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Polearms
Polearms generally have a longer reach than other melee weapons and are highly effective both on horseback and against horses. Polearms lose their effectiveness once an enemy closes distance so high Athletics or fighting on horseback is essential for maintaining distance. Some polearms can't be used with a shield due to their large size or because the weapon is unbalanced. Lances can be used to strike the enemy with couched lance damage, which can be done when on a horse and moving at a high speed. Unless specifically noted below, most polearms can be used with a shield but are then limited to thrusting attacks. Most polearms are limited to thrusting attacks while on horseback, with the exception of Hafted Blades. All polearms receive a 35% penalty to speed and damage when used on a horse. Polearms with a reach greater than or equal to 150 receive a 35% penalty to speed and damage when used with a shield. The penalties do not stack: Spear on horse without shield: 35% penalty Awlpike on foot with shield: 35% penalty Awlpike on horse with shield: 35% penalty Awlpike on foot without shield: no penalty Spear on foot with shield: no penalty While on foot, polearm attacks can stop horses and cause them to rear, regardless of damage dealt, target speed, or the horse's Charge attribute. This unique feature makes polearms an effective anti-cavalry weapon but the effect only applies to polearms with a reach greater than 140. While this effect remains present in Warband, it was removed in v1.006 of the Napoleonic Wars DLC, with horses never rearing as a result of being attacked. In Napoleonic Wars, polearms will instead instantly kill horses when the bearer is kneeling or crouching, in a similar way to couched lance damage. Some polearms, when drawn, initially take up a stance like two-handed weapons before dropping into the polearm stance. This can increase the ready time of the weapon when the user needs to switch from a ranged weapon to engage in melee. List of Polearms[] ▼ Show/Hide Polearms ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Pitch Fork - 87 154 16(blunt) 22(pierce) 1.5 19 BalancedBentCracked Military Fork - 95 135 15(blunt) 30(pierce) 2.0 153 BalancedBentCracked Battle Fork - 90 144 15(blunt) 35(pierce) 2.0 282 BalancedBentCracked Staff - 100 130 18(blunt) 19(blunt) 1.5 36 BalancedBentCracked Quarter Staff - 104 140 20(blunt) 20(blunt) 2.0 60 BalancedBentCracked Iron Staff - 97 140 25(blunt) 26(blunt) 2.0 202 BalancedBentCracked Scythe - 97 182 30(cut) 14(pierce) 2.0 43 BalancedBentCracked Military Scythe - 87 155 36(cut) 25(pierce) 2.5 155 BalancedBentCracked Hafted Blade - 95 135 37(cut) 20(pierce) 2.8 185 BalancedBentCracked No shield Hafted Blade - 93 153 39(cut) 19(pierce) 3.3 350 BalancedBentCracked No shield Glaive - 90 157 39(cut) 21(pierce) 4.5 352 BalancedBentCracked No shield Poleaxe 13 77 180 50(cut) 15(blunt) 4.5 384 BalancedBentCracked No shield Shortened Spear - 102 120 19(blunt) 25(pierce) 2.0 53 BalancedBentCracked Boar Spear - 90 157 26(cut) 23(pierce) 1.5 76 BalancedBentCracked Bamboo Spear - 88 200 15(blunt) 20(pierce) 2.0 80 BalancedBentCracked Spear - 98 135 20(blunt) 26(pierce) 2.3 85 BalancedBentCracked War Spear - 95 150 20(blunt) 27(pierce) 2.5 140 BalancedBentCracked Pike - 81 245 16(blunt) 26(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Ashwood Pike 9 90 170 19(blunt) 29(pierce) 3.5 205 BalancedBentCracked No shield Awlpike - 92 165 20(blunt) 33(pierce) 2.3 345 BalancedBentCracked Long Awlpike - 89 185 20(blunt) 32(pierce) 2.3 385 BalancedBentCracked Jousting Lance - 61 240 - 17(blunt) 5.0 158 BalancedBentCracked Couched lance damage Light Lance - 85 175 16(blunt) 27(pierce) 2.5 180 BalancedBentCracked Couched lance damage Double Sided Lance - 95 128 25(cut) 27(pierce) 4.0 261 BalancedBentCracked Couched lance damage Lance - 80 180 16(blunt) 26(pierce) 2.5 270 BalancedBentCracked Couched lance damage Heavy Lance 10 75 190 16(blunt) 26(pierce) 2.8 360 BalancedBentCracked Couched lance damage Great Lance 11 55 240 - 21(pierce) 5.0 410 BalancedBentCracked Couched lance damage War Hammer - 81 120 38(blunt) 38(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Polehammer 18 50 126 50(blunt) 35(blunt) 7.0 169 - No shieldCheats only Long Spiked Club - 96 126 23(pierce) 20(blunt) 2.5 264 HeavyChippedRusty Long Hafted Spiked Mace - 94 140 28(blunt) 26(blunt) 2.5 310 HeavyChippedRusty Long Hafted Knobbed Mace - 95 133 26(blunt) 23(blunt) 3.0 324 HeavyChippedRusty Voulge 10 88 175 40(cut) 18(pierce) 3.0 129 HeavyChippedRusty Bonus against shieldsNo shield Long Bardiche 11 89 140 48(cut) 17(pierce) 4.5 390 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced Great Long Bardiche 12 88 155 50(cut) 17(pierce) 5.0 660 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced ▲ Show/Hide Polearms ▲ 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
Polish Commonwealth
Polish Commonwealth Banner Troops Official Information Ruler King Jan Kasimir Claimant Janusz Radziwill Faction Location Poles in light yellow “ That is the most amazing state I have ever seen. It is a feudal republic, comprised of three major groups of people - the Poles, the Lithuanians, and Russian-Ukrainians. The nobility is nearly all Polish. All the important decisions, including who is to be king, is determined by their congress, which they call the Sejm. But the Polish gentry is unruly, which leads to constant strife and a divided military. Unless they make up their minds and come forth in unity and strength, soon they will be conquered by their autocrat neighbors. ” — Jaques de Clermont The Polish Commonwealth is a nation in Eastern Europe. Also known as the Polish-Lithuanian Commonwealth, its population is made up of three major groups: Poles, Ruthenians (ancestors of Ukrainians and Belarusians), and Lithuanians. The minority groups were non-Lithuanian Balts and Jews also Lipka Tatars. The Polish Commonwealth is famed for its majestic Winged Hussars. While it possesses a powerful army, it is fragile due to its dissatisfied gentry, which could ultimately lead to the Polish Commonwealth's demise. The Polish Commonwealth is led by King Jan Kasimir. Polish infantry does not lack in anything - their Zolniers and Pikemen are perfectly competent - but they don't really shine, being outgunned by Swedish musketeers and outfought by even Russian marksmen and their poleaxes. Poland's strength lies in its winged hussars, unmatched in both armor and shock value. Backed up with light dragoons, the Polish cavalry is devastating against infantry while posing a good match for even Crimean cavalry. It is located on the center-north to west part of the overland map. The Deluge is the main questline for the Polish Commonwealth. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] King Jan Kasimir Initial Ruler Janusz Radziwill Claimant Vassals[] Colonel Andrzej Kmicic Colonel Michal Wolodyjowski Colonel Jan Skrzetuski Warlord Alexander Oginsky Warlord Stanislav Liantskoronsky Warlord Fyodor Obukhovich Count Casimir Tyszkiewicz Warlord Janusz Kiszka Hetman Pavel Sapega Colonel Jerzy Halecki Colonel Jan Zenowicz Warlord Jan Zamojski Cornet Siegmund Slushka Hetman Jan Sobieski Hetman Stanislaw Potocki Hetman Stefan Czarniecki Warlord Krzysztof Grzymultowski Colonel Alexander Casimir Wolowicz Prince Boguslav Nesvizhsky Prince Michal Vishnevetsky Tactics[] Strengths[] Nearly unmatched heavy cavalry (the Winged Hussars). Large and balanced unit roster, a jack of all trades. Infantry Commander units are very capable and easily available. Weaknesses[] Elite Heavy Cavalry is not easily available or easy to mass. Does not excel in any particular category besides Heavy Cavalry. The Polish Commonwealth is similar to the Kingdom of Swadia of Mount&Blade: Warband. Most Polish units are unremarkable with average stats, but Poland makes up for this by having the largest, most balanced and varied unit roster of any faction, the exception to this rule being the majestic Winged Hussars. Poland's standard infantry units like the Zolnier and Pikeman are dependable and easily amassed. Regional infantry like the Town Cossack and Lithuanian Musketeer are desirable for their superior stats or better armor (respectively) than their standard Polish counterparts. A direct upgrade from any of the musketeers previously mentioned are the German Infantry Musketeers. Don't bother with the Scottish Musketeers, as they have worse stats and the same firearm as a Zolnier. Polish Pikemen are great at their job but, for more survivability, consider transitioning to German Infantry Pikemen and Scottish Pikemen for their superior stats, armor, and pikes. For heavy shock infantry, your one option is the Scottish Swordsman, who will perform quite well against infantry (and a bonus against shields) in sieges both offensively and defensively. Polish Dragoons perform well as dragoons (go figure) with the regionally available Rank Cossacks and Polish Reiters performing a similar role. Cavalry charges should be left to Winged Hussars with their exceptional stats, armor, and long lances. Polish Reiters or Volunteers are great in support due to their high melee stats and carry sabers, but expect Volunteers to die en masse due to their lack of armor. Lithuanian Tatars and Armored Cossacks are good Horse Archers, however the Armored Cossack performs quite well as a cavalry charger or in siege, with its medium-heavy armor and the potential of spawning with a lance or armor-piercing weapons. Troop Tree[] Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Territory[] The territory of the Polish Commonwealth starts with the following towns, fortresses, and villages. 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 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 pol_man_insult_1.wav pol_man_insult_2.wav pol_man_insult_3.wav pol_man_insult_4.wav pol_man_insult_5.wav pol_man_insult_6.wav pol_man_victory_1.wav pol_man_victory_2.wav Trivia[] The Polish Commonwealth's full name was "The Kingdom of Poland and the Grand Duchy of Lithuania" ("Królestwo Polskie i Wielkie Księstwo Litewskie"), but it was often shortened to the "Polish–Lithuanian Commonwealth" or in fact just "Poland". In Polish, it is more commonly known as "Rzeczpospolita Obojga Narodów" - "Commonwealth of Both Nations" or "I Rzeczpospolita" - "The First Republic of Poland". The term "Rzeczpospolita" is a calque of Latin "res publica" and, even today, the official name of the Republic of Poland is "Rzeczpospolita Polska". The Polish Commonwealth was a dualistic state of Poland and Lithuania ruled by a common monarch. It was the largest and one of the most populous countries of 16th and 17th century Europe, with almost 400,000 square miles (1,000,000 square kilometers) and a multi-ethnic population of about 12 million at its peak in the early 17th century. The Commonwealth was established at the Union of Lublin in July 1569 and ceased to exist as an independent state after the Third Partition of Poland in 1795. Although the two component states of the Commonwealth were formally equal, Poland dominated in the partnership - as the King of Poland was always the Grand Duke of Lithuania at the same time, Polish language was used in the Lithuanian Province as an official language, and many, many more. The Polish Commonwealth achieved its maximum territorial extent in 1619 - in terms of present-day borders, it encompassed most of Poland and Ukraine, all of Belarus, Lithuania, Latvia, and the Kaliningrad Oblast, much of Estonia, parts of Russia (including Smoleńsk), and small parts of Moldova and Romania. In the game's code, the Polish Commonwealth is referred to as swadian - the Polish Commonwealth and the Kingdom of Swadia being similar in that they are both the "main" faction of their respective games. Wikipedia has an article on this subject at:Polish–Lithuanian Commonwealth 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
Polish Dragoon
For the Swedish unit of the same name, see Swedish Dragoon. Polish Dragoon Troop Information Culture Polish Commonwealth Wages 9-11 thalers Acquired from... Commander Upgrades to... Polish Dragoon (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Polish Dragoon is a light missile cavalry unit employed by the Polish Commonwealth in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Kingdom of Sweden. All nations (except the Crimean Khanate) have one type of mounted firearm-wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name "Dragoon", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. The Polish Dragoon closely resembles the Zolnier except for its uniform's color. They are armed with a Simple Saber or a Saber and a Tatar Shield, a Simple Wheelock Carbine, and ride Saddle Horses. Tactics[] Dragoons wield carbines and have relatively good armor. However, there are substantial differences between the Polish and Swedish versions in terms of their melee weapons and effectiveness on horseback. Arguably, the Polish Dragoon is better at engaging in melee combat than his Swedish counterpart due to his shield, which adds extra protection against enemy blows, especially during sieges, when swarms of enemies block the entrance to the fort/town. The Swedish Dragoon's Thrusting Sword, though, is quicker at hitting the enemy but is still problematic during sieges. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. 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. Polish Dragoon - Default Stats and Equipment Attributes Stat Points Level 9 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 35 Armor Head Polish Uniform Hat Body Polish Dragoon Uniform Hand ? Foot Old Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield 3 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 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 110 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Carbine, Bullets Shield Tatar Shield Mount Saddle Horse Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Dragoon (veteran)
For the Swedish unit of the same name, see Swedish Dragoon (veteran). Dragoon (veteran) Troop Information Culture Polish Commonwealth Wages ? thalers Acquired from... Polish Dragoon- or -Prisoners Upgrades to... None Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Polish Dragoon (veteran) is a veteran cavalry unit of the Polish Commonwealth in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Kingdom of Sweden. All nations (except the Crimean Khanate) have one type of mounted firearm wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name "Dragoon", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. Tactics[] Dragoons wield carbines and have relatively good armor. They are used to skirmish the enemy and fire from range whilst running if an enemy chases after them, making them very effective against infantry. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. 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. Polish Dragoon (veteran) - Default Stats and Equipment Attributes Stat Points Level 12 Strength 9 Agility 10 Intelligence 0 Charisma 0 Health 46 Armor Head Polish Uniform Hat Body Polish Dragoon Uniform Hand ? Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield 4 Athletics ? Riding 3 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 125 Throwing 0 Weapons Melee Saber Ranged Wheellock Carbine, Bullets Shield Tatar Shield Mount Saddle Horse Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Mercenary Cavalryman
Camp Location[] Polish Mercenaries hail from a camp deep in Polish territory, directly south of Krakov. Troop Ranks[] Polish Mercenary Cavalryman (recruit) Polish Mercenary Cavalryman (experienced) Polish Mercenary Cavalryman (veteran) Polish Mercenary Cavalryman (elite) Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Cavalryman (elite)
Polish Mercenary Cavalryman (elite) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Cavalryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Cavalryman (elite) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Cavalryman (experienced)
Polish Mercenary Cavalryman (experienced) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Cavalryman (recruit) (upgrade) Upgrades to... Polish Mercenary Cavalryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Cavalryman (experienced) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Cavalryman (recruit)
Polish Mercenary Cavalryman (recruit) Troop Information Culture Polish Commonwealth Wages 7 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Polish Mercenary Cavalryman (experienced) Upgrade Cost Recruited for 127 thaler Ransom Value thaler The Polish Mercenary Cavalryman (recruit) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Cavalryman (veteran)
Polish Mercenary Cavalryman (veteran) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Cavalryman (experienced) (upgrade) Upgrades to... Polish Mercenary Cavalryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Cavalryman (veteran) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Infantryman
Camp Location[] Polish Mercenaries hail from a camp deep in Polish territory, directly south of Krakov. Troop Ranks[] Polish Mercenary Infantryman (recruit) Polish Mercenary Infantryman (experienced) Polish Mercenary Infantryman (veteran) Polish Mercenary Infantryman (elite) Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Infantryman (elite)
Polish Mercenary Infantryman (elite) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Infantryman is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Infantryman (experienced)
Polish Mercenary Infantryman (experienced) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Infantryman (recruit) (upgrade) Upgrades to... Polish Mercenary Infantryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Infantryman (recruit)
Polish Mercenary Infantryman (recruit) Troop Information Culture Polish Commonwealth Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Polish Mercenary Infantryman (experienced) Upgrade Cost Recruited for 10 thaler Ransom Value thaler The Polish Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Infantryman (veteran)
Polish Mercenary Infantryman (veteran) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Infantryman (experienced) (upgrade) Upgrades to... Polish Mercenary Infantryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Rifleman
Camp Location[] Polish Mercenaries hail from a camp deep in Polish territory, directly south of Krakov. Troop Ranks[] Polish Mercenary Rifleman (recruit) Polish Mercenary Rifleman (experienced) Polish Mercenary Rifleman (veteran) Polish Mercenary Rifleman (elite) Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Rifleman (elite)
Polish Mercenary Rifleman (elite) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Polish Mercenary Rifleman (elite) is a mercenary marksman infantryman associated with the Polish Commonwealth, but it can be hired by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Rifleman (experienced)
Polish Mercenary Rifleman (experienced) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Rifleman (recruit) (upgrade) Upgrades to... Polish Mercenary Rifleman (veteran) Ransom Value thaler The Polish Mercenary Rifleman (experienced) is a mercenary marksman infantryman associated with the Polish Commonwealth, though it can be hired by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Rifleman (recruit)
Polish Mercenary Rifleman (recruit) Troop Information Culture Polish Commonwealth Wages 7 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Polish Mercenary Rifleman (experienced) Upgrade Cost Recruited for 26 thaler Ransom Value thaler The Polish Mercenary Rifleman (recruit) is a mercenary Rifleman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Mercenary Rifleman (veteran)
Polish Mercenary Rifleman (veteran) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Rifleman (experienced) (upgrade) Upgrades to... Polish Mercenary Rifleman (elite) Ransom Value thaler The Polish Mercenary Rifleman (veteran) is a mercenary marksman infantryman associated with the Polish Commonwealth, though it can be hired by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 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)
Polish Militia Pikeman
For the Swedish unit with the same name, see Swedish Militia Pikeman. Militia Pikeman Troop Information Culture Polish Commonwealth Wages 1 thaler Acquired from... Scythe Wielder Upgrades to... Polish Militia Pikeman (veteran) Upgrade Cost 10 Militia Pikemen are the Polish Commonwealth's conscripts armed with Simple Lances or Pikes. The Russian version is the Lance Militiaman. The Cossacks also have Militia Pikemen, the Poor Cossack Pikeman. Tactics[] Militia Pikemen are much weaker than the simple Pikemen. They are acquired from Scythe Wielders. Militia Pikemen are very cheap, but not efficient fighters, so they shouldn't be used too often. Letting them attack is not very effective, because they can be killed by a single bullet and it's not hard for the enemies to fight them in melee. As with other pikemen, they are best used protecting Musketeers against the enemies' cavalry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Pikeman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 6 Intelligence 0 Charisma 0 Health 46 Armor Head Cap, Polish Uniform Cap, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 3 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 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Militia Pikeman (veteran)
For the Swedish unit with the same name, see Swedish Militia Pikeman (veteran). Militia Pikeman (veteran) Troop Information Culture Polish Commonwealth Wages 4 thalers Acquired from... Militia Pikeman, Prisoners, or Commander Upgrades to... N/A Upgrade Cost 10 Militia Pikemen (veteran) are Polish Commonwealth conscripts armed with Simple Lances or Pikes. The Russian version is the Pike Militiaman (veteran). The in-game Polish Militia Pikemen do not show that they are veteran. You can notice they are veterans by the difference in weekly wages. They are the upgraded versions of Militia Pikemen. 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. Militia Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 49 Armor Head Cap, Polish Uniform Hat, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 3 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 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Pikeman
For other uses, see Pikeman. Polish Pikeman Troop Information Culture Polish Commonwealth Wages 3 thalers Acquired from... Commander Upgrades to... Polish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? exp Ransom Value ? thalers Polish Pikemen are the pike infantry of the Polish Commonwealth in Mount&Blade: With Fire & Sword. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Polish Pikeman, the New Order Spearman, and the Marksman Spearman are light pikemen units, while the Swedish Pikeman, the German Pikeman, and the German Infantry Pikeman are less vulnerable heavy pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. Tactics[] Pikemen are likely one of the most important units in the game. They wield pikes, the longest melee weapon available, and it is specifically developed to stop enemy shock cavalry. Awlpikes existed in Warband but, especially in With Fire & Sword, horses will immediately stop with the slightest poke from a pike. Pikemen's main job is to protect vulnerable Musketeers from enemy cavalry, so they are best utilized in a line formation, either behind the Musketeers (or any ranged units) or in front of them if the terrain is adequate. When ordered to hold a position, some Pikemen will automatically crouch, and so they form a hedgehog-like formation. If invested in large numbers, it is almost impossible for the enemy AI cavalry to "slip through" the line. Similarly, it is not advised for the mounted player to even attempt going through the enemy Pikemen. In sieges, Pikemen units switch their pikes with swords, with Western European heavy pikemen using broadswords, Eastern European light pikemen using sabers, and Militia Pikemen using thrusting swords. With more protection, Western European heavy pikemen are more reliable at defending and besieging fortifications, while Militia Pikemen are the least reliable. 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. Polish Pikeman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 4 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 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Pikeman (veteran)
For other uses, see Pikeman. Polish Pikeman (veteran) Troop Information Culture Polish Commonwealth Wages ? thalers Acquired from... Polish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? exp Ransom Value ? thalers Polish Pikemen (veterans) are the veteran pike infantry of the Polish Commonwealth in Mount&Blade: With Fire & Sword and the upgraded version of the Polish Pikeman. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Polish Pikeman (veteran), the New Order Pikeman (veteran), and the Marksman Spearman (veteran) are light pikemen units, while the Swedish Pikeman (veteran), the German Pikeman, and the German Infantry Pikeman (veteran) are less vulnerable heavy pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. 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. Polish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 4 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 4 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 130 Two Handed Weapons 110 Polearms 120 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Reiter
Polish Reiter Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Prisoners or Commander Upgrades to... Polish Reiter (veteran) XP for Kill 96 The Polish Reiter (or Rajtar/Rajtaria in plural) is a Medium Pistol Cavalry unit of the Polish Commonwealth. You can recruit these units from commanders in towns or fortresses or as prisoners from enemy armies. The Polish Reiter is an interesting Polish cavalry unit that has been reformed through Western influence to mirror the European Reiters. The Polish Reiter carries a red half-plate cuirass, simple morion, cavalry gloves, and old cavalry boots. It is armed with a good sword (thrusting) and pistol. It rides a saddle horse. Tactics[] The Polish Reiter is a reliable pistol cavalry unit with stats and equipment that makes it superior and more efficient to the Polish Volunteer. Its good western-style head and body armor makes it somewhat impregnable to saber cuts and arrow heads, except for thrusting attacks or bullets. While its western-style thrusting sword can only attack in one direction, it has strong and quick piercing damage, which is typically designed for defeating both foot and mounted enemies in close quarter combat, especially against armored ones. The Reiter's pistol, while it has limited rang and accuracy, is more designed to wound an enemy so that it can finish it off with a quick thrust to the head or body. In theory, the Polish Reiter can be a reliable cavalrymen on the battlefield only if they face light or medium armored enemy troops. Also, the Veteran Polish Reiter has a better thrusting sword and pistol. In combat, Polish Reiters are superior to lightly equipped Pike and Musket Infantry units, especially the Militia units. They are also superior to light cavalrymen in melee combat like the Swedish or Polish Dragoon and Cossack Cavalrymen, but if it engages against Medium and Heavy Cavalry, like a Swedish Reiter, Noble Guard, Moscow Reiter, Zaporozhian Cavalryman, Asak Bey, Nokhor, Mirza Chambul, or even a Winged Hussar, there is a good chance the Polish Reiter will lose the fight. Heavier Pike or Musket Infantry units, like Pikemen, Lifeguards, Serduks, and Seymens, also pose a challenge for the Polish Reiters to deal with alone. To utilize the Rajtar effectively, deployed them behind Dragoons and Winged Hussars when they are charging into enemy lines so that the Polish Reiter can be used as back-up cavalry. They can also support other missile cavalrymen with quick pistol shots when they encircle the enemy's fortified caravan. When defending castles, forts, or towns, placing them next to musketeers at the entrance of the siege gap can provide extra firepower at point-blank range, as well as in melee. When besieging these fortifications, deploy them behind heavily armored units or units with shields, so that when your troops have breached the walls, the Polish Reiter can use its pistol and thrusting sword to its fullest potential. 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. Polish Reiter - Default Stats and Equipment Attributes Stat Points Level 16 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 45 Armor Head Simple Morion Body Breastplate Hand Infantry Gloves Foot Old Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 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 145 Two Handed Weapons 125 Polearms 135 Archery 0 Firearms 120 Throwing 0 Weapons Melee Good Sword Ranged Old Pistol, Pistol, Bullets Shield ? Mount Saddle Horse Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Reiter (veteran)
Polish Reiter (veteran) Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Polish Reiter Upgrades to... N/A Polish Reiter (veteran) is a medium pistol-armed cavalry of Polish Commonwealth. Tactics[] Polish Reiter lacks heavy armor of Swedish Reiter and long firearm of Moscow Reiter, being the worst of reiter units in the game. Essentially, it is an armored version of the Polish Volunteer. 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. Polish Reiter (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 49 Armor Head Simple Morion Body Breastplate Hand Infantry Gloves Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 140 Polearms 150 Archery 0 Firearms 135 Throwing 0 Weapons Melee Good Sword Ranged Good Pistol, Bullets Shield ? Mount Hunter Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Poor Cossack
Poor Cossack Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Countryman- or -Commander Upgrades to... Poor Cossack (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Poor Cossacks are militia archers of the Cossack Hetmanate. Tactics[] Light militiamen as skilled in melee as Posad Marksmen but armed with Handmade Firearms - weaker than most militia archers' Matchlock Muskets, which they acquire when they become veterans - as well as wearing no designated armor, Poor Cossacks are good reliable infantry capable of bulking up garrisons while adding some suppressing fire during sieges or against cavalry charges - their only strong tactic, however, is to charge into battle in large numbers to become less vulnerable since, in small numbers, Poor Cossacks can be outgunned, cut down, or run over by cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 46 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 40 Polearms 50 Archery 0 Firearms 65 Throwing 0 Weapons Melee Simple SaberCarpenter Axe Ranged Handmade FirearmBullets 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)
Poor Cossack Pikeman
Poor Cossack Pikeman Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Countryman- or -Commander Upgrades to... Poor Cossack Pikeman (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Poor Cossack Pikemen are militia infantry of the Cossack Hetmanate. Tactics[] Unreliable as pikemen since they may spawn with Lumberman Axes instead, they are very cheap but inefficient troops that should not be heavily relied on. As with other pikemen, they are best used when protecting archers against enemy cavalry - getting killed by a single bullet and/or easily dying in melee makes it ill-advised for Poor Cossack Pikemen to charge head in. 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. Poor Cossack Pikeman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 4 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 0 Throwing 0 Weapons Melee ScythePitchforkLumberman Axe Ranged None 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)
Poor Cossack Pikeman (veteran)
Poor Cossack Pikeman (veteran) Troop Information Culture Cossack Hetmanate Wages 4 thalers/week Acquired from... Poor Cossack Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Poor Cossack Pikemen (veterans) are veteran militia infantry of the Cossack Hetmanate. Tactics[] Pikemen armed with a lance, they are cheap but inefficient troops that should not be heavily relied on. As with other pikemen, they are best used when protecting archers against enemy cavalry - getting killed by a single bullet and/or easily dying in melee makes it ill-advised for veteran Poor Cossack Pikemen to charge head in. 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. Poor Cossack Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 5 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None 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)
Poor Cossack (veteran)
Poor Cossack (veteran) Troop Information Culture Cossack Hetmanate Wages 4 thalers/week Acquired from... Poor Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Poor Cossacks (veterans) are veteran militia archers of the Cossack Hetmanate. Tactics[] Light militiamen not much stronger in melee than their predecessors but armed with Matchlock Muskets as well as wearing no designated armor, veteran Poor Cossacks are good reliable infantry capable of bulking up garrisons while adding some suppressing fire during sieges or against cavalry charges - their only strong tactic, however, is to charge into battle in large numbers to become less vulnerable since, in small numbers, veteran Poor Cossacks can be outgunned, cut down, or run over by cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 49 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 0 Firearms 80 Throwing 0 Weapons Melee Simple SaberCarpenter Axe Ranged Matchlock MusketBullets Shield None Mount None 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)
Posad Marksman
For other uses, see Marksman (disambiguation). Posad Marksman Troop Information Culture Muscovite Tsardom Wages 1-4 thalers/week Acquired from... Staff Militiaman- or -Commander Upgrades to... Posad Marksman (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value 12 thalers Posad Marksmen are militia archers of the Muscovite Tsardom. Tactics[] Being militia archers - unlike other alternatives, they can spawn with two-handed Lumberman Axes for a heavier melee punch - armed with Matchlock Muskets, they should only be relied upon as fire support for Marksmen, New Order Marksmen, other infantry, and cavalry since, should they engage the enemy in close combat, they will wither away with only their clothing for protection. 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. Posad Marksman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 6 Intelligence 0 Charisma 0 Health 47 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 2 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 65 Two Handed Weapons 45 Polearms 55 Archery 0 Firearms 50 Throwing 0 Weapons Melee Lumberman AxeSimple SaberCarpenter Axe Ranged Matchlock MusketBulletsLight Bullets Shield None Mount None 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
Posad Marksman (veteran)
For other uses, see Marksman (disambiguation). Posad Marksman (veteran) Troop Information Culture Muscovite Tsardom Wages 4 thalers/week Acquired from... Posad Marksman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Posad Marksmen (veterans) are veteran militia archers of the Muscovite Tsardom. Tactics[] Being veteran militia archers - unlike Posad Marksmen and besides higher-than skill values, they never spawn with two-handed Lumberman Axes but always with better bullets - armed with Matchlock Muskets, they should only be relied upon as fire support for veteran Marksmen, veteran New Order Marksmen, other infantry, and cavalry since, should they engage the enemy in close combat, they will wither away with only their clothing for protection. 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. Posad Marksman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 3 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 65 Throwing 0 Weapons Melee Simple SaberSimple HatchetOld Hatchet Ranged Matchlock MusketBullets Shield None Mount None 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
Prince Alexei Trubetskoi
Alexei Trubetskoi Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Alexei Trubetskoi is initially a vassal of the Muscovite Tsardom. He is based on a real life Russian prince, Aleksey Trubetskoy, who died in 1680. Trubetskoy fought alongside the Cossack Ivan Sirko, the historical inspiration for the With Fire & Sword character of the same name, against the Crimean Khanate in 1659. Trivia[] The coat-of-arms of the Trubetskoy family has four quarters, combining the coats-of-arms of Latgale and Inflanty (modern Latvia), the Kingdom of Poland, the Grand Duchy of Lithuania, and the Principality of Moldavia. In the game, only the background colors are shown and the charges have all been removed. Wikipedia has an article on this subject at:Aleksey Trubetskoy This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prince Semyon Urusov
Semyon Urusov Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Semyon Urusov is initially a vassal of the Muscovite Tsardom. Trivia[] The Urusov family has Nogai origins, where urus means "Russian" in Turkic languages. In the game, the character's banner shows the Urusov family's coat-of-arms, but with the charges removed. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prussia
The banner of Prussia. Prussia, or Königreich Preußen, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The glory and power of Prussia is a thing of the past, not the present. In 1812 the once mighty Prussia has been conquered and is now, forcibly, allied to the French. The military catastrophe of 1806 was a bitter lesson for the Prussian military, and the Prussian state overall, but a bitter lesson is still a lesson. Prussia learned from it and is now ready to once again rise to glory and power. The Prussian commitment to the campaign in Russia is half-hearted at most. Instead she is sharpening her swords, ready to rise against the French invader, should Napoleon’s army lose its war in Russia. Gone are the slow and uninspired troops of 1806, replaced by a newly reformed army, supplemented with Landwehr, Prussian militia, fighting for their homes, families and country. The success of France has lasted for too long and her generals have become too self-confident and proud. Now it is Prussia’s time to return the favour from 1806 and teach the French a lesson they will remember for a long time. Units[] Infantry 8. Brandenburgische Infanterie-Regiment - Line Infantry 23. Rheinische Infanterie-Regiment - Line Infantry 3. Kumarkische Landwehr-Regiment - Line Infantry Lutzowsches Freikorps - Line Infantry 1. Garde-Regiment zu Fuss - Foot Guard Schlesische Schützen - Rifleman Cavalry 6. Neumarkische Dragoner - Dragoon 1. Leib-Husaren-Regiment (Totenkopfhusaren) - Hussar Westfalische Landwehrkavallerie - Lancer 3. Brandenburgische Kurassier Regiment - Heavy Cavalry Specialists 36. Regiment der Fussartillerie - Artillery 4. Mansfelder Pionierskorps - Engineer Generalfeldmarschall Gebhard Leberecht von Blücher - Commander Voice commands & battle cries[] Prussian battle cries "Für das Vaterland!" - For the fatherland! "Für König und Vaterland!" - For king and fatherland! "Gott schütze den König!" - God save the king! "Schlagt sie!" - Beat them! "Hurra!" - Hurra! "Auf geht’s Kameraden!" - Let's go, comrades! Charge sound "Angriff!" - Attack! "Attacke!" - Attack! "In den Nahkampf!" - Into close melee! Surrender "Ich ergebe mich!" - I surrender! "Ich gebe auf!" - I give up! "Nicht schießen!" - Don't shoot! Officers "Bereit machen!" - Get ready! "Anlegen!" - Get ready! "Feuer!" - Fire! "Nahkampfangriff!" - Melee attack! "Kompanie, vorwärts marsch!" - Company, forwards march! "Kompanie, vorrücken!" - Company, Advance! "Vorrücken!" Advance! "Die Position halten!" - Hold this position! "Haltet diese Position!" - Hold this position! "Verteidigt diese Position!" Defend this position! "Feuer nach eigenem ermessen!" - Fire at will! "Feuer frei!"Free fire! "Zu mir!" - On me! "Kompanie, zu mir!" Company, on me! "Zurückfallen!" Fall back! 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
Pub Visitor
Pub Visitor in Moscow. A Pub Visitor is a character you will encounter in various Taverns in Mount&Blade: With Fire & Sword. When approached you may make one of three different comments, or depart peacefully. When you approach him, he will be one of three things: Sober, Tipsy, or Drunk. If he is sober anything you say to him will result in him telling you to leave him alone. As for the other two, he will usually answer you. My fists are itching for a fight... Would you perhaps like to measure your strength? This choice will give you the option to choose an amount of money to bet for the fight from 5 thaler to 25. Only fists are allowed. Kicks will not work whilst fighting the patron. A randomly assigned clothing (ex: Cossack Zupan) will be given to you and the patron. What a face you have, friend. Excellent for scaring slow-witted lads. If you choose this option you will be taken to the courtyard just outside the main town area, where you will face three opponents called "Pub Visitor". Both you and they will have a Saber. There is a small chance that you keep the saber after the fight. It will have 25c damage and sells for a lot in both Russia and Poland. Let us raise our glasses for... This option will allow you to choose a King from one of the kingdoms. If you pick the right one, he'll accept the toast, and continually doing this will make him drunk. You can do this repeatedly, but sometimes a message appears that you also got drunk. When this message appears, you are thrown in jail, presumably after some lawbreaking (it does not matter if you are a lord of one of the factions, you'll still get arrested). If you pick someone other than the local king, he will declare you a spy and you will fight him in the courtyard. If you do not wish to bother the man, just select "My Troops Await me..." and you will exit the conversation. The list of possible remarks. Note: Winning any of these fights except with the first choice reduces your relation with the town or fortress by 1.
Rabble (Multiplayer)
Rabble Basic Armor Improved Troop Information Faction Khuzait Type Infantry Cost 100 Class Stats Hit Points 100 Armor 6 Movement Speed 77 Army Size 22 Rabble are a multiplayer infantry class of the Khuzait. Official Description[] Many towns and villages who are not formally part of the Khuzait tribal confederation are required to provide troops for the Khan's armies. Called Rabble by others, these generally poorly armed and trained people can hope to hold their own until the Khanate's elite cavalry comes to their relief. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Eastern Infantry Club One Handed Perks Eastern Short Spear Good against cavalry and for melee supportTwo Handed One Handed Throwing Stones Dealing blunt damage, great at harassing en masseThrown Curved Round Shield Makes blocking easier, effective against ranged unitsShield
Raider
Raider Troop Information Culture Bandits Wages 8 denars/day Acquired from... Marauder Upgrades to... Khuzait Kheshig( Veteran's Respect) Upgrade Cost ? denars Ransom Value ? denars Raiders are tier-four Steppe Bandit horse archers in Mount&Blade II: Bannerlord. Contents 1 Skills 2 Equipment 3 Armor Ratings 4 Weapon Ratings 5 Gallery Skills[] (v1.5.7 beta) One Handed 110 Two Handed 50 Polearm 100 Bow 100 Crossbow 0 Throwing 60 Riding 100 Athletics 60 Equipment[] Troops may spawn with these items in battle. (v1.5.7 beta) Weapons Ridged SabreFine Steel Leaf SpearSteppe Recurve BowArrows Shield ? Head Armor Plumed Nomad Helmet Shoulder Armor Eastern Studded Shoulders Body Armor Eastern Stitched Leather Coat Hand Armor Guarded Padded Vambraces Foot Armor Eastern Leather Boots Mount ? Mount Harness ? Armor Ratings[] Note: These items are taken from the in-game encyclopedia. Troops may spawn with visibly different equipment that may affect their in-game ratings. (1.5.7 beta) Armor Head Body Arm Leg Weight Plumed Nomad Helmet 32 - - - 1.1 Eastern Studded Shoulders - 17 4 - 2.3 Eastern Stitched Leather Coat - 20 6 10 13.9 Guarded Padded Vambraces - - 9 - 0.6 Eastern Leather Boots - - - 6 1.1 Total 32 37 19 16 19 Weapon Ratings[] Note: These items are taken from the in-game encyclopedia. Troops may spawn with visibly different equipment that may affect their in-game ratings. (v1.5.7 beta) Melee Name Ridged Sabre Fine Steel Leaf Spear Type 1H Weapon Polearm Class 1H Sword 1H Polearm Swing Speed 90 - Swing Damage 76 - Thrust Speed 90 84 Thrust Damage 38 37 Length ? ? Handling ? ? Weight 1.53 2.01 Ranged Name Steppe Recurve Bow Type Bow Speed 89 Damage 62 (pierce) Accuracy 94 Missile Speed 78 Weight 0.3 Missile Name Arrows Type Arrows Accuracy 100 Damage 0 (pierce) Stack Amount 27 Weight 0.043 Gallery[] Front viewBack viewTroop icon Steppe Bandit Troops Steppe Bandit Marauder Raider Boss
Raider (Multiplayer)
For the single-player version, see Sturgian Horse Raider. Raider Basic Armor Improved Troop Information Faction Sturgia Type Cavalry Cost 130 Class Stats Hit Points 100 Armor 19 Movement Speed 72 Army Size 9 Raiders are a multiplayer cavalry class of Sturgia. Official Description[] A handful of the wealthier inhabitants of the Sturgian frontiers own their own horses, and many have learned the riding skills of the nearby horse tribes. They are much valued by boyars as scouts and screeners for the main force. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Northern Long Spear Two Handed One Handed Northern Cavalry Axe One Handed Trotter Mount Perks Javelins Short throwing spears, can also be used in meleeThrown One Handed Viking Round Shield Makes blocking easier, effective against ranged unitsShield Tyal Horse Tougher and deals more charge damage(replaces Trotter)Mount
Ramun the Slave Trader/Interactions/With Fire & Sword
This is a list of interactions with Ramun the Slave Trader from With Fire & Sword. Introduction[] Good day to you, (young man/my lass). You look like a trader... but I don't see any merchandise. A trader? Oh, aye, I certainly am that. My merchandise is quite special, however. It has to be fed and watered twice a day and tries to run away if I turn my back. You sell livestock? Near enough. It is thanks to me that the galleys of the Sublime Porte move, by my grace sail the taridas of the king of Sicily and even the ships of Louis the king of France. Ah, galley slaves... Galley slaves, indeed! This city prospers thanks to my living goods. I am but its humble servant -- so to speak. Where do your slaves come from? They come to me in a number of ways -- some are Yesir, Tatar captives or prisoners of war, or bandits and deserters captured during raids... You can't be picky about your suppliers in this line of work. You wouldn't happen to have any prisoners yourself, would you? Me? And why not? You're a warrior clear enough, and in your battles you might take a prisoner or two. Anyhow, I pay good money for every man you can offer. Hmm. I'll think about it. See that you do! There's a lot of silver to be made, make no mistake. More than enough for the both of us. I beg your pardon -- there's no time for talk just now. Trade[] Hello, player. What can I do for you? I have something that might be of interest to you. Well, then. Let's see what you have... A pleasure doing business with you. Could you give a few tips on how to take somebody prisoner? Ha, you're new to this, aren't you? Well it's not complicated. The basic rule of taking someone prisoner is to knock him down with a blunt weapon, like a mace or a club, instead of cutting him open with a sword. That way he goes to sleep for a little while, instead of bleeding to death, you see? You do have a blunt weapon, don't you? Of course. Good. So, all you need to do is beat the sorry sod down with your weapon, and then when the fighting's over you clap him in irons. It's a bit different for nobles and such, since they tend to be protected well enough that it won't matter what kind of weapon you use. But your average rabble-rouser will bleed like a stuck pig if you go at him with anything sharp. I'm not too picky about what I'll buy, so long as they can walk. Umm, I don't think so. No? Heh, well, this must just be your lucky day. I've got an old club lying around that I was going to throw away. Here, have it, it's still strong enough to knock someone unconscious. Thank you. I'll give it a try. Can you tell me again about taking prisoners? Alright, I'll try and explain it again in simple terms. The basic rule of taking someone prisoner is to knock him down with a blunt weapon, like a mace or a club, instead of cutting him open with a sword. That way he goes to sleep for a little while, instead of bleeding to death, you see? It's a bit different for nobles and such, since they tend to be protected well enough that it won't matter what kind of weapon you use. But your average rabble-rouser will bleed like a stuck pig if you go at him with anything sharp. Alright, I think I understand. Anything else? Well, it's not as simple as it sounds. Blunt weapons don't do as much damage as sharp ones, so you'll have a little more trouble bringing your enemies down. And trust me, most of the scum you run across would just as soon kill you as look at you, if you give them half a chance. So don't expect any courtesy when you pull out a club instead of a sword. Plus, having to drag prisoners around will slow down your party, which is why some people just set their prisoners free after the fighting's done. Me, I call that madness. How could anyone turn down all that cash, eh? Is that it? Ah yes, just one last thing. Managing prisoners is no easy task -- you could call it a skill in itself. If you want to capture a lot of prisoners, it'll take no little sweat, or you won't be able to hang on to a single man you catch. Thanks, I'll keep it in mind. I need to get going... Remember, any prisoners you've got, bring them to me. I'll pay you good silver for every one.
Ranged Weapons (With Fire & Sword)
For the ranged weapons featured in the first games, see Ranged weapons. The Ranged Weapons in Mount&Blade: With Fire & Sword are somewhat different compared to the preceding games. Guns are introduced as powerful ranged weapons that are often one-shot kill. There are no crossbows, and thrown weapons are replaced by expensive grenades, though strangely you can take Throwing Knives from the hero, Fatima. Contents 1 Firearms 1.1 Muskets 1.2 Carbines 1.3 Pistols 2 Bows 3 Grenades Firearms[] There are a large amount of guns; the most expensive is the handcrafted double-barrelled Dutch pistol which is 126,000 thalers. This is the same one which is shown on the game main menu, where the soldier has one in his left hand as well as a grenade in his right. Muskets[] Muskets are quite inaccurate, but with a large group of musketeers, in "fire at will" mode for example, guns can be highly effective, especially in wagon forts and siege defenses against infantry. Muskets are very good weapons on average, they have low accuracy and long reload time, but they do high damage and can also be used as a makeshift blunt weapon by pressing x. Their ammo comes around 15 bullets per bag. They are more expensive than bows by quite a lot, but they are perfect for beginners. The best muskets cannot be used on horseback. Carbines[] Carbines are light, two handed firearms that are capable of firing mounted or unmounted from horseback. Carbines are lighter, less powerful, and have lower range and accuracy than their full length counterparts. Pistols[] Pistols are one-handed smooth-bore firearms. They can be used from horseback and their being one-handed means it is also possible to use a shield with one. Pistols are also cheaper and reload faster, though they have correspondingly lower damage and lower accuracy owing to lighter shot and shorter barrels. Once discharged, pistols can be used as a small mace by pressing X. Bows[] Bows return in With Fire & Sword, featuring larger quivers and several name changes. While guns feature loud noises and powerful strikes, bows still have much higher rates of fire and significant staying power with their larger quivers. Bows are more accurate than their gunpowder brethren, however arrows are relatively slow and suffer from severe drop making them less useful at long distances. In addition, bow raw damage is usually insufficient to incapacitate a trooper in one shot and will usually require several follow up hits to finish off. Composite Bows are the best bows, but are very expensive and usually require 6 Power Draw, which requires at least 18 Strength. A gunline facing an bowline would inflict greater initial casualties, but may have trouble reloading as they take fire from the faster firing bows. Bows are rarer to find than guns though, as most of Europe has modernized. Bows are still far cheaper than guns in every way, including their ammo. However, the outdated Crimean Khanate still uses tactics it used nearly a thousand years ago, meaning bows are more widespread. Unfortunately, this makes protectorate duties from the Ottoman Empire an absolute necessity. Bowmen can also be seen among Muscovite Tsardom and Polish Commonwealth ranks, although strictly confined to cavalry and mercenary. Grenades[] Grenades are expensive items that have a very limited range and a heavy arc. They also can't refill unlike ammunition and since they are very expensive, the player might not deem the price worth it. However, they have massive damage and splash and can kill up to 15 enemies in one hit, and injure countless more if you time it right. This makes them useful in siege attack and defense, where large clusters of slow-moving soldiers beneath walls make for perfect grenade targets. After the updates, they do not refill after battles but have more ammo.
Rank Cossack
Rank Cossack Troop Information Culture Mercenaries Wages 14 thalers/week Acquired from... Infantry Commander Upgrades to... Rank Cossack (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Rank Cossacks are regional mercenary horse archers of the Cossack Hetmanate and the Polish Commonwealth. They can be hired in Lviv, Krakov, Minsk, and Slutsk. Tactics[] Essentially mounted Town Cossacks, they mostly use two sets of arms - either lance and pistol or carbine and saber - and ride weak-but-very-fast Bahmat horses. The fast-horse-with-lance combination makes Rank Cossacks great shock troops that, thanks to their firearms, can also fight at range. One tactic able to ensure victory over enemy forces - even those stronger than the player's army - consists of having Rank Cossacks repeatedly charge enemy lines followed by instant withdrawal, discharging their firearms while pursued by enemy troops, turning back when far from the bulk of the enemy army, then charge again. 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. Rank Cossack - Default Stats and Equipment Attributes Stat Points Level 12 Strength 12 Agility 11 Intelligence 4 Charisma 5 Health 51 Armor Head Rank Cossack Cap Body Rank Cossack Uniform Hand None Foot Cavalry Boots Skills Skill Points Ironflesh 2 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 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 145 Throwing 0 Weapons Melee Cavalry LanceSaberSimple SaberSimple Cossack Saber Ranged Simple Wheellock CarbinePistolOld Pistol Shield None Mount Steppe 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) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Rank Cossack (veteran)
This article is a stub. You can help out by expanding it. Rank Cossack (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Rank Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rank Cossacks (veterans) are veteran regional mercenary horse archers of the Cossack Hetmanate and the Polish Commonwealth. Tactics[] Essentially mounted veteran Town Cossacks, they mostly use two sets of arms - either lance and pistol or carbine and saber - and ride weak-but-very-fast Bahmat horses. The fast-horse-with-lance combination makes veteran Rank Cossacks great shock troops that, thanks to their firearms, can also fight at range. One tactic able to ensure victory over enemy forces - even those stronger than the player's army - consists of having veteran Rank Cossacks repeatedly charge enemy lines followed by instant withdrawal, discharging their firearms while pursued by enemy troops, turning back when far from the bulk of the enemy army, then charge again. 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. Rank Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 17 Agility 14 Intelligence 5 Charisma 1 Health 58 Armor Head Rank Cossack Cap Body Rank Cossack Uniform Hand None Foot ? Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 5 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 160 Throwing 0 Weapons Melee ? Ranged ? Shield None Mount ? Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Ransom
You can ransom common prisoners (soldiers, bandits, etc.) for 50-300 denars. Kingdoms will often offer to ransom any captured lords in your possession for anywhere between 1,500-5,000 denars, while leaders (kings, queens, etc.) go for much higher prices (even over 80,000 denars at times). As selling prisoners to Ransom Brokers can be a highly profitable enterprise, especially early to mid game, there are a number of ways to increase the number of captured prisoners. One way to do so is simply to order your troops to use blunt weapons to knock the enemy out. Another way is to recruit Manhunters to your army, since they exclusively use bludgeoning weapons and can be upgraded to potent light cavalry, though this can be difficult as the only way to acquire them is to recruit them from prisoners. Finally, one shouldn't ignore the possibility of equipping a bludgeoning weapon and hunting down prize enemies personally. Noble prisoners[] Common prisoners can be handed over in taverns to wandering Ransom Brokers, however, lords can not be ransomed this way. You have two other options with lords: you can hold onto them and wait for their kingdom to offer a reward, or sometimes a competing kingdom will offer to take them off your hands when talking to their lords or leader. If you don't hand them over to someone else, you will most likely receive repeated events over time requesting that the captured noble be returned to their native kingdom for a price. If the offer is rejected, the player's reputation with the nation in question will decrease, as will their honor. Oftentimes, the request will be repeated, occasionally with a higher price. It may be in your interest to keep lords as prisoners for as long as possible, an opposing nation can only have as many armies as they have lords. So if the player captures 7 out of 40 lords, only 33 armies could possibly be in play on the opposing side at any one time. Galley slaves[] In the Nordic city of Tihr there is almost always an NPC named Ramun the Slave Trader who resides there and acts as a Ransom Broker, but only pays 50 denars per captive, regardless of rank. As only the bottom tier of soldiers and bandits can be ransomed for a lower price than this, it is generally considered a waste of money and prisoners. Ramun can be found in With Fire & Sword too, but the ransom cost, although it changes from soldier to soldier, doesn't change in practice (13 thalers per soldier sold). Furthermore, the theoretical price he gives isn't analogous to the soldier's experience (for example, a Rebel costs 160 thalers while an Armored Cossack costs 51 thalers). No nobles may be sold as slaves. See also[] Prisoner Management skill Prisoners Prison Tower Ransom Broker Ramun the Slave Trader
Ransom Broker
“ I broker ransoms for the poor wretches who are captured in these endless wars. Normally I travel between the salt mines and the slave markets on the coast, on commission from those whose relatives have gone missing. But if I'm out on my errands of mercy, and I come across a fellow dragging around a captive or two, well, there's no harm in a little speculative investment, is there? And you look like the type who might have a prisoner to sell. ” — Ransom Broker's introduction Ransom Brokers are men found randomly in taverns all across Calradia who will exchange prisoners for ransoms. They remain in one location for only a few (randomly determined) days before reappearing elsewhere. In classic Mount&Blade, they would buy prisoners from the player 50 denars for each prisoner. In Warband, however, they will pay different sums per prisoner, depending on the military rank of the purchase. They also provide information about the whereabouts of imprisoned party heroes and the possibility to ransom them as well. Ramun the Slave Trader is similar to a ransom broker, but who almost always appears in Tihr (it is very rare that he does not) and offers a fixed sum of 50 denars for each prisoner, no matter what rank they are. He can give advice about capturing prisoners. Ransom by troop types[] The following is a chart showing how much Ransom Brokers in Warband are willing to pay for specific troops. Level Ransom Value Troop Types 1 20 Peasant Woman, Refugee 4 32 Farmer, Looter, Rhodok Tribesman, Sarranid Recruit, Swadian Recruit, Townsman, Vaegir Recruit 5 37 Camp Follower, Khergit Tribesman 6 42 Nord Recruit 9 60 Caravan Master, Rhodok Spearman, Sarranid Footman, Swadian Militia, Vaegir Footman, Watchman 10 66 Bandit, Huntress, Khergit Skirmisher, Manhunter, Nord Footman, Rhodok Crossbowman 11 73 Forest Bandit, Mountain Bandit, Nord Huntsman 12 80 Desert Bandit, Steppe Bandit 14 96 Caravan Guard, Khergit Horse Archer, Khergit Horseman, Nord Trained Footman, Rhodok Trained Spearman, Sarranid Skirmisher, Sarranid Veteran Footman, Slave Driver, Swadian Footman, Swadian Skirmisher, Vaegir Skirmisher, Vaegir Veteran 15 104 Brigand, Nord Archer, Rhodok Trained Crossbowman, Taiga Bandit 16 112 Camp Defender, Sea Raider 18 130 Slave Hunter 19 140 Mercenary Crossbowman, Nord Veteran Archer, Nord Warrior, Rhodok Veteran Spearman, Sarranid Archer, Swadian Crossbowman, Vaegir Archer, Vaegir Infantry 20 150 Mercenary Horseman, Mercenary Swordsman, Rhodok Veteran Crossbowman, Sarranid Horseman, Sarranid Infantry, Swadian Infantry 21 160 Khergit Veteran Horse Archer, Swadian Man-at-Arms, Vaegir Horseman 22 170 Slave Crusher, Sword Sister 23 181 Khergit Lancer 24 192 Nord Veteran, Sarranid Master Archer, Swadian Sharpshooter, Vaegir Guard, Vaegir Marksman 25 204 Hired Blade, Mercenary Cavalry, Rhodok Sergeant, Rhodok Sharpshooter, Sarranid Guard, Swadian Sergeant 26 216 Slaver Chief, Vaegir Knight 27 228 Sarranid Mamluke 28 240 Nord Huscarl, Swadian Knight
Ratsherr Alexander Leslie
Alexander Leslie Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Alexander Leslie is initially a Vassal of the Kingdom of Sweden, and starts as the ruler of Leal. He commands a unique retinue of Scottish Pikemen, Musketeer and Swordsmen. Wikipedia has an article on this subject at:Alexander Leslie, 1st Earl of Leven 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
Recruit Eleftheroi
Recruit Eleftheroi Troop Information Culture Calradic Empire Wages ? denars/day Acquired from... Eleftheroi Upgrades to... Expert Eleftheroi Upgrade Cost ? denars Ransom Value ? denars Recruit Eleftheroi are tier-two 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
Recruit (Multiplayer)
For the single-player version, see Imperial Recruit. Recruit Troop Information Faction Calradic Empire Type Ranged Cost 100 Class Stats Hit Points 100 Armor 2 Movement Speed 75 Army Size 21 Recruits are a multiplayer ranged class of the Calradic Empire. Official Description[] The core of the Empire's armies are its professional infantry and heavy Cataphracts, but today's hard-pressed imperial commanders will usually bring along a sizeable force of volunteer auxiliaries to pad out of the numbers. They're expected to stay out of melee, flank the enemy, and pelt them with javelins. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Javelins Thrown One Handed Northern Cavalry Kite Shield Shield Gladius One Handed Perks Western Spear Effective against cavalryTwo Handed One Handed Leather Bound Kite Shield Stronger, bigger, effective against ranged units(replaces Northern Cavalry Kite Shield)Shield Extra Javelins Grants an additional quiver of javelins
Recruitment
Recruitment of troops may be accomplished through several ways in the Mount&Blade series. Recruit cultural troops from villages. Hire mercenaries from taverns. Free the enemy-held prisoners. Conscript your own prisoners. Hire mercenaries from Mercenary Camps (With Fire & Sword only). Steal garrisons from freshly occupied castles or settlements (must be the attacker's vassal - this does not negatively affect relationship) Each method has a variety of advantages and drawbacks which should be considered when planning your force composition. Additionally, several permanent companions can be recruited from taverns. Contents 1 Cultural Recruits 2 Mercenaries 3 Prisoner Ranks 3.1 Freeing Enemy-Held Prisoners 3.2 Conscripting Captured Enemies 4 Recruitment Method Comparison 4.1 Deciding Which to Choose Cultural Recruits[] The cheapest, most consistent, and easiest method is to recruit cultural recruits from villages. The culture of the recruit is determined by which faction or nation held the village in the initial stage of the game. Recruiting cultural recruits can be achieved by visiting a village and selecting 'Recruit volunteers', which come at ten Denars each. You can recruit from any village whose faction you are not at war with and the village is at least indifferent toward you, although if a village has sufficiently high relation with you, you can still recruit from them even if you are at war with that village's faction. The number of recruits you get depends on your reputation with that particular village. If your relation is between 0-3, you can get 0-8 recruits. If it is 4 or higher, your relation will be divided by 2, then added to 6 to determine your maximum (e.g. at 10 you can get 0-11; at 20 you can get 0-16). Normally recruits are base units: Tribesmen or Recruits. However, if the village has a high enough positive relationship with the player, higher tier units may become available; this is, however, not necessarily beneficial, as it can limit the player to an unwanted tier path (such as getting Khergit Lancers when wanting Khergit Horse Archers). For every 10 relation, you can recruit one higher tier of troops. The chance to get higher tiers is 10%. As they gain experience through training or battle, they can be upgraded. Upgrading units makes them stronger, and at some points, when the player is given the option of two different upgrades, can determine the path along the tier tree the unit takes. These points of diversity occur when there are different classes of unit to be had at the same tier in the upgrade tree. These normally fall where a unit can become infantry, cavalry, or archery specific. Aside from allowing units to become specialized, they also become more powerful and skilled within their chosen specialization. Each time a unit is upgraded, a fee must be paid (Warband only) and their weekly wage increases. The cost of the next upgrade also doubles with each tier, starting with ten denars for a cultural recruit. One exception to this is when upgrading recruited looters to bandit level and bandits to cultural recruit level. The top tier units of local recruits have higher stats and lower wages than their mercenary counterparts. Mercenaries[] Hiring mercenaries from taverns is a fast, but expensive way to bulk up your forces with more formidable troops. However, as they are mercenaries, their promotion trees are different, and they often will cost much more than practical for a lower level player. Mercenaries are freelance warriors. They require higher wages, but their first tier unit is better than base cultural recruits. They can also be upgraded faster. You can upgrade your Watchmen into Hired Blades very quickly. Bands of mercenaries are randomly generated from all levels of their tier tree in groups of 3-7 (2-9 in With Fire & Sword), in the taverns of towns. They require a sum of money, dependent on the number of men and their tier level, before they will join your party. If the player is unable to pay this 'recruitment fee' they may still recruit a fraction of the men with the relevant fraction of the total. The player cannot, however, choose the number desired; they may only choose to take the maximum that can be afforded. Mercenaries are powerful when compared to lower-tier local recruits, but at higher tiers, they generally become weaker and significantly more expensive than their counterpart units within the cultural tiers. Mercenaries are also not affected by cultural morale modifiers such as positive modifiers for being within home territory and negative modifiers for having to fight against their own faction. Garrisoning mercenaries at a town has a hidden benefit of increasing the likelihood that caravans hire them and spawn from that town. Thereby increasing prosperity and town wealth. With Fire & Sword expands on the ways that mercenaries can be hired. In addition to tavern mercenaries, there are five Mercenary Camps scattered across the map, one associated with each nation. From a mercenary camp one can hire infantry, marksmen or cavalry mercenary units with the characteristics of the nation that the camp is near. One can also upgrade existing mercenaries by giving them better armor or weapons, but only those hired in the same camp can be upgraded. There are two other types of mercenaries that can be hired from fortresses or towns: national mercenaries can be hired after joining the nation, from a fortress or town with a Mercenary Captain, and regional mercenaries can only be hired from certain fortresses and towns on the map, and that place must have an Infantry Commander. Prisoner Ranks[] Party members can also be recruited from captured prisoners, either your own or the enemies'. These methods are the only way to obtain certain units such as bandits and peasant women. While this method is unreliable as a way to keep your forces maintained, it is, however, useful in a number of situations. Freeing Enemy-Held Prisoners[] Having defeated a party which held prisoners, you are given the option of recruiting them into your party at the same time as you choose prisoners of your own from the wounded ranks of your enemies (the option is given even if there are no enemy prisoners to take). Doing so costs one week's wage in advance per unit, and is therefore much cheaper than training them from recruit level. Doing so is advantageous if you have lost men in extended campaigns and are unable to return and train up new recruits. Prisoner units can also be recruited from the dungeons of captured castles and towns in a similar fashion, where it is especially useful for bolstering the garrison with units that would otherwise come from your own ranks, as well as replenishing any units lost in the siege. You can only do this directly after capturing a town or castle; leaving the screen releases previous prisoners and any remaining prisoners from the battle are then stored in the fiefs’ dungeons. You can take prisoners from dungeons of towns/castles you personally control, but cannot directly recruit them. They are added to your prisoner ranks and can be recruited from there (see below). Conscripting Captured Enemies[] Arguably, the least efficient method of gaining troops is by recruiting them from your personal prisoners. This can be achieved opening the camp menu, and taking the action "Recruit from Prisoners". Doing this has some advantages. Notably it is the only method of obtaining party members free of charge (aside from specific Companions), although weekly wages are still required. It may also be of use to bolster your forces if you have recently suffered heavy losses. The disadvantages are significant. For each prisoner that is accepted into the party, you lose 3 party morale. Conscripted prisoners are likely to take advantage of their new freedom and escape; more than 50% of the new units escape during the first night after recruitment. You can get around this by putting them into a garrison the first night. They will not escape and you can take them into your army the next day (you do still lose morale, however). You can also prevent the conscripts escaping if you level them up in combat before nightfall. The prices obtainable by selling the prisoners will cover the cost of recruiting and training a new unit to the same level along a path of your choice, so selling the prisoners and training new recruits is more effective and allows you to build an army more suited to your combat tactics. Prisoners accept your offer per type, not per troop. This means if you have three captured Sea Raiders, either all three will accept or all three will refuse. Recruitment Method Comparison[] Mercenaries Cultural Recruits Freed Prisoners Captured Prisoners Availability Always available from tavern Inconsistent troop type Higher recruitment cost It only takes 10 Denars per head to recruit from villages Cultural recruits won't join your party if your relationship with the village is negative or at 0 when you are at war with the nation holding the village. Cultural recruits become the much better source when you have a good relationship with a prospering nation and/or the specific village. Free to recruit Dependent on what enemy parties capture Free to recruit Dependent on what you capture Conscripted prisoners will often abandon your party and frequently steal from you when departing. Diversity Mercenaries have a generally wider tier tree that includes heavy infantry, light/medium cavalry and crossbowmen. There are no kingdom-specific units in the mercenary's tier tree, e.g. Nord Huscarls or Khergit Horse Archers. Cultural recruits can have a somewhat limited tier tree, e.g. with the Khergit you can only train horsemen, and with the Nords and Rhodoks you can only train infantry; although these troops are much more specialized than a mercenary at the same level. Dependent on what enemy parties capture Offers unique troop tree access (e.g. Sword Sisters) Dependent on what you capture Offers unique troop tree access Wage Mercenaries require a relatively high recruitment fee and regular weekly wage. Cultural recruits require lower wages than their mercenary counterparts at the low tiers but it becomes pretty close when they advance to the final tier. Dependent on recruited Dependent on recruited Early Use Mercenaries can be sent into battle almost immediately. They can almost always hold their own against bandits. Cultural recruits, if you want them to survive long enough to become more powerful, must be carefully watched and supported during battle and subsequently die much more easily than their mercenary counterparts if they are not. You must use a careful mix of getting them experience through fighting and keeping them alive. The Trainer skill can help immensely with this and allows you to keep them out of battle. Another use for cultural recruits, if you have the money and multiple villages with good relations, is to hire them en masse and send them into battle in survival of the fittest fashion. Dependent on recruited troop Dependent on recruited troop Deciding Which to Choose[] If you need a strong initial force to quickly respond to a situation (e.g. needing an army to join a campaign) and have extra coin, hire mercenaries to get the job done. If you want a force that is more specialized (Vaegir Marksmen or Swadian Knights) or you are low on coin, upgrading cultural recruits is usually ideal. If you don't want pay the high cost of mercenaries, and need to quickly acquire quality troops, recruit from prisoners.
Redkino
Redkino Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Tver' World Map With Fire & SwordRedkinoTver'Template:World Map/With Fire & Sword Redkino is a village of the Muscovite Tsardom. It is subordinate to the fortress Tver'. Layout[] Player Elder Fugitive Redkino is built on flat surface. It is a Russian-style village with ten houses and a chapel. As the player enters the village, he/she sees a water well. Turning right from here, there is a fenced area with three houses and two sheltered areas. One is a stable with two horses, and under the other, straw is stored, and beside that is a pile of wood. Near the center of the village is another stable with two more horses. The Village Elder stands in front of the largest house inside the fenced area. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand under a tree that is far beyond the area of the village, to the left of the village, if looking towards the village from the player's starting point. 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
Refugee
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Refugee Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoner Upgrades to... Camp Follower Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 20 denars Refugees are rescued civilian women on the path to becoming Sword Sisters. Overview[] Despite slowly evolving from initially vulnerable and unarmed women, this line results in Sword Sisters who are extremely powerful fighters on par with Mercenary Cavalry. Refugees and Peasant Women are very difficult to acquire, as they can only be hired from a defeated party's prisoners. This means for most players this troop line will be very rare, although Steppe Bandits frequently have peasant women as prisoners owing to their high speed on their horses. If you intend to develop female fighters, it is crucial that you keep them out of combat at all costs, as they will only be able to hold their own from Huntress onwards. Any rank lower than this will be quickly butchered by most other troop types. Once they reach Camp Defender or Sword Sister level, they can hold their own against most other troops. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Refugee - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Headcloth, Woolen Hood Body Dress, Robe, Woolen Dress Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 45 Two Handed Weapons 45 Polearms 45 Archery 45 Crossbows 45 Throwing 45 Weapons Melee Knife, Pitchfork, Sickle, Hatchet, Club Ranged ? Shield ? Mount ? Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Reiter
For other uses, see Reiter (disambiguation). Reiter Troop Information Culture Mercenaries Wages ? thalers Acquired from... Infantry Commander Upgrades to... Black Reiter (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Reiters are regional mercenary horse archers of the Kingdom of Sweden. They can be hired in Narva and Allenstein Castle. Tactics[] Able to be recruited 5 at a time and having very good stats and armor, they are comparable to Swedish Reiters and, given they take up different spots from the Infantry Commander, the player can recruit both at the same time. 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. Reiter - Default Stats and Equipment Attributes Stat Points Level 19 Strength ? Agility ? Intelligence ? Charisma ? Health 60 Armor Head Reiter Helmet Body Cuirass On Leather Coat Hand Infantry Gloves Foot Old Jackboots Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 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 155 Two Handed Weapons 155 Polearms 155 Archery 0 Firearms 140 Throwing 0 Weapons Melee Broadsword Ranged Good PistolBullets Shield None Mount Troop 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)
Reiter (Custom Battle)
Reiter The Reiter is a character playable in the Custom Battle mode of With Fire & Sword. In-game description[] The Reiters (from the German word Ritter, meaning knight) are a complement of heavily armored soldiers with firearms. They can weaken the enemy by shooting, and then destroy them in melee combat. However, the Reiters are inferior in skill to both professional shooters and 'true' heavy cavalry. Reiter regiments comprise up to 2000 cavalrymen, with one squadron equipped with lances and the rest with pistols. Like waves, ranks of Reiters gallop towards the enemy and overwhelm them by pistol fire. Stats[] Reiter - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 10 Intelligence 0 Charisma 0 Health Armor Head Reiter Helmet Body Cuirass On Leather Coat Hand Armor Gauntlets Foot Old Jackboots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 1 Riding 4 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 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Good Broadsword Ranged Good Pistol, Heavy Bullets Shield Mount Troop Horse 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
Religions
Religions are individuals' or groups' beliefs in higher powers. The core Mount&Blade series do not feature a religion mechanic but Viking Conquest and several mods do. Contents 1 In Mount&Blade/Warband 1.1 Examples of Religions 2 In Viking Conquest 2.1 Featured Religions 3 In With Fire & Sword 4 In Bannerlord In Mount&Blade/Warband[] Religions are only alluded to in the core series. Starting with Warrider, characters would on occasion mention deities, spirits, or other supernatural beings, various religion-themed NPCs would be added or removed between versions, certain shields and banners would feature religious imagery, and religious buildings could be found in towns and castles, though only as decorations. As already mentioned, religions are not a mechanic in Mount&Blade and thus their presence is very superficial and is largely to add a bit of flavor to the game's world. Examples of Religions[] Mentions of religions are most prominent in Warrider (Mount&Blade v0.202). This is only fair given the dark fantasy setting of the game. Later versions have cut back on religious mentions but have expanded the visuals. Calradian religion: The religion inspired by Christianity and adhered to by the Swadians, Rhodoks, and Vaegirs. Adherents of this religion believe in a "God", in the "Seven Saints", and in the holy mandate of nobles. Clergy are called "priests" and addressed to as "Father". The main evil force in this religion is the "Devil". Examples of adherents include - most notably in Warrider - the kingdoms' Counts, and Fathers Larchas and Erascus, who are priests. Additionally, the followers Firentis, Katrin, and Klethi also seem to be adherents, at least when it comes to superstitions. In subsequent versions of Mount and Blade, "God", the "Saints", and the "Devil" are mentioned less frequently. Certain troop-types such as Inquisitors and Pilgrims were introduced and removed between versions - they were apparently quest-related. Various religious buildings began appearing as the game developed further. In v0.808, one could see a cross standing atop town towers. In later versions, dedicated church or chapel buildings were also added to some town and castle scenes. Crosses were also a common symbol on banners and on certain shields present in older versions of the game. Some in the fan community speculate that the follower Jeremus is either a priest or a monk in this religion given the fact that he wears a robe, fights with a staff, has a stereotypical "monk" haircut, and practices medicine as real-world Christian priests and monks did. However, he never speaks on any religious topics, rather fancying himself a man of science. Khergit religion: Mentioned exclusively in Warrider and adhered to only by Khergit NPCs such as khans Barthai and Nuyukh, among others. This religion apparently is a form of shamanism and ancestor worship, similar to real-life counterparts. Among the supernatural entities recognized by this religion are the "Gods of the Six Winds" - who seem to be presiding over the Khergit nomadic lifestyle - and the "Black Wolf", a Grim-Reaper-like entity that comes for the spirits of those who die. Shamans make up this religion's clergy and elders are respected for their wisdom. Ancestor spirits are often also sought for advice and appeased when misdeeds are committed. Dark Deities: Only mentioned in Warrider. This is less of a religion because the only individuals practicing it are Ecatha and Akhad Thell, the game's two necromancers, whose actions can be seen more as a way to obtain power rather than actual worship. The Hand of Tsannuh is apparently an artifact in this religion and is said to be a literal hand of a god. Given that human sacrifice is required to charge the Hand, it is likely that Tsannuh is one of the Dark Deities. The aforementioned "Devil" may also be considered one of the Dark Deities, even though most real-life religions do not treat the Devil as a god, even an evil one. Cult of Harlaus: Akhad Thell was planning to resurrect, fully restore, and make King Harlaus immortal so that the latter could become a god-king. For this end, he needed to charge the Hand of Tsannuh by sacrificing the Khergit princess Uruzuge at a special Sacrificial Ground during an eclipse. He was only partly successful, as the player character stopped both him and the undead king. Jumne religion: Sea Raiders, a bandit type added in versions after Warrider, when encountered, sometimes say "Today the gods will decide your fate!" before attacking the player's party. It is unclear if they refer to their own pantheon of gods or to gods in general. Given the fact the Sea Raiders are based on real-world Vikings, it is quite possible they are adherents of a religion based on Scandinavian Paganism. Their hostile approach to negotiations may also suggest that their pantheon consists of warrior-gods. The Nords, much like the Sea Raiders, are also originally from Jumne and may or may not adhere to this religion. Given the fact the Nords settled in Calradia, it is more likely that they adopted the Calradian religion. Then again, the Nords are also known to have a good head for commerce - this might suggest that if they still adhere to the Jumne religion, at least one of their gods is also a god of commerce or cunning. In real life Norse religion, the chief-god Odin is often equated to the Roman god Mercury, who was a god of commerce, among other things. Sarranid religion: With the introduction of the Sarranid Sultanate in Warband, the existence of a religion based on Islam was also alluded to. New kinds of buildings for scenes were added that are based on Islamic architecture, with the minaret being the most prominent. Sarranid banners feature the crescent moon - an important symbol in Islam - and there is a deactivated green shield in the game files that also features the crescent moon symbol. Green is also an important color in Islam. At the same time, is it possible that the Sarranids originally practiced a form of in-universe Zoroastrianism, given that some of their banners also feature flames. Additionally, several characters in Warband, including the player, speak of the "Heavens", as of a divine force. This is most likely a neutral term so as to not place characters into a particular religion, since most religions mention the sky in some way. In Viking Conquest[] In Viking Conquest, religions are a game mechanic. They affect NPCs' and kingdoms' attitudes towards the player and each other. Priests of either religion can be spoken to for certain services such as preaching, which can increase troop morale. The player can convert between religions and may also wish to make donations to priests of a chosen religion in exchange for its favor. This can grant access to special troops or other benefits, such as gameplay bonuses. For example, a high enough favor with the Norse religion can add bonus points to the player's combat skills. Minor religious buildings can be built in fiefs in order to convert the population to the desired religion, which increases loyalty and decreases the chance of assassination attempts. Featured Religions[] There are two primary religions featured in the game that can be joined: Christianity (Roman Catholicism): The religion of most kingdoms in Britain and northern Europe. It worships "God". Its clergy are called "priests". "monks" and "abbots" are a special category of faithful that dedicate themselves to worship without being clergy. Its buildings are called "monasteries". The player can visit these to learn to read Latin and/or buy wine. Additionally, abbots or monks can be hired to preach to troops for a morale boost, or to join to the player's court. Priests are also standalone units in all Christian nations' troop trees. Norse Paganism: The religion practiced largely by the Scandinavian kingdoms as well as certain kingdoms in northern Britain. This religion primarily worships "Odin" (or "Wotan") but other deities such as "Thor" and "Loki" are mentioned and have dedicated locations in the overland map. The player can make sacrifices to the Norse gods at Hofs - the religion's temples - in order to gain their favor. With enough favor, they can hire Berserkrs, a powerful type of troop. The Gothi - this religion's clergy - can be hired to preach to the troops for a morale bonus and to join the player's court. There are a few religions that cannot be joined and can be interacted with only to a minor degree: Roman Paganism: The religion of the Old Roman and his son Caio. It is only mentioned a few times during dialogue but cannot be otherwise interacted with. Caio is a dedicated follower of this religion and, if both are in the player's party, even gets into conflict with some of the Christian followers. Celtic Paganism: The religion of non-Christian and non-Norse Pagan Celts and/or Picts. The game treats it as paganism, although it is different from Norse Paganism. Dwywei is an adherent, with possible others. There are also several locations around the map, most prominently in the British Isles, that are connected to the Celtic religion. One such location has the player fight a large group of bandits for a treasure. Another such location acts like a Hof where the player may sacrifice prisoners to the Celtic deities, although the local priest himself admits that the cult's practices are not necessarily accurate to the historical Celtic/Pictish religious practices. In With Fire & Sword[] In With Fire & Sword, religions are likewise implied but are not a mechanic per se. Most factions and characters have a religion. Roman Catholic Christianity: The religion of the Polish Commonwealth, Spain, and France. Victor de la Buscador is Spanish and thus likely Roman Catholic. Jaques de Clermont and his companions, Cardinal Mazarin, D'Artagnan, the Queen of France, and "young Louis" are all French and thus Roman Catholic. (Eastern) Orthodox Christianity: The religion of the Cossack Hetmanate, the Muscovite Tsardom, and of Transylvanian Vlachs. Tepes is Vlach and is implied to be Orthodox Christian - that is, if he is not a vampire, which is also implied. Followers from the Cossack Hetmanate and the Muscovite Tsardom are also likely Orthodox Christians. Lutheran Protestant Christianity: The religion of the Kingdom of Sweden. Karlsson and Ingri are Swedes and thus likely adherents of Lutheranism. Islam: The religion of the Crimean Khanate. Bakhyt, Nogai, and Fatima are apparently Muslims. Folk Religion: Although Oksana is originally from the Cossack Hetmanate, her backstory implies she doesn't adhere to Orthodox Christianity and instead practices a form of folk-religion that involves soothsaying and healing. Alternatively, she might be a stereotypical gypsy, practising "gypsy magic". Additionally, nation-specific mercenary troops are also probably adherents of these religions, or others. The Kalmyk mercenaries of the Moscovite Tsardom, although not stated as such, are most likely Buddhists. German mercenaries come from the Holy Roman Empire and, as such, are likely to be Catholics, Lutherans, or Calvinists. The Azaps, Cebelus, and Janissaries of the Crimean Khanate come from the Ottoman Empire and thus are also Muslims or possibly Orthodox Christians (Janissaries). Scottish mercenaries are likely either Catholics or Calvinists. In Bannerlord[] This section is to be expanded Like in the original games, religions in Mount&Blade II: Bannerlord are only implied and, in fact, are barely even present in the game itself, with most mentions coming from the game's Digital Companion. Calradic religion: The religion of the Calradic Empire and its people as well as, possibly, the Vlandians and at least some Sturgians. It is through the Empire's influence that this religion spread across the continent. By the time of Warband, the pan-Calradic religion seems to be one based on Catholic Christianity but, in the time of Bannerlord, the Calradic religion seemed to be one based on Greco-Roman paganism. Cult of Emperor Darusos: A minor cult within the Empire, worshiping the deceased emperor Darusos, who was too young to successfully rule and was toppled by one of his generals. Members of this cult believe that Darusos will one day return and lead the world into a golden age. Prominently, the cult is represented by Embers of the Flame, a minor faction within the Empire. Emperor Arenicos was sanctified as a demigod during his lifetime. It is unclear if all emperors - or only select individuals - were treated as divine but it corresponds to real-world Roman tradition, namely the Imperial Cult. One (type of) imperial companion claims to have been a member of an underground cult that wanted to build the Kingdom of Heaven but ended up resorting to banditry in order to continue existing after its leader died. The cult managed to fight off several imperial punishing parties but was ultimately brought down. Battanian religion: Most likely based on real-world Celtic and Thracian paganism. Animism - the belief that gods or spirits inhabit objects and places - plays a central role in the Battanians' beliefs. They hold sacred the ancient yew grove next to the city of Dunglanys, using the trees growing on its outer edges for bow crafting - the ones in the centre of the grove, however, are off-limits. It is said that, in the olden days, the so-called Holy Men - the religion's clergy - would hang human sacrifices on the tree branches in the grove. Dunglanys itself is considered a place of religious significance due to the great cliff around which the city was built - and Seonon likewise, due to its lake. It is said that Holy Men can talk to deceased ancestors by drinking only the water of this lake. The Holy Men live ascetically, are allowed to travel unhindered anywhere in the land, and speak freely to anyone they wish. Other practices in this religion include: tattooing, collecting the heads of defeated enemies, and sending youths to live as animals in the local forests. The latter is an ancient practice that allows warriors to get in touch with their wild side. It is believed that, so long as a warrior lives like an animal, they are exempt from the laws of man. In-game this is represented by the Wolfskins, a minor Battanian faction. Additionally, several Battanian scenes feature carved wood and stone statues representing either great heroes or gods. Sturgian religion: Nothing is known about the Sturgian religion outside of the Nordic influences. Just like the Nords in Warband, the Sturgians are known as good traders and, as such, commerce and/or cunning may be tied to a particular deity from their pantheon. In real life, Veles is a Slavic god whose sphere - among others - includes trickery and wealth. Given that the Sturgians are seemingly based on the pre-Christian Kyivan Rus, it's likely they have their own version of Veles. Vakken religion: Nothing is known about Vakken beliefs. Since they are based on the real-world Finno-Ugric peoples, Vakken religion is probably also inspired by them. The Vakken are represented in-game by the Forest People, a minor Sturgian faction. Jumne religion: The religion of the Sea Raiders, the Skolderbroda minor faction, the Nord miners in northern Vlandia, and of a good number of Sturgians. As written above, this religion's most prominent gods are most likely war gods. Khuzait religion: Little is known about the Khuzait religion but they most likely share their beliefs with the Khergit, as described above. Even so, the clans in the Khanate all believe themselves descended from the "Great She-Wolf" and value freedom and clan loyalty above all else. The Iltanlar, a mountain people related to the Khuzait, worshiped a god named Iltan. It is unknown if Mount Iltan was named after the god - or if it was the other way around - but there is no way of finding out seeing as the Iltanlar were completely assimilated into the Khuzait Khanate, Sturgia, and the Calradic Empire. There is a removed Khuzait faction called the "Chosen of the Sky" in the game files and whose names implies it to be a religious group. Aserai religion: Little is known about the Aserai religion. They hold superstitious beliefs about the jinn, considering them dangerous if not outright evil. Another superstition is tied to the Kannic people, whom the Aserai believe practiced evil magics and cavorted with jinn and demons. TaleWorlds described the Aserai as inspired by pre-Islam Arabs and thus their religion is most likely based on Arabic paganism. Beni Zilal: The Sons of the Shadows are a quasi-religious order of assassins and warriors led by a messianic preacher. Not much is known about their beliefs and practices aside from the fact they keep some great secret and consume hallucinogenic herbs. They are a minor faction of the Aserai Sultanate and are most likely inspired by the real-world Order of Assassins, a Shia Islam order of warriors. There is mention in the game files of a character called "Father of the Night", which may or may not be the faction's formal leader. Darshi religion: The religion of the Darshi people. Nothing is known about it but, since the Darshi are inspired by Persians, it is possible their beliefs are based on pre-Islam Iranian paganism and Zoroastrianism. The Darshi are represented by the Ghilman, a minor Aserai faction. Additionally, people in Calradia observe various quasi-religious activities: People in the Empire, Vlandia, Battania, and parts of Sturgia seem to be observing solstices and equinoxes, lighting bonfires at nights and organizing gatherings. Many people throughout Calradia hold superstitious beliefs. One companion (type) backstory is that she believes herself to have been born cursed, because all her suitors ended up dying prematurely. Another companion (type) was disowned by her family because of a body mark she had been born with, which the family believed to be a mark of evil.
Rheinbund
Der Rheinbund, or Confederacy of the Rhine, is a playable Nation in Napoleonic Wars. Contents 1 Background 2 Troops 2.1 Infantry 2.2 Cavalry 2.3 Specialists Background[] The Confederacy of the Rhine, known as "Der Rheinbund" in the game, was a German confederation forged from 16 German nation-states in 1806 that the Grande Armee had invaded in 1803, such as Wurttemberg, Saxony, and Bavaria. The Confederation of the Rhine would supply Napoleon with 61,000 German troops that would help in his 1812 invasion of Russia, and would finally be disbanded on the 30th May 1814, following the Treaty of Paris. Troops[] Infantry[] 2. Infanterie-Regiment Kronprinz, Bayern - Line Infantry Infanterie-Reg, No.2 Herzog Wilhelm, Wurttemberg - Line Infantry Infanterie-Regiment, Prinz Friedrich August, Sachsen - Line Infantry Infanterie-Reg, No.4 Von Franquemont, Wurttemberg - Line Infantry Grenadiers de la Garde, Westphalen - Foot Guard Infanterie-Reg, Gross- und Erbprinz, Hessen-Darmstadt - Light Infantry 7. Leichtes Infanterie-Battalion, Bayern - Light Infantry/Riflemen Cavalry[] Reitende Jaeger, Nassau - Hussars Ulanen Regiment, Prinz Clemens, Sachsen - Lancers Leichtes Dragoner Regiment, Baden - Light Horse/Light Dragoons 1er Regiment De Cuirassiers, Westphalen - Cuirassiers Garde du Corps, Sachsen - Heavy Cavalry Specialists[] Artillerie Regiment, Bayern - Artillery Medecin de 2e Classe, Frankreich - Surgeon Pioniere, Berg - Engineer Friedrich August I, Konig Von Sachsen - Commander Wikipedia has an article on this subject at:Confederation of the Rhine 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
Rhodok Horseman
The Rhodok Horseman is the mounted class of the Kingdom of Rhodoks in Multiplayer games. The campaign lore pegs the Rhodoks as an infantry power, and the Rhodok horseman, with below average proficiencies and riding skills (although still high enough to just ride any horse in the game), supports this. Nonetheless, they are capable of typical heavy cavalry functions. Stats[] Attributes Stat Points Level 20 Strength 15 Agility 15 Intelligence 30 Charisma 30 Health 56 Relevant Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw 1 Power Draw 0 Shield 3 Athletics 3 Riding 4 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Equipment[] Helmets Helmet Price Padded coif 6 Footman's helmet 95 Kettle hat 240 Bascinet with nose guard 479 Torso Armors Armor Price Green tunic free Leather armor 65 Padded cloth 297 Ragged outfit 390 Surcoat over mail 1720 Shoes Shoes Price Ankle boots free Leather boots 174 Splinted greaves 853 Plate boots 1770 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlet 710 Gauntlets 1040 Weapons Weapon Price Melee Weapons 27c Sword free 28c Sword 243 Arming sword 410 Morningstar 305 Fighting pick 108 Military pick 280 Soldier's cleaver 193 Military cleaver 263 Shortened military scythe 264 War cleaver 640 Light lance free Lance 270 Heavy lance 360 Ranged Weapons Darts 155 War darts 285 Javelins 300 Shields Horseman's heater shield free Knightly heater shield 390 Mounts Mount Price Saddle horse 240 Courser 600 Hunter 810 War horse 1224 Bot Rhodok Scouts[] The bot version of Rhodok horsemen are known as Rhodok scouts. (more to come later) Rhodok Horseman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Skullcap Body Padded cloth, ragged outfit Hand ? Foot Ankle boots, nomad boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 3 Power Draw ? Weapon Master ? Shield 1 Athletics ? Riding 5 Horse Archery 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Light lance, 27c sword Ranged ? Shield Horseman's heater shield Mount Saddle horse
Rhodok Sergeant
Rhodok Sergeant Troop Information Culture Kingdom of Rhodoks Wages 29-15 denars Acquired from... Rhodok Veteran Spearman Upgrades to... None Upgrade Cost None XP for Kill 244 xp Ransom Value 204 denars Rhodok Sergeants are the top-tier unit in the Rhodok melee line, having been promoted from Rhodok Veteran Spearmen. They share top-tier status with Rhodok Sharpshooters. Tactics[] Rhodok Sergeants are among the best infantry melee units available, alongside Nord Huscarls, Swadian Sergeants, Vaegir Guards, and Sarranid Guards. They are quite effective on the field or for siege defense, but they have worse one-handed skill than any other elite infantry, making them less effective in that respect. Rhodok Sergeants, when defending a castle or town during a siege, are superb at standing against almost any troop belonging to other factions. Their large Board Shields and polearms are perfect for repelling any enemy unit from the walls of your castle or town. Should the enemy break through the defensive line, past the swinging polearms, Sergeants will engage in close combat with shorter weapons. This is a slight disadvantage for Sergeants, though they should be somewhat more numerous thanks to their slightly lower cost. The one-handed weapons they are typically equipped with are a mix of cleavers and hammers, making them fairly effective against most targets on foot. On open fields against cavalry, like with most other infantry, they should be pressed into close formation in large numbers on the most uneven and obstructed terrain near their initial spawn point in order to absorb the charge. Once the cavalry has been stopped, they can then pick apart any hapless riders pinned to the formation by the cavalry behind them. For Sergeants to be most effective, they should remain in formation to stop any further attempts to charge. This same principle works equally well against enemy infantry on the field, where your defending troops can act as a distraction while Rhodok Crossbowmen pelt the attacking troops into submission. Something that should be remembered when fighting against Rhodok Sergeants is that their board shields and heraldic mail make them incredibly difficult to kill, although killing a large group of them can give incredible loot, such as high-tier armor. Due to being equipped with military hammers, Sergeants are effective for capturing prisoners. 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. Rhodok Sergeant - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 54 Armor Head Full Helm, Bascinet with Nose Guard, Bascinet with Aventail Body Surcoat over Mail, Heraldic Mail with Surcoat Hand Leather Gloves, Mail Mittens Foot Mail Chausses Skills Skill Points Ironflesh 6 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics 5 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 115 Polearms 155 Archery 115 Crossbows 115 Throwing 115 Weapons Melee Glaive, Military Hammer, Military Cleaver Ranged ? Shield Heavy Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter
Rhodok Sergeant (multiplayer)
The Rhodok Sergeant is the melee infantry class of the Kingdom of Rhodoks in Multiplayer games. Rhodok Sergeants have a mediocre selection of torso armors for a melee infantry class, but their array of weapons -- including the pike, the game's longest weapon, block-crushing hammers, and the highly protective board shield -- makes them a potent class. They have the highest polearm proficiency in the game. However, at maximum equipment, they are overall the weakest-armored infantry unit; their strongest armor being a chain hauberk with a surcoat. Stats[] Attributes Stat Points Level 20 Strength 16 Agility 14 Intelligence 30 Charisma 30 Health 59 Relevant Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw 1 Power Draw 0 Shield 5 Athletics 6 Riding 1 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 110 Two Handed Weapons 100 Polearms 140 Archery 30 Crossbows 50 Throwing 110 Equipment[] The Rhodok sergeant's armory of polearms presents several options. The pike has the longest reach of any weapon in the game. Glaives combine adequate reach with power. War spears are fast, and can be used one-handed with a shield if necessary. Ashwood pikes aren't bad, but they don't seem to have any real niche. They lack the length of regular pikes, lack the power of glaives, lack the flexibility and speed of war spears. While Rhodok sergeants are excellent against cavalry, they lack any particularly good anti-cavalry one-handed weapons, like the bamboo spear or long awlpike, the simple war spear being their best. With hammers, sergeants can crush many foes reliant on blocking enemies, although this can leave them vulnerable to missiles, longer-reaching weapons, and quick attacks with weapons like scimitars. Curiously, sergeants do no employ any "real" swords, relying on cleavers and such instead. Helmets Helmet Price Padded coif 6 Leather cap 8 Footman's helmet 95 Kettle hat 240 Bascinet with Aventail 479 Full helm 811 Torso Armors Armor Price Green tunic Free Leather armor 65 Padded cloth 297 Ragged outfit 390 Surcoat over mail 1720 Shoes Shoes Price Ankle boots free Leather boots 174 Splinted greaves 853 Iron greaves 1770 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlets 710 Gauntlets 1040 Weapons Weapon Price Melee Weapons Maul 97 Sledgehammer 101 Great hammer 290 Morningstar 305 Fighting pick free Spiked staff 200 Military sickle 220 Military pick 280 Soldier's cleaver 193 Military cleaver 263 War cleaver 640 Spear free Pike 125 War spear 140 Ashwood pike 205 Glaive 352 Ranged Weapons Darts 155 War darts 285 Javelins 300 Shields Old board shield free Plain board shield 114 Board shield 210 Heavy board shield 370 Rhodok sergeants have no mounts. Bot Rhodok Spearmen[] The bot equivalent of Rhodok sergeants are referred to as Rhodok spearmen. (more to come later.) Rhodok Sergeant (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Leather cap Body Byrnie, ragged outfit Hand ? Foot Nomad boots Skills Skill Points Ironflesh 5 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics 3 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 115 Two Handed Weapons 115 Polearms 115 Archery 115 Crossbows 115 Throwing 115 Weapons Melee Ashwood pike, pike, sledgehammer, spiked staff, 27c sword, war spear Ranged ? Shield Board shield Mount ?
Rhodok Spearman
Rhodok Spearman Troop Information Culture Kingdom of Rhodoks Wages 4-2 denars Acquired from... Rhodok Tribesman Upgrades to... Rhodok Trained Spearman Upgrade Cost 20 denars XP for Kill 72 xp Ransom Value 60 denars Rhodok Spearmen are troops of the Kingdom of Rhodoks. They wield spears and falchions. These low-ranking soldiers will guard towns alongside Trained Spearmen. Several Rhodok Spearmen will attack you if your pilgrim disguise fails when sneaking into a hostile Rhodok castle or town. These units have been significantly improved in between original game and Warband. Originally they were armed with spears and shields only, making them highly resistant to missiles but nearly useless in close combat. That way, they were nearly useless, almost impossible to upgrade unit with no real place in combat. Adding them a Falchion was one of the best improvements made in Warband. Tactics[] Rhodok Spearmen could be the best melee defense against enemy cavalry if you know how to move them, but showing Rhodok Spearmen the best place to stand and fight might be difficult. You can settle them in a line in front of your army to wear off enemy cavalry, but there is a problem with this tactical play, as the Rhodok Spearman will charge their polearms and swords to attack the cavalry when the swords of the enemy are already on their way toward your men's heads. The use of the "Hold this position" or "Stand ground" orders are not enough. However, it is quite possible to strike cavalry with polearm-wielding troops by setting up a phalanx. 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. Rhodok Spearman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head (Possible): Felt Hat, Hood (a) Body Leather Armor, Arena Tunic Green Hand ? Foot Wrapping Boots, Nomad Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield 1 Athletics 1 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Spear, Pike, Falchion Ranged ? Shield (Possible): Old Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter
Rhodok Veteran Crossbowman
Rhodok Veteran Crossbowman Troop Information Culture Kingdom of Rhodoks Wages 19-10 denars Acquired from... Rhodok Trained Crossbowman Upgrades to... Rhodok Sharpshooter Upgrade Cost 80 denars XP for Kill 180 xp Ransom Value 150 denars Rhodok Veteran Crossbowmen are troops of the Kingdom of Rhodoks. These men are well-trained in the art of the crossbow, and have been outfitted with padded cloth armor. Tactics[] They are skilled with the crossbow but not as much as their higher-ups, the Rhodok Sharpshooters. Although Veterans aren't as skilled or powerful as their next tier, be warned as they can take your highest tier infantry or cavalry out of the fight in one shot nonetheless. Veteran Crossbowmen lack proper head protection, still only wearing the hats of common townsmen. 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. Rhodok Veteran Crossbowman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Leather Cap, Felt Hat Body Padded Cloth Hand ? Foot Leather Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics 4 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 120 Throwing 100 Weapons Melee Sword, Short Sword, Fighting Pick, Spiked Staff Ranged Heavy Crossbow, Bolts Shield Plain Board Shield, Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter
Rhodok Veteran Spearman
Rhodok Veteran Spearman Troop Information Culture Kingdom of Rhodoks Wages 18-9 denars Acquired from... Rhodok Trained Spearman Upgrades to... Rhodok Sergeant Upgrade Cost 80 denars XP for Kill 168 xp Ransom Value 140 denars Rhodok Veteran Spearmen are veteran infantry of the Kingdom of Rhodoks. Although coded to always spawn with a Board Shield, they never use them, nor can a shield even be seen on their backs. Rhodok castle guards look like Veteran Spearmen. These units have been significantly altered in between original game and Warband. Originally they were armed with swords and shields mostly, being the first Rhodok infantry unit to have anything but a spear. They were the first Rhodok infantry competent in close combat, but died quite easily due to lack of a helmet (they wore Byrnie or Ragged Outfit with Leather Cap - a curious combination!). That way, they were surprisingly hard to upgrade. Adding them decent helmets but taking away their swords and shields in Warband was an interesting change, making them more resistant in melee but more specialized and weaker to missiles at the same time. Tactics[] The primary purpose of Veteran Spearmen is to keep enemies away from your missile troops, and they are armed with a variety of polearms optimized for anti-cavalry work. Their main disadvantage is their lack of shields, leaving them vulnerable against archers. They boast a noticeably larger amount of hit points than other infantry of the same rank to compensate for their inability to use a shield. Rhodok Veteran Spearman can be used when setting up a phalanx. 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. Rhodok Veteran Spearman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Kettle Hat, Mail Coif Body Mail with Tunic Hand (Possible): Leather Gloves Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 5 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics 3 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 115 Two Handed Weapons 115 Polearms 130 Archery 115 Crossbows 115 Throwing 115 Weapons Melee Ashwood Pike, Glaive Ranged ? Shield Board Shield* Mount ? * Shield is unusable due to both weapons having the (No shield) trait. Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter
Rich Misiurka
The Rich Misiurka is an Eastern European light helmet, consisting of a flat-topped cap and a mail coif. In With Fire & Sword, it is commonly worn by cavalry troops of most factions, except for those of the Kingdom of Sweden. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it.
Rondartschier
Rondartschier The Rondartschier is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] From the second half of the 16th century to the beginning of the 17th, the obsolete free lances were replaced by a new type of troop -- the Rondartschiere. They wore a cuirass and carried a sword and a small round shield. A highly disciplined corps, the Rondartschiere were effective in melee, against both infantry and light cavalry. On the other hand, the Rondartschiere would scarcely be able to stand against musketeers or heavy cavalry. Gradually, this type of infantry declined, due to the rapid development of firearms and the overall shift from close- to long-range combat. Pikemen, however, remained active, and in certain countries were employed into the beginning of the 19th century. Stats[] Rondartschier - Default Stats and Equipment Attributes Stat Points Level 20 Strength 13 Agility 9 Intelligence 0 Charisma 0 Health Armor Head Cabasset Body Pikeman Uniform Hand Foot Shoes with Stockings Skills Skill Points Ironflesh 10 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 6 Athletics 2 Riding 0 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 Old Short Broadsword Ranged Shield Buckler Mount 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
Rumors
Rumors are a feature in Mount&Blade: With Fire & Sword that allow the player to inspect what kind of improvements a fortress, town or village currently has without having to talk to the mayor or elder. This is useful because the option to improve the place appears only if the player owns the fief, but by reading the rumors of the fief that the player does not own, it will help the player in deciding which fiefs to keep for himself. Every time the player enters the fief, a maximum of two rumors appear on the screen. To fully inspect what improvements are already there, leave and reenter the fief, and check for new rumors that did not repeat themselves (it might be necessary to repeat this several times as the rumors are randomly chosen). Rumors have flavor text depending on the nation that controls the fief. If the fief has no improvements, the text will simply say "Nothing of interest happened in[sic] (type)." Otherwise, the following rumors will appear: Fortress and Town Rumors Improvement Flavor text Polish Commonwealth Muscovite Tsardom Crimean Khanate Kingdom of Sweden Cossack Hetmanate Armory The city is full of talk about the new arsenal. Since the armory was built, the city's public order has much improved. Long live the Bek! The city now has its own arsenal! The stores are full of weapons, and well-guarded. Word has it that the new arms stores in the city have countless pistols inside. Water supply Now there is new construction in the city, and plenty of fresh water. Laundresses now gather at the city well, spreading the latest rumors. Today at the bath-house I heard that salt prices are going down! Ever since the sewers were laid through the city, no one in my family has had dysentery. Yesterday there was quite a party at the pond. Girls were jumping into the water naked... Academy Holy Mother of God! My inn grows very prosperous, thanks to the academy! Yesterday a pair of rich scholars rented my quarters. Now I shall have enough money to buy a cow! A madrassa is a good thing, but now one cannot find paper or ink anywhere. These wise men buy it all! After the university was constructed, our pastor finally managed to repair the church -- and the repentant townswomen come every day. The students were engaged in a drunken brawl at the inn again. Seems they only learn how to drink vodka at that college... Merchant guild Yesterday the Sejmic resolved to ban foreign merchants from the market. Trading will be easier now. A scandal in the city -- the merchant guild used its weight to drive out of business a merchant who didn't want to join. Yesterday a merchant became intoxicated at the caravanserai, and gave away all his silk cloth for free. The merchant guild found those merchants who were avoiding tax, and placed them all under arrest. Today a libertine will receive ten lashes for lechery at the Maidan. Good places at the windows are being sold for ten thaler. Fortifications Yesterday our warlord returned boozy from a party, and fell right in the pit. What a laughing stock! The women like the log barricade. It is a handy place to put out clothes for drying! Our mufti fell from the fortress walls, but Allah be blessed, he fell straight into the new moat full of water. Too bad he couldn't swim... There city is mourning -- a drunken patron of the pubs fell into the underground tunnels during the night. Word has it that the commander went up the tower yesterday to inspect the guards, and looked on as an armor-bearer left his house by the back door. Oh, you should have heard him swearing... Hidden Treasury(Safe House, Treasury, Banking House, City Treasury) Our lord is a wise man. He always keeps a purse of thaler for a gloomy day. Word goes around the market that a pair of fools decided to rob the treasury yesterday. They had no money for the pub, it seems... Yesterday our lord gave to charity. That must mean his treasury is far from empty... Our lord opened a banking house, you know! We took a loan and bought some new furniture. Yesterday the city commander gathered all the Cossacks to drink some vodka. Word is, he took some thaler from the treasury to pay for it. Barracks Word is, a caserne was built in the city. Stable Word is, a new stable was built in the city. Weapon-master Word has it that the executioner uses the new axe he bought from the city weapon-master to shave his beard in the morning... Word has it that even the nobles come to the new armorer for their pistols. Word has it that our armorer learned his art in Damascus... Word has it that a musket made by our new armorer can strike a target five hundred feet away! The armorer made a new sword for the commander. It can cut a flying feather in two! Armor-master On Sundays, the master demonstrates how strong his armor is. He puts a cuirass on the wall and offers folks to shoot it with a pistol. He charges one thaler for each shot... The warlord flaunted his new helmet yesterday. Word has it he bought it for a full thousand thaler! Our Bek got himself a new set of armor, covered in gold! The master of armor is not taking any new orders. He's been ordered to make armor for a whole regiment of Reiters! Yesterday the Sich Cossacks came, and ordered trousers and whole rolls of mail. Horse Master The horse master has bred amazing stallions. He says that they'll be brought to the fair tomorrow. A tetchy mare threw the warlord off her back yesterday. Our new equerry found a calmer steed for him, so now our commander falls asleep while riding. The Bek has taken a new herd of horses from the steppe. We've never seen such horses as these in our town before! Even Reiters come to our city for hoses! Our horse-herd breeds excellent horses -- though word has it, he stole them from the Tatars... Messenger Rumors are spreading that a messenger arrived at the burgomaster with an important deed. Word has it that a herald with a secret deed arrived in the city. What sort of deed, no one knows. Our Bey received an urgent message. These new messengers fly like the wind... Today the courier brought some mail -- another message from the relatives... War again! Messengers run between the cities like mad! Watchman Embezzlers now tremble in fear of their own shadow. Our new komornik sure is a tough one. If the watchman keeps hunting thieves so fervently, soon half of the city will lose their ears. The new mufti is a kind soul. He sentenced a rebel to death by hanging, when he could have had him impaled. The watchman has accused a wealthy merchant of treason. The hearings promise to be quite intense. Yesterday the watchman judged a horse thief. Turned out he was a Tatar spy. He was hanged, of course... Tax collector The city gentry are full of ire! -- They are required to pay into the treasury! Yesterday the paymaster went around the farmsteads, looking for taxes owed. He took our pig and two cocks. Allah the Great! Our wise lord so cares about his subjects that takes away all their excess money. I gave all my money to pay taxes, and now I can't even buy a new robe! Of course, taxes are no easy burden. But let us hope our money will not be used only for feasts and parties. Yesterday the townsmen gathered to go and beat up the tax collector. Ever since he took command, the town has known no peace. Merchant Word has it, there was a scandal at the stocks today. Our lord's own merchant thought he would commit theft. Another merchant went out of business. Soon only those traders who work for our lord will remain in the city. Word has it that the caravan-bashi is smuggling hashish. No wonder he can do it! He's under our lord's protection... The new sutler has taken all the city's supplies for himself. People say he's in cahoots with the government. The vodka in that new shop is three times more expensive, but what can you do? -- All the others were banned from trading spirits. High Priest Rumor has it that the new Bishop greatly enjoys the choir. He has all our best voices in his cathedral choir... The abbot christened the warlord's son just yesterday. By nightfall he could barely speak a word. Yesterday the imam read a sermon. He said that Allah is furious with those who don't pay taxes. The chaplain in person led a raid on the markets the other day. Word has it they collected thrice the usual taxes. The priest heard the confession of a widow lately. He was so enthusiastic about relieving her sins that now she's planning to give birth! Commander The commander has disciplined the soldiers so well they even go to the toilet marching. The commander educated the troops the other day. Cracked a few jaws and broke several ribs. Thanks to the new commander, all our men now go for military training every day. No one is left to do the work! Damn the new commander! He trains innocent townsmen to death, as if they were recruits... The new commander is a tough fellow. He gave the lads training poles to make pikes, and ordered them to run around the field until they collapsed. Infantry Commander Word is, the zolniers now have a new commander. Word is, a new commander was appointed. Men of duty argue only about what place they would raid next spring. Men say a new infantry commander has been appointed. Word has it that a new commander was appointed. Cavalry Commander There's been a lot of talk about the new cavalry captain. There's been a lot of talk about the new cavalry commander. There's been a lot of talk about the new aga. There's been a lot of talk about the dragoon captain. There's been a lot of talk about the new yesaul. Guard Commander Word has it that a new infantry commander was appointed. Word has it that a new marksman commander was appointed. Muskets rumble through the city - the new azab-aga is training the recruits quite well. Word has it that a new infantry captain has been appointed. Word has it that a new commander was appointed. Heavy Cavalry Commander There is much talk about the new commander. There's quite a lot of excitement in the city. The beshli-aga trains his new warriors as if they were to fight for the Khan himself! There is much talk about the new cuirassier captain. Personal Guard Captain[note 1] Personal Guard Captain There is much talk about the new forces which shall bring us victory. Mercenary Captain The city is a mix of nations, like ancient Babylon. There are many foreign mercenaries about. ↑ Most likely something else was meant to be written here, and this is most likely a bug, as Personal Guard Captain is the next item in the localization file. Village Rumors Improvement Flavor text Polish Commonwealth Muscovite Tsardom Crimean Khanate Kingdom of Sweden Cossack Hetmanate Mill People say the old miller almost killed himself when he learned about the new mill. The miller is spreading rumors that the new mill puts some foul stuff into their bread. Bless Allah! Now there are several mills in the city, and the faithful can choose where to mill their grain. Since the new mill was built, the price of flour has dropped. Rumor has it that the miller is a sorcerer... Storehouse People say that the lord keeps not only grain, but gold in the new storehouse. I heard yesterday the warlord's shed was robbed. He had it coming. The greedy Bek filled his barn with grain, and sells it at three times the price at the end of winter. Our lord is cunning as a fox. Stored the grain in his shop and sells it for an inflated price. Mice ate all the grain in the new granary, and the people rolled with laughter! School We put our son in school. Now we'll have to spend all our money on books. That school is nothing but nonsense, and with our children away all day, who will watch after the goose? Our children are attending the school. Perhaps they will grow up to become kadis or muftis? Of course, reading is good for children. It's quite expensive though... Cossack children have no use for reading. But if our lord says it's important, then we shall send them to school as ordered. Hidden Treasury Folks say the elder is hiding a treasure somewhere -- a full twenty thaler! The elder hid all the vodka somewhere, and the men haven't been to work for three days. They've spent all their time searching for the hiding place! Our Bey is a greedy one. He built a storehouse but no one knows where. The men say there's a huge stock of goods in a hidden cache somewhere. Now we no longer fear raids so much. Yesterday the lads found a secret cache filled with vodka and lard. The elder almost burst from ire -- they ate and drank all the stocks! Council House The elder and the tax collector sat in council the other day until early morning. When the sun arose, the townspeople carried them both out by their ankles. One of the townspeople got himself drunk and made quite a nuisance of himself all night long. He was forced to spend three days in captivity for his behavior. The village caught a thief the other day. He was held captive in the Bey's house until the guards arrived. My neighbor was arrested yesterday. What did he do? Nothing much -- he just stole a horse... Since the village house was built, you can't find the lads wandering the streets in the evening. -- They all gather in the village house to talk politics. Judge Folks say the new judge will accept no bribes. How hard must it be for him to make judgments? The new judge only takes bribes in liquid thaler. He'll be a drunkard in no time. Kadi Astakh hears a new dispute every evening. All the folks gather to watch -- his elaborate judgments are wonders to behold. Word has it that the new judge will not yield to corruption! How can the villagers live now? Yesterday the judge decided that the neighboring monastery's floodfield should in fact belong to the warlord. The warlord bribed him with a mere piece of meat. Treasurer The new bursar shortchanged innkeeper Yankel. The latter in his misery decided to turn to the Christian faith. The villagers found out that the new treasurer used to be a clerk at the mint. Word has it that he was fired for drinking. Our baskak must have learned math in Baghdad! He shortchanges you in an eyeblink. The treasurer has began keeping a book of accounts. Whatever he's writing there, only God knows, but now folks have to pay more... The village paymaster came here the other day. Said we have to pay back taxes for two hundred years or so. We have him a quart of vodka, and now we're in debt only for a hundred years. Priest Our priest gave communion to two women from our parish -- the whole night long. The holy father expelled a witch from the village the other day. The people say that she took the holy host right out of his mouth. The new mullah is very young, but he knows all the Quran surahs by heart! The new pastor gives absolution twice as frequently than the old one, but charges twice as much! Our priest has a new wife -- his fifth or sixth, I think. Marshal Our marshal is a great guy. He put an end to the bandits in the nearby forest. The marshal found a stolen pig -- in a neighbor's kennel. The new muhtasib caught a pickpocket the other day. The marshal found out and put and end to a gang of counterfeiters. The marshal caught a horse thief. That poor guy didn't live long enough to see a trial.
Russia
The banner of Russia. This article is about the faction in Napoleonic Wars. For the faction in With Fire & Sword, see Muscovite Tsardom. Russia, or Rossiyskaya Imperiya, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 2.1 Infantry 2.2 Cavalry 2.3 Specialists 3 Battle Cries 3.1 Regular Rank Soldiers 3.2 Surrendering 3.3 Officer Commands Background[] Ever since the Muscovite Tsardom transformed into the Russian Empire, expansionist ambitions has formed her foreign policy. Having successfully contested Sweden, Prussia and the Ottoman Empire for lands, St. Petersburg has now reached another level of ambition. The young Russian monarch, Alexander I, cares little for the new lands. His ambitions are much higher than that - to defeat Napoleon himself and “save Europe” from French tyranny. Russian armies have marched against Napoleon twice, and both times they were repelled with heavy casualties on both sides. The third clash, which is about to come in 1812, will be completely different. Belorussian forests and endless Russian steppes are quite different from the fields of Europe with their well-developed road networks and numerous villages. And the Russian peasant will not allow himself to be exploited by an enemy army - instead he will rather grab his axe and escape to the nearest forest. With the forest behind them filled with partisans, and the Russian army endlessly retreating in front of them, the French can look forward to a truly unique experience... Units[] Infantry[] Partizani - Partisan Irregulars Sankt-Peterburzhskoye Opolcheniye - Line Militia Simbirsky Pehotniy Polk - Line Infantry Pavlovskiy Grenaderskiy Polk - Line Infantry Leib-Gvardii Preobrazhenskiy Polk - Foot Guard 21-y Yegerskiy Polk - Rifleman Cavalry[] Sumskoy Gusarskiy Polk - Hussar Litovskiy Ulanskiy Polk - Lancer Donskoy Kazachiy Polk - Lancer Kievskiy Dragunskiy Polk - Dragoon Kavalergardskiy Polk - Cuirassier Specialists[] 8-ya Batarejnaya Rota - Artillery Saper - Engineer Feldmarshal Mikhail Kutuzov - Commander Battle Cries[] Regular Rank Soldiers[] "Ура"! (urah) - Hooray "Славься Отечество!" (Slavsya Otechestvo) - Glory to the Fatherland "Пуля - дура, штык - молодец!" (Pulya - dura, shtick - molodets) - Bullet is stupid, bayonet is good (literal). "Бей басурман!" (Bey basurman) - Kill infidels! "Воруй! Убивай!" (Voruy! Ubevay!) - Steal! Kill! Surrendering[] "Я сдаюсь!" (Ya zdoyus') - I give up! "Помилуйте!" (Pomiluyte) - Spare me! "Пощадите!" (Poshadite) - Show mercy! "Не стреляйте!" (Ne strelyayte) - Don't shoot! Officer Commands[] “Товсь!” (Tovs) - Make ready! “Кладсь!” (Klads) - Make ready! “Пли!” (Plee) - Fire! “Марш-марш! В атаку (в штыки)!” (Marsh-marsh! V ataku (v shtiki)) March into attack (or bayonet) “В атаку!” (V ataku) - Attack! “В штыки! Ура!” (V shtiki! Urah!) - Attack, hurray! "Батальон! Вперед марш!" (Batalyon! Vperod, marsh!) - Battalion, forward march! ”Батальон! Марш!” (Batalyon, marsh!) - Battalion, march! ”Вперед шагом марш!” (Vperod shagom marsh!) - Forward quick march! Держать позицию! (Derzhat' pozitsiyu) - Hold position. Стрелять по готовности! (Strelyat po gotovnocti) - Shoot when ready! “За мной!” (Za mnoy) - With me! “Солдаты, за мной!” (Soldati, za mnoy!) - Soldiers, with me! 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
Saber Briquet
The Saber Briquet is a melee weapon in Napoleonic Wars. It is a short, slightly curved sword with a golden handle, and is carried by most infantry units, including flag-bearers, musicians, and engineers. Trivia[] The real-life saber briquet was introduced around 1780, however, soldiers found that in close quarters, bayonets or the stocks of their muskets were better suited for combat, and the order was given to abandon the saber briquet in 1807. Some regiments continued to carry them until 1815, though.
Sanjar Khan
Sanjar Khan Appears in Official Information Faction Khergit Khanate Title Khan Fiefs Tulga Culture Khergits Character Background Siblings Dustum Khan (half brother) Sanjar Khan is the ruler of Khergit Khanate and the lord of Tulga. Sanjar's half-brother, Dustum Khan is claimant to the throne of the Khanate, they are both sons of the former ruler, Janakir Khan, though have different mothers. The player can overthrow him if they ally with Dustum, who claims his elder brother defied the ancient traditions of the Khergit wherein the former khan's possessions would be equally divided among his sons upon his death. Sanjar counters this by admitting such a tradition exists, but insisting that the divisions throughout history always resulted in a civil war with the strongest brother taking over anyway, so he just avoided the inevitable by taking full control immediately. He reinforces this opinion by stating that Dustum is not up to the responsibility of leading and protecting the Khanate. It seems that Sanjar Khan is a fair ruler, for he prefers to give out towns or castles to vassals who've captured them. Moreover, he is usually willing to accept the opinions of others. Sanjar Khan possesses the unique Khergit Guard Armor which is impossible to buy without modding or cheating. Stats and equipment[] Sanjar Khan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Guard Helmet Body Nomad Robe, Khergit Guard Armor Hand Lamellar Gauntlets Foot Leather Boots, Splinted Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 6 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Sabre Ranged ? Shield Elite Cavalry Shield Mount Courser Trivia[] Sanjar and his brother Dustum are the only NPCs in the game that wear the Khergit Guard Armor. Since you cannot access Sanjar's inventory, Dustum remains as the only way for the player to get it. Sanjar Khan has a similar banner to Akadan Noyan, one of his vassals. They both have the same exact symbol, differing only in the color scheme. Since the Khergits are famous for their horse archers, though, this is likely a mere coincidence. Sanjar Khan wears the Guard Helmet, which comes from the Swadian culture. Gallery[] Sanjar Khan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur
Sarranid Archer
Sarranid Archer Troop Information Culture Sarranid Sultanate Wages 18-9 denars Acquired from... Sarranid Skirmisher Upgrades to... Sarranid Master Archer Upgrade Cost 80 denars XP for Kill 168 xp Ransom Value 140 denars Sarranid Archers are ranged specialists for the Sarranid Sultanate. Tactics[] These units are armed with Nomad Bows and Arrows for their ranged attacks, but also carry Sarranid Swords as sidearms if they are forced into close combat. Since these Archers are only lightly-armed and armored, they should be kept out of close combat as this would result in high casualties if fighting anything stronger than light infantry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Sarranid Archer - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head (Possible): Sarranid Keffiyeh Helmet, Sarranid Warrior Cap, Turban, Desert Turban Body Archer's Padded Vest Hand ? Foot Sarranid Leather Boots Skills Skill Points Ironflesh 2 Power Strike ? Power Throw 3 Power Draw 3 Weapon Master ? Shield ? Athletics 4 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 100 Crossbows 90 Throwing 100 Weapons Melee Sarranid Sword Ranged Nomad Bow, Arrows Shield ? Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Cavalry Sword
The Sarranid Cavalry Sword is one of the two longest one-handed weapons available. While weaker than the Long Arming Sword, it is faster and cheaper than its competitor. Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Sarranid Cavalry Sword/Warband
Sarranid Cavalry Sword Sarranid Cavalry SwordOne-handedBase value: 310 denarsWeight: 1.5Swing: 28cThrust: 19pSpeed rating: 98Weapon reach: 105Warband
Sarranid Footman
Sarranid Footman Troop Information Culture Sarranid Sultanate Wages 4-2 denars Acquired from... Sarranid Recruit Upgrades to... Sarranid Veteran Footman- or -Sarranid Skirmisher Upgrade Cost 20 denars XP for Kill 72 xp Ransom Value 60 denars Sarranid Footmen are the second-tier troops of the Sarranid Sultanate. Tactics[] They are incredibly weak troops, even by the standards of fresh recruits. A complete lack of Power Strike, as well as the relative weakness of their weapons, prevents them from posing much more of a threat than Looters. It is advised that a commander's time spent with their Footmen should be at a Training Field. Their cheap cost allows them to be used as cannon fodder of sorts. Gathered in large enough numbers, their Bamboo Spears can stop cavalry charges, though actually killing the horsemen is another matter entirely. Sarranid Footmen are only efficient in big groups; you can only win in terms of quantity instead of quality. The huge problem with them is that they are not only generally weak in melee fights, despite being infantry, but also the fact that tier 2 infantry of other factions will always dominate over them with a possible exception of the Khergit Skirmisher. This leaves only two choices of tactics: Win by quantity, but at a great loss each battle. Go to Training Fields and train them. 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. Sarranid Footman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Desert Turban, Turban Body Skirmisher Armor Hand ? Foot Sarranid Shoes, Sarranid Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 2 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 2 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 75 Polearms 75 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Bamboo Spear, Sarranid Sword Ranged ? Shield Old Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Footman (multiplayer)
The Sarranid Footman is the melee infantry class of the Sarranid Sultanate in Multiplayer games. Although it lacks long, powerful polearms like the hafted blade, great long bardiche, glaive, or great long axe, it nonetheless has a versatile set of weapons that can enable it to face any foe competently. Stats[] Attributes Stat Points Level 19 Strength 14 Agility 15 Intelligence 30 Charisma 30 Health 57 Relevant Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw 3 Power Draw 5 Shield 2 Athletics 6 Riding 1 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 110 Two Handed Weapons 100 Polearms 130 Archery 30 Crossbows 50 Throwing 120 Equipment[] The Sarranid footman has an arsenal that, while hardly deficient at higher levels, performs best at low-to-mid levels of wealth. The simple bamboo spear is one of the finest weapons in the game for its cost, providing great defense against cavalry and, when wielded two-handed, often being adequate to thwart foes with big polearms like bardiches. Sarranid leather armor is a wonderful deal in terms of protection, weight, and cost. Sarranid swords are not exceptional, but they can get the job done -- their one-handed axes can be devastating. Helmets Helmet Price Sarranid felt hat 6 Turban 28 Desert Turban 38 Sarranid warrior cap 90 Horseman helmet 180 Sarranid mail coif 430 Sarrinid veiled helmet 810 Torso Armors Armor Price Worn robe free Skirmisher armor 74 Archer's padded vest 260 Sarranid leather armor 650 Sarranid guard armor 1200 Sarranid elite armor 3828 Shoes Shoes Price Sarranid leather boots free Plated boots 280 Sarranid mail boots 920 Gloves Gloves Price Leather gloves 90 Mail mitttens 350 Scale gauntlets 710 Weapons Weapon Price Melee Weapons Iron mace (one-handed) 45 Iron battle axe 250 Iron war axe 360 Sarranid sword free Sarranid arming sword 218 Sarranid guard sword 420 Sarranid war axe 280 Sarranid battle axe 350 Iron mace (two-handed) 470 Bamboo spear free Spear 85 Ranged Weapons Javelins 255 Jarids 470 Shields Old kite shield free Plain kite shield 70 Kite shield 156 Heavy kite shield 320 Sarranid footmen have no mounts. Bot Sarranid Infantry[] The bot equivalent of Sarranid footmen are referred to as Sarranid infantry. Sarranid Footman (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Horseman helmet Body Sarranid mail shirt Hand ? Foot Plated boots, Sarranid leather boots, splinted leather greaves Skills Skill Points Ironflesh 2 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 105 Polearms 115 Archery ? Crossbows ? Throwing ? Weapons Melee Sarranid arming sword, spear, spiked mace Ranged ? Shield Kite shield Mount ?
Sarranid Guard
Sarranid Guard Troop Information Culture Sarranid Sultanate Wages 29-15 denars Acquired from... Sarranid Infantry Upgrades to... N/A Upgrade Cost N/A XP for Kill 244 xp Ransom Value 204 denars Sarranid Guards are the top-tier melee infantry units of the Sarranid Sultanate. Tactics[] Sarranid Guards are more like light infantry rather than Heavy infantry. Barely as strong as Vaegir Guards, Sarranid Guards are among the weakest elite infantry in Warband in terms of melee damage and health. They present a good number of lethal skills, and could be seen as a fusion of sorts between a Vaegir Guard and a Nord Huscarl. Compared to Vaegir Guards, Sarranid Guards usually carry shields which the Vaegirs lack, but their shields are insignificant and probably can't hold a proper shield wall. However like Vaegir Guards, Sarranid Guards sometimes carry two-handed Sarranid Battle Axes. Their use of these weapons is one of the best things about Sarranid Guards. Another consideration is that most carry war spears, making them a decent anti-cavalry unit. Compared to Nord Huscarls, Sarranid Guards are very fast due to their Athletics skill and wear durable yet light Sarranid Guard Armor, making them almost as fast as Huscarls. Also, Guards are missile infantry and are armed with 4 to 8 Jarids. This allows them to pepper and weaken stronger infantry units like Rhodok or Swadian Sergeants, and especially unshielded Vaegir Guards, thus evening out the melee battlefield. An all-Sarranid commander should know that unhorsed Mamlukes are the strongest infantry a Sarranid army can bring to bear, as the Sarranid Guards' armor is simply too light. Mamluke Mail is some of the highest-tier armor in the game, and the Mamlukes' Iron Maces have consistently high non-lethal damage, allowing you to take prisoners. Overall, Sarranid Guards, though low in stats in comparison to the elite infantry of other factions, are instead a mixture of all skills of those other elite troops. One might say that they are the "jack-of-all-trades" of military units. 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. Sarranid Guard - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Sarranid Mail Coif, Sarranid Veiled Helmet Body Sarranid Guard Armor Hand (Possible): Mail Mittens, Leather Gloves Foot Sarranid Mail Boots, Plated Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw 4 Power Draw ? Weapon Master ? Shield 3 Athletics 5 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 135 Polearms 135 Archery 75 Crossbows 75 Throwing 140 Weapons Melee Military Pick, Sarranid Battle Axe, Elite Scimitar, War Spear, Winged Mace Ranged (Possible): Jarids Shield Heavy Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Horseman
Sarranid Horseman Troop Information Culture Sarranid Sultanate Wages 33-17 denars Acquired from... Sarranid Veteran Footman Upgrades to... Sarranid Mamluke Upgrade Cost 80 denars XP for Kill 180 xp Ransom Value 150 denars Sarranid Horsemen are the basic cavalry of the Sarranid Sultanate. Tactics[] They are considerably faster than Sarranid Mamlukes, but also far weaker. One should not use Horsemen in a joint charge with heavy cavalry, since Horsemen tend to outrun their allies and can find themselves out of position, often costing unnecessary lives. Being the troop with best balance between armor and speed for their tier, they could be considered the most agile tier 4 cavalry. The reason for this is that Swadian Men-at-Arms are much slower than Sarranid Horseman due to lack of Coursers. Khergit Lancers are sometimes equipped with Coursers, but can also receive armored Steppe Horses still making them slower on average than Sarranid Horsemen. Sarranid Horsemen are best at fighting enemy armies that have large numbers of archers. Sarranid horseman can easily rush archers down in little time. They are best combined with any sort of infantry that can provoke enemy archers onto themselves, allowing Sarranid Horseman to make efficient flanking attacks to wipe out the enemies. Because of their fast movement on the battlefield, Sarranid Horsemen may also do well in flanking light infantry and finishing off routed enemy troops. The idea of flanking attack: Picture 1: Sarranid Veteran Footmen provoke Sea Raiders. Picture 2: Sarranid Horsemen attack from the other side leaving the enemy no chance. This tactic is best used on the plain battlefields without mountains, so that Sarranid Horsemen can easily maneuver around enemies when making flank attacks. 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. Sarranid Horseman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Horseman Helmet Body Sarranid Mail Shirt Hand (Possible): Leather Gloves Foot Plated Boots, Sarranid Leather Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Lance, Sarranid Arming Sword, Elite Scimitar, Winged Mace Ranged ? Shield Round Cavalry Shield Mount Desert Horse, Courser, Hunter Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Infantry
Sarranid Infantry Troop Information Culture Sarranid Sultanate Wages 19-10 denars Acquired from... Sarranid Veteran Footman Upgrades to... Sarranid Guard Upgrade Cost 80 denars XP for Kill 180 xp Ransom Value 150 denars Sarranid Infantry are melee specialists for the Sarranid Sultanate. They have a chance of carrying throwing weapons. Tactics[] Sarranid Infantry should make up a good bulk of a Sarranid commander's army, as they are more than capable on the battlefield. Although they are quite weak compared to other fourth-tier infantry, Sarranid Infantry are good at taking down bandits and sometimes weak mounted units. 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. Sarranid Infantry - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Sarranid Mail Coif Body Sarranid Mail Shirt Hand ? Foot Plated Boots, Sarranid Leather Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 3 Power Draw ? Weapon Master ? Shield 3 Athletics 3 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 75 Crossbows 75 Throwing 110 Weapons Melee Iron Battle Axe, Sarranid Arming Sword, Spiked Mace, Spear Ranged (Possible): Jarids Shield Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Mamluke
Sarranid Mamluke Troop Information Culture Sarranid Sultanate Wages 57-30 denars Acquired from... Sarranid Horseman Upgrades to... None Upgrade Cost None XP for Kill 272 xp Ransom Value 228 denars Sarranid Mamlukes are the top-tier mounted units in the Sarranid troop tree, sharing their elite status with the Sarranid Guard and the Sarranid Master Archer. They are available through the promotion of Sarranid Horsemen. Mamlukes are considered to be among the most powerful cavalry available in the game. Tactics[] Tactically, Mamlukes should be used similarly to their Swadian and Vaegir counterparts. Both head-on charges and flanking, while infantry and archers occupy the enemy's attention, are effective ways to use Sarranid Mamlukes. Keep in mind that flanking can result in fewer potential casualties. Commanders that exclusively use Sarranid troops will often find that dismounted Mamlukes are also the most powerful foot troop that they can bring to bear, due to the comparative inferiority of Sarranid Guards. However, this does not necessarily make the unhorsed Mamluke the "best" foot troop overall. Due to their extremely high Riding skill - matched only by Khergit Veteran Horse Archers - and heavy mounts equal to those used by Swadian Knights, Mamlukes have a slightly easier time breaking away from combat for successive charges compared to the heavy cavalry of other factions. Their riding speed also means that they are faster on the march. The high offensive capability and exceptional durability of Sarranid Mamlukes make them some of the best units in open-ground combat, as well as a safe choice for siege offense or defense situations. 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. Sarranid Mamluke - Default Stats and Equipment Attributes Stat Points Level 27 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Sarranid Veiled Helmet Body Mamluke Mail Hand Scale Gauntlets, Mail Mittens Foot Sarranid Mail Boots, Plated Boots Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics ? Riding 7 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 130 Archery 75 Crossbows 75 Throwing 110 Weapons Melee Heavy Lance, Elite Scimitar, Iron Mace, Sarranid Cavalry Sword Ranged ? Shield Elite Cavalry Shield Mount Sarranid Horse, Sarranian War Horse Trivia[] Sarranid Mamlukes are named after the historical Mamluk cavalrymen and knights of the Ayyubid (slaves from the Caucasus, Central Asia, and north of the Black Sea) Dynasty, the independent Mamluk (Turkish and Circassian) Sultanate, and the Egyptian vassal regions of the Ottoman (Turkish) Empire. Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Mamluke (multiplayer)
The Sarranid Mamluke is the mounted class of the Sarranid Sultanate in Multiplayer games. The mamluke is somewhat unique in not having access to typical hunters or coursers, instead favoring fairly fast, extremely maneuverable desert or Sarranid horses. With enough money, the mamluke can also ride a Sarranian war horse, an armored steed which is every inch the equal of the charger prized by Swadian men at arms. With no athletics skill, Mamlukes are not agile fighters on foot. Stats[] Attributes Stat Points Level 19 Strength 15 Agility 14 Intelligence 30 Charisma 30 Health 56 Relevant Skills Skill Points Ironflesh 3 Power Strike 2 Power Throw 2 Power Draw 0 Shield 3 Athletics 0 Riding 5 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 90 Crossbows 60 Throwing 110 Equipment[] Helmets Helmet Price Turban 28 Desert turban 38 Horseman helmet 180 Sarranid mail coif 430 Sarranid veiled helmet 810 Torso Armors Armor Price Worn robe free Skirmisher armor 74 Archer's padded vest 260 Cavalry robe 990 Sarranid mail shirt 1400 Mamluke mail 2900 Sarranid elite armor 3828 Shoes Shoes Price Sarranid leather boots free Plated boots 280 Sarranid mail boots 920 Gloves Gloves Price Leather gloves 45 Mail mittens 350 Scale gauntlets 710 Weapons Weapon Price Melee Weapons Iron mace (one handed) 45 Iron battle axe 250 Iron war axe 360 Sarranid sword free Sarranid arming sword 218 Sarranid cavalry sword 310 Sarranid guard sword 420 Sarranid battle axe 350 Lance free Heavy lance 360 Ranged Weapons Javelins 255 Jarids 476 Shields Plain cavalry shield free Round cavalry shield 195 Elite cavalry shield 370 Mounts Mount Price Saddle horse 240 Desert horse 550 Sarranid horse 700 Sarranian war horse 1811 Bot Sarranid Horsemen[] The bot equivalent of the Sarranid mamluke is referred to as a Sarranid horseman. Sarranid Mamluke (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Horseman helmet Body Sarranid mail shirt Hand ? Foot Plated boots, Sarranid leather boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Elite scimitar, lance, Sarranid arming sword, winged mace Ranged ? Shield Round cavalry shield Mount Courser, hunter
Sarranid Master Archer
Sarranid Master Archer Troop Information Culture Sarranid Sultanate Wages 27-14 denars Acquired from... Sarranid Archer Upgrades to... N/A Upgrade Cost N/A XP for Kill 230 xp Ransom Value 192 denars Sarranid Master Archers are the top-tier ranged specialists for the Sarranid Sultanate. They are some of the most durable archers in Calradia. This durability, along with their exceptional fire rate, make them some of the best archers for close range fire support. Tactics[] Sarranid Master Archers are capable of decimating unshielded troops, and are generally regarded as some of the best archers in Calradia. This status is rivaled only by Vaegir Marksmen, who have very similar stats and melee weapons, however Marksmen do have inferior armor. Marksmen outdo them at long range, but since the Vaegir archers use War Bows, they fire much slower. Master Archers are very effective in a defensive siege; their substantially heavier armor compared to Marksmen lets them take multiple additional hits when compared to a Vaegir Marksman, taking two siege crossbow headshots, or up to four body shots, to kill. This, combined with their ability to repeatedly stagger exposed crossbowmen with their high fire rate, can make them a surprisingly effective counter to traditionally powerful archers like Rhodok Sharpshooters. As with any other ranged troops, one should try to keep them out of close combat as most high-tier melee infantry would bring them down with relative ease. Although Master Archers can hold their own against weaker enemies, or if they have outnumbered an enemy of equal or greater strength. 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. Sarranid Master Archer - Default Stats and Equipment Attributes Stat Points Level 24 Strength 14 Agility 5 Intelligence 4 Charisma 4 Health 55 Armor Head Sarranid Mail Coif Body Sarranid Guard Armor Hand ? Foot Plated Boots, Sarranid Leather Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw 4 Power Draw 4 Weapon Master ? Shield ? Athletics 5 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 130 Crossbows 100 Throwing 130 Weapons Melee Sarranid Arming Sword, Spiked Mace Ranged Strong Bow, Nomad Bow, Barbed Arrows Shield ? Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Recruit
Sarranid Recruit Troop Information Culture Sarranid Sultanate Wages 1 denar Acquired from... Sarranid villages- or -Desert Bandit Upgrades to... Sarranid Footman Upgrade Cost 10 denars XP for Kill 38 xp Ransom Value 32 denars Sarranid Recruits are the first-tier troops of the Sarranid Sultanate. They are common folk which are recruited from the villages of the Sultanate, or they can be promoted from Desert Bandits. Tactics[] Sarranid Recruits lack any decent skills or equipment but, with hardening, these desert dwellers can advance through the ranks. They are very cheap and therefore excellent for making meat shields. If your intentions do not involve letting them get slaughtered, there is little place for recruits on the battlefield. The best place for them to fight will be at a Training Field, where they can advance to Sarranid Footmen, resulting in somewhat better melee fighters. 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. Sarranid Recruit - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Sarranid Felt Hat, Turban Body Worn Robe Hand ? Foot Sarranid Shoes Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 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 Scythe, Hatchet, Pickaxe, Club Ranged (Possible): Stones Shield (Possible): Old Heater Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Skirmisher
Sarranid Skirmisher Troop Information Culture Sarranid Sultanate Wages 10-5 denars Acquired from... Sarranid Footman Upgrades to... Sarranid Archer Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Sarranid Skirmishers are the weakest ranged troops available to the Sarranid Sultanate. Tactics[] Armed with several Jarids, they can cause quite a bit of damage when hitting their target, but they will also run out of ammunition relatively quickly. In close combat, Skirmishers fight with Sarranid Swords or Spiked Clubs and sometimes even have Plain Cavalry Shields for protection. However, since these units are only lightly armored, they are best kept out of close combat. As their ranged weapons are very limited in quantity but also incredibly powerful, an effective strategy is to order your Skirmishers to hold their fire and allow the enemy to get as close as possible to your main line of troops. The enemy would then lower their shields for melee, at which point your Skirmishers may be told to to fire at will, dealing massive damage to the opposing units. 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. Sarranid Skirmisher - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Turban, Desert Turban, Sarranid Warrior Cap Body Skirmisher Armor Hand ? Foot Sarranid Shoes Skills Skill Points Ironflesh 1 Power Strike ? Power Throw 2 Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Sarranid Sword, Spiked Club Ranged Jarids Shield (Possible): Plain Cavalry Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Sarranid Sultanate
Sarranid Sultanate Banner Troops Official Information Ruler Sultan Hakim Claimant Arwa the Pearled One The Sarranid Sultanate is a new faction introduced in Mount&Blade: Warband, located in the southern deserts of Calradia. It is led by Sultan Hakim, while the claimant to the throne is Arwa the Pearled One. Sarranid lords are called Emirs, an Arab title for a ruler. Their national animal appears to be the desert eagle, as it is depicted on their emblem. However, Hakim's banner is one of the two monarch banners that does not match up with the emblem, and the only one that does does not contain a heraldic eagle. Interestingly, Arwa has an eagle's head on her banner (and so does one of the most powerful lords of the Sultanate, Emir Uqais, initial lord of Durquba, for that matter), which could be related to her claim hinging on Sultan Ayzar's, while Hakim's hinges on Baybak's. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] The Sarranids were ruled by Sultan Ayzar prior to the events of Warband. Ayzar purchased a slave, Arwa the Pearled One, who would later endear herself to him so much that he eventually let her manage his kingdom and practically adopted her as his daughter. After Ayzar's death, Arwa was allowed to rule on the condition that she marry the realm's general, Emir Baybak, and they ruled together for ten more years. However, after Baybak was killed in a skirmish with the Khergit Khanate (likely under the rule of Janakir Khan at that point). His nephew, Hakim, staged a coup against Arwa, ousting her from power on grounds of her bewitching both the previous Sultan and his uncle. The Sarranids are possibly descendants of the Aserai. They occupy a similar portion of the maps (they likely occupied Charas/Shariz from the Vlandians/Swadians), they have very similar troop trees and the Sarranids share a name with the Banu Sarran, one of the Aserai clans. If this is true, Sultan Ayzar would have descended from Adram or Addas (Nimr had no heirs) and Arwa the Pearled One would share her name with another member of the Banu Sarran, Arwa. Rulers[] Sultan Hakim Initial Ruler Arwa the Pearled One Claimant Vassals[] Emir Amdar Emir Atis Emir Ayyam Emir Azadun Emir Biliya Emir Dhashwal Emir Dhiyul Emir Ghanawa Emir Ghulassen Emir Hamezan Emir Hiwan Emir Lakhem Emir Muhnir Emir Mundhalir Emir Nuam Emir Nuwas Emir Quryas Emir Raddoun Emir Tilimsan Emir Uqais Tactics[] Main article: Sarranid Sultanate Tactics. Strengths[] Good skirmishing ability with overall versatility, thrown weapons and polearms, and high Athletics skill. Powerful heavy cavalry, rivalling the knights of Swadia. Weaknesses[] Infantry is easily outmatched in direct engagements. Archers are outclassed at long range by those of other factions. Summary[] Starting in the Sarranid Sultanate is difficult, as many bandits roam the deserts outside of villages and towns. When you can, leave the area and come back with a large force if you want to attempt to drive out the bandits. Most of their units are relatively weak, excluding some of the higher tier archers and cavalry. The Sarranids use units and tactics that seem to be a blend between those of the Swadians and Vaegirs, giving them more versatility. The top-tier Sarranid cavalry unit, the Sarranid Mamluke, is on a par with the Swadian Knight as the toughest horsemen in the game while Sarranid infantry and archers are tactically closer to Vaegir military units, although they are generally more heavily armored and bear heavier shields than Vaegir troops. Their weakness lies in a lack of specialization arising from this blending. While their archers are relatively tough in melee, they are not as devastating in their main role as archers. Similarly, their infantry have throwing weapons, but lack staying power in melee combat, and their horsemen are slightly less well-armored than their Swadian counterparts (but still quite powerful) and carry more blunt weapons to capture prisoners. Used well, the Sarranids are a formidable force, but it is hard to squeeze a significant amount of damage out of the archers during a siege because they quickly exhaust their ammunition. Sarranid Master Archers are a hedged bet. They are better in melee combat, and thus a good backup when things go awry, but less effective compared to other ranged troops when things go according to plan. Ultimately, Master Archers may not be capable of clinching victory against powerful enemy forces. Mamlukes rule the open desert and their blunt weapons will help them pay their recruitment costs and salaries by capturing prisoners, but their expensive horses are of no use when besieging a town or castle. Sarranid infantry might score a few kills with throwing weapons, but when you need them to hold the line they simply may not be capable of holding their own against other factions' infantry in a direct clash. The Sarranid territory is mostly open desert, making battles very favorable for cavalry and archers. Unlike the Khergits, their cavalry are melee only and have no bows, making them less versatile. However, their mounted knights (Mamlukes) are some of the strongest in the game, rivaling Swadian Knights. Their infantry are considered the weakest in the game when compared to the other factions, and they are not as heavily armed as similar units in other kingdoms. However, they are reliable in large numbers and can be very useful if supported. Sarranid archers use bows and jarids rather than crossbows, and while they can out-shoot Nord Veteran Archers, they are outclassed by Vaegir Marksmen. They have a very fast rate of fire, which allows a small number of troops to lay down an impressive volley in a short amount of time. But, Sarranid archers are not always reliable because of their low damage and poor accuracy, made worse when they spawn with jarids instead of bows. Troop Tree[] Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Territory[] The territory of the Sarranid Sultanate contains the following towns, castles, and villages: Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha Note that, over the course of the game, other kingdoms may besiege and take over these lands and the Sultanate may gain more or less land. However, these places are the only places from which you can recruit Sarranid troops. The Sarranid Sultanate is the only faction in which no castle shares its name with that castle's village. You can buy Date Fruit cheaply which, when sold to the neighboring Khergit Khanate, can fetch a price of up to 100 denars. Trivia[] The Sarranid ruler and vassals, unlike those of the other factions, wear their combat attire all the time, including in the castle halls where the other lords usually wear civilian clothing. Internally, this is because the Sarranids were not given an alternate set of clothes in their inventory and so have nothing else to wear. 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
Sarranid Sultanate Tactics
The Sarranid Sultanate is a new empire introduced in Mount&Blade: Warband. It isn't regarded as one of the most popular Factions, simply because of its troop selection. The Sarranid army is difficult to use if you don't know how to play to their strengths. The Sarranids wear light armor, which means they are dispatched fast. But with the right know-how, they can kill the opposition faster in comparison. They move faster on the overland map and, while not as fast as a Khergit warband, are still very speedy. Contents 1 Using the Sarranid Sultanate 1.1 Campaign 1.2 Battlefield 1.3 Sieges 1.4 Prisoners 2 See Also Using the Sarranid Sultanate[] Campaign[] In the beginning, if at war with the Khergits you can easily kill small bands of lords with Sarranid horseman. They may rush to take Swadian or Khergit lands, and three things may happen. One is, they rush in and take a castle, while a larger enemy force rushes in and captures them or captures a city. Two is, A large fight between nations is fought, which Swadians they may win, or possibly Khergits, but most times a Rhodok force will win. Third and least common is that they will rush in, take over a fief, and come back flawlessly. Their infantry can make this happen with powerful throwing weapons, but their archers won't be too much help. The Sarranids have a unique advantage: they start out with four cities like the Khergits, Vaegirs, and Swadians, but only border one other nation. This means that you will almost always fight only one significant opponent at a time. Better yet, your main rival are the Khergit - the most easily conquerable nation in the game. Your enemy will harass you in open fields and constantly loot your villages, but the extremely weak Khergit infantry will not be able to capture well-fortified important locations. You, on the other hand, should travel in tight war-bands (either with your marshall or with nobles who are friendly to you) and use your better balanced units to quickly take over Khergit towns and castles. Unlike the Khergits, Rhodoks could pose a serious threat should they come near your cities, especially because the closest city to their land is your capital, Shariz. Therefore, you should switch tactics and engage the Rhodoks as if you were a Khergit - use more horsemen (to counter their infantry) and attack them in the open, looting their villages and harassing them at every turn. Initially you should only try to buy time until a ceasefire is declared, but once the Khergits are out of the picture, you could advance to Rhodok lands using either better infantry recruited from other kingdoms, or simply with much larger numbers (bolstered by your newly acquired Khergit towns - but remember that Khergit troops are merely there to overwhelm and act as a meat shield for your Mamlukes). Eventually even the powerful Rhodok Sharpshooters will have to yield to your relentless onslaught. The same strategy can be employed against Swadia, Vaegirs and the Nords. Battlefield[] On the battlefield, a Mamluke is argued to rival the powerful Swadian Knight. They can make quicker turns, wear very thick armour, and their heavy iron mace can deal blunt damage. The damage is less, and the blunt damage is not always good, but can be useful for capturing prisoners. However, their armour is slightly worse than the Swadians, so is their polearm skill. On foot, a Sarranid Guard, while it may have longer ranged throwing weapons than a Nord, is no match in hand-to-hand melee. Sarranid Guards are probably the worst top tier soldier in the game, worse than the Khergit Lancer and Nord Veteran Archer. Their archer has good armor and a fast-shooting bow, being roughly on par with the vaegirs. The Mamluke is one of the two most powerful horsemen in the game. As such, their main tactic is to charge into the fray, relying on their excellent armor to carry them through, even when surrounded by lesser enemies. Mamlukes carry shields which offer them even better defense in prolonged melee, whether on foot or on horseback. As a consequence of this, Mamlukes can also serve as the heavy infantry of the Sarranid Sultanate. Armed with iron maces, Mamlukes can smash through castle defenders, making way for weaker troops to pour into the gaps. They still have trouble attacking castles of Nords or Rhodoks, the Swadian Knight may be better because the Morningstar can crush through blocks more often. Sarranid Master Archers are a unique mix of archer and light infantry. In the open, they can decimate unprotected troops or dismount fast cavalry like Khergit Veteran Horse Archers. Heavy cavalry or infantry are much better protected against Master Archers' arrows and will destroy them if they reach them. Therefore, the best tactic for these archers is to plant them on a hill and let them do their thing while you and your Mamlukes monitor the situation. If light infantry or fast horses try to approach you need not do anything - the archers will either kill their enemies or weaken them sufficiently to take them out in melee. If they are approached by heavy infantry, the enemy will raise their shields to absorb the incoming arrows - this will slow down the enemy and will give you time to regroup your cavalry and charge at the unprotected rear and flanks of the enemy infantry (don't forget to order your archers to hold fire a few moments before so that you won't be peppered by your own troops). Sarranid Guards are the most lightly armored of all elite infantry and are of little use as heavy line infantry. They do, however, have Jarids with which they can annoy enemy forces. Since Jarids have a longer range than many other thrown weapons, you could move them with cavalry, stop them some way in front of the enemy and let the Jarids fly. The enemy will then raise their shields, giving your cavalry an opportunity to attack from the flanks. But they can and will still maneuver to defend against cavalry when your Guards run out of Jarids. It's best to order your infantry to hold fire until you're sure they can hit their targets. Alternatively, you can leave them behind your archers (hidden behind some nearby obstacle, or better yet, a slopping hill) to surprise any enemy that nears your archers (again, high speed may help them intercept the enemy). Sieges[] When trying to take a castle, you should pull back your infantry and cavalry while having your archers line up and spread out at a good spot to pick defenders off of the walls. Once the enemy is weakened or your men begin to run out of ammo, order your cavalry to charge, followed by your infantry and archers. Prisoners[] All Sarranid elite troops are either equipped with, or have a high chance of being equipped with, a blunt weapon. If you order your troops to switch to blunt weapons most of them will comply and will help you take as many prisoners as you want. The Mamlukes are one of the few elite horsemen (others being the Slaver Chiefs and Khergit Lancers) that are armed in this fashion, meaning you'll be able to maintain a good charge even though Mamluke's are better for flanking. The superior horses and equipment of the Mamlukes makes them better suited for this task than even when you set out to capture prisoners, without giving much more thought to micromanaging your troops than any other unit in the game. Note that prisoners will slow you down and can escape. You also lose morale if you recruit prisoners. See Also[] Strategy and Tactics Khergit Khanate Tactics Kingdom of Nords Tactics Kingdom of Rhodoks Tactics Kingdom of Swadia Tactics Kingdom of Vaegirs Tactics
Sarranid Veteran Footman
Sarranid Veteran Footman Troop Information Culture Sarranid Sultanate Wages 10-5 denars Acquired from... Sarranid Footman Upgrades to... Sarranid Infantry- or -Sarranid Horseman Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Sarranid Veteran Footmen are melee specialists for the Sarranid Sultanate and can be found in the armies of most Sarranid lords. They upgrade into either Sarranid Infantry or Sarranid Horsemen. Tactics[] Sarranid Veteran Footmen always have Sarranid Leather Armor that gives them 32 body defense. There is a chance that a Sarranid Veteran Footman will carry throwing weapons, making them more threatening than most third-tier melee troops of other factions. Owing to their lack of appreciable Power Strike and below average melee weapon proficiency, one will often find that their Footmen do not stack up well against their peers in other factions once their initial volley of Jarids has been spent. When fighting against these troops, it's best to charge them with cavalry. Footmen have weak shields, so troops with axes can be effective, such as those from the Kingdom of Nords. Like most Sarranids, if you choose to use them, they generally don't have great armor. But in swarms, they become less vulnerable to charges, and flanking the enemy with the famous Sarranid cavalry makes the charges less destructive. 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. Sarranid Veteran Footman - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head Sarranid Warrior Cap Body Sarranid Leather Armor Hand ? Foot Sarranid Leather Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw 2 Power Draw ? Weapon Master ? Shield 2 Athletics 2 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 85 Two Handed Weapons 85 Polearms 85 Archery 75 Crossbows 75 Throwing 100 Weapons Melee Bamboo Spear, Sarranid Sword, Sarranid Arming Sword, Spiked Mace Ranged (Possible): Jarids Shield Plain Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer
Saxon Horseman (Ridda)
Saxon Horseman (Ridda) Troop Information Culture Saxons Wages ? Acquired from... Saxon Spearman (Cniht) Upgrades to... N/A Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Horseman (Ridda) is a fourth-tier unit of the Saxon troop tree. 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. Saxon Horseman (Ridda) - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head (Possible): Elite Anglo Saxon Helm, Saxon Helm, Old Complete Helm Body Saxon Tunic, Padded Saxon Tunic, Saxon Gambeson, Saxon Long Gambeson Hand ? Foot Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 8 Power Strike 5 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 8 Athletics 5 Riding 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 230 Two Handed Weapons 150 Polearms 215 Archery 50 Crossbows 30 Throwing 200 Slings 130 Weapons Melee Long War Spear, Broadseax Ranged Skirmish Javelins Shield Rawhide Round Shield Mount Pony Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxons
The Saxons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Saxons have much in common with the Angles. There is only one Saxon kingdom: the West Seaxe. Banner Name Color Ruler Claimant Capital Kingdom of West Seaxe #ff4f38 Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Troops[] Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Scottish Musketeer
For other uses, see Musketeer (disambiguation). Scottish Musketeer Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Musketeer (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers are national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with Wheelock Muskets of average-yet-decent firepower, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some 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. Scottish Musketeer - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 51 Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding 1 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 80 Two Handed Weapons 80 Polearms 80 Archery 0 Firearms 95 Throwing 0 Weapons Melee Scottish Broadsword Ranged Wheellock MusketBullets Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. 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) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Musketeer (veteran)
This article is a stub. You can help out by expanding it. For other uses, see Musketeer (disambiguation). Scottish Musketeer (veteran) Troop Information Culture Mercenaries Wages 8 thalers/week Acquired from... Scottish Musketeer Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers (veterans) are veteran national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with better muskets than their recruitable counterparts, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, veteran Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some 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. Scottish Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? 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 ? Two Handed Weapons ? Polearms ? Archery 0 Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. 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) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Pikeman
For other uses, see Pikeman. Scottish Pikeman Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Pikemen are national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They are slightly more armored and have higher skill values than Swedish Pikemen. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some 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. Scottish Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 48 Armor Head Morion Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding 1 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 110 Two Handed Weapons 110 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. 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) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Pikeman (veteran)
For other uses, see Pikeman. Scottish Pikeman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Scottish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Pikemen (veterans) are veteran national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They are slightly more armored and have higher skill values than veteran Swedish Pikemen. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some 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. Scottish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head Morion Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? 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 ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. 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) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Swordsman
For other uses, see Swordsman (disambiguation). Scottish Swordsman Troop Information Culture Mercenaries Wages 10-18 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Swordsman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Swordsmen are national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They wear a breastplate and wield a giant sword with enough Power Strike to make it hurt, which makes them hands down the best Scottish troops and best used at defending fortresses. Skills-wise identical to Swedish Swordsmen but with higher Power Strike yet less armored, using either or both comes down to player choice. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some 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. Scottish Swordsman - Default Stats and Equipment Attributes Stat Points Level 13 Strength ? Agility ? Intelligence ? Charisma ? Health 60 Armor Head ? Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 1 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 140 Two Handed Weapons 140 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. 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) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Swordsman (veteran)
This article is a stub. You can help out by expanding it. For other uses, see Swordsman (disambiguation). Scottish Swordsman (veteran) Troop Information Culture Mercenaries Wages 18 thalers/week Acquired from... Scottish Swordsman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Swordsmen (veterans) are veteran national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They wear a breastplate and wield a - slightly better than regular Scottish Swordsmen's - giant sword with enough Power Strike to make it hurt, which makes them hands down the best Scottish troops and best used at defending fortresses. Skills-wise identical to veteran Swedish Swordsmen but with higher Power Strike yet less armored, using either or both comes down to player choice. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some 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. Scottish Swordsman - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? 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 ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. 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) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scythe/Warband
The Scythe is a farming tool, but the speed and cutting damage it offers is actually reasonable for poorer spearmen who want something long and quick. It can be thrusted to stop cavalry in their tracks as well. Scythe ScythePolearmBase value: 43 denarsWeight: 2.0Swing: 30cThrust: 14pSpeed rating: 97Weapon reach: 182
Scythe Wielder
Scythe Wielder Troop Information Culture Polish Commonwealth Wages 1 thaler Acquired from... Prisoners or Commander Upgrades to... Militia Pikeman, Musket Militiaman Upgrade Cost 10 thalers Scythe Wielders are Polish Commonwealth conscripts armed with scythes. Tactics[] With their poor melee weaponry, virtually non-existent training, and near complete lack of armor, they are militia not to be relied upon heavily. They should be upgraded to Musket Militiamen or Militia Pikemen as soon as possible. As they are very cheap, they can be recruited en masse and used as cannon fodder, distracting enemy troops so that far superior allied forces can destroy them. 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. Scythe Wielder - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health 42 Armor Head Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 50 Polearms 60 Archery 10 Firearms 20 Throwing 0 Weapons Melee Scythe Ranged ? Shield ? Mount ? Wikipedia has an article on this subject at:Kosynierzy Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Sea Raider
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Sea Raider Troop Information Culture Bandits Wages 13-7 denars/week Acquired from... Prisoners Upgrades to... Nord Recruit Upgrade Cost 80 denars XP for Kill 134 experience Ransom Value 112 denars Sea Raiders are bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Roaming the northern coastal areas of Calradia in Nord and Vaegir lands, they spawn in groups of 5-50. Sea Raiders are the heaviest type of bandits. They are a good source of experience and money during mid-game but are very dangerous to new or ill-prepared players - without good armor or a shield, one is likely to be torn apart by them. Unlike other Bandit parties, Sea Raiders are a hostile, non-negotiable bandit and will not make you pay - they will just attack you instead. Similar to Looters, they will charge at you in large groups. Most Sea Raiders with Longbows will stop to fire on you and your troops, and those with Throwing Axes will continue to run, stopping every once in a while to throw. Up close, they will pull out their melee weapons and attack their opponents ruthlessly. To an experienced player, Sea Raiders are easy foes. It is not recommended for new players to go up against them unless they have played the game before. This is because Sea Raiders can easily break through shields and, in a swarm, it can be difficult to block all of their attacks. Ranged weapons are usually effective against Sea Raiders in the hands of an average archer, provided the targets don't have shields. Suggested troops to use in battle against Sea Raiders are at least tier-three faction troops, Hired Blades, or some form of cavalry. A good tactic against Sea Raiders that avoids losing any troops is to ride out alone and circle the Raiders from a distance while mounted. Once they form a tight group, shoot arrows at their feet until most of them are wounded, then order your cavalry to charge. Sometimes the Raiders lack head armor and shields - go for headshots in this case. If the player has a heavy War Axe or comparable high-damage two-handed weapon, they may simply ride in circles around the Sea Raiders, cutting down those on the edges of the swarm or who stray too far outside the group. Spears or lances are equally effective at picking off Sea Raiders one by one. If you manage to capture and recruit any Sea Raiders without them taking off in the night, their ability in melee means they can usually come out victorious against tier-two troops or other bandits. When against a larger or stronger force, Sea Raiders can weaken the enemy with their ranged weapons before moving in to attack. When recruited in Warband, Sea Raiders can be upgraded into Nord Recruits for 80 denars. This can be a poor decision, as Sea Raiders are level 16 but Nord Recruits are level 6 and are poorly equipped, so they lose a lot of strength by being upgraded. However, Nord Recruits will eventually upgrade into Huscarls, which are one of the strongest foot soldiers in the game. If you expect difficult fights to occur soon, you should wait on the upgrades, as Sea Raiders are comparable to Nord Warriors. Quotes[] If a party of Sea Raiders is caught up to or catches up to the player, they will say one of a few lines: "I will drink from your skull!" "That's a nice head you have on your shoulders." "Less talking! More raiding!" "Today the gods will decide your fate!" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Sea Raider - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible) Nasal Helmet(Possible) Nordic Helmet Body Mail ShirtByrnieNomad Vest Hand None Foot Leather BootsNomad Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 2 Power Draw 3 Weapon Master ? Shield ? Athletics 2 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee SpearBattle AxeFighting AxeNordic Sword (a)Nordic Sword (b) Ranged (Possible) Long Bow(Possible) Arrows(Possible) Throwing Axes(Possible) Javelins Shield Nordic ShieldWooden Shield Mount None Trivia[] According to Matheld, Sea Raiders and Nords are from the realm of Nordland, located far to the north of Calradia. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Sebula Noyan
Sebula Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Sebula 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 Qutala 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[] Sebula 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 Khergit Lamellar Vest, Lamellar Armor Hand Lamellar 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 6 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 250 Two Handed Weapons 250 Polearms 250 Archery 250 Crossbows 250 Throwing 250 Weapons Melee Heavy Sabre, Two Handed Sabre Ranged ? 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
Serduk
Serduk Troop Information Culture Cossack Hetmanate Wages 12 thalers/week Acquired from... Guard Commander Upgrades to... Serduk (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Serduk are guard archers of the Cossack Hetmanate. Tactics[] The best Cossack ranged infantry, they are essentially improved and slightly more reliable Zaporozhian Infantrymen while functionally and behaviorally similar to Lifeguards. Out-competing musket infantry from rivaling nations in both range and firepower while only equaled by German Infantry Musketeers and Lifeguards in terms of stats and equipment, Serduk are less likely to retreat from the battlefield, capable of raining suppressive fire down on the enemy - shooting down the best horsemen in the game with a single shot - and efficient at attacking or defending fortifications during sieges - their clothing offers little melee protection, however, making them vulnerable to infantry and cavalry attacks. Keeping in mind that Cossack pikemen are unreliable when it comes to protecting musketeers from cavalry, your best chances of winning against waves of horses are to either place Serduk in two or three rows on top of a hill - enabling covering fire for your Cossack light cavalry - or to construct a Wagon Fort. If you have an army of horsemen and the enemy army is composed largely of Serduk, either charge into them after they've fired their first volley or split your cavalry forces and attack them simultaneously from the flanks - if you time your orders well and overwhelm the Serduk, they will begin to flee, making killing them easier. That way, precious high quality loot and victory will be yours. 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. Serduk - Default Stats and Equipment Attributes Stat Points Level 14 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 55 Armor Head Serduk Cap Body Serduk Zupan Hand None Foot Good BootsCossack Boots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 3 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 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 150 Throwing 0 Weapons Melee SaberCossack Saber Ranged Miquelet MusketHeavy 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)
Serduk (veteran)
Serduk (veteran) Troop Information Culture Cossack Hetmanate Wages 13 thalers/week Acquired from... Serduk Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 82 thalers Serduk (veterans) are veteran guard archers of the Cossack Hetmanate. Tactics[] The best Cossack ranged infantry, they are essentially improved and slightly more reliable veteran Zaporozhian Infantrymen while functionally and behaviorally similar to veteran Lifeguards. Out-competing musket infantry from rivaling nations in both range and firepower while only equaled by veteran German Infantry Musketeers and veteran Lifeguards in terms of stats and equipment, veteran Serduk are less likely to retreat from the battlefield, capable of raining suppressive fire down on the enemy - shooting down the best horsemen in the game with a single shot - and efficient at attacking or defending fortifications during sieges - their clothing offers little melee protection, however, making them vulnerable to infantry and cavalry attacks. Keeping in mind that Cossack pikemen are unreliable when it comes to protecting musketeers from cavalry, your best chances of winning against waves of horses are to either place veteran Serduk in two or three rows on top of a hill - enabling covering fire for your Cossack light cavalry - or to construct a Wagon Fort. If you have an army of horsemen and the enemy army is composed largely of veteran Serduk, either charge into them after they've fired their first volley or split your cavalry forces and attack them simultaneously from the flanks - if you time your orders well and overwhelm the veteran Serduk, they will begin to flee, making killing them easier. That way, precious high quality loot and victory will be yours. 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. Serduk (veteran) - Default Stats and Equipment Attributes Stat Points Level 18 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 58 Armor Head Serduk Cap Body Serduk Zupan Hand None Foot Good BootsCossack Boots Skills Skill Points Ironflesh 6 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics 3 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 130 Two Handed Weapons 110 Polearms 120 Archery 0 Firearms 165 Throwing 0 Weapons Melee SaberCossack Saber Ranged Good Miquelet MusketMiquelet MusketHeavy Bullets Shield None Mount None 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)
Sergeant (Multiplayer)
For the single-player version, see Vlandian Sergeant. Sergeant Basic Armor Improved Troop Information Faction Vlandia Type Infantry Cost 150 Class Stats Hit Points 100 Armor 41 Movement Speed 75 Army Size 15 Sergeants are a multiplayer infantry class of Vlandia. Official Description[] Vlandian Sergeants are commoners who found they have a knack for bloodletting. Often they've served time in a mercenary company, or drift from lord to lord. They're famous throughout Calradia for their tenacity and professionalism. They are the anvil part of a Vlandian force's "Hammer and Anvil", the hammer of course being the Knights. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Western Long Arming Sword One Handed Tall Heater Shield Shield Perks Western Spear Effective against cavalryTwo Handed One Handed Franceskas Grants 5 throwing axesThrown Bastard Sword Heavy sword, can be wielded with one or two hands(replaces Western Long Arming Sword)Two Handed One Handed
Seymen
Seymen Troop Information Culture Crimean Khanate Wages 7 thaler Acquired from... Prisoners or Commander Upgrades to... Seymen (veteran) Ransom Value thaler The Seymen is an infantry marksman of the Crimean Khanate. Unlike other marksmen units in the game, Seymen wear a chain mail vest and a chain mail misiurka, which gives them good protection and makes them more resilient in melee combat. They are armed with a good musket, saber and shield. Despite their good armor and weapons, they are not as accurate or as good fighters as the Janissary unless they are reinforced with cavalry. Tactics[] Like the Janissary, Seymen work best in firing lines and may benefit from mixing in archers to provide suppressing fire. They should be accompanied by others, as a cavalry charge (as with any other unit without a spear) could be an expensive loss of decent soldiers. They wear decent armour and helmets, and are therefore formidable foes. They are good shooters, but lack in closer range. They are most effective in a firing line with archers to add suppressing 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. Seymen - Default Stats and Equipment Attributes Stat Points Level 10 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 45 Armor Head Misiurka, Simple Misiurka Body Chain Armor Hand None Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 0 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 100 Two Handed Weapons 80 Polearms 90 Archery 0 Firearms 70 Throwing 0 Weapons Melee Yataghan, Saber Ranged Good Matchlock Musket, Heavy Bullets Shield None Mount None Trivia[] By the mid 17th century, the Crimean Khanate was very outdated in its weaponry and tactics. While every nation have drilled their armies in the tactics of pike and shot, the Muslim Khanate still cling to their ancient composite bows, lances, shields and sabers that go back to the time of Genghis Khan. When Crimea was threatened by the Christian invaders, the Ottoman Empire sent its Janissaries and their musket technology to improve the efficiency of the Khan's armed forces. The Seymen was the first Crimean unit to be wield a musket and to only fight on foot. Wikipedia has an article on this subject at:Seymen 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)
Seymen (veteran)
Seymen (veteran) Troop Information Culture Crimean Khanate Wages 10 thalers Acquired from... Prisoners or Seymen (upgrade) Upgrades to... N/A Ransom Value ? thalers The Seymen (veteran) is the upgraded version of the Seymen, an infantry marksman of the Crimean Khanate. They are armed with a musket. Tactics[] Like the Janissary, Seymen work best in firing lines and may benefit from mixing in archers to provide suppressing fire. They should be accompanied by others, as a cavalry charge (as with any other unit without a spear) could be an expensive loss of decent soldiers. They wear decent armour and helmets, and are therefore formidable foes. They are good shooters, but lack in closer range. They are most effective in a firing line with archers to add suppressing 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. Seymen (veteran) - Default Stats and Equipment Attributes Stat Points Level 14 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Misiurka Body Chain Armor Hand None Foot Old Boots Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 0 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 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 85 Throwing 0 Weapons Melee Good Yataghan, Saber Ranged Wheellock Musket, Heavy Bullets Shield None Mount None 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)
Shields
For the With Fire & Sword version, see Shields (With Fire & Sword). The Round Shield is a common example of Calradian shields. Shields are a type of Armor held in the hand that can block ranged and melee attacks, unlike blocking with a weapon which can only block melee from the correct angle. Shields can be used with one-handed weapons, thrown weapons, and most polearms. Contents 1 Blocking 2 Stats 2.1 Shields and Shield Skill 2.2 Deformation 3 List of Shields 4 Shield Modifiers Blocking[] Shields block melee attacks in a 90 degree arc in front of you, (meaning that the attack can hit the front or rim of the shield) though when an attack is ranged, the projectile has to actually hit the shield. This should be kept in mind when advancing, especially while in first-person view, since angling the shield down to look past it presents your head to incoming projectiles. When slung over your back, they can still block ranged attacks coming from the rear. This does not damage the durability of the shield, unlike when it is wielded. Kicks will always stun a block regardless of the Shield skill of the user or shield that is used. Only Board Shields cannot be used on horseback, though they usually have one of the highest durability ratings and size and are preferable if the player only fights on foot. Stats[] Example of shield stats Different shields have widely differing stats, so you should choose the one that fits your playing style best. Here's an explanation of what these stats mean: Name: This is the name of the shield. Modifiers of the shield indicate its strength. Thick and Reinforced ones are stronger, but avoid shields with the negative prefixes, Cracked or Battered. Shield Durability: This is the "health" of the shield; it determines how much damage it can take before it breaks. If it runs out, the shield will be dropped and can no longer be used for the remainder of the battle. The quality of a shield can deteriorate if it breaks. Sell Price: The selling price for the item. Like all other non-trade goods, this value will almost always be lower than the purchase value. Weight: This affects your overall encumbrance. The higher it is, the slower you move. Watch out for your encumbrance if you want to move fast on foot. Resistance: This is the damage subtracted from every hit the shield takes (the shield's armor). For example, a 0 Resistance shield hit by a blade will take 20 damage, which will drain its Durability; instead, a 10 Resistance shield hit by the same blade will take only 10 damage (20 minus 10). Resistance also factors against a successful block crush. This parameter can be quite important for a shield. Weapons with the "bonus against shields" trait ignore this value as well as dealing double damage to shields. This damage is always reduced, however a hard enough hitting attack will still stagger you and force you to lower your shield. Shields can completely neutralize damage when held if the damage, modified by the shield skill, is low enough compared to its resistance. Size: This determines how much of your body is covered by your shield. For example, a 79 Size shield will cover only the upper part of your body, leaving the legs and the head exposed; instead, a 85x143 size shield will cover your whole body, leaving you vulnerable only from the back. Angling the shield up or down will change its coverage of either your feet or your head, be careful when looking down from high positions when there are enemy archers at the same elevation. Speed Rating: This affects how quickly you can block with your shield. Higher numbers are obviously better, especially when the character's Shield skill is low or non-existent. The durability and resistance stats seem to be inversely proportional. Nordic Shields and Heater Shields have higher durability but low resistance, while shields designed to be used mounted are the opposite. Only cumbersome shields like the Huscarl's Round Shield, Board Shield and Steel Shield are exceptions, but these shields balance their greater protection with reduced speed and increased weight. Shields and Shield Skill[] A little illustration of how useful shields can be. Note that use of a shield is heavily affected by the shield skill. Higher skill means higher shield resistance, speed and coverage. With high skill spent on it, you can expect your Steel Shield to be moved as fast as wooden ones and catch projectiles out of coverage as if it were a missile magnet. Deformation[] <a href=" class="image"><img alt="Shields" src=" decoding="async" loading="lazy" width="250" height="141" class="thumbimage" data-image-name="Shields.png" data-image-key="Shields.png" data-relevant="1" data-src=" /></a> A lot of equipment can be found at the initial siege area, including extra shields. If your shield were to be broken, the game may display the message Shield Deformed. If this happens, it means that your shield lost its good trait, or earned a bad trait. Unlike horses which heal back, shields don't; if your board shield became "Battered", there's no way to fix it. So manage your shield well; if your shield has taken heavy damage, it is better to throw your shield around to your back and block with your weapon (if you can) rather than damage a rather expensive shield such as a steel shield, unless of course it's a pick up weapon from the field. You can never in any way destroy an allied troop's shield. List of Shields[] The following table contains all shields available in Warband. ▼ Show/Hide Shields ▼ Shield Durability Weight Resistance Size Speed Base Value Other Wooden Shield 360 2.0 1 100 100 42 - Hide Covered Round Shield 260 2.0 3 79 100 40 - Leather Covered Round Shield 310 2.5 8 79 96 80 - Nordic Shield 440 2.0 1 100 100 95 - Old Round Shield 195 2.5 4 100 93 26 - Plain Round Shield 260 3.0 8 100 90 65 - Round Shield 310 3.5 12 100 87 105 - Heavy Round Shield 350 4.0 15 100 84 210 - Huscarl's Round Shield 410 4.5 19 100 81 430 - Plain Cavalry Shield 160 2.0 8 79 105 96 - Round Cavalry Shield 200 2.5 14 79 103 195 - Elite Cavalry Shield 250 3.0 22 79 100 370 - Old Heater Shield 160 2.0 6 72x105 96 36 - Plain Heater Shield 210 2.5 11 72x105 93 74 - Heater Shield 260 3.0 14 72x105 90 160 - Heavy Heater Shield 305 3.5 19 72x105 87 332 - Horseman's Heater Shield 160 2.0 16 59x79 103 229 - Knightly Heater Shield 220 2.5 23 59x79 100 390 - Heater Shield 410 3.5 2 100 80 227 - Fur Covered Shield 600 3.5 1 162 76 227 - Old Kite Shield 165 2.0 5 72x105 96 33 - Plain Kite Shield 215 2.5 10 72x105 93 70 - Kite Shield 265 3.0 13 72x105 90 156 - Heavy Kite Shield 310 3.5 18 72x105 87 320 - Horseman's Kite Shield 165 2.0 14 59x79 103 205 - Knightly Kite Shield 225 2.5 23 59x79 100 360 - Old Board Shield 280 3.5 4 85x143 89 60 Cannot be used on horseback Plain Board Shield 360 4.0 8 85x143 85 114 Cannot be used on horseback Board Shield 430 4.5 10 85x143 81 210 Cannot be used on horseback Heavy Board Shield 550 5.0 14 85x143 78 370 Cannot be used on horseback Plate Covered Round Shield 330 4.0 16 79 90 140 - Steel Shield 700 4.0 16 79 61 697 - ▲ Show/Hide Shields ▲ Shield Modifiers[] Words such as Plain, Old, Heavy, etc. are not modifiers but part of the actual names of some shields. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment