at war with. Loyalty Drift: -(Loyalty-50)/10 i.e. from -5 at max Loyalty to +5 at 0 Loyalty Other ways to get Loyalty as 1-time bonus: Clearing a Hideout next to your settlement while having Effort For The People (Charm 150) perk: +1. Doing the following quests: Inn and Out (+5), Conquest of Town (+10). Having less than 25 Loyalty results in a daily 25% chance for rebellion. Supporters are notables who have 50+ relations with you and chose to became your Supporter (small random chance), they can be found on Clan => Supporters tab. Type Source Details Bonuses Base: +2 Militia is the base spawn rate Prosperity: +Prosperity/1000 Militia spawn rate for walled fiefs Hearths: +Hearths/400 Militia spawn rate for villages Governor's Perks(up to +7-9 total) Swift Strike (One Handed 50, +1) Keep at Bay (Polearm 50, +1) Drills (Polearm 200, +1) Merry Men (Bow 100, +1) Long Shots (Crossbow 200, +1) Throwing Competitions (Throwing 175, +1) Seven Veterans (Steward 50, +1) Arms Dealer (Roguery 225, +2 when under siege) Projects(up to +5.85 total) Militia Grounds (+1,5, building) - up to +1.95 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks ...or +3 and up to +3.9 with perks in case of castles Train Militia (+3, continuous project) - up to +3.9 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Kingdom Policies(up to +2 total) Cantons (+1) Citizenship (+1 for towns of the same culture) Culture: +1 for Battanian culture Weapons from Market: In theory, whenever the town buys items from the market that have a "BonusToMilitia" property, their number*0.2 should be converted into Militia and tagged as "Weapons From Market" bonus but whether this is actually implemented requires more research. Maluses Retirement: 2.5% of current militia retire every day (i.e. -2.5 for 100 militia or -25 for 1000 militia) Kingdom Policies Serfdom (-1 for towns) Citizenship (-1 for towns of different culture) Ranged and melee militia spawn with 50/50 chance. Governor with Citizen Militia (Leadership 150) Perk allows for elite militia to spawn with 20% chance. Without the perk, it's 0%. Militia requires no upkeep and has no effect on town's food consumption or any other characteristics (Loyalty, Security, etc.). Its one and only benefit is being "free garrison".
Fief Governance (Bannerlord)/Security
The maximum is 100. Type Source Details Bonuses Garrison(up to +XX) The largest effect on Security of a town is provided by its garrisoned troops and depends on troops' strength. A unit's strength equals to ((2+tier)*(10+tier))/50. Mounted troops get 20% bonus on top of that. 1/100 of garrisoned units' total strength is converted into Security bonus. Authority (Leadership 75) and Stand United (One Handed 175) increase this bonus by 20% and 30% respectively (multiplicatively). Relief Force (Riding 125) increases bonus from cavalry by 20%. Mounted Archery (Bow 100, +20%), Renowned Marksmen (Crossbow 100, +30%) and Ranger's Swiftness (Bow 250, +20%) increase bonus from ranged units (multiplicatively). As a result of all these multiplications, horse archers can potentially provide over 2 times bigger bonus to Security than infantry of the same tier (5 Imperial Legionaries => +0,16 Security, 5 Imperial Bucellariii => +0,39 Security) despite having the same upkeep by default. Moreover, Cavalry Tactics (Riding 225) can decrease mounted units' upkeep by 50%, while the best discount that infantry units can get is -20% from Standard Bearer (Polearm 175). Other Governor's Perks(up to +4.5 total) To be Blunt (One Handed 50, +0,5) Skewer (Polearm 150, +1) Focus (Throwing 150, +1) Gens d'armes (Tactics 250, +1) Know-How (Roguery 75, +1) Kingdom Policies(up to +3 total) Serfdom (+1 for towns) Bailiffs (+1) Magistrates (+1) Issues Bounty Hunters (+1) Fencing Stolen Goods (+1) Gang Leader Needs Weapons (+1) Gang Leader Needs Special Weapons (+0.5) Presence (Leadership 125 perk, Party Leader only): +5 while waiting in settlements (works on any walled fief, owned or not) Maluses Prosperity: -X where X is 0,05% of town's Prosperity but no more than 5 Nearby Hideout: -2 if there is a bandit hideout in the vicinity (40 distance units) Looted Villages: -2 if at least 1 bound village is looted, not cumulative in case of multiple looted villages Under Siege: -3 as long as the settlement is under siege Kingdom Policies Trial by Jury (-0.2) Issues The Spy Among Us (-2) Poachers (-1) Caravan Ambush (-1) Help with Brigands (-1) Bandit Base near Village/Town (-1) Extortion by Deserters (-1) Family Feud (-1) Landowner Needs Access to the Commons (-1) Train The Troops (-1) Conquest of Town (-1) Rival Gang (-0.5) Snare the Wealthy (-0,5) Lord Needs Garrison Troops at Castle (-0,5). Mixed Security Drift: -(Security-50)/15 i.e. from -3.33 at max Security to +3.33 at 0 Security Other ways to get Security as 1-time bonus: Clearing a Hideout within 100-unit radius from a fief adds +6 to its Security. Doing the following quests: Betting Fraud (+10-15 for CounterOffer or Failure), Merchant Needs Help With Brigands (+5), Extortion by Deserters (+10), Family Feud (+10), Landowner Needs Help With Brigands (+5), Landowner wants his Daughter Found (+10), Conquest of Town (+10). Having 75+ Security results in a 5% daily chance of boosting relations between clan's leader and merchants & artisans. Having less than 50 Security has a chance to decrease it.
Finnish Harquebusier
Finnish Harquebusier Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Mercenary Commander Upgrades to... Finnish Harquebusier (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Finnish Harquebusiers are regional mercenary archers of the Kingdom of Sweden. They can be hired in Koenigsberg and Riga. Tactics[] Armed with Matchlock Muskets, their firepower is no better than militia marksmen's and will easily get out-ranged by regular and elite ones - unlike them, however, Finnish Harquebusiers have superior training, armor, and melee weaponry, making them formidable melee combatants best used in sieges or in wagon forts, where they can support pikemen and musketeers in close-quarters combat. 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. Finnish Harquebusier - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 3 Charisma 5 Health 48 Armor Head Kabasset Body Half-Cuirass Hand None Foot Shoes with Stockings Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding ? Shooting from Horseback 0 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 55 Two Handed Weapons 55 Polearms 55 Archery 0 Firearms 85 Throwing 0 Weapons Melee Thrusting Sword Ranged Matchlock MusketHeavy Bullets Shield None Mount None Trivia[] The arquebus - sometimes spelled "harquebus" - was an early portable firearm of low velocity and fired using a matchlock mechanism, hence why Finnish Harquebusiers use Matchlock Muskets in-game. Due to their name, they most likely hail from Finland, which was part of the Swedish Empire during the game's setting. Wikipedia has an article on this subject at:Harquebusier 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)
Finnish Harquebusier (veteran)
Finnish Harquebusier (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Finnish Harquebusier Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Finnish Harquebusiers (veterans) are veteran regional mercenary archers of the Kingdom of Sweden. Tactics[] Carrying the same equipment as their predecessors - including Matchlock Muskets - but having much better stats, their firepower is no better than militia marksmen's and will easily get out-ranged by regular and elite ones - unlike them, however, veteran Finnish Harquebusiers have superior training, armor, and melee weaponry, making them formidable melee combatants best used in sieges or in wagon forts, where they can support pikemen and musketeers in close-quarters combat. 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. Finnish Harquebusier (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health 51 Armor Head Kabasset Body Half-Cuirass Hand None Foot Shoes with Stockings Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding ? Shooting from Horseback 0 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 0 Firearms 100 Throwing 0 Weapons Melee Thrusting Sword Ranged Matchlock MusketHeavy Bullets Shield None Mount None Trivia[] The arquebus - sometimes spelled "harquebus" - was an early portable firearm of low velocity and fired using a matchlock mechanism, hence why Finnish Harquebusiers use Matchlock Muskets in-game. Due to their name, they most likely hail from Finland, which was part of the Swedish Empire during the game's setting. Wikipedia has an article on this subject at:Harquebusier 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)
Firearms
Firearms are gunpowder-based ranged weapons in Mount&Blade: With Fire & Sword and Napoleonic Wars. Contents 1 Gameplay 1.1 Advantages 1.2 Disadvantages 2 With Fire & Sword 2.1 Muskets 2.2 Carbines 2.3 Pistols 3 Napoleonic Wars 3.1 Muskets 3.2 Rifles 3.3 Pistols 3.4 Other 4 Trivia 5 Gallery Gameplay[] Gameplay-wise, firearms function very similarly to crossbows - they can inflict very high damage but have a slow reloading rate - which they replace in With Fire & Sword as the counterpart to bows. Advantages[] Fast projectile speed reduces target dodging. High striking power disables targets in fewer shots. Less physical fitness/training required to use (as opposed to bows or melee weapons). Disadvantages[] Slow loading speed limits overall damage and can be interrupted. Difficult to see projectile trajectory. Less ammunition can be carried compared to bows. With Fire & Sword[] During the mid-17th century, firearms have been mass produced in European armies and have thus been highly augmented in both numbers and varieties in With Fire & Sword. By this time, the outdated Matchlock variant is still used by some Ottoman armies and militias, the Wheelock variant is very common in European armies, and the Miquelet variant has started to become more prominent but is only used by elite soldiers. There are three types of firearms in With Fire & Sword: Muskets[] Slowest to reload but most accurate yet cannot be used on horseback due to its heavy weight, there exists three variations: Matchlock (worse stats), Wheellock (commonly used by all nations except the Crimean Khanate), and Miquelet (better stats). There are also the Simple (slightly worse stats) and Good (best stats) subvariants and Handmade Firearms (worst stats of all but can be used on horseback) yet no double-barreled variant. Muskets can carry the Balanced, Tempered, or Masterwork modifiers. All nations have musketeer-infantry troops: Countryman and Poor Cossack wield Handmade Firearms; Seymen, Posad Marksman, Musket Militiaman, Militia Musketeer wield Matchlocks; Marksman, New Order Marksman, Zolnier, Musketeer, Lithuanian Musketeer, German Infantry Musketeer and Scottish Musketeer wield Wheelocks; Serduk, Janissary, German Infantry Musketeer (veteran), Lifeguard, and Mercenary Marksman wield Miquelets. Muskets are recommended for infantry-type companions skilled with Firearms (e.g. Fedot). Carbines[] Faster to reload than a musket - but less accurate - and more accurate than a pistol - but slower to reload There exists the same three variations and two subvariants as muskets as well as Dutch and Double-barreled Wheelock varieties, which are strangely less accurate than their pistol counterparts. All nations except the Crimean Khanate - which only uses horse archers - have medium-cavalry troops armed with carbines: Djura wield Matchlocks while Moscow Reiter, Polish Dragoon, and Swedish Dragoon wield Wheelocks. Pistols[] Fastest to reload but least accurate due to its short barrel, there exists three variations: Old (worst stats), "Regular" (commonly used by some cavalry troops), and Good (best stats and commonly used by Reiters and Generals. Each variation, in turn, has two subvariants: a shorter-barreled, faster-reloading one and a longer-barreled, more-accurate one. There is also the Double-barreled Miquelet (Flintlock) and the Dutch (both "Regular" and Double-barreled) varieties, which are strangely more accurate than their carbine counterparts. Due to its inferior stats, pistols are wielded only by a few cavalry troops - Djura, Watchman, Zaporozhian Cavalryman, Volunteer, Polish Reiter, Swedish Reiter, and Moscow Reiter - as well as non-cavalry - Netyag and Generals. Napoleonic Wars[] Firearms make a return in the Napoleonic Wars DLC. Muskets with bayonets are very common and are typically used by most infantry, while pistols, cavalry muskets, and rifles are used by other units. Muskets[] Muskets are the primary weapon of the backbone of each Napoleonic nation; the line infantry. They're cheap to mass produce, which makes them great military firearms for the time. Muskets in Napoleonic Wars are reasonably inaccurate and take a fair amount of time to reload. There are two variants of muskets, the infantry musket and the cavalry musket. The infantry musket is the ultimate equilibrium weapon: providing a fair reload time, accuracy and melee capability. It takes approximately 12 seconds to reload and cannot be used on horseback whatsoever, only put on the user's back to use if they are dismounted. The cavalry musket is less accurate, but is faster to reload. Its lack of a bayonet may be seen as a large disadvantage to many, as the bayonet is a very deadly weapon in the hands of a good player, while using the stock of a cavalry musket can be daunting. Cavalry muskets can be fired on horseback but only reloaded while the horse is stationary. Rifles[] Rifles of the time had rifling technology. Grooves cut into the interior of the barrel meant that cartridges would spin, which would give the advantage of superior long range accuracy over their musket counterparts. In game, this does have its drawbacks. Rifles have a slower reload time than muskets, at 16 seconds, and rifles can only melee with its stock which has its aforementioned problems. France does not have a rifleman class, their closest to a skirmisher class being their light infantry, which can only spawn with muskets. Rifles can be fired, but not reloaded on horseback. Pistols[] Pistols are the sidearms of officers in Napoleonic Wars, packing a decent amount of punch in a small package. Pistols should never be relied upon however, as they will only kill a full health opponent in one hit if it's a headshot, not to mention they're frighteningly inaccurate. However pistols do have the fastest reload time, and are the only firearm in the game to allow the user to move while reloading. Other[] Other less conventional choices are available for use. These are carbines and musketoons. The musketoon is available to very few troops, and is useful in very few situations. Essentially acting as a shotgun, the musketoon spreads out many shots in a large area at closer ranges. It has no bayonet and a slow reload time, on par with the rifles. It should be used carefully around teammates. Carbines are another choice for cavalry troops, acting very similarly to cavalry muskets, but are better at closer ranges for quick strikes, fitting perfectly for dragoon regiments. Trivia[] Firearms have existed since classic Mount&Blade in the form of a hidden Flintlock Pistol powered by Cartridges, both only accessible via the cheat menu. Gallery[] The original Flintlock PistolThe original Cartridges 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