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Sich
Sich Settlement Information Type Town Kingdom Cossack Hetmanate Villages Magdalenovka, Pologi, Kobelyaki World Map With Fire & SwordSichMagdalenovkaPologiKobelyakiTemplate:World Map/With Fire & Sword Sich is a town of the Cossack Hetmanate, initially ruled by Army Chief Pavlo Gomon. It has the villages Kobelyaki, Magdalenovka and Pologi. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The Lord's Hall is in a circular walled area, which can be accessed through the center of the town after passing through the gates.. The tavern is identifiable by the barrels outside it. During a siege, five ladders are placed outside the circular walled area. Trade[] Produces[] Dyes, Pottery Leatherwork, Wool Cloth Velvet Trades With[] Akkerman Bakhchisaray Cherkassk Kiev Lviv Trivia[] The word "Sich" (січ, Ukrainian: січь sich) was often used by Cossacks for various settlements. The word describes the process of cutting down trees to build a camp. It comes from the Slavic word *sěťi "to cut", compare Russian сечь sech and Ukrainian сікти sikty. Therefore, the term does not refer to a single place. The Zaporozhian Sich was centered around different locations throughout its history, but in the period of With Fire & Sword, it was located in Khortytsia, the largest island in the Dnieper. Wikipedia has an article on this subject at:Khortytsia Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha
Sieges
Sieges are an important aspect of every Mount&Blade game. The most common way for a faction to gain control of a fief is by besieging it (defections are the only alternative). Since the game is designed so that no faction will ever conquer all of Calradia without the player's intervention, players are expected to participate in many sieges during a game. As a prerequisite, you will need to have a few men to besiege a fief - you are not even given the option if you don't have troops in your company at least equal to the number of the garrison. While a fortification is under siege, some of the usual entry options will be unavailable. Contents 1 Equipment 2 Assault 2.1 Defense 2.2 Attacking the Walls 2.3 Streets 2.4 Keep 3 Strategy 3.1 Attacking 3.2 Defending 4 With Fire & Sword 5 After the Siege 6 Bannerlord 7 See Also Equipment[] No special equipment is required for laying siege. However, to assault a fortification requires construction of ladders or siege towers. The siege equipment constructed is unique to the fortification and takes time based on your Engineer skill to build. If you do not want to assault it directly, you will have to wait until the residents surrender, usually from starvation (30 days in a castle and 100 days in a town). If sufficiently outnumbered, defenders may surrender immediately. Additionally, even waiting for a fortification's food to run out does not necessarily mean they will surrender, and, as this option takes a long time, it is not recommended. The following table indicates time required to build siege equipment based on your Engineer skill. If a companion has a higher Engineer skill than you, it will go by their level, plus a bonus to their skill based on your current level. Engineer Siege Ladders Siege Tower 0 9 Hours 90 Hours 1 8 Hours 84 Hours 2 8 Hours 78 Hours 3 7 Hours 72 Hours 4 6 Hours 66 Hours 5 6 Hours 60 Hours 6 5 Hours 54 Hours 7 4 Hours 48 Hours 8 4 Hours 42 Hours 9 3 Hours 36 Hours 10 2 Hours 30 Hours 11 2 Hours 24 Hours 12 1 Hour 18 Hours 13 0 Hours * 12 Hours 14 0 Hours * 6 Hours Levels 11-14 are only attainable through party skill bonuses. * Although levels 13 and 14 claim "0 Hours" to build ladders, building them will take "less than an hour". Assault[] Depending on the number of troops involved, battles during an assault on towns or castles could take place in between one and four theaters. In rare cases, these battles may be repeated. Defense[] This is where the defenders inside the castle sally out to meet your assault. Often, they will appear close to you and may keep coming if the castle has a large garrison. This theater typically happens when the defenders greatly outnumber the attackers; it may be omitted if the town or castle has few defenders, or you may have to fight it several times if the garrison is large enough. Attacking the Walls[] <a href=" class="image"><img alt="Siege Ladder" src=" decoding="async" loading="lazy" width="250" height="184" class="thumbimage" data-image-name="Siege Ladder.jpg" data-image-key="Siege_Ladder.jpg" data-relevant="1" data-src=" /></a> About to scale a siege ladder. This theater is the main stage of a siege and the only battle phase that always occurs. This is where your ladders or siege tower come into play, and the defenders on the walls will constantly attack you and your troops while they charge up the ladders or siege tower and onto the walls. An ideal way to win this stage is to bring your best ranged units, often Rhodok Sharpshooters, and your best melee infantry, often Nord Huscarls, to this stage. Use the Huscarl's shields for cover while the Sharpshooters pick off enemy archers on the walls. When the rain of arrows on your men have stopped, order your Huscarls to charge. Streets[] <a href=" class="image"><img alt="Cityfightcourtyard" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="Cityfightcourtyard.png" data-image-key="Cityfightcourtyard.png" data-relevant="1" data-src=" /></a> The fight in Wercheg's courtyard. This battle only occurs in towns and may not happen if few defenders are left after the previous battle. You must go into the streets with some of your troops and defeat the defenders there. It is similar to when you get ambushed in a town. You will have about 5-6 defenders attacking you from all angles and about 4 soldiers backing you up. Keep[] <a href=" class="image"><img alt="Cityfightfortress" src=" decoding="async" loading="lazy" width="220" height="124" class="thumbimage" data-image-name="Cityfightfortress.png" data-image-key="Cityfightfortress.png" data-relevant="1" data-src=" /></a> The fight in Wercheg's fortress. The final battle takes place in the keep. You and 3 other men will lead the attack against 4-5 defenders. The strategy to use depends on the style of keep you are attacking, but often the defenders have an advantage from being a floor above you. Strategy[] Most castles are difficult to conquer without a larger army than the garrison. A castle can be besieged with a small, experienced force, but preparation and knowledge of the castle's defenses are often required. The garrison complement inside the castle can be seen by approaching closely and holding the cursor over the castle. If you will be facing off against 50 Rhodok Sergeants backed by 100 Rhodok Sharpshooters, you may be in for a difficult or unwinnable fight; a less formidable force of 20 Trained Spearmen, 10 Militia, and 20 Crossbowmen might be easily defeated. The troops in the garrison make the difference in deciding whether to besiege the castle. If you choose to besiege, you will want someone in your party with a high surgery skill, and you may upset some heroes if you attack a castle with a smaller force than the garrison. A good target for a siege would be a castle that has recently been reclaimed by its original faction, which often have fewer than 100 defenders. Conversely, even with a large garrison, many defenders may be new recruits that are easy to defeat. Certain towns/castles are easier to besiege and capture, while others are deathtraps for invaders (Grunwalder Castle, for example). When using Siege Towers, your troops are exposed to prolonged enemy fire while the tower moves into position, virtually guaranteeing casualties before the first soldier reaches the walls. Also, Siege Towers require much more time to build than ladders, greatly increasing the risk of an enemy army attacking you. Some experience is required to identify weak points in a castle's defenses and the strong points that may mean disaster for your Party. Avoid long advances over ground that is in the line of fire of the castle's archers and towers. Don't attempt to climb ladders that are covered by protected enemy archers. If the opportunity presents itself, soften the defenses by sniping the enemy archers on the castle's parapets before approaching the walls with your infantry. Attacking[] However, a simple exploit can be used to defeat a castle with minimal losses while having an army much smaller than the castle's. If you build up an army of 100% archers, or plenty of archers and some infantry to protect them, you can position them outside the castle and tell them to hold position. This prevents all the enemy melee troops from doing anything (except when you attack the Nords; make sure you stay far away from Nord castle walls). You may participate in shooting at the troops in the castle, especially archers because they will make mincemeat of anything that gets too close to the walls. Make sure you don't die; it will result in an early retreat and you will lose time, morale, and some troops. Keep firing arrows at the enemy, but don't forget to get the used arrows if you are at a safe distance, because you will need them. It is good idea to use the same arrow/bolt type as your troops use, because they will shoot many arrows at the tip of the ladder. Once your archers start to run out of arrows, just retreat, rebuild the ladders, and fight again with full quivers. Repeat this process until the castle either surrenders or you can defeat the remainder of the garrison. It is possible to take many of the enemy out by yourself. If you eliminate the archers in the garrison, go up and sit at the edge of ladder with crossbow or bow, just out of reach of the enemy melee combatants, they will lower their shields to try and attack you, and you can take a few easy headshots. If you don't have enough arrows, just have your archers open fire and collect the arrows from around the edge of entryway (or collect the arrows already there and off of the fallen). You can use weapons with quite a bit of reach too (like polearms and two-handed weapons), but it is harder to land critical hits and it is far easier for your opponents to block your attacks. Always be careful when attacking the Nords or any group that has infantry armed with thrown weapons. If you don't know who has the thrown weapons, just send some shielded infantry in front of the ladder and wait for a little bit; it should be fairly obvious if you start to see axes, spears, or broken shields sprawled across the ground. And make sure that your shield is up when you cross the ladder, immediately fall back if something hits your shield and find who did it (so that you can execute them). Sarranid, Rhodok, and Nord infantry at the very least carry thrown weapons at some point in their careers. A tactic you can use is to place troops with large shields in their own command group and send them up the ladder/tower first. Their shields will keep them from falling to archers, as well as soaking up arrows that would otherwise kill your weaker troops. This tactic works particularly well against the Khergit, who generally have only dismounted horsemen defending their castles. It is not uncommon for tiny parties of Nords to take heavily defended castles in this manner. This can work with most higher-tier units such as Nord Huscarls, Sarranid Mamlukes, and Rhodok Sergeants. In sieges, all friendly lords and soldiers will hear your command, even if you are just a mercenary, so you don't need to waste their troops by simply having everyone charge forward. Defending[] Inevitably, one of your fortifications will be attacked and you will have to defend it or risk losing it. Ironically, one of the best defenses with archers is not to hold the walls, but to retreat back and let the constriction at the wall string out the assaulting force. Line up your archers in the courtyard and let the withering fire decimate the enemy as they attempt to close range. Use your more heavily armored infantry and cavalry to delay the enemy vanguard so the remainder get stuck waiting to engage and therefore subject to missile fire. This also limits allied troops wasting ammunition on targets since they have virtually no chance of not hitting or injuring. A final improvement to this tactic would be to position your melee troops to make enemy assault troops expose their unshielded sides when they attempt to engage them. In contrast, for a force of mostly melee troops, holding the breach points is very effective. At the very start of a defense, position every single man at your disposal to hold position right against the breach. You should also order them to stand closer together, this creates a very dense group of soldiers that the enemy struggles to break into thus turning their assault into a trickle of enemies who have at most one swing before they are killed. An additional tactic involving two-handed weapons can make defense considerably easier. Equip a strong, fast two-handed weapon such as a War Cleaver or a Great Sword, order your troops to crowd the siege ladder, place yourself behind one of the merlons next to the ladder, and mercilessly cut down incoming foes with overhead swings. A high enough Power Strike skill and strength, combined with a powerful weapon and high proficiency, will ensure that even the toughest enemies will fall in a single strike. With these tactics, you can defeat an army over 500 with around 70 men. Note, however, that you must not stay within the group as you could get trapped in a wide opening with many angry archers firing at you, immediately pull back as your men rush to that position. From this point, you can gain some excellent archer practice as the attackers are virtually standing still on the ramp. If you run out of ammo, you can gather projectiles or arrows. Also, defenses breached by wide ramps will make this tactic less effective as the attacker can put more troops into the breach which may clear space enough for a foothold. In the end, defense is all about exploiting defensive constrictions to achieve local numerical superiority. With Fire & Sword[] In With Fire & Sword, there are no siege towers, and only ladders are available. Before you begin to attack and put the ladders up, you can decrease the number of men inside by poisoning the water supply. The success of this action will depend on your Tactics, the more points you have, the less chance you will be caught but, if you fail, you have to fight your way out. You can attempt to poison the water again but not within the same day. After the poisoning of the water, you can choose to attack, wait until tomorrow, attempt to break through the gates (only if your besieging a town with a large enough party), or simply blow a hole into the walls with explosives. You may also see the commander of the castle you are besieging - when you speak to him, it might give you the option to bribe him to open the gates - depending on your persuasion - but comes at the cost of about 20,000 thalers. If their numbers are dwindling and yours are massive, you can persuade the commander to open the gates and let your troops in take the town/fortress with guarantees of mercy for the defenders (if your Persuasion is high enough). The presence of deadly firearms in With Fire & Sword makes holding the walls an extremely dangerous exercise, as enemies will swarm the walls from several sides and stray bullets pose a continuous threat. An alternative tactic is to give up the walls as soon as the battle begins, immediately retreat to the far end of the castle courtyard and hide your force in a corner behind buildings. The retreat is likely to cost the lives of many of your units, but the position you're retreating to will be a lot easier to hold. Enemy troops will have to run a far distance from their spawn point to reach your troops, usually only coming from one or two easily-defendable directions, and they will not get the opportunity to shoot at you from afar. Bottlenecks such as staircases or building corners tend to force enemies to run single-file, so the assault will be very spread out with enemies reaching you in small groups. Keep your infantry at the back and await the enemies with a line of musketeers or pistol-armed cavalry. If done right, the enemy will have no clear line of sight to your troops before they have rounded the corner of the building you are hiding behind, where they will be greeted by a massive volley of bullets from your army. Especially in cities, where masses of enemy units will easily be stuck between buildings, this tactic can allow a small force of Musketeers and Reiters to hold against a siege of several hundred enemies. After the Siege[] In the same way as after a normal battle, you may take any items from the castle or town, and you may also get some prisoners. You can also rescue prisoners held at the castle or town and hire them into your own army. If you have joined a faction, you may choose to ask your king for the land. After a short time, you will either receive it or not. If you asked the king for the land and did not receive it, you may renounce your oath and fief (you will not get the fief you just took either), or renounce your oath and take every fief including the one you just took, causing you to join the rebel faction, or you can accept the king's decision and take a payout (default is 900 denars). The prosperity of the fief will also decrease slightly. If you are already part of the rebel faction, you will just take the castle for yourself. Bannerlord[] In Mount&Blade II: Bannerlord, sieges have been greatly expanded. New siege tools are available to the player, such as battering rams, catapults, ballistae, fire catapults and fire ballistae. Ladders and siege towers also return from previous games. There are defensive holes through which soldiers can throw rocks down to crush enemies and ladders can actually be climbed instead of the walking animation being used and the player slowly scaling up. Defensive catapults and ballistae can also defend the castle from attackers. See Also[] Fortifications List of fortifications that require ladders List of fortifications that require siege towers
Skirmisher (Multiplayer)
Skirmisher Troop Information Faction Aserai Type Ranged Cost 110 Class Stats Hit Points 100 Armor 2 Movement Speed 75 Army Size 16 Skirmishers are a multiplayer ranged class of the Aserai. Official Description[] In the Aserai tribes, throwing javelins in a sport that every child enjoys. The best of these children grow to become the agile Skirmishers. Aside from their large shields, they are very lightly armored so they can move around quickly on the battlefield to flank their enemies and deal tremendous damage from their backs. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Javelins Thrown One Handed Desert Oval Shield Shield Flyssa One Handed Perks Southern Spear Perfect against cavalry and for melee supportTwo Handed One Handed Additional Javelins Increases the amount of javelins in your quiver Jereeds Stronger javelins(replaces Javelins)Thrown One Handed
Skolder Recruit
Skolder Recruit Troop Information Culture Nordic Wages 3 denars/day Acquired from... Skolderbroda Upgrades to... Skolder Warrior Broda Upgrade Cost 25 denars Ransom Value ? denars Skolder Recruits are tier-two infantry of the Skolderbroda. Skills[] (v1.5.9 beta) One Handed 40 Two Handed 20 Polearm 40 Bow 15 Crossbow 5 Throwing 40 Riding 15 Athletics 20 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Northern Short Simple SpearGallogaich AxeHighland Throwing Axes Shield Northern Cavalry Kite Shield Head Armor Sea Raider Goggled Helmet Shoulder Armor ? Body Armor Stitched Leather Vest Hand Armor ? Foot Armor Woodland Leg Wrappings Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Skolderbroda Troops Skolder Recruit Skolder Warrior Broda Skolder Veteran Broda
Slantsy
Slantsy Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Novgorod World Map With Fire & SwordSlantsyNovgorodTemplate:World Map/With Fire & Sword Slantsy is a village of the Muscovite Tsardom. It is subordinate to Novgorod. Layout[] Player Elder Fugitive Slantsy is built on a flat surface, along a curved path. It is a Russian-style village with eleven houses and a chapel. Four houses and a chapel are on the left side of the path from the perspective of the player's entrance, and six houses are on the right side of the path. Between the first and second houses on the left, the path is branched for access to an additional house. The Village Elder can be found in front of the house furthest from the player's entrance on the left side of the path. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of the house where the path is branched. Wikipedia has an article on this subject at:Slantsy, Leningrad Oblast 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
Slave Crusher
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slave Crusher Troop Information Culture Manhunters Wages 38-20 denars Acquired from... Slave Hunter Upgrades to... Slaver Chief Upgrade Cost 120 denars XP for Kill 204 xp Ransom Value 170 denars Slave Crushers are fourth-tier bounty hunter units, acquired from Slave Hunters. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Crushers are medium cavalry units with better equipment than Slave Hunters. They are best used in their own command unit, as they are excellent for capturing enemies such as those needed for quests from lords. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Crusher - Default Stats and Equipment Attributes Stat Points Level 22 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Bascinet with Aventail, Bascinet with Nose Guard Body Mail Hauberk Hand (Possible): Mail Mittens Foot Mail Chausses, Splinted Leather Greaves Skills Skill Points Ironflesh ? Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Sledgehammer, Spiked Mace Ranged ? Shield Heavy Round Shield Mount Hunter Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slave Driver
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slave Driver Troop Information Culture Manhunters Wages 17-9 denars Acquired from... Manhunter Upgrades to... Slave Hunter Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Slave Drivers are second-tier bounty hunter units, acquired by upgrading Manhunters. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Drivers are light cavalrymen, so they are fast-moving and lack heavy protection. They do not have any ranged weapons, giving them somewhat of a disadvantage against other light cavalry that typically do, such as Desert or Steppe Bandits as well as Khergit troops. They will begin to get higher quality armor after upgrading to Slave Hunters in the next tier. Interestingly, the Spiked Staff they wield has a piercing thrusting attack, which can be fatal, although Slave Drivers will generally not use it and can be expected to accidentally kill fewer than 10% of their victims. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Driver - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Segmented Hemet Body Tribal Warrior Outfit Hand (Possible): Leather Gloves Foot Leather Boots, Khergit Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Spiked Staff Ranged ? Shield (Possible): Nordic Shield Mount Steppe Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slave Hunter
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slave Hunter Troop Information Culture Manhunters Wages 26-14 denars Acquired from... Slave Driver Upgrades to... Slave Crusher Upgrade Cost 80 denars XP for Kill 156 xp Ransom Value 130 denars Slave Hunters are third-tier bounty hunter units, acquired by upgrading Slave Drivers. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Hunters are medium cavalry units, so they can fare better against stronger enemy units than their predecessors. They also start gaining the chance to carry two-handed weapons at this rank. The Courser they ride is the fastest horse, which can be more dangerous than useful if the Slave Hunters are too fast and rush into the enemy forces without any support. Either put them into a new troop type and order them to hold back, or ensure that you have enough other fast-moving troops so the Slave Hunters aren't on their own. Unlike Sword Sisters, who also mount fast coursers, Slave Hunters don't have the same benefit of heavy plate armor or any chance to carry ranged weapons. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 18 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head Kettle Hat Body Mail Shirt Hand (Possible): Leather Gloves Foot Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Flanged Mace, Maul Ranged ? Shield Round Shield Mount Courser Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slaver Chief
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slaver Chief Troop Information Culture Manhunters Wages 52-27 denars Acquired from... Slave Crusher Upgrades to... N/A Upgrade Cost N/A XP for Kill 258 xp Ransom Value 216 denars The Slaver Chief is the highest tier troop available in the manhunter troop tree, but is only seldom seen on the battlefield since manhunter parties don't upgrade their troops. Tactics[] Slaver Chiefs can be generally compared to the heavy cavalry of other factions, although their charge is not as powerful due to the lack of lances. They also only have 0 ironflesh, making them quite vulnerable compared to other units in similar armour. Nonetheless, they can be considered the best choice for capturing higher-tier soldiers. One tactic is to field an all-cavalry army mixed with faction horsemen and slaver chiefs/other manhunters. With high Prisoner Management, you can pay the wages of your troops by selling the prisoners that the slavers capture to Ransom Brokers. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slaver Chief - Default Stats and Equipment Attributes Stat Points Level 26 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Guard Helmet Body Brigandine Hand Scale Gauntlets, Mail Mittens Foot Plate Boots, Mail Boots Skills Skill Points Ironflesh ? Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Military Hammer, Great Hammer Ranged ? Shield Steel Shield Mount War Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Slutsk
Slutsk Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Dobrush World Map With Fire & SwordSlutskTemplate:World Map/With Fire & Sword Slutsk is a fortress of the Polish Commonwealth. It is initially ruled by Warlord Jan Zamojski. Its only village is Dobrush. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The number of houses in this fortress make it resemble a town more. The Lord's Hall and prison are at the end of the accessible area. During a siege, three ladders are used; two on the left of the gate and one on the right. Trivia[] During the 17th century, the city of Slutsk was renowned for its manufacture of kontusz belts, apparel very popular with Poland-Lithuania's nobility, the szlachta. Due to its popularity, all belts on żupans, clothing commonly worn in-game, were historically referred to as Belts of Slutsk (Polish: pas słucki, Lithuanian: Slucko juosta, Belarusian: Слуцкі пояс Słucki pojas, Russian: слуцкий пояс slutskiy poyas), even if they were not originally made in the city. Wikipedia has an article on this subject at:Slutsk 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
Solun
Solun Official Information Kingdom Khuzait Monarch Monchug Khan Title Noyan (formerly) Clan Khergit Religion Khuzait religion Personal Details Gender Male Age Slain at 61 Spouse Mesui Children EsurNayantaiYana Solun was a Noyan of the Khuzait and the previous leader of the Khergit before the Battle of Pendraic. He is the late husband of Mesui Begum and the father of Esur, Nayantai, and Yana. His wife has been leading their clan since after his death. Background[] Before the Battle of Pendraic in the the year 1077, Emperor Drosios Neretzes hired various clans as mercenaries to join him in a campaign against Sturgia and Battania. Solun led the Khuzait warriors in the battle. After Aserai mercenaries were routed from the battlefield by Vlandian cavalry, Solun brought his horse riders to counter the heavily armored Vlandians. Although the Khergit were victorious, Solun was slain alongside the Khergit's male heirs. Official Description[] “ Solun was the chief noyan of the Khergit and the former husband of Mesui, slain at the Battle of Pendraic. ”
Southern Empire
Southern Empire Official Information Culture Calradic Empire Capital Lycaron Ruler Empress Rhagaea Claimant Unknown Ruling Clan Pethros Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Southern Empire in dark purple The Southern Calradic Empire is a kingdom in Mount&Blade II: Bannerlord ruled by Rhagaea Pethros, the widow of Emperor Arenicos, who claims the throne for her daughter Ira, the late emperor's only child. Contents 1 Overview 2 Ruler 3 Vassals 4 Economy 5 Troop Tree 6 Clans 7 Territory 8 Gallery Overview[] The Southern Empire shares a border with the Aserai, the Khuzait, and the two other splinter states resulting from the fracturing of the Calradic Empire (Northern and Western). All three imperial sub-factions specialize in armored cataphracts and skilled archers. Ruler[] Empress RhagaeaPethros Vassals[] Archon PharonLeonipardes Archon OrosMestricaros Archon TuriadosHongeros Archon BaranorJulios Archon SichanisVizartos Archon SerandonAvlonos Archon AbalytosPrienicos Archon SatrosVetranis Economy[] Rich 7 cities 8 castles 34 villages Main products: silver, velvet, salt, wool (all in approximately equal proportions) Troop Tree[] Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Clans[] Clans of the Southern Empire Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Territory[] Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea Gallery[] Map of the Southern Empire at the release of Early Access (created by Vesper) 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
Staff Militiaman
Staff Militiaman Troop Information Culture Muscovite Tsardom Wages 1 thaler Acquired from... Prisoners, Russian villages, Infantry Commander Upgrades to... Posad Marksman, Lance Militiaman Upgrade Cost 10 XP for Kill ? xp Ransom Value thalers Staff Militiamen are village recruits of the Muscovite Tsardom. Tactics[] Almost utterly useless in combat, Staff Militiamen should be upgraded to Lance Militiamen or Posad Marksmen as soon as possible. Their sub-par melee weaponry, armor, and training makes them poor fighters all-around. However, they can easily dispatch looters. As they lack firearms, though, they may find bandits or brigands more challenging. Their few redeeming qualities are their cheapness and usefulness as cannon fodder, to distract enemy troops so that far superior friendly forces can destroy them. Stats and equipments[] Staff Militiaman - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 5 Intelligence 0 Charisma 0 Health 42 Armor Head Cap Body Caftan, Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 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 55 Two Handed Weapons 35 Polearms 45 Archery 10 Firearms 20 Throwing 0 Weapons Melee Pitchfork, Bludgeon, Carpenter Axe, Lumberman Axe Ranged None Shield None Mount None Gallery[] 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
Staritsa
Staritsa Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Rzhev Fortress World Map With Fire & SwordStaritsaRzhev FortressTemplate:World Map/With Fire & Sword Staritsa is a village of the Muscovite Tsardom, subordinate to Rzhev Fortress. Layout[] Player Elder Fugitive Staritsa is built on a high point in an uneven surface. It is a Russian-style village with seven houses. There are storages of wood and barrels, but there are no distinctive features. The Village Elder can be found in front of the second house on the left from the player's entrance, facing the center. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand beside the house furthest from the player's entrance. Wikipedia has an article on this subject at:Staritsa (town), Tver Oblast 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
Stepan Razin
Stepan Razin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Claimant Personal Details Gender Male Stepan Razin is a claimant to the throne of the Muscovite Tsardom. Although Stepan has no real claim to the throne, he says he wants it because Mikhailovich did not reward him well when he was in his service. He is involved in the quest The False Dmitry where either Stepan or the player will become Tsar. If the player becomes Tsar then Stepan will become a mere rebel lord. He is based on a real person who lead a sizable rebellion in southern Russia around 1670, capturing Cherkassk, Tsaritsyn (now Volgograd), and even Astrakhan, Moscow's "window on the East". Contents 1 Dialogue 1.1 Reporting back to Tsar Alexei Mikhailovich 2 Stats and equipment 3 Trivia Dialogue[] I am the chief of the Don Cossacks. Stepan Razin they call me. I have been on many raids against the Tatars at the behest of the Moscow Tsar. And how does he show his gratitude? My brother was executed on a calumny, I am now hunted and ordered to be jailed. The Tsar of Russia dreams of strangling all the liberties of the Don, yet the Cossacks shall stand up for themselves. Once a true heir to the throne arrives, we shall start a rebellion. And then just wait, Alexei Mikhailovich! In all sincerity, I would have long cried out the rallying cry, "Saryn on kichka!" But where can I find the one who would claim the Tsar's throne? Reporting back to Tsar Alexei Mikhailovich[] Word has it that one of the Cossack chiefs, what's his name... Stenka Razin, eh -- that he has started a rebellion against the Don. I can hardly wait to see him in the Kremlin. In chains, of course. We Romanovs are the rightful holders of the Cap of Monomakh, and these mutineers who resolved to rebel against us will be placed on racks and broken on the wheel. If you have involved yourself in their affairs by foolishness or lack of wit, then go to the Secret Department and confess all you know -- or pay the price. Stats and equipment[] Stepan Razin - Default Stats and Equipment Attributes Stat Points Level 38 Strength 20 Agility 20 Intelligence 20 Charisma 20 Health 55 Armor Head Marksman Cap Body Behterets, Broadcloth Hand None Foot Old Cavalry Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 4 Leadership 7 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Club Ranged None Shield None Mount Hunter Trivia[] His real name was Stepan Timofeyevich Razin (Russian: Степан Тимофеевич Разин), also known as Sten'ka Razin (Стенька Разин). Razin is first noted in history in 1661, when he was part of a diplomatic mission from the Don Cossacks to the Kalmyks. Historian Paul Avrich characterizes Razin's revolt as "a curious mixture of brigandage and revolt", due to his initial plan of looting villages, but then he became a symbol of peasant unrest which turned his movement political. Razin's rallying cry "Saryn' na kichku" (Сарынь на кичку) was a battle cry of the Don Cossacks, originating from the language of Volga bandits. Its meaning is disputed. Wikipedia has an article on this subject at:Stenka Razin 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
Steppe Bandit
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Steppe Bandit Troop Information Culture Bandits Wages 14-7 denars/week Acquired from... Prisoners Upgrades to... Khergit Tribesman Upgrade Cost 40 denars XP for Kill 96 experience Ransom Value 80 denars Steppe Bandits are bandit horse archers in Mount&Blade and Warband. Tactics[] Roaming the steppe areas of Calradia, they spawn in groups of 4-58. Steppe Bandits can be quite deadly due to their maneuverability and speed. Most infantry will find themselves at a heavy disadvantage when fighting them, although heavily-armored infantry should be fine. Keep in mind that Steppe Bandits can be equipped with lances, and cavalry that wield lances have access to deadly couched lance damage. While your men may fall victim to these almost guaranteed one-shot attacks, it is more important to stay out of harm's way yourself. Since Steppe Bandits randomly charge at you, they can be trapped and destroyed with large groups of upgraded infantry, such as Footman- or Archer-type units. This tactic is especially effective if you are lucky and encounter these Bandits when they are in low numbers, rather than in much larger amounts that can outnumber and charge through your infantry. If you are on your own or your army has been killed or knocked unconscious by Steppe Bandits, a simple tactic is to run to the side of the map (so you can't move any further) but not retreat. The Steppe Bandits will then arrange themselves in a line along the edge of the map to one side of you, making them easy to kill. Alternatively, if you are mounted, taking your time and circling the Bandits with a ranged weapon or polearm can be an effective way to pick off and eliminate them. If they are recruited into your party, they will upgrade into Khergit Tribesmen. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Steppe Bandit - Default Stats and Equipment Attributes Stat Points Level 12 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Steppe Cap(Possible) Nomad Cap Body Khergit ArmorSteppe ArmorLeather Vest Hand None Foot Hide BootsNomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 4 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Light LanceSpearNomad SabreFlanged Mace Ranged Nomad BowShort BowArrowsJarids Shield (Possible) Leather Covered Round Shield Mount Steppe HorseSaddle Horse Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Steppe Bandit Boss
Steppe Bandit Boss Troop Information Culture Bandits Wages ? denars/day Acquired from... Prisoners Upgrades to... None Upgrade Cost None Ransom Value ? denars Steppe Bandit Bosses are tier-five Steppe Bandit horse archers in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount ? Mount Harness ? Gallery[] Front viewBack viewTroop icon Steppe Bandit Troops Steppe Bandit Marauder Raider Boss
Steppe Bandit (Bannerlord)
For the classic version, see Steppe Bandit. Steppe Bandit Troop Information Culture Bandits Wages 3 denars/day Acquired from... Prisoners Upgrades to... Marauder- or -Khuzait Raider( Veteran's Respect) Upgrade Cost ? denars Ransom Value ? denars Steppe Bandits are tier-two Steppe Bandit cavalry 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 30 Two Handed 30 Polearm 40 Bow 0 Crossbow 0 Throwing 20 Riding 40 Athletics 20 Equipment[] Troops may spawn with these items in battle. (v1.5.7 beta) Weapons Eastern Light Mace Shield ? Head Armor ? Shoulder Armor ? Body Armor Eastern Steppe Armor Hand Armor ? Foot Armor Wrapped Shoes 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. (v1.5.7 beta) Armor Head Body Arm Leg Weight Eastern Steppe Armor - 6 1 2 0.6 Wrapped Shoes - - - 4 0.8 Total 0 6 1 6 1.4 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 Eastern Light Mace Type 1H Weapon Class Mace Swing Speed 85 Swing Damage 49 Thrust Speed 89 Thrust Damage 15 Length ? Handling ? Weight 1.74 Gallery[] Front viewBack viewTroop icon Steppe Bandit Troops Steppe Bandit Marauder Raider Boss
Strategy and tactics
For the Tactics skill, see Skills. For With Fire & Sword, see Tactics (With Fire & Sword). While Mount&Blade's combat system is centered on the player's character, victory in single player battles more often goes to the side which dictated the terms of the battle (when and where to fight) and utilized its troops more effectively on the battlefield. The former is properly called strategy and the latter, tactics. To succeed in Mount&Blade's single player campaign, a firm grasp of both is required. Contents 1 Unit Tactics 1.1 Melee Infantry 1.1.1 Strengths 1.1.2 Weaknesses 1.2 Ranged Infantry 1.2.1 Strengths 1.2.2 Weaknesses 1.3 Cavalry 1.3.1 Strengths 1.3.2 Weaknesses 1.4 Typical Tactics 1.5 Troops deployment 1.6 Troop Tiers 1.7 A few things to keep in mind when one is about to start a fight 2 Faction-Specific Tactics 3 Strategies 3.1 Cavalry Army 3.2 Archer Army 3.3 Heavy Cavalry 3.4 Backstabbing 3.5 Kill the Horses 3.6 Dislodge Their Cover 3.7 Time Is On Your Side 4 See also Unit Tactics[] Briefly stated, there are three main types of military troops: Melee Infantry Ranged Infantry (archers, crossbows, rock throwers, etc.) Cavalry Melee Infantry[] Melee Infantry are generally regarded as the bread and butter of any army. They specialize in getting up close to their targets and beating them into submission. They're generally cheaper than the equivalently armed and armored cavalry and perform slightly better than dismounted cavalry due to their investment in Athletics rather than Riding. Melee infantry in Mount&Blade are very similar to real world medieval infantry in that if the infantry unit is moving, it is virtually helpless up against cavalry. The infantry scatters into a loose formation and allows the cavalry to do its run-by attacks. Defeating cavalry is easy by using "hold this ground" and formation orders to thicken your line. With this tactic, charging cavalry become trapped in your defensive line which causes each attacking cavalry troop to potentially face three or four of your infantry at once. Using this stratagem, even crossbowmen can be quite effective against an assaulting cavalry force. As in real life, infantry only has the ability to defeat cavalry when kept in formation and standing strong or using the terrain to their advantage. Strengths[] Economical Athletics Dense Formations Mobile in Rough Terrain Weaknesses[] Relatively slow ground speed Vulnerable out of Dense Formation. Ranged Infantry[] Ranged Units (typically Archers) are usually potent, but poorly protected. They're designed to stay out of melee and rain death on enemies from afar. Against infantry this works well enough, but Cavalry can usually cross the danger zone and bring the fight to the archers. A ranged unit that isn't lobbing projectiles is misused. With their generally weaker armor they'll lose in melee combat. Ranged units can concentrate fighting power from a wide area onto targets. On their own, ranged units tend to spread their fire evenly, so it's best to try break up advancing enemies so your fighters can concentrate fire and overwhelm their defenses. The other problem ranged units have is running out of ammunition. A ranged unit without ammunition is just a weakly armored infantryman, so it's usually best to have firing lines hold fire until you can make it count. Crossbowmen with their lower rate of fire can be somewhat exempted from this as their slow methodical fire will achieve the same end, but archers can typically empty their quivers before the enemy even charges. The most important things to remember about ranged units are: Keep out of melee. Make your shots count Strengths[] Economical Can Concentrate power from wide area Weaknesses[] Weak Armor Vulnerable to melee Limited ammunition Cavalry[] Cavalry in Mount&Blade are extremely powerful. Mounted troops can use their horses to charge isolated infantry, inflicting blunt damage and staggering them, which breaks their shield defense. The increased speed grants added striking power to their rider's blows. However, unlike infantry, horses turn slowly and their length interferes further when hemmed in by obstacles. In Mount & Blade II: Bannerlord, player-controlled horses can now walk and strafe sideways, however the AI will not do this on their own. Finally, when the player recognizes these weaknesses and strengths, they can use cavalry more effectively. Just remember two points concerning cavalry: Melee cavalry are made for charges. Do not engage in prolonged melee; either pierce through or withdraw and charge again. Stay out of the fight and use the "charge" and "hold this position" commands to continually ram the enemy and pull your cavalry out before they get stuck. Ranged cavalry do not shoot as well as ranged infantry while on the move; either hold still to shoot or charge the AI's likely scattered formation. Strengths[] Speed Guard Crush Charge Weapon Power Multiplier When Moving Shields Weaknesses[] Slow turning No Strafing Impeded Ranged attacks Increased expense Often become surrounded if halted by infantry (and vice versa) Can't attack things behind them if they are unable to turn their horse (happens when surrounded) Typical Tactics[] These categories suggest a form of rock-paper-scissors arrangement, perhaps something like: Cavalry beat ranged attackers Ranged attackers beat infantry Infantry beat cavalry This model is too simplistic however, more realistically commanders should appreciate: Cavalry are a danger to all foot troops if not halted. Ranged Attackers can safely engage shorter ranged troops and concentrate firepower from a wide area. Infantry have the athletics to bring superior armor and weapons into melee and emerge victorious. Cavalry are both faster than infantry and can move much more easily in and out of melee combat. Infantry once engaged must typically defeat their opponent to survive. Archers avoid the problem of moving in and out of combat range by inflicting damage from afar and intentionally avoiding melee at the cost of being very ineffective when forced into it. Troops deployment[] When in battle, players will notice that their soldiers are not fully deployed from the party and some units are deployed more than other, depending on their battle size in the setting menu. To deploy your troops effectively, player can adjust their Party to deploy their desired types of unit to maximize their effectiveness before going into battle. To influence the chance that the units you desire will be deployed, open the party screen and select your desired units, click the 'move up' button until the aforementioned unit is in the topmost possible position. Note that you can do this before every battle to utilize infantries, archers, and cavalry optimally in various situations. For clarity purposes, an example situation can help. If the player's party consisted of Nord Huscarl (20), Vaegir Marksman (20), and Swadian Knight (20), and the player is besieging a khergit khanate castle/town which is weak to infantry assault, To maximize the player's advantage, move up the Huscarls to the topmost, Swadian knight in the middle, and Vaegir Marksman to the bottom. The resulting deployed composition will likely have the Huscarls as the majority and leave the Knights and Marksmans as the minority. Troop Tiers[] In addition, units are also marked by upgrade tiers, which indicates troop quality. At each stage the troops level and attributes increase which improves their lethality and survivability. The quality of the unit(s) in question has a huge influence: a Nord Huscarl will shred almost any other unit in the game in most melees, regardless of the above relationships. This, of course, does not take into consideration any other factors, such as terrain or morale (the zeal of one's troops, which plays-out via the odds of either side's units fleeing mid-battle). That said, a Huscarl's total training cost is nearly quadruple the nearly-as-good Rhodok Sergeant's. A few things to keep in mind when one is about to start a fight[] Are you taking on a lord or just a group? The presence of a lord impacts the morale of the army heavily, which means that groups without one, such as a group of looters, are more likely to flee mid-battle. Where are you in the game map when the fight starts? If you are on a mountain in the big map, expect hills in the battle, and so on. How is your morale? If Morale is low, consider that your units might take off on you during anything but a castle siege. However, if you ride near them, they suddenly perk back up, turn around, and get back into the fight. The Player is, in effect, a moving morale generator. And once in Battle... Take a look at the enemy units. Maybe tell your army to stay put (press 0, then F1, then F1 again anytime during combat to make the entire army stay put at your current position) and Ride out by yourself. See a lot of Missile Shooters? That means get everyone behind a hill. In fact, that's just a good practice if you plan to play a defensive game, period. Have them spread-out, too. Although they lose cohesion this way, the added defense against missiles is totally worth it, in this scenario. How about horses? In that case, get on the top of a hill, so that they are slowed down considerably just trying to reach you. While you're at it, have your units stand closer (check your control options to see how) so that the horsemen can't get through. If you are not opposed to exploitations and want to make for an easier fight, have your men stand right at the edge of the map so that when the enemy horses charge you and run past they get stopped by the map border and are momentarily vulnerable to attack. Another effective strategy -- especially if you have very little cavalry -- is stand in the center of a river; it's impossible to charge in a river. Make sure that all your men dismount. The enemy will advance slowly and dividedly, making it extremely easy to kill them all with minimal casualties on your side. Ensure that the infantry and dismounted cavalry make-up the front line and ensure that the archers are just behind them. If you can't place them in the river itself, place them on the banks. As previously stated; one simply cannot charge through water. Historically, the Scots won many upsets against the English by doing this. And what about infantry? In this case, get your archers in there early, and attack with your cavalry if you can to keep them distracted while your archers go nuts. Once they break through your horses and start running towards the archers, unleash the infantry. Mind you, if those infantry look like they have a lot of spears, you may want to consider moving in your infantry and cavalry in such a way so they attack in unison to give the Missile Shooters all the chance they need. Try to flank (hit from behind or on the side) with your cavalry, especially when the enemy has a lot of spear-men (pole-arms and two-handed weapons are the best ways to take-down a horse). Faction-Specific Tactics[] Kingdom of Nords Tactics: Fierce Northmen field an all-infantry army. Kingdom of Rhodoks Tactics: Well known for an army of crossbowmen. Kingdom of Vaegirs Tactics: A mix of heavy cavalry and fast-shooting archers. Kingdom of Swadia Tactics: Heavy cavalry and crossbowmen. Khergit Khanate Tactics: Steppe riders best known for their horse archers. Sarranid Sultanate Tactics: Desert riders with a mix of heavy cavalry and archers. Strategies[] Understanding what you can do with the tools available, it's possible to construct a plan of action. Collect and bring those tools into action. This is strategy. Cavalry Army[] Part of what makes steppe bandits so dangerous is their high map speed makes them hard to avoid. This can be attributed to their horses. Composing your own forces of mostly or entirely cavalry keeps your own map speed high which enables you to outrun forces you can't outfight and quickly run down slower forces who you can beat. The pathfinding skill also contributes so don't neglect that side of your party composition. Control who you engage and you need not fear your enemies Archer Army[] Archers can feather enemies from afar with minimal risks. While not particularly good on the assault, archers holding position can decimate advances before the enemy can do any damage. The basic principle is: Get a whole bunch of shooters Put them in a place with good lines of fire Pin cushion your enemies when they close The basic problem with the army is it requires user intervention to function and operates best when the enemy's advance is degraded. Also the optimum configuration is a line which is probably the most vulnerable to cavalry attack. On the plus side, an army of all archers can be extremely efficient and few troops will be lost in battle, so mastering this kind of army can be very valuable. Heavy Cavalry[] Get all of the heaviest cavalry you can find and let them charge. Basic principles: Heavy cavalry are extremely well armored Heavy cavalry can pretty much stomp any other unit. This isn't a finesse approach. Just get them to charge your enemies and keep from bogging down. This strategy breaks down in rough terrain where loss of horsepower reduces heavy cavalry to very clumsy heavy infantry. Overall, this strategy is probably the easiest and most powerful wherever horses are allowed, but it will cost roughly twice the amount of an army with no heavy cavalry. Backstabbing[] Most units in Mount&Blade carry a defense, be it shield or parrying weapon. This defense is typically oriented forward. Attacking from behind or the opposite side negates this defense and improves the efficiency of your attacks. As a result it is often advantageous to mix into your armies at least a small number of cavalry to follow you in attacking flanks and rear faces of enemy formations. Basic principle: Attack where their defense isn't Kill the Horses[] Cavalry are annoying to fight. They generally don't stay still long enough to skewer with your pointy tool of choice. Killing the horse reduces the once mighty knight to a less mighty heavy infantryman, who is a perfect target for couched lances. Basic principle: If it's too hard to kill, weaken it Infantry is easier to pin and destroy than cavalry Dislodge Their Cover[] With infantry-based factions like the Nords and Rhodoks, the charge mentality doesn't always work, especially dealing with horses, and, more importantly, Khergits, which both have swift steeds and sharp swords. Unfortunately, the A.I. does not know that, and they'll most likely just get all their infantry in a line, and slowly advance. Once you get close enough, they charge. So suppose that you're a vassal of Sanjar Khan (Khergits) and specialize in cavalry. An all-cavalry army moves much faster than an all-infantry army, but consider that a 100-man Rhodok army pins you down on the world map, and forces you to fight with your 50-man Khergit army against them on hilly terrain. It'd be a nightmare without the command bar. Basic steps: Tell your cavalry to follow you. Charge towards the enemy, but circle around them. I recommend turning towards the right, as that way your horse archers can fire onto the enemy. Do this for a minute or so. Now the enemy should be scattered, most of them charging towards you. Wait for about 20 seconds for the rest of the army to settle into more flat terrain. Regroup. Charge. This strategy allows your Khergits to slaughter your foes mercilessly. But one thing to keep in mind: scatter the enemy. A lone infantryman will break easier than a clump of them. You want to bait them, then, when they aren't ready, charge them. This strategy can also work with flat terrain if you're facing up against clumps of infantry. Just circle them until they spread out. Infantry work well as a large, tightly-packed unit, using their shields and themselves to block missile fire from those deeper in the formation. Therefore, you should consider dispersing them before launching your payload of arrows or javelins. Terrain is their shield, pure melee power is their weapon. And, as always, getting rid of the shield first will make things a whole lot easier. Time Is On Your Side[] Something to keep in mind is that as the player, you are effectively the center of the universe. Any battle you take part in takes absolutely no time on the strategic scale. Unlike when supporting other AI lords, any lord that is willing to take part in your battles only needs to be within a certain distance of the player, rather than actually needing to run the rest of the way between them and the other lord to take part. This mostly removes the primary disadvantage of large armies being slow. Through this, a player backed faction can effectively rack up victory after victory in less than an in-game hour and force an enemy faction to surrender due to having no one left to defend their territory. See also[] Player tactics Hero tactics Hints
Sturgia
Sturgia Official Information Capital Balgard Ruler Grand Prince Raganvad Claimant Aliky Ruling Clan Gundaroving Minor Factions SkolderbrodaForest PeopleLake Rats Faction Location Sturgia in blue The Principality of Sturgia is a kingdom in Mount&Blade II: Bannerlord ruled by Raganvad Gundaroving. It occupies the snowy northernmost mountain territories of the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 6 Economy 7 Tactics 7.1 Strengths 7.2 Weaknesses 8 Troop Tree 9 Clans 10 Territory 11 Trivia 12 Gallery 13 References Overview[] The principality's history began when Nordic traders and adventurers migrated from the northeast territories seeking land and wealth, and eventually formed diplomatic and marriage alliances with the native tribes of the Sturgian region, merging the two cultures together into something new, with a violent, warlike but also mercantile mentality. Heavily armoured infantry bearing thick shields to form a shieldwall is the core of Sturgian military, although cavalry and archer units are also employed prominently. Their Cultural Bonus has their costs for upgrading and recruiting of infantry reduced by 25%. Also, their Armies lose 20% less daily cohesion. Their cultural Penalty is that relations get damaged 20% more when dissaproving in kingdom decisions. 173 years later, in Mount&Blade: Warband, the Sturgian empire has extended its holdings southward to some of the Empire and Battania, but the Sturgians have experienced a cultural split, with the Sturgian Nords living in the west and the Sturgian Vaegirs in the east. Ruler[] Grand Prince RaganvadGundaroving Vassals[] Knyaz OlekKuloving Knyaz GodunVagiroving Knyaz YorigOrmidoving Knyaz VyldurTogaroving Knyaz FafenIsyaroving Knyaz VashorkiVezhoving Knyaz TovirUbroving Knyaz RolanKostoroving Official Description[] “ The confederation of small kingdoms that is now the Principality of Sturgia came into being only a century ago. As boomtowns sprung up along the great rivers of the north, the local tribal leaders forged marriage pacts with Nords and other adventurers, hiring their swords to subdue their neighbors. Under pressure from the Empire, they elected a prince to lead them in war, and eventually the princes became a hereditary office. But the idea of a monarchy has never sat easily with the independence-minded boyars, and the potential for rebellion always lurks under the surface of Sturgian politics. ” Lore[] "The Sturgian forests are forbidding and cold, but great wealth lies within. Wild honey can be found, and bog iron, but the real prize has always been fur. For centuries, brave traders ventured there to buy the pelts of fox, rabbit and ermine from the tribes of the woods. As the empire expanded eastward, that trickle of traders became a flood. Great towns sprung up on the rivers. Fortune-seekers came from the coast, from the steppes, and most of all from the Nordlands. Tribal elders made alliances with the newcomers, sealed by wedding vows, and with their share of the trading profits hired mercenaries to subdue other tribes. Sturgia became a collection of principalities, then a kingdom, the great powerhouse of the north." Economy[] Medium 7 towns 8 castles 32 villages Main products: fur (main producer), flax (main producer), cattle (main producer), fish Tactics[] Strengths[] Powerful heavy infantry options. Noble shock cavalry on par with other cavalry, and doubles as effective infantry as they have increased athletics. Axes are commonplace among troops, giving them a significant edge in melee combat. Most infantry posses throwing weapons, greatly offset Sturgian mediocre archers. Mounted skirmishers provide an effective counter to cavalry. Large Round shields making the Sturgian very resistant to missiles weapons in siege. Weaknesses[] Mediocre archers. Lack of true mounted archers. Noble troops take a long time to level up into cavalry (tier five). Sturgian territory is stretched across a wide border, which can result in multiple wars fought on far away fronts. Unlike the Aserai, Sturgian suffer speed penalty on their home territories (snow) like everybody else. Making this faction slow to defend its frontier. The shield wall of Heavy Spearmen and Heavy Axemen is the basis of Sturgian battle tactics. This formation, once set up, is nigh invulnerable to archer fire and cavalry charges. However, unlike the pikemen formations of Vlandia and Battania, it cannot effectively decimate enemy cavalry. So it is best used in conjunction with noble shock cavalry, using a hammer-and-anvil tactics: the shieldwall slowly advances and tanks the attacking enemy troops, while the mounted Druzhinniks attack from the flank or rear, and score kills. The Sturgian light skirmishing cavalry is best used to harass, disorganize, and soften the attacking wave of enemy cavalry. Send it ahead early in the battle. Troop Tree[] Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion Clans[] Clans of Sturgia Major Gundaroving Kuloving Vagiroving Ormidoving TogarovingIsyaroving Vezhoving Ubroving Kostoroving Minor Forest People Lake Rats Skolderbroda Territory[] Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan Trivia[] The Sturgians are based on the Kievan Rus', a polity in medieval eastern Europe consisting of Slavic peoples and some Varangians, who were Norse and mixed Norse-Slavic traders, warriors, and adventurers. It was a loose federation of city states, most of whom were located in the area of modern Russia, Belarus and Ukraine.[1] They occupy the portion of the map that will become the lands of the Nords and the Vaegirs preceding the events of Mount&Blade/Warband. Leaders of Sturgian clans bear the title of Knyaz, a nobility title originating in Eastern Europe and particularly employed in Ukraine, Russia, and Hungary. Many Sturgian lords commonly use Noble Bows, two-handed axes, and lances as weapons. Most of them have the Brave personality trait. Gallery[] Sturgian civilians concept art References[] ↑ Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Sturgia Peasant
Sturgia Peasant Troop Information Culture Sturgia Wages ? denars/day Acquired from... Prisoners Upgrades to... Sturgian Recruit Upgrade Cost ? denars Ransom Value ? denars Sturgia Peasants are tier-zero infantry of Sturgia. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Archer
Sturgian Archer Troop Information Culture Sturgia Wages 8 denars/day Acquired from... Sturgian Hunter- or -Sturgian villages Upgrades to... Sturgian Veteran Bowman Upgrade Cost 100 denars Ransom Value 50 denars Sturgian Archers are tier-four archers of Sturgia. Contents 1 Skills 2 Equipment 3 Trivia 4 Gallery Skills[] (v1.x.x) One Handed 100 Two Handed 60 Polearm 45 Bow 100 Crossbow 25 Throwing 45 Riding 50 Athletics 100 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Gallogaich AxeNordic ShortbowBarbed Arrows Shield ? Head Armor Nasal Helmet With Mail Shoulder Armor (Possible) Bear Pelt Body Armor Northern Bronze Scale Vest Hand Armor Highland Gloves Foot Armor Highland Boots Mount N/A Mount Harness N/A Trivia[] The Sturgian Archer was previously called "Luchnik". Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Brigand
For the multiplayer version, see Brigand (Multiplayer). Sturgian Brigand Troop Information Culture Sturgia Wages 5 denars/day Acquired from... Sturgian Woodsman- or -Sturgian villages Upgrades to... Sturgian Hardened Brigand Upgrade Cost 1 Mount50 denars Ransom Value 62 denars Sturgian Brigands are tier-three infantry of Sturgia. Contents 1 Tactics 2 Skills 3 Equipment 4 Gallery Tactics[] Though labeled as infantry, they carry stacks of javelins. This means that, in addition to joining in the Shield Wall, Sturgian Brigands can double as skirmishers or even medium-range archer units. Skills[] (v1.5.3 beta) One Handed 80 Two Handed 40 Polearm 30 Bow 40 Crossbow 10 Throwing 70 Riding 30 Athletics 80 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Western Infantry AxeTapered Northern BladeFish Harpoons Shield Northern Round Shield Head Armor Northern Nasalhelm Over LeatherNorthern Roughhide Cap Shoulder Armor (Possible) Scarf Body Armor Northern Padded ClothNorthern Padded Gambeson Hand Armor ? Foot Armor Highland Boots Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Druzhinnik
For the multiplayer version, see Druzhinnik (Multiplayer). Sturgian Druzhinnik Troop Information Culture Sturgia Wages 12 denars/day Acquired from... Varyag Veteran- or -Sea Raider Chief( Veteran's Respect)- or -Sturgian villages (rare) Upgrades to... Sturgian Druzhinnik Champion Upgrade Cost ? denars Ransom Value ? denars Sturgian Druzhinnik are tier-five noble cavalry of Sturgia. Skills[] (v1.5.10 beta) One Handed 130 Two Handed 60 Polearm 140 Bow 60 Crossbow 20 Throwing 60 Riding 120 Athletics 100 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 Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Druzhinnik Champion
Sturgian Druzhinnik Champion Troop Information Culture Sturgia Wages 17 denars/day Acquired from... Sturgian Druzhinnik- or -Sturgian villages (rare) Upgrades to... None Upgrade Cost None Ransom Value ? denars Sturgian Druzhinnik are tier-six noble cavalry of Sturgia. Contents 1 Tactics 2 Skills 3 Equipment 4 Ratings 5 Ratings 6 Gallery Tactics[] They are unique among heavy cavalry in that they have a high Athletics skill, which makes them more likely to survive being dismounted during battle and also helps them in sieges. Skills[] (v1.5.10 beta) One Handed 200 Two Handed 60 Polearm 170 Bow 65 Crossbow 20 Throwing 90 Riding 170 Athletics 140 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Druzhinnik LanceFullered Narrow Warsword Shield Heavy Round Shield Head Armor Decorated Closed Goggled Helmet Shoulder Armor Lamellar Pauldrons Body Armor Heavy Brass Lamellar Over Mail Hand Armor Plate Reinforced Gloves Foot Armor Mail Chausses Mount ? Mount Harness ? 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. (v1.5.10 beta) Armor Head Body Arm Leg Weight Decorated Closed Goggled Helmet 54 - - - 3.8 Lamellar Pauldrons - 12 6 - 4.5 Heavy Brass Lamellar Over Mail - 51 16 16 23.6 Plate Reinforced Gloves - - 18 - 1.5 Mail Chausses - - - 22 2.9 Total 51 67 40 38 36 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. (v1.5.10 beta) Melee Name Sturgian Lance Fullered Narrow Warsword Type Polearm 1H Weapon Class 1H Polearm 1H Sword Swing Speed - 100 Swing Damage - 63 Thrust Speed 85 94 Thrust Damage 36 42 Length ? ? Handling ? ? Weight 1.88 1.23 Shield Name Heavy Round Shield Class Large Shield Speed 86 Hit Points 500 Weight 4.7 Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Hardened Brigand
Sturgian Hardened Brigand Troop Information Culture Sturgia Wages 8 denars/day Acquired from... Sturgian Brigand- or -Sturgian villages Upgrades to... Sturgian Horse Raider Upgrade Cost 1 War Mount100 denars Ransom Value 50 denars Sturgian Hardened Brigands are tier-four cavalry of Sturgia. Skills[] (v1.5.3 beta) One Handed 100 Two Handed 60 Polearm 45 Bow 45 Crossbow 15 Throwing 100 Riding 100 Athletics 60 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Woodland Javelins Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount ? Mount Harness ? Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Heavy Axeman
Sturgian Heavy Axeman Troop Information Culture Sturgia Wages ? denars/day Acquired from... Sturgian Spearman- or -Sturgian villages Upgrades to... None Upgrade Cost None Ransom Value 100 denars Sturgian Heavy Axemen are tier-five infantry of Sturgia. Contents 1 Tactics 2 Skills 3 Equipment 4 Armor Ratings 5 Weapon Ratings 6 Gallery Tactics[] Although many high-tier Sturgian infantry boast highly protective armor, Heavy Axemen trade protection for additional offensive capacity. Armed with a one-handed axe and a few stacks of throwing axes, these units boast an edge in line-breaking and skirmishing potential relative to their polearm counterpart, Sturgian Heavy Spearmen. That being said, it's important to highlight the cost of this trade-off. Sturgian Heavy Axemen are equipped with no armor on their shoulder slot, which makes them significantly less durable in prolonged combat - in fact, they have an even lower arm armor rating than their predecessors, Sturgian Spearmen. Stray hits that would be of no consequence to Sturgian Heavy Spearmen or Imperial Legionaries inflict more significant damage to Sturgian Heavy Axemen. Additionally, a lack of polearm options renders them more vulnerable to cavalry when unsupported. As such - and by virtue of their low armor rating for a tier-five unit - Sturgian Heavy Axemen are a far more specialised unit than their spear alternative and require adequate support in order to prevent unnecessary casualties. Skills[] (v1.5.7 beta) One Handed 130 Two Handed 80 Polearm 80 Bow 60 Crossbow 20 Throwing 130 Riding 60 Athletics 130 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Veteran Warrior's AxeRaider Throwing Axes Shield Heavy Round Shield Head Armor Warlord Helmet With Cheek Guards Shoulder Armor ? Body Armor Northern Lamellar Over Mail Hand Armor Reinforced Leather Vambraces Foot Armor Strapped Mail Chausses Mount N/A Mount Harness N/A 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. (v1.5.7 beta) Armor Head Body Arm Leg Weight Warlord Helmet With Cheek Guards 49 - - - 4.4 ? ? ? ? ? ? Northern Lamellar Over Mail - 50 7 21 24 Reinforced Leather Vambraces - - 20 - 1 Strapped Mail Chausses - - - 23 3 Total 49 50 27 44 32.4 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 Veteran Warrior's Axe Type 1H Weapon Class 1H Axe Swing Speed 94 Swing Damage 75 Thrust Speed - Thrust Damage - Length ? Handling ? Weight 1.19 Shield Name Heavy Round Shield Class Large Shield Speed 86 Hit Points 500 Weight 4.7 Throwing Name Broad Blade Javelins Class Javelins Length 87 Damage 101 (pierce) Missile Speed 28 Accuracy 92 Stack Amount 5 Weight 1.11 Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Heavy Spearman
Sturgian Heavy Spearman Troop Information Culture Sturgia Wages 15 denars/day Acquired from... Sturgian Spearman- or -Sturgian villages Upgrades to... None Upgrade Cost None Ransom Value ? denars Sturgian Heavy Spearmen are tier-five infantry of Sturgia. Contents 1 Tactics 2 Skills 3 Equipment 4 Armor Ratings 5 Weapon Ratings 6 Gallery Tactics[] When compared to Sturgian Heavy Axemen, they are inferior as frontline skirmishers and shock troops, but excel in areas the latter fall short in. For example, Heavy Spearmen are significantly better armored than other heavy infantry alternatives, being a candidate for the game's most durable. Additionally, their melee options are dramatically more formidable. Compared to the Heavy Axemen's axes, the Heavy Spearmen's Long Warswords have almost twice the reach plus the ability to perform thrusting attacks. Furthermore, being armed with polearms dramatically improves their performance against cavalry units. Although the lack of throwing weapons relegates them to the position of "pure infantry" and an unused weapon slot may irk some min-maxers, the Sturgian Heavy Spearman is the superior all-rounder infantry unit in their troop tree. Skills[] (v1.2.11) One Handed 140 Two Handed 60 Polearm 140 Bow 75 Crossbow 15 Throwing 30 Riding 45 Athletics 125 Equipment[] Troops may spawn with these items in battle. (v1.2.11) Weapons Long WarswordJagged Fine Steel Spear Shield Heavy Round Shield Head Armor Closed Decorated Goggled Helmet Shoulder Armor Lamellar Pauldrons Body Armor Heavy Lamellar Over Hauberk Hand Armor Plate Reinforced Gloves Foot Armor Strapped Mail Chausses Mount N/A Mount Harness N/A 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. (v1.2.11) Armor Head Body Arm Leg Weight Northern Closed Helmet 54 - - - 3.8 Northern Lamellar Shoulders - 6 12 - 4.5 Sturgia Cavalry Armor - 50 15 25 28 Highland Gloves - - 18 - 1.5 Strapped Mail Chausses - - - 23 3 Total 54 56 45 48 40.8 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. (v1.2.11) Melee Name Long Warsword Jagged Fine Steel Spear Type 1H Weapon Polearm Class 1H Sword 1H Polearm Swing Speed 93 - Swing Damage 69 - Thrust Speed 92 85 Thrust Damage 42 35 Length ? ? Handling ? ? Weight 1.41 1.87 Shield Name Heavy Round Shield Class Large Shield Speed 86 Hit Points 500 Weight 4.7 Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Heroic Line Breaker
Sturgian Heroic Line Breaker Troop Information Culture Sturgia Wages ? denars/day Acquired from... Sturgian Line Breaker- or -Sturgian villages Upgrades to... None Upgrade Cost None Ransom Value ? denars Sturgian Heroic Line Breakers are tier-five infantry of Sturgia. Contents 1 Skills 2 Equipment 3 Armor Ratings 4 Weapon Ratings 5 Trivia 6 Gallery Skills[] (v1.5.7 beta) One Handed 80 Two Handed 150 Polearm 80 Bow 60 Crossbow 20 Throwing 130 Riding 40 Athletics 150 Equipment[] Troops may spawn with these items in battle. (v1.5.7 beta) Weapons Drilled Two Handed AxeFullered Narrow WarswordNorthern Throwing Axes Shield ? Head Armor Northern Helmet Closed Shoulder Armor ? Body Armor Northern Lamellar Vest Hand Armor Northern Plated Gloves Foot Armor Strapped Mail Chausses Mount N/A Mount Harness N/A 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. (v1.5.7 beta) Armor Head Body Arm Leg Weight Northern Helmet Closed 50 - - - 1.8 Northern Lamellar Vest - 35 2 18 8.3 Northern Plated Gloves - - 18 - 1.5 Strapped Mail Chausses - - - 23 3 Total 50 35 20 41 14.6 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 Drilled Two Handed Axe Fullered Narrow Warsword Type 2H Weapon 1H Weapon Class 2H Axe 1H Sword Swing Speed 87 100 Swing Damage 114 63 Thrust Speed - 94 Thrust Damage - 42 Length ? ? Handling ? ? Weight 1.32 1.23 Throwing Name Northern Throwing Axes Class Throwing Axes Length 37 Damage 70 (cut) Missile Speed 27 Accuracy 93 Stack Amount 3 Weight 0.71 Trivia[] The Sturgian Heroic Line Breaker was previously called "Ulfhednar". The Ulfhednar (Úlfhéðnar) are a type of Germanic berserkers also known as "wolf warriors", which explains their wolf-head armor, bare-chested appearance, and two-handed axes that are very deadly in melee. Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Horse Raider
For the multiplayer version, see Raider (Multiplayer). Sturgian Horse Raider Troop Information Culture Sturgia Wages ? denars/day Acquired from... Sturgian Hardened Brigand- or - villages Upgrades to... None Upgrade Cost None Ransom Value 225 denars Sturgian Horse Raiders are tier-five cavalry of Sturgia. Contents 1 Skills 2 Equipment 3 Armor Ratings 4 Weapon Ratings 5 Gallery Skills[] (v1.5.7 beta) One Handed 130 Two Handed 60 Polearm 80 Bow 60 Crossbow 20 Throwing 130 Riding 130 Athletics 80 Equipment[] Troops may spawn with these items in battle. (v1.5.7 beta) Weapons Jagged Fine Steel SpearVeteran Warrior's AxeBroad Blade Javelins Shield Large Round Shield Head Armor Northern Open Helmet Shoulder Armor Highland Cape Body Armor Northern Bronze Scale Vest Over Gambeson Hand Armor Reinforced Leather Vambraces Foot Armor Mail Chausses 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. (v1.5.7 beta) Armor Head Body Arm Leg Weight Northern Open Helmet 36 - - - 1.8 Highland Cape - 6 - - 4.5 Northern Bronze Scale Vest Over Gambeson - 28 6 12 15 Reinforced Leather Vambraces - - 20 - 1 Mail Chausses - - - 22 2.9 Total 36 34 26 34 25.2 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) Melee Name Jagged Fine Steel Spear Veteran Warrior's Axe Type Polearm 1H Weapon Class 1H Polearm 1H Axe Swing Speed - 94 Swing Damage - 75 Thrust Speed 85 - Thrust Damage 35 - Length ? ? Handling ? ? Weight 1.87 1.19 Shield Name Large Round Shield Class Large Shield Speed 89 Hit Points 480 Weight 6.9 Throwing Name Broad Blade Javelins Class Javelins Length 87 Damage 101 (pierce) Missile Speed 28 Accuracy 92 Stack Amount 5 Weight 1.11 Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Hunter
For the multiplayer version, see Hunter (Multiplayer). Sturgian Hunter Troop Information Culture Sturgia Wages 5 denars/day Acquired from... Sturgian Woodsman- or -Sturgian villages Upgrades to... Sturgian Archer Upgrade Cost 50 denars Ransom Value 62 denars Sturgian Hunters are tier-three archers of Sturgia. Skills[] (v1.5.3 beta) One Handed 60 Two Handed 30 Polearm 40 Bow 80 Crossbow 10 Throwing 30 Riding 40 Athletics 70 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Tapered Northern BladeGallogaich AxeMountain Hunting BowBarbed Arrows Shield ? Head Armor Northern Roughhide Cap Shoulder Armor ScarfSouthern Wrapped Scarf Body Armor Northern Padded Gambeson Hand Armor Buttoned Leather Bracers Foot Armor Highland Boots Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Line Breaker
For the multiplayer version, see Berserker (Multiplayer). Sturgian Line Breaker Troop Information Culture Sturgia Wages 8 denars/day Acquired from... Sturgian Soldier- or -Sturgian villages Upgrades to... Sturgian Heroic Line Breaker Upgrade Cost 100 denars Ransom Value 50 denars Sturgian Line Breakers are tier-four infantry of Sturgia. Contents 1 Skills 2 Equipment 3 Trivia 4 Gallery Skills[] (v1.5.7 beta) One Handed 100 Two Handed 110 Polearm 40 Bow 45 Crossbow 15 Throwing 50 Riding 45 Athletics 130 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Bearded AxeNorthern Blade Shield ? Head Armor Northern Open Helmet Shoulder Armor Highland Cape Body Armor Northern Bronze Scale Vest Hand Armor Buttoned Leather Bracers Foot Armor Strapped Mail ChaussesTurndown Leather Boots Mount N/A Mount Harness N/A Trivia[] The Sturgian Line Breaker was previously called "Berserker". Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Recruit
Sturgian Recruit Troop Information Culture Sturgia Wages 2 denars/day Acquired from... Sturgia Peasant- or -Sturgian villages Upgrades to... Sturgian Warrior- or -Sturgian Woodsman Upgrade Cost 15 denars Ransom Value 5 denars Sturgian Recruits are tier-one infantry of Sturgia. Skills[] (v1.5.3 beta) One Handed 20 Two Handed 10 Polearm 20 Bow 5 Crossbow 0 Throwing 10 Riding 5 Athletics 20 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Gallogaich AxeScytheSickle Shield ? Head Armor Northern CapNorthern Fur Cap Shoulder Armor (Possible) Scarf Body Armor Northern Belted Tunic Hand Armor (Possible) Ragged Armwraps Foot Armor Highland Leg Wrappings Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Soldier
Sturgian Soldier Troop Information Culture Sturgia Wages 5 denars/day Acquired from... Sturgian Warrior- or -Sea Raider( Veteran's Respect)- or -Sturgian villages Upgrades to... Sturgian Spearman- or -Sturgian Line Breaker Upgrade Cost 50 denars Ransom Value 62 denars Sturgian Soldiers are tier-three infantry of Sturgia. Skills[] (v1.5.3 beta) One Handed 70 Two Handed 40 Polearm 70 Bow 30 Crossbow 10 Throwing 40 Riding 30 Athletics 70 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Norse HatchetBroad Leaf Shaped Spear Shield Northern Round Shield Head Armor Northern HelmetNorthern Open Helmet Shoulder Armor (Possible) Scarf(Possible) Southern Wrapped Scarf Body Armor Leather Armor With Iron Plates Hand Armor (Possible) Buttoned Leather Bracers(Possible) Leather Gloves Foot Armor Highland Boots Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Spearman
Sturgian Spearman Troop Information Culture Sturgia Wages 8 denars/day Acquired from... Sturgian Soldier- or -Sturgian villages Upgrades to... Sturgian Heavy Spearman- or -Sturgian Heavy Axeman Upgrade Cost 100 denars Ransom Value 50 denars Sturgian Spearmen are tier-four infantry of Sturgia. Contents 1 Tactics 2 Skills 3 Equipment 4 Gallery Tactics[] Slightly more armored - while wearing a worse helmet - than Sturgian Soldiers while using their very same polearm, Sturgian Spearmen can serve as frontline Shield Wall infantry. Skills[] (v1.5.3 beta) One Handed 100 Two Handed 60 Polearm 100 Bow 45 Crossbow 15 Throwing 60 Riding 45 Athletics 100 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Northern BladeBroad Leaf Shaped Spear Shield Northern Shield Head Armor Sturgian Heavy Cavalry Helmet Shoulder Armor ? Body Armor Northern Decorated Mail Hand Armor Northern Brass Bracers Foot Armor Strapped Mail Chausses Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Veteran Bowman
Sturgian Veteran Bowman Troop Information Culture Sturgia Wages 13 denars/day Acquired from... Sturgian Archer- or -Sturgian villages Upgrades to... None Upgrade Cost None Ransom Value 100 denars Sturgian Veteran Bowmen are tier-five archers of Sturgia. Contents 1 Skills 2 Equipment 3 Armor Ratings 4 Weapon Ratings 5 Gallery Skills[] (v1.5.7 beta) One Handed 120 Two Handed 60 Polearm 60 Bow 140 Crossbow 40 Throwing 80 Riding 60 Athletics 130 Equipment[] Troops may spawn with these items in battle. (v1.5.7 beta) Weapons Long WarswordSimple Short BowBarbed Arrows Shield ? Head Armor Decorated Northern Open Helmet Shoulder Armor ? Body Armor Northern Leather Tabard Over MailDecorated Northern Hauberk Hand Armor Northern Brass BracersHighland Gloves Foot Armor Mail Chausses Mount N/A Mount Harness N/A 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. (v1.5.7 beta) Armor Head Body Arm Leg Weight Northern Open Helmet 36 - - - 1.8 Northern Leather Tabard Over Mail - 30 12 14 8.4 Northern Brass Bracers - - 22 - 1.3 Mail Chausses - - - 22 2.9 Total 36 30 34 36 14.4 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 Long Warsword Type 1H Weapon Class 1H Sword Swing Speed 93 Swing Damage 69 Thrust Speed 92 Thrust Damage 42 Length ? Handling ? Weight 1.41 Ranged Name Simple Short Bow Type Bow Speed 88 Damage 56 (pierce) Accuracy 93 Missile Speed 73 Weight 0.3 Missile Name Barbed Arrows Type Arrows Accuracy 100 Damage 1 (pierce) Stack Amount 20 Weight 0.05 Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Warrior
For the multiplayer version, see Warrior (Multiplayer). Sturgian Warrior Troop Information Culture Sturgia Wages 3 denars/day Acquired from... Sturgian Recruit- or -Sturgian villages Upgrades to... Sturgian Soldier Upgrade Cost 25 denars Ransom Value 50 denars Sturgian Warriors are tier-two infantry of Sturgia. Skills[] (v1.5.3 beta) One Handed 40 Two Handed 20 Polearm 40 Bow 15 Crossbow 5 Throwing 20 Riding 15 Athletics 40 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Gallogaich AxeTapered Northern Blade Shield Northern Round Shield Head Armor Northern CapNorthern Fur CapNorthern Roughhide Cap Shoulder Armor (Possible) Scarf Body Armor Northern Leather Vest Hand Armor Buttoned Leather BracersRagged Armwraps Foot Armor Highland Leg Wrappings Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Warrior Son
Sturgian Warrior Son Troop Information Culture Sturgia Wages 2 denars/day Acquired from... Sturgian villages (rare) Upgrades to... Varyag Upgrade Cost ? denars Ransom Value ? denars Sturgian Warrior Sons are tier-two noble infantry of Sturgia. Contents 1 Skills 2 Equipment 3 Trivia 4 Gallery Skills[] (v1.5.3 beta) One Handed 60 Two Handed 20 Polearm 20 Bow 25 Crossbow 5 Throwing 5 Riding 40 Athletics 20 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Tapered Northern Blade Shield Northern Round Shield Head Armor (Possible) Northern Cap(Possible) Northern Leather Cap Shoulder Armor (Possible) Padded Leather Mantle Body Armor Northern Padded Cloth Hand Armor ? Foot Armor Highland Boots Mount N/A Mount Harness N/A Trivia[] The Sturgian Warrior Son was previously called "Warrior Son". Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sturgian Woodsman
Sturgian Woodsman Troop Information Culture Sturgia Wages 3 denars/day Acquired from... Sturgian Recruit- or -Sturgian villages Upgrades to... Sturgian Brigand- or -Sturgian Hunter Upgrade Cost 25 denars Ransom Value 50 denars Sturgian Woodsmen are tier-two infantry of Sturgia. Contents 1 Tactics 2 Skills 3 Equipment 4 Gallery Tactics[] Though labeled as infantry, they carry stacks of javelins. Sturgian Woodsmen are best used as part of the main infantry force, first weakening the enemy with javelins before assisting in melee. Skills[] (v1.5.3 beta) One Handed 40 Two Handed 15 Polearm 20 Bow 20 Crossbow 5 Throwing 40 Riding 15 Athletics 40 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons Gallogaich AxeFish Harpoons Shield ? Head Armor Northern CapNorthern Fur CapNorthern Roughhide Cap Shoulder Armor ? Body Armor Northern Heavy CoatNorthern Leather Vest Hand Armor ? Foot Armor Highland Leg Wrappings Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion
Sultan Hakim
Sultan Hakim Appears in Official Information Faction Sarranid Sultanate Title Sultan Fiefs Shariz Culture Sarranid Sultan Hakim is the ruler of the Sarranid Sultanate and initial lord of Shariz. Hakim usurped Arwa the Pearled One's claim to rule; she was intended to become the next ruler of the Sarranid Sultanate as the Sarranid nobles saw her fit for her to rule the throne, being the favorite slave of the previous ruler, Sultan Ayzar, for she was beautiful and intelligent. The nobles of the Sarranid Sultanate allowed her to rule on the condition that she marry general Baybak, a Sarranid noble. Hakim's claim was to prevent tyranny and civil war with the belief that having a woman on the throne would cause too much discord. His right to rule was backed up by the fact that he was the nephew of general Baybak, Arwa's co-ruling husband, whilst Arwa was merely an adopted daughter from the slave market. Sultan Hakim's accusations of Arwa went as far as calling her a witch, who had presumably enchanted her husband and the former Sultan into having favorable feelings for her. After general Baybak was killed in a skirmish, Hakim was able to manipulate the lords and force himself onto the Sarranid throne. Sultan Hakim is relatively generous as ruler, so as long as he keeps hold of his fief, Shariz, he does not keep excessive fiefs for himself. He will not usually be swayed by the opinions of others, meaning if you want a fief, it is best to speak to Sultan Hakim directly. Trivia[] The name ḥākim (حكيم) means "wise" in Arabic. Hakim's banner is a flame above a crescent. This is in stark contrast with Arwa's, whose banner is the head of a desert eagle, a prominent Sarranid sigil featured in their emblem. The eagle could be the sigil of Sultan Ayzar, Hakim's predecessor, and since Hakim is only connected to him through Baybak (who in turn is connected to the sultan through Arwa), it would make sense for the banner to be different from the Sultan's. Hakim's banner, meanwhile, could be related to that of his late uncle, Baybak. Since there are two distinct ways Arwa could have gained hers, it is very hard to tell. Hakim's claim thus hinges on Baybak, who was Sultan in the eyes of many but not all, while Arwa's hinges on the old dynasty. Sultan Hakim - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Sarranid Mail Coif Body Mamluke Mail Hand Mail Mittens Foot Plated Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 5 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 Sarranid Cavalry Sword Ranged ? Shield Elite Cavalry Shield Mount Sarranian War Horse Gallery[] Sultan Hakim in battle gear Sarranid Sultanate Monarch: Claimant: Sultan Hakim Arwa the Pearled One 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 Ladies: Lady Bawthan Lady Dula Lady Ifar Lady Isna Lady Janab Lady Khalisa Lady Lulya Lady Luqa Lady Mahayl Lady Rayma Lady Ruwa Lady Safiya Lady Shatha Lady Siyafan Lady Sulaha Lady Sur Lady Thanaikha Lady Yasmin Lady Zahara Lady Zandina
Swadian Crossbowman
Swadian Crossbowman Troop Information Culture Kingdom of Swadia Wages 18-9 denars Acquired from... Swadian Skirmisher Upgrades to... Swadian Sharpshooter Upgrade Cost 80 denars XP for Kill 168 xp Ransom Value 140 denars Swadian Crossbowmen are Swadian soldiers who make use of the crossbow. They wield either Light Crossbows or Crossbows, using them with standard Bolts. Tactics[] While being relatively unskilled skirmishers, they are used to harass and taunt enemies into charging before they are ready. Crossbowmen are intended to isolate and eliminate sections of infantry with a hail of deadly bolts, capable of punching even through full Plate Armor. Given a clear lane of fire, crossbowmen will destroy advancing infantry, even those with shields. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swadian Crossbowman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Helmet with Cap, Segmented Helmet Body Leather Jerkin, Red Gambeson Hand ? Foot Leather Boots, Ankle Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 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 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 100 Throwing 90 Weapons Melee Fighting Pick, Sword, Voulge Ranged Crossbow, Light Crossbow, Bolts Shield (Possible): Plain Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Footman
Swadian Footman Troop Information Culture Kingdom of Swadia Wages 10-5 denars Acquired from... Swadian Militia Upgrades to... Swadian Infantry-or-Swadian Man-at-Arms Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Swadian Footmen are the first trained melee units in the Swadian army. They are commonly stationed as guards and watchmen in Swadian towns. Their armor has been significantly upgraded in Warband: from Padded Leather to Mail with Tunic, making them on par with Nord Trained Footmen. Tactics[] Despite being far less reliable than their higher-tier counterparts, Swadian Footmen are a good choice for making up the backbone of an early army. Due to their low wage, they can be trained and kept in mass while maintaining financial stability. Because of their mediocre weapons and armor however, they will be easily cut through by mid to high-tier enemies. If facing a cavalry charge, it would be wise to group your Footmen close together and take up a defensive formation to reduce losses and ideally, to swarm the cavalrymen. Stats[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swadian Footman - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head (Possible): Mail Coif, Helmet with Cap Body Mail with Tunic Hand ? Foot Ankle Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw ? 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 105 Two Handed Weapons 85 Polearms 95 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Spear, Fighting Pick, Short Sword, Sword Ranged ? Shield Plain Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Infantry
Swadian Infantry Troop Information Culture Kingdom of Swadia Wages 19-10 denars Acquired from... Swadian Footman Upgrades to... Swadian Sergeant Upgrade Cost 80 denars XP for Kill 180 xp Ransom Value 150 denars Swadian Infantry are veteran Swadian foot-troops. They are capable men, proven in battle, matched only by elite infantry units or a strong cavalry charge. Tactics[] There is generally no wrong way to apply your Swadian Infantry. They are equipped with chain armor and possess finely-honed weapons. Their Heater Shields don't provide the protection of Board Shields, but afford exceptional mobility and protect all vital areas from enemy archers. Unless flanked, even a middling commander should be able to command a line of Swadian Infantry well. They are also quite versatile in terms of weaponry, having a chance to wield pikes to halt rival cavalry, as well as picks and swords to fend off 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. Swadian Infantry - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Segmented Helmet, Flat Topped Helmet, Helmet with Neckguard Body Mail with Surcoat, Haubergeon Hand ? Foot Mail Chausses, Leather Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw ? 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 125 Two Handed Weapons 105 Polearms 115 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Pike, Fighting Pick, Bastard Sword, Sword, Short Sword Ranged ? Shield Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Infantry (multiplayer)
Swadian Infantry is the melee infantry class of the Kingdom of Swadia in Multiplayer games. Although they do have access to a few awlpikes and darts, for the most part, the Swadian infantry arsenal consists of swords, swords, and more swords. Skillful Swadian infantry with lightning-fast two-handed swords can truly dominate the battlefield — so long as they avoid ranged attacks and the lances on enemy cavalry. Swadian infantrymen receive armor at a lower cost than other classes, but they cannot equip elite armor like the infantry of other factions. Stats[] Attributes Stat Points Level 20 Strength 15 Agility 15 Intelligence 30 Charisma 30 Health 60 Relevant Skills Skill Points Ironflesh 5 Power Strike 4 Power Throw 2 Power Draw 0 Shield 4 Athletics 6 Riding 1 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 105 Two Handed Weapons 130 Polearms 110 Archery 40 Crossbows 60 Throwing 110 Equipment[] The array of swords that Swadian infantry received can be bewildering. Bastard swords -- heavy and standard -- can be a temptation, but bear in mind that the stats are for two-handed use. One-handed, they are significantly slower and less damaging. Nonetheless, they can be useful, for example, on approaching an archer with shield up, while retaining the ability to put away the shield for serious two-handed combat. Working toward the arming sword is better if you want to fight sword-and-board continuously, while the great sword is devastating as a dedicated two-handed weapon. Darts aren't the mightiest of thrown weapons, but at least they're cheap. A long awlpike is generally advisable if expecting cavalry -- although some are confident that a great sword and some skillful dodging and jumping will allow them to prevail against mount assaults. Swadian infantry has a good set of armor, often at a discount. (For example, boots seem to generally be about 20% cheaper for Swadian infantry than for others, and Brigandine is 25% cheaper than it "should" be. Helmets Helmet Price Arming cap 5 Helmet with cap 110 Helmet with neckguard 142 Flat topped helmet 203 Guard helmet 555 Great helmet 980 Torso Armors Armor Price Red tunic free Leather armor 65 Red gambeson 206 Haubergeon 863 Brigandine 1372 Shoes Shoes Price Ankle boots free Leather boots 156 Mail chausses 424 Splinted greaves 682 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlets 710 Gauntlets 1040 Weapons Weapon Price Melee Weapons 27c Sword free Short sword 121 28c Sword 194 Short arming sword 194 Arming sword 328 Bastard sword 249 Heavy bastard sword 341 Two handed sword 670 Great sword 1123 Awlpike 276 Long awlpike 346 Ranged Weapons Darts 77 War darts 142 Shields Old heater shield free Plain heater shield 74 Heater shield 160 Heavy heater shield 265 Swadian infantry have no mounts. Bot Swadian Infantry[] Swadian Infantry (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Flat topped helmet Body Studded leather coat Hand ? Foot Ankle boots Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 4 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 125 Two Handed Weapons 105 Polearms 115 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Bastard sword, pike Ranged ? Shield Heater shield Mount ?
Swadian Knight
Swadian Knight Troop Information Culture Kingdom of Swadia Wages 38 denars 59-31 denars Acquired from... Swadian Man-at-Arms Upgrades to... N/A Upgrade Cost N/A XP for Kill 288 xp Ransom Value 240 denars Swadian Knights are a heavy cavalry unit. They are the strongest cavalry unit in Mount&Blade, though they have been rivaled in Warband with the addition of Sarranid Mamlukes. The Mamluke is a very similar unit, with small differences including wages and stats, and of course, choice of equipment. Along with Vaegir Knights, Nord Huscarls, and Slaver Chiefs, Swadian Knights require 120 denars to be upgraded from their lower tiers. Tactics[] Swadian Knights can be used to charge the front line of enemy troops, as they have heavy armor and are not that vulnerable to the attacks of enemy infantry. One of the most effective tactics to use with the Swadian Knights is to have your infantry hold ground, creating a defensive wall. When the enemy are advancing towards your infantry, tell your cavalry to follow you and flank to the left or right until you are behind the coming enemy. When they are within charging distance, charge both your cavalry and your infantry at the same time. Timing here can be very important, as ideally both troop divisions need to hit the enemy simultaneously. This attack will greatly weaken the enemy as their attention will be split in two directions at once, halving their combat effectiveness. It is recommended not to use flanking tactics on a hilly battlefield since the Knights' horses won't be able to run at full speed and will be taken down more easily. Instead, try to let the battle take place on a flat piece of ground or keep your Knights together with your infantrymen. Their greatest weakness is fighting Khergits. Due to the Knights' relatively low speed, they have trouble engaging Khergits, and can only fight them when the horse archers run out of ammo. It is possible to loot and burn a village without casualties given that you have a medium level character and 5 Swadian Knights. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swadian Knight - Default Stats and Equipment Attributes Stat Points Level 28 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Guard Helmet, Great Helmet, Bascinet Body Coat of Plates, Cuir Bouilli Hand Gauntlets, Mail Mittens Foot Plate Boots Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 130 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Heavy Lance, Two Handed Sword, Long Arming Sword, Morningstar Ranged ? Shield Knightly Heater Shield Mount Charger, War Horse Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Man-at-Arms
Swadian Man-at-Arms Troop Information Culture Kingdom of Swadia Wages 36-19 denars Acquired from... Swadian Footman Upgrades to... Swadian Knight Upgrade Cost 120 denars XP for Kill 192 xp Ransom Value 160 denars Swadian Men-at-Arms are mounted troops of Kingdom of Swadia. Tactics[] Swadian Men-at-Arms are well-trained medium cavalry who are great on open fields against infantry. Do not use Men-at-Arms for siege battles as they usually take many losses. Use Nord Huscarls or other high-tier infantry for this role instead. Men-at-Arms are easy to train, and you can use them in battle as they are or wait for them to upgrade to Swadian Knights. They use heavy War Horses, allowing them to blend in with heavier cavalry, but they will often have trouble pursuing other 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. Swadian Man-at-Arms - Default Stats and Equipment Attributes Stat Points Level 21 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Helmet with Cap, Mail Coif, Flat Topped Helmet, Helmet with Neckguard Body Haubergeon, Mail with Surcoat Hand ? Foot Mail Chausses 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, Fighting Pick, Heavy Bastard Sword, Sword, Short Arming Sword Ranged ? Shield Horseman's Heater Shield Mount War Horse, Hunter Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Man-at-Arms (multiplayer)
The Swadian Man-at-Arms is the mounted class of the Kingdom of Swadia in Multiplayer games. Perhaps the most feared and iconic class in Mount&Blade, men-at-arms have access to the great lance -- the longest weapon in the game, except for the pike. In addition to good skill with lances, they actually have the highest one-handed weapon proficiency in the game. They have no throwing skill, but their accuracy with thrown weapons doesn't seem too negatively affected by this -- although their rate of throwing isn't good. Stats[] Attributes Stat Points Level 20 Strength 14 Agility 16 Intelligence 30 Charisma 30 Health 55 Relevant Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw 2 Power Draw 0 Shield 2 Athletics 3 Riding 5 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 0 Crossbows 0 Throwing 0 Equipment[] The great lance is an interesting tradeoff. Its cost is only slightly higher than a heavy lance, and for a skilled player, it can give a mounted man-at-arms extreme range and power in a charge. However, it is awkward to wield. If a man-at-arms dismounts, he will find a great lance very difficult to use to ward off cavalry charges, while regular or heavy lance is still to some degree usable as an infantry spear. Helmets Helmet Price Arming cap 5 Helmet with cap 110 Helmet with neckguard 142 Flat topped helmet 203 Guard helmet 555 Great helmet 980 Torso Armors Armor Price Red tunic free Leather armor 65 Aketon 297 Mail with surcoat 1544 Coat of plates 3828 Shoes Shoes Price Ankle boots free Leather boots 156 Mail chausses 424 Splinted greaves 682 Plate boots 1416 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlets 710 Guantlets 1040 Weapons Weapon Price Melee Weapons 27c Sword free Short sword 121 28c Sword 194 Short arming sword 194 Arming sword 328 Bastard sword 249 Heavy bastard sword 341 Lance free Heavy lance 360 Great lance 410 Ranged Weapons Darts 77 War darts 142 Shields Old heater shield free Plain heater shield 74 Heater shield 160 Heavy heater shield 265 Mounts Mount Price Saddle horse 240 Courser 540 Hunter 607 War horse 1224 Charger 1811 Bot Swadian men-at-arms[] Swadian Man-at-Arms (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Helmet with cap Body Mail with surcoat Hand ? Foot Hide boots Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 4 Athletics 1 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 Bastard sword, lance Ranged ? Shield Horseman's heater shield Mount Hunter
Swadian Militia
Swadian Militia Troop Information Culture Kingdom of Swadia Wages 4-2 denars Acquired from... Swadian Recruit Upgrades to... Swadian Skirmisher-or-Swadian Footman Upgrade Cost 20 denars XP for Kill 72 xp Ransom Value 60 denars Swadian Militia are the common men of the Kingdom of Swadia who have been drilled and instructed in basic combat.Though classified as infantry, a good deal of them wield Hunting Crossbows, making them surprisingly well armed for their level. Swadian Militia and Swadian Footmen are often seen guarding Swadian towns, keeping watch in the streets. If you fail at sneaking into a hostile Swadian-controlled town, several Militia will show up to detain you. Tactics[] Able commanders should position these men on a hill, behind the main line of infantry, to provide a hail of support fire on advancing opposition. However, one should take care to use these men as they were intended, and to commit them to the melee once the lines clash. Due to their relative lack of armor, Militia are effective only when supported by higher quality troops or when engaging low quality enemies such as the Forest Bandits that prowl the wooded areas of Swadia. Swadian Militia can be used as good cannon fodder or a skirmishing force, in case your proper archer force has been destroyed or if you have an absence of archers. They can also be used as missile soakers, absorbing hostile archer fire with their shields of average quality, and stand in as light infantry to engage in hand-to-hand combat with missile units and other light infantry. Swadian Militia can also be used to bulk up an army and support heavier, better troops such as Swadian Footmen. Militia are also good for tactics like swarming, if you have lot of 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. Swadian Militia - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Arming Cap Body Aketon, Red Gambeson Hand ? Foot Ankle Boots, Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 75 Polearms 75 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Spiked Club, Fighting Pick, Boar Spear Ranged (Possible): Hunting Crossbow, Bolts Shield Old Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Recruit
Swadian Recruit Troop Information Culture Kingdom of Swadia Wages 1 denar Acquired from... Swadian Villages-or-Forest Bandit Upgrades to... Swadian Militia Upgrade Cost 10 denars XP for Kill 38 xp Ransom Value 32 denars Swadian Recruits are the first-tier troops of Kingdom of Swadia. These units are little more than able-bodied young men hailing from the numerous farming communities dotting the Swadian plains. Tactics[] Swadian Recruits, more often than not, represent the weak link in your battle line. These lads know precious little of the ways of war, and their weapons and gear are usually no better than refitted tools of agriculture such as pitch forks or leather aprons. They draw a tiny salary compared to more able troops, but their mouths are just as hungry, and a commander should be wary of taking too many Recruits on a serious campaign. Also, a large number of these units will severely slow down a party because of their very low Athletics skill. If the player or their companions have high Trainer skill, it may be a good strategy to have many Recruits garrisoned in towns and castles. It works for every faction and obviously depends on what high-tier troops you want to have later. High numbers in a garrison will make sieges less frequent since the AI will focus on a weakly defended position with little regard for quality, and the Recruits' low upkeep cost is advantageous. Should combat effectiveness be required, in the event of a siege for example, having them in the party will make them decent troops in a few days. Of course, they should be at the very bottom of the battle order if you don't want them to get exterminated during a serious fight. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swadian Recruit - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Leather Cap, Felt Hat Body Shirt, Tunic with vest, Leather Apron Hand ? Foot (Possible): Nomad Boots, Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Scythe, Hatchet, Pickaxe, Club Ranged (Possible): Stones Shield (Possible): Old Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Sergeant
Swadian Sergeant Troop Information Culture Kingdom of Swadia Wages 29-15 denars Acquired from... Swadian Infantry Upgrades to... N/A Upgrade Cost N/A XP for Kill 244 xp Ransom Value 204 denars A Swadian Sergeant ready for battle. Swadian Sergeants are Swadian heavy infantry and are the top-tier infantry unit in the Swadian troop tree. Swadian Sergeants are hardened, veteran warriors that tend to wield sharpened awlpikes, morningstars and other vicious weapons. Compared to other units, Swadian Sergeants are the footman equivalent of Swadian Knights and even look very similar to dismounted Knights. They are not as durable as the Nord Huscarl, but they do sometimes spawn with better armor. Swadian Sergeants are much better in close combat than Rhodok Sergeants, but are weaker in defense due to their smaller shields. They are also much better than Vaegir Guards, and generally have higher-tier armor which allows them to last in a melee for longer. Swadian keeps are staffed by Swadian Sergeants. Tactics[] One field tactic is to use the mobility of Swadian Knights to get all the way behind the enemy lines, then attack with Sergeants and Knights at the same time, crushing enemies in between. This is most effective against slow-moving Nord and Rhodok armies that don't have any cavalry. Also, your Knights can wipe out archers/crossbowmen before they get off too many shots. Another field tactic is to deploy Knights at the forefront, backed up closely behind by Sergeants. When the enemy gets close, charge with your Knights and Sergeants. The former will hit the enemy first then the Sergeants will back them up with added power. This is good for fighting Vaegirs or Sarranids, and is also good against Khergits that are free charging, but not if they are running circles around you. They are also good in sieges, especially against Nords. Their morningstars can crush through blocks, making the Nord shield wall less effective. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swadian Sergeant - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Flat Topped Helmet, Guard Helmet Body Brigandine, Coat of Plates (black) Hand (Possible): Mail Mittens, Gauntlets Foot Mail Boots, Iron Greaves Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 4 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 155 Two Handed Weapons 135 Polearms 145 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Awlpike, Heavy Bastard Sword, Morningstar, Arming Sword Ranged ? Shield Heavy Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Sharpshooter
Swadian Sharpshooter Troop Information Culture Kingdom of Swadia Wages 27-14 denars Acquired from... Swadian Crossbowman Upgrades to... N/A Upgrade Cost N/A XP for Kill 230 xp Ransom Value 192 denars Swadian Sharpshooters are the elite ranged units of the Kingdom of Swadia. Tactics[] Swadian Sharpshooters suffer a little when compared to Rhodok Sharpshooters as they are not as good in melee or hit points, which renders them weak against open assault. Their melee disadvantage is not because of low combat skills, but because they use large and slow melee weapons, so they respond much slower when the enemy is close. Sharpshooters' crossbows are also weaker compared to the Rhodoks' and their proficiency lower as well. Swadian Sharpshooters do, however, shoot a little faster, which makes them somewhat more independent in a pure fire support role, relying less on quicker shooting archers to suppress enemies. Always protect your Sharpshooters with melee 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. Swadian Sharpshooter - Default Stats and Equipment Attributes Stat Points Level 24 Strength 14 Agility 10 Intelligence 4 Charisma 4 Health 51 Armor Head Kettle Hat, Helmet with Neckguard Body Haubergeon, Arena Armor Red Hand (Possible): Leather Gloves Foot Leather Boots, Mail Chausses Skills Skill Points Ironflesh 1 Power Strike 1 Power Throw ? Power Draw 3 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 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 Short Sword, Sword, Voulge Ranged Crossbow, Heavy Crossbow, Bolts, Arrows Shield (Possible): Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swadian Skirmisher
Swadian Skirmisher Troop Information Culture Kingdom of Swadia Wages 10-5 denars Acquired from... Swadian Militia Upgrades to... Swadian Crossbowman Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Swadian Skirmishers are the first specialized ranged fighter for the Kingdom of Swadia. They are similar in appearance and ability to their lower Militia counterparts, but have a definite chance of a crossbow and generally better armor and weapons. Tactics[] A wise commander will keep these men behind the main line of infantry once the melee begins, on a hill if at all possible. Swadian Skirmishers tend to suppress the enemy with barrages of decent crossbow bolts. Normally, when put in melee combat they are just as good as the Militia, except with the guarantee that they will have a crossbow. However, Skirmishers are not as powerful as Rhodok Crossbowmen and could be a waste of Swadian Recruits instead of upgrading them to Swadian Knights, arguably the strongest cavalry units in the game. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swadian Skirmisher - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Arming Cap Body Red Gambeson, Aketon Hand ? Foot Ankle Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? 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 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Club, Voulge Ranged Light Crossbow, Hunting Crossbow, Bolts Shield (Possible): Old Heater Shield Mount ? Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter
Swedish Army
A couple of Swedish Armies appear in Mount&Blade: With Fire & Sword during the Polish storyline quest The Deluge. Every Army numbers 250 men when spawned. It has around 70 Swedish Reiters, 100 Musketeers and 80 Pikemen. This is a very formidable force, with high ranged firepower and good defense from the pikemen. Battle[] Armies patrol around Warsaw and Krakov (Swedish at that time) trying to kill any Polish party. When it is destroyed, it will respawn at full strength. You shouldn't try take down this army head-on, even if you have several lords by your side, as it will respawn a week or so later. If it is unavoidable, you should try charging at it with heavy cavalry like Winged Hussars or Armored Cossacks and target their musketeers, then rally your men and order your musketeers to shoot at the pikemen with no ranged weapons and the Swedish Reiters who have pistols.
Swedish Dragoon
For the Polish unit of the same name, see Polish Dragoon. Swedish Dragoon Troop Information Culture Kingdom of Sweden Wages 8 thalers Acquired from... Commander Upgrades to... Swedish Dragoon (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Swedish Dragoon is a light missile cavalry unit employed by the Kingdom of Sweden in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Polish Commonwealth. 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 Swedish Dragoon resembles the Musketeer except for its uniform's color. They are armed with a Thrusting Sword, a Simple Wheelock Carbine, and ride Saddle Horses. Contents 1 Tactics 2 Stats and Equipment 3 Gallery 4 Trivia 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. Swedish Dragoon - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Hat Body Swedish Dragoon Uniform Hand Infantry Gloves Foot Old Jackboots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 2 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 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 130 Throwing 0 Weapons Melee Sword Ranged Simple Wheellock Carbine, Bullets Shield ? Mount Saddle Horse Gallery[] Swedish Dragoon firing his carbine while mounted.Swedish Dragoon firing his carbine while dismounted. 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 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)
Swedish Dragoon (veteran)
For the Polish unit of the same name, see Polish Dragoon (veteran). Swedish Dragoon (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers Acquired from... Swedish Dragoon Upgrades to... None Upgrade Cost None XP for Kill ? xp Ransom Value ? thalers The Swedish Dragoon (veteran) is a veteran light missile cavalry unit employed by the Kingdom of Sweden in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Polish Commonwealth. 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. Swedish Dragoon (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Hat Body Swedish Dragoon Uniform Hand Leather Gloves Foot Old Jackboots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 0 Firearms 145 Throwing 0 Weapons Melee Sword Ranged Wheellock Carbine, Bullets 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 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)
Swedish Militia Pikeman
For the Polish unit with the same name, see Polish Militia Pikeman. Militia Pikeman Troop Information Culture Kingdom of Sweden Wages 1 thaler Acquired from... Town Militiaman, Prisoners, Commander Upgrades to... Swedish Militia Pikeman (veteran) Upgrade Cost 10 Militia Pikemen are the Kingdom of Sweden'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 Town Militiamen, Staff Militiamen, or Countrymen. 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 5 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 44 Armor Head Hat Body Village Dress Hand ? Foot Boots with Stockings Skills Skill Points Ironflesh 1 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 75 Two Handed Weapons 55 Polearms 65 Archery 0 Firearms 0 Throwing 0 Weapons Melee Old Pike Ranged ? Shield ? Mount ? 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)
Swedish Militia Pikeman (veteran)
For the Polish unit with the same name, see Polish Militia Pikeman (veteran). Militia Pikeman (veteran) Troop Information Culture Kingdom of Sweden Wages 4 thalers Acquired from... Militia Pikeman, Prisoners, or Commander Upgrades to... N/A Upgrade Cost 10 Militia Pikemen (veteran) are the Kingdom of Sweden's conscripts armed with Simple Lances or Pikes. The Russian version is the Pike Militiaman (veteran). 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 (veteran) - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 47 Armor Head Hat Body Village Dress Hand ? Foot Boots with Stockings Skills Skill Points Ironflesh 2 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 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged ? Shield ? Mount ? 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)
Swedish Pikeman
For other uses, see Pikeman. Swedish Pikeman Troop Information Culture Kingdom of Sweden Wages 4-8 thalers Acquired from... Commander Upgrades to... Swedish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? exp Ransom Value ? thalers Swedish Pikemen are the pike infantry of the Kingdom of Sweden 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 Swedish Pikeman, the German Pikeman, and the German Infantry Pikeman are the most reliable as heavy pikemen units, while the New Order Spearman, the Marksman Spearman, and the Polish Pikeman tend to be more fragile as light pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. There is a second version of the Swedish Pikeman in Multiplayer Captain modes, equipped with worse armor and a sword instead of a pike. 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. Swedish Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 6 Intelligence 0 Charisma 0 Health 43 Armor Head Simple Morion Body Swedish Pikeman Uniform Hand Infantry Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? 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)
Swedish Pikeman (veteran)
For other uses, see Pikeman. Swedish Pikeman (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers Acquired from... Swedish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? exp Ransom Value ? thalers Swedish Pikemen (veterans) are the veteran pike infantry of the Kingdom of Sweden in Mount&Blade: With Fire & Sword and the upgraded version of the Swedish 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 Swedish Pikeman (veteran), the German Pikeman, and the German Infantry Pikeman (veteran) are the most reliable as heavy pikemen units, while the New Order Pikeman (veteran), the Marksman Spearman (veteran), and the Polish Pikeman (veteran) tend to be more fragile as light 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. Swedish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 46 Armor Head Morion Body Swedish Pikeman Uniform Hand Infantry Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged ? Shield ? Mount ? 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)
Swedish Reiter
Swedish Reiter Troop Information Culture Kingdom of Sweden Wages 33 thalers Acquired from... Prisoners or Commander Upgrades to... Swedish Reiter (veteran) Upgrade Cost 160 thalers Ransom Value 109 thalers The Swedish Reiter is a heavy cavalry unit and the most powerful unit in the Kingdom of Sweden. They can be bought from a commander of a Swedish alignment in fortifications or can be acquired as a prisoner from enemy armies. The veteran carries a more-than-impressive Armet and has slightly better proficiencies. Strangely, half of the veteran Reiter's abilities are actually worse than the standard Swedish Reiter. Tactics[] Carrying impressive Swedish plate armor and equipped with a Good Broadsword and Good Pistol, the Swedish Reiter is possibly the most powerful melee cavalry unit in the game, rivaling the Russian Noble Guard and Polish Winged Hussar. They can easily defeat any type of medium or light cavalry units from other nations. Since a majority of Eastern European infantry and cavalry units are equipped with sabers, the Swedish Reiter's armor can deflect saber cuts, but can easily be pierced by thrusting swords or lances. They also ride Troop Horses, which are perfect for melee engagements. Swedish Reiter is the best cavalry unit that the Kingdom of Sweden can muster. Since it carries strong and powerful equipment, it can be deployed just to charge into enemies head on. Carrying one of the best pistols in the game, Reiters can shoot from a medium to close range distance for a hit-and-run method. Keep in mind that although the Swedish heavy cavalry unit has impressive equipment and stats, it can easily be killed from a well-aimed musket shot or a couched lance or pike. In a strategic sense, like all melee cavalry units, Swedish Reiters are vulnerable to musketeer units at long range, as well as shock cavalry and pikemen in melee. Charging at full speed into enemy formations can result in many enemy casualties and eventually forcing them to run, but don't expect 10 or less Reiters to completely defeat an enemy army of 90 troops or more. In the worst scenario, the Reiters can get shot to pieces from afar and will be overwhelmed with shock cavalry and pikemen. Therefore, to use them effectively, you should have at least 20 or more Reiters should the enemy have Winged Hussars or Noble Guards. Order them to form 2 columns and then to follow you. As you approach the enemy, which will fire a round at you, order your Reiters to open fire with their pistols, then tell them to hold fire and charge the enemy (always charge with your Reiters into enemy musketeer or cavalry units - don't charge them into enemy Pikemen Units, or else their horses will stop moving, allowing the enemy to swarm around your Reiters and shoot them down). If there are large amount of enemies, inflict as much casualties as possible to the enemy musketeers and cavalry, so you can retreat in order and use your pistols and mobility to shoot down the pikemen. During sieges, Reiters can be classified as Heavy Infantry, as they can inflict a lot of casualties to the enemy attackers and defenders. If you mix them with pikemen at the bottom of the staircase, you can bet that they will hold their position well from enemy waves. Like their other Heavy Cavalry counterparts, Swedish Reiters are expensive troops and are very rare to find, as they can only be acquired from commanders in fortifications or as prisoners from enemy armies or patrols from either the Polish Commonwealth or the Muscovite Tsardom. 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. Swedish Reiter - Default Stats and Equipment Attributes Stat Points Level 21 Strength 13 Agility 7 Intelligence 0 Charisma 0 Health 60 Armor Head Reiter Helmet Body Reiter Half-Armor Hand Infantry Gloves Foot Good Jackboots Skills Skill Points Ironflesh 6 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 6 Shield ? Athletics ? Riding 4 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 180 Two Handed Weapons 160 Polearms 170 Archery 0 Firearms 140 Throwing 0 Weapons Melee Good Broadsword Ranged Good Pistol, Bullets Shield ? Mount Hunter Wikipedia has an article on this subject at:Reiter 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)
Swedish Reiter (veteran)
Swedish Reiter (veteran) Troop Information Culture Kingdom of Sweden Wages 46 thalers Acquired from... Swedish Reiter (upgrade) Upgrades to... N/A Upgrade Cost 160 thalers Ransom Value 140 thalers The Swedish Reiter is a heavy cavalry unit and the most powerful unit in the Kingdom of Sweden. They can be bought from a Commander of a Swedish alignment in fortifications or can be acquired as a prisoner from enemy armies. Tactics[] The Swedish Reiters don strong Reiter Armor and Helmets, Gauntlets, and wear Good Jackboots. This gives them a strong defense against melee blows and even firearms, requiring strong melee weapons (such as Flanged Maces or Good Czekans), powerful guns, or skilled headshots to dispatch easily. Wielding Good Pistols, Swedish Reiters can fire both accurately and frighteningly quickly, and with their Good Broadswords, they can kill most adversaries at both a distance and in melee combat. All of these amazing qualities, though, come at an amazing cost, at weekly wages of 46 thalers. This makes them affordable either in small numbers or for the richest of armies. However, they meet their match with the heavy cavalry of other nations, such as Polish Winged Hussars and the Noble Guards of the Muscovites, the latter of which mostly wield melee weapons useful against armor. They can even be defeated by elite gunpowder troops of their counterparts, such as Cossack Serduks, should they encounter them in a line and ready to fire. The veteran carries a more-than-impressive Armet and has slightly better proficiencies. Strangely, half of the reiter abilities in the veteran are actually worse than the standard Swedish Reiter. 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. Swedish Reiter (veteran) - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 8 Intelligence 0 Charisma 0 Health 59 Armor Head Armet, Reiter Helmet Body Reiter Half-Armor Hand Reiter Gauntlets Foot Good Jackboots Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw ? Weapon Master 7 Shield ? Athletics ? Riding 4 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 195 Two Handed Weapons 175 Polearms 185 Archery 0 Firearms 160 Throwing 0 Weapons Melee Good Broadsword Ranged Good Pistol, Bullets Shield ? Mount Hunter Gallery[] Wikipedia has an article on this subject at:Reiter 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)
Sword Sister
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Sword Sister Troop Information Culture Mercenaries Wages 38-20 denars Acquired from... Camp Defender Upgrades to... N/A Upgrade Cost N/A XP for Kill 204 xp Ransom Value 170 denars Sword Sisters are elite female mercenary cavalry. Despite slowly evolving from initially vulnerable and unarmed women, Sword Sisters are powerful fighters on par with Mercenary Cavalry. Sword Sisters demand significantly lower wages compared to their male counterparts, therefore procuring them can be very worthwhile from a financial point of view. The most reliable way to acquire Sword Sisters is by upgrading Refugees and Peasant Women. These units are difficult to acquire as they can only be hired from a defeated party's prisoners or captured by attacking traveling villagers, so for most players, this troop line will be very rare. Tactics[] Sword Sisters ride fast Coursers and often pack Crossbows, so they excel against other light and medium cavalry or scattered archers. However, densely packed formations of infantry should best be countered with the heavier mounted units such as Vaegir and Swadian Knights or Mercenary Cavalry. They wear Plate Armor, making them extremely durable, but strangely they sometimes appear without helmets - this results in occasional deaths from a single shot to the head. This drawback is most inconvenient when attacking castles and towns, where your Sword Sisters are especially vulnerable to archer fire from above. Also note that the Sisters ride unarmored horses, so they are unhorsed more often than other cavalry of similar levels. They also have low Ironflesh and Power Strike skills for an elite unit. Sword Sisters should not be underestimated, because their heavy armor, fast horses, and sabres make them formidable combatants. They can be one of the most effective mounted units against light cavalry. However, if you only have a few Sword Sisters, their speedy mounts are a disadvantage as they will rush out in front of your slower forces and take the full force of the initial clash. If this is a problem, give your troops orders that will force them to stay together at least until you meet the enemy. Sword Sisters are vulnerable to large amounts of infantry which exploit their biggest weakness, the courser's weak armor and lack of hit points. In castle sieges, their occasional random crossbow can be useful and their plate armor allows them enough defence to cut down most lightly-armored units with ease. Once unhorsed, Sword Sisters perform reasonably well in fighting withdrawals, where they pull back to join any infantry holding position. Their shields permit them to weather enemy attacks and their fast blades give them a good chance at counter-attacking foes armed with slower weapons. If unhorsed on the wrong side of an enemy formation however, they will likely be overwhelmed and dispatched. While very difficult to acquire, a full-sized army of Sword Sisters is extremely deadly and a lot cheaper to finance than one made of Swadian Knights. It is interesting to note that an army of all women will not cheer out loud after a victorious battle as there's no audio file recorded for them, resulting in a peculiar sudden calm as soon as the swords stop clashing and all the horses are brought to a halt. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Sword Sister - Default Stats and Equipment Attributes Stat Points Level 22 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Guard Helmet, Helmet with Neckguard Body Plate Armor, Coat of Plates (black) Hand Leather Gloves Foot Plate Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics 3 Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 140 Polearms 140 Archery 140 Crossbows 140 Throwing 140 Weapons Melee Sword, Sabre Ranged (Possible): Crossbow, Bolts Shield Plate Covered Round Shield, Elite Cavalry Shield Mount Courser Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Sword & Musket
Sword & Musket is a mod for Mount&Blade II: Bannerlord.
Sword of Damocles
Sword of Damocles is a Mod that introduces an extensive faction, ruling and management system. It introduces new mercenaries, a new faction, over 600 new items, and 100+ new troop types, as well as a completely redone map. Contents 1 Lead Intro from Site 2 Features 2.1 Detached Regiments 2.2 Bandit Progression 2.3 Badboy Rate 3 Official Site Lead Intro from Site[] Sword of Damocles is most complex and advanced kingdom management mod. It does not simply add player's kingdom and lords under his command but it also tries to simulate kingdom management by adding population to fiefs, health, ability to create laws, reworking economy and adding new buildings. It also allows you to choose your faith which heavily influence your kingdom, allow you to build religious structures and eventually if you spread your faith ardently enough to upgrade your elite troops to unmatched holy warriors. Features[] Major Kingdom management additions. Large scale invasion on a timer. Numerous troop additions 6 New factions: Antarian Empire - Proud aristocratic country, army focused on heavy armored foot melee, its lords are Paladins. Republic of Marina - Trade faction basing its army on mercenaries, foot based mixed army, excellent at sieges, its lords are Condottieri. Kingdom of Aden - Feudal country with strong cavalry traditions, its lords are Magnates. Villianese Duchy - Idyllic clan based realm with skilled foot melee soldiers and unmatched archers, its lords are High Chiefs. Zerrikanian Sultanate - Proud nation with strong cavalry tradition, similar to Khergits in some ways, its lords are High Dvors. Imperial Legion - Faction with good infantry and excellent cavalry, its lords are Centurions. Secondary exploration map (not traversable) 6 Mercenary groups Graduated Ransoms Detached Regiments[] Troops in your party can be split off into their own map unit and assigned independent tasks ranging from just following you to patrolling areas. Unlike AI lords, the regiment tends to perform as ordered until retrieved or defeated. One side benefit to this system is increased party map speed (since some of your troops are in the regiment). A drawback is that each party may be defeated independently, a possibility made more likely by the smaller party sizes. Bandit Progression[] Bandits in Sword of Damocles upgrade into more specialized versions. With very reasonable wages they fill out garrisons and armies very cost effectively. Bandit Specialization Melee Ranged Cutthroat Brigand Thug Reaver Badboy Rate[] In this mod you can get badboy points for conquering and converting people into your faith. The more badboy points you have the more other factions will hate you. Your badboy rating will decrease every week and could be decreased even more by building universities in your towns. Official Site[] Sword of Damocles Last Known Version: Gold v5.0
Swordsman
For other uses, see Swordsman (disambiguation). Swordsman Troop Information Culture Kingdom of Sweden Wages 14 thalers/week Acquired from... Guard Infantry Commander Upgrades to... Swordsman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Swordsmen are guard infantry of the Kingdom of Sweden. Tactics[] Heavy shock infantry armed with mighty two-handed swords and covered in highly-resilient Half-Armor with a Morion on their heads, Swordsmen can perform admirably in a wide variety of close-combat roles - from holding castle walls to mopping up enemy infantry after a cavalry charge - and could even be used as impromptu anti-cavalry troops if your pikemen have been killed. Their main weakness, on the other hand, is steady enemy formations with firearms - enough guns fired at once can easily take them down. 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. Swordsman - Default Stats and Equipment Attributes Stat Points Level 15 Strength 14 Agility 6 Intelligence 0 Charisma 0 Health 53 Armor Head Morion Body Half-Armor Hand Infantry Gloves Foot Infantry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 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 155 Two Handed Weapons 135 Polearms 145 Archery 0 Firearms 0 Throwing 0 Weapons Melee Two Handed Sword Ranged None Shield None Mount None 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)
Swordsman (Custom Battle)
Swordsman The Swordsman is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] These fully armored and well-trained warriors fight with two-handed swords. Heavy infantry forces are by design placed in the front ranks, with the objective of breaking the enemy line. It is crucial to protect these warriors from enemy volleys, while in melee they can take care of themselves! Stats[] Swordsman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 14 Agility 8 Intelligence Charisma Health Armor Head Armet Body Half-Armor Hand Armor Gauntlets Foot Infantry Boots Skills Skill Points Ironflesh 5 Power Strike 5 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 1 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 Two-handed Sword Ranged Shield 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
Swordsman (veteran)
For other uses, see Swordsman (disambiguation). Swordsman (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Swordsman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Swordsmen (veterans) are veteran guard infantry of the Kingdom of Sweden. Tactics[] Heavy shock infantry armed with mighty two-handed swords and covered in highly-resilient Half-Armor with a Morion on their heads, Swordsmen can perform admirably in a wide variety of close-combat roles - from holding castle walls to mopping up enemy infantry after a cavalry charge - and could even be used as impromptu anti-cavalry troops if your pikemen have been killed. Their main weakness, on the other hand, is steady enemy formations with firearms - enough guns fired at once can easily take them down. 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. Swordsman (veteran) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 14 Agility 7 Intelligence 0 Charisma 0 Health 55 Armor Head Morion Body Half-Armor Hand Armor Gauntlets Foot Infantry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 6 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 170 Two Handed Weapons 150 Polearms 160 Archery 0 Firearms 0 Throwing 0 Weapons Melee Two Handed Sword Ranged None Shield None Mount None 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)
Tactics (With Fire & Sword)
For the Tactics skill, see Skills. For more specific combat tips, see Player tactics. For tactics in Mount&Blade, see Strategy and tactics. In With Fire & Sword, the addition of firearms changes the dynamics of the battlefield from the prior games. Firearms are effectively extremely powerful and extremely slow loading crossbows. They feature sufficient power to drop many targets in one hit. In addition, pistols and carbines (which are not appreciably weaker than muskets) can be loaded and fired by mounted troops. In With Fire & Sword, there are 3 types of battles (excluding siege). The first type of battle is the skirmish battle, where your adversary just sends troops head on against your army, usually with cavalry first. The second type of battle is the "line" battle, where the opposing army is arranged in rows and will slowly approach your army before attacking. The last type of battle is the "wagon" battle, where the enemy retreats to a formidable wagon fort. Contents 1 Troops 2 Tactics 2.1 Fighting a "Head On" Battle 2.2 Fighting a "Line" Battle 2.3 Fighting a "Wagon" Battle (Offense) 2.4 Fighting a "Wagon" Battle (Defense) 3 Faction Specific Tactics 3.1 Cossack Hetmanate Troops[] Early troops are lightly armed and have mediocre armor e.g. Musket Militamen, Pikemen, Scythe Wielder. With proper tactics to face the enemy, less casualty, efficiency and shock can still be achieved. Later in-game troops are better equipped, well-armored and skilled, e.g. Dragoons, Hussars, Lifeguards etc. Your ability to judge the enemy's movement and applying these tactics while facing them will devastate your enemy whether you win or not. Tactics[] Fighting a "Head On" Battle[] This type of battle usually happens when your enemy outnumbers you significantly. The first thing that should be done is to bring up the troop order screen. Order any cavalry units to mount (this is because after a few seconds they dismount their horses). Observe the movement of your enemy in the troop order screen, if they are riding fast towards your position, quickly direct the Pikemen in the front lines and order them to arrange in 3 rows. At the same time, order the ranged infantry to stay behind the wall of Pikemen, ready to open fire. This will hold off the cavalry charge. Also while observing the enemy's movement, it is wise to move the cavalry in a moderate distant location in the map so that they can gain just enough momentum for a good cavalry charge. All of these steps must be done within 15 seconds to maximize efficiency. When the cavalry charge has been held off, order any infantry unit (including Pikeman) to charge, at the same time move the musketeers to a high place on the map and order them to fire at will. Later in-game, you'll have acquired better troops, such as German Infantry Musketeers, Musketeers, Winged Hussars, and Reiters. In a head on battle with these troops, you can just deploy them. The simplest way of deploying is the all-out-charge; order every cavalry unit to attack, no arrangements whatsoever. The musketeers however, and any infantry unit, should always be arranged and deployed onto high ground if possible. This way, your cavalry will take the pounding, keeping your infantry safe while attacking. Fighting a "Line" Battle[] As always, the troop order screen will be important. Bring it up as soon as the battle starts. Order your whole party to "Hold Position", order any mounted units to mount and cavalry must always be up front in this battle. To determine if a battle is going to be a line, look at the minimap in the order screen, if the red dots (enemies) are charging forward, then they start to disperse on both sides, then it is a line battle. Cavalry Arrangement If you have less than 75 cavalry units, assuming that they are already in front of your army, the best arrangement for them is the following commands: "Hold Position", "Form 1 Row", Click on "Form 5 Rows" for Very Tight Arrangement. Once, they're arranged, don't give the opposition a chance to fix their positions. Charge immediately. If you have around 75 or more cavalry units, assuming that they are already in front of your army, the arrangement should be similar to the first one but this time form 3 rows instead of 1. Then charge. Musketeer and/or Infantry Unit Arrangement All ranged units must be arranged in line and should be placed in high ground for a better view and shot of the battlefield. While all melee-based infantry units must always be in front of the ranged units and preferably on lower grounds, a couple of meters away from the ranged units to protect them from incoming cavalry attacks. Fighting a "Wagon" Battle (Offense)[] In this type of battle, infantry units (both ranged and melee) should be the most used. Cavalry in this type of battle are ineffective because of the wagons encircling and covering your adversaries, making them invulnerable to cavalry attacks. Unit Arrangements In this type of battle, musketeers/ranged units should be up front. Depending on how many of these units you have, arrange them in rows and deploy them half-way the distance to the enemy positions. Punch in the "Fire at Will" Command. Watch the enemy fall one-by-one, when they start to retreat. Order your melee-based infantry units to charge. When retreating enemy units manage to get out from the wagon fort, order the cavalry to chase after them. Note Bandits will never be smart enough to fight you in this type of battle (when defending) unless you mod the game. When the enemy is massively outnumbered by your party, sometimes they'd rather fight you in a head on battle. Fighting a "Wagon" Battle (Defense)[] When defending a wagon fort, immediately put your footmen into the back. This will stop enemy cavalry from flooding through early on. If the situation is extremely desperate, and you have a horse, make everyone charge into the enemy while you try to run away. You'll lose your troops, but you and your heroes will get away scot-free. (Because when you flee and leave your heroes behind, they remain in your party) Faction Specific Tactics[] Cossack Hetmanate[] The Cossack Hetmanate's tactics are based on the ability to move quickly on the battlefield using dragoons. Their armies are mostly built out of Djura, Watchmen, and firearm infantry (marksmen). All footmen in their army are armed with firearms, including their shock infantry, the Netyags, having a Pistol. One strategy is to build your army from infantry marksmen: Serduks and Netyags. When the battle starts, take high ground and decimate the enemy from afar. You could also build your army from only Serduks, but no matter what build you choose, remember to build a vast network of recruitment from commanders.
Taiga Bandit
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Taiga Bandit Troop Information Culture Bandits Wages 11-6 denars/week Acquired from... Prisoners Upgrades to... Vaegir Recruit Upgrade Cost 40 denars XP for Kill 124 experience Ransom Value 104 denars Taiga Bandits are bandit archers in Mount&Blade: Warband. Tactics[] Roaming the snowy plains south of Rivacheg and east of Khudan, they spawn in groups of 4-58. Taiga Bandits' standard tactic is to swarm the enemy, launching arrows and javelins at them before closing in with their melee weapons. Much like Mountain Bandits in Warband, Taiga Bandits with bows will stay back to shoot at their enemy while the rest of the group rushes ahead with swords, lances, and javelins. When encountered en masse, Taiga Bandits can hit disproportionately hard as they are very proficient archers as well as employing deadly jarids when they close in. Lacking heavy armor, they are very easily beaten by cavalry charges and heavy infantry. As they are not mounted, they are one of the ways to safely acquire a lance for free. Default Stats[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Taiga Bandit - Default Stats and Equipment Attributes Stat Points Level 15 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Cap With Fur (Possible) Steppe Cap Body Nomad ArmorLeather Jerkin Hand None Foot Nomad BootsHide Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw 3 Power Draw 4 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Light LanceSpearNomad SabreFlanged Mace Ranged Nomad BowShort BowArrowsJavelinsJarids Shield (Possible) Leather Covered Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Talk to the Zamoshye Elder/Transcript
Player: "May your days be long, father. Tell me -- what is happening around here?" Zamoshye Village Elder/Mikhay: "Why, hello there... Mikhay's my name. We are Rusyn, but we live under the Polish gentry. We have head say that the Russian Tsar wants to regain our lands, and has set out to make war with the Polish king. He leads his host to Smolensk. Word has also come that the Cossack Colonel Zolotarenko stands nearby with his army, calling all free men to the Zaporozhian Host, to fight under his banner." Player: "And do you have some work for me? Something that will give me a chance to swing my saber, win myself some glory -- and fill my purse! It's a little too empty at the moment..." Mikhay: "Aye, there is always work for a daring soul such as yourself. Believe it or not, the colonels of the gentry just sit in wait for the Muscovites, huddling in their towns, fearing to stick their nose out of the gates. Meanwhile, bandits roam the roads, giving travelers and merchants no peace... We cannot even travel to the bazaar, for fear of being overtaken! And to matters worse, the blasted warlord of Smolensk taxes us so heavily that we have nothing for ourselves, and will soon be reduced to starvation... Find and wipe out the bandits Persuade the Smolensk warlord to lower the taxes Bring in some goods.
Tansugai Noyan
Tansugai Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Tansugai Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Family[] Parents: Belir Noyan, Lady Ravin Siblings: Lady Ruha 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[] Tansugai Noyan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Khergit Cavalry Helmet Body Ragged Outfit, Khergit Lamellar Vest Hand ? Foot Hide Boots, Mail Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 240 Two Handed Weapons 240 Polearms 240 Archery 240 Crossbows 240 Throwing 240 Weapons Melee 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
Tarusa
Tarusa Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Ryazan World Map With Fire & SwordTarusaRyazanTemplate:World Map/With Fire & Sword Tarusa is a village of the Muscovite Tsardom, subordinate to Ryazan. Layout[] Player Elder Fugitive Tarusa is built in a smooth area on uneven terrain. It is a Russian-style village with twelve houses. In the center of the village there is a water well, and there are tables and chairs scattered across the village. The Village Elder can be found in a fenced area, in front of the largest house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide under a tree in a high area outside the boundary defined by the houses. Wikipedia has an article on this subject at:Tarusa 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
Tatar Cavalryman
Tatar Cavalryman Troop Information Culture Mercenaries Wages 6 thalers/week Acquired from... Mercenary Commander Upgrades to... Tatar Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Tatar Cavalrymen are national mercenary horse archers of the Cossack Hetmanate. They can only be hired if the player has at least a neutral relationship with the Crimean Khanate. Tactics[] Essentially what Bajrak are to the Crimeans, they are armed with bows and sabers, wear plain clothes, and have slightly better proficiencies than Tatar Infantrymen - unlike them, Tatar Cavalrymen replace shields with horses - but, just like them, they are only strong against militia-type 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. Tatar Cavalryman - Default Stats and Equipment Attributes Stat Points Level 8 Strength 7 Agility 9 Intelligence 1 Charisma 5 Health 46 Armor Head Nomad Cap Body Robe Hand None Foot Old Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 4 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 75 Two Handed Weapons 75 Polearms 75 Archery 85 Firearms 0 Throwing 0 Weapons Melee Simple Tatar Saber Ranged LongbowTatar Arrows 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)
Tatar Cavalryman (veteran)
Tatar Cavalryman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Tatar Cavalryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Tatar Cavalrymen (veterans) are veteran national mercenary horse archers of the Cossack Hetmanate. Tactics[] Essentially what veteran Bajrak are to the Crimeans, they are armed with bows and sabers, wear plain clothes, and have slightly better proficiencies than veteran Tatar Infantrymen - unlike them, veteran Tatar Cavalrymen replace shields with horses - but, just like them, they are only strong against militia-type 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. Tatar Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? 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 ? Firearms 0 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)
Tatar Infantryman
Tatar Infantryman Troop Information Culture Mercenaries Wages 3 thalers/week Acquired from... Mercenary Commander Upgrades to... Tatar Infantryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Tatar Infantrymen are national mercenary archers of the Cossack Hetmanate. They can only be hired if the player has at least a neutral relationship with the Crimean Khanate. Tactics[] Essentially slightly better Kapikulu, they are armed with bows and sabers, wear plain clothes, and carry shields but, even though they have decent Athletics and medium proficiencies, they are only strong against militia-type 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. Tatar Infantryman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 6 Agility 8 Intelligence 4 Charisma 3 Health 42 Armor Head Nomad Cap Body Simple Robe Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield 3 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 60 Two Handed Weapons 60 Polearms 60 Archery 60 Firearms 0 Throwing 0 Weapons Melee Simple Tatar SaberSimple Saber Ranged LongbowTatar ArrowsArrows Shield Simple Shield 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)
Tatar Infantryman (veteran)
Tatar Infantryman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Tatar Infantryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Tatar Infantrymen (veterans) are veteran national mercenary archers of the Cossack Hetmanate. Tactics[] Essentially slightly better veteran Kapikulu, they are armed with bows and sabers, wear plain clothes, and carry shields but, even though they have decent Athletics and medium proficiencies, they are only strong against militia-type 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. Tatar Infantryman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? 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 ? Firearms 0 Throwing 0 Weapons Melee ? Ranged ? Shield ? 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)
Tatar Mercenary Cavalryman
Camp Location[] Tatar Mercenaries hail from a camp deep in Crimean territory, to the northwest of Ak-Mechet. Troop Ranks[] Tatar Mercenary Cavalryman (recruit) Tatar Mercenary Cavalryman (experienced) Tatar Mercenary Cavalryman (veteran) Tatar Mercenary Cavalryman (elite) Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Cavalryman (elite)
Tatar Mercenary Cavalryman (elite) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Cavalryman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Tatar Mercenary Cavalryman (elite) is a Mercenary Cavalryman associated with the Crimean Khanate. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Cavalryman (experienced)
Tatar Mercenary Cavalryman (experienced) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Cavalryman (recruit) (upgrade) Upgrades to... Tatar Mercenary Cavalryman (veteran) Ransom Value thaler The Tatar Mercenary Cavalryman (experienced) is a Mercenary Cavalryman associated with the Crimean Khanate. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Cavalryman (recruit)
Tatar Mercenary Cavalryman (recruit) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Tatar Mercenary Cavalryman (experienced) Ransom Value thaler The Tatar Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Cavalryman (veteran)
Tatar Mercenary Cavalryman (veteran) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Cavalryman (experienced) (upgrade) Upgrades to... Tatar Mercenary Cavalryman (elite) Ransom Value thaler The Tatar Mercenary Cavalryman (veteran) is a Mercenary Cavalryman associated with the Crimean Khanate. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Infantryman
Camp Location[] Tatar Mercenaries hail from a camp deep in Crimean territory, to the northwest of Ak-Mechet. Troop Ranks[] Tatar Mercenary Infantryman (recruit) Tatar Mercenary Infantryman (experienced) Tatar Mercenary Infantryman (veteran) Tatar Mercenary Infantryman (elite) Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Infantryman (elite)
Tatar Mercenary Infantryman (elite) Troop Information Culture Crimean Khanate Acquired from... Prisoners or Tatar Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades The Tatar Mercenary Infantryman (elite) is a mercenary infantryman associated with the Crimean Khanate. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (elite) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 10 Agility 1 Intelligence 0 Charisma 0 Health 51 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw 4 Weapon Master 5 Shield 0 Athletics 3 Riding 2 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 133 Two Handed Weapons 113 Polearms 123 Archery 75 Firearms 64 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Infantryman (experienced)
Tatar Mercenary Infantryman (experienced) Troop Information Culture Crimean Khanate Acquired from... Prisoners or Tatar Mercenary Infantryman (recruit) (upgrade) Upgrades to... Tatar Mercenary Infantryman (veteran) The Tatar Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Crimean Khanate, though it can be hired by any faction. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (experienced) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 45 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 2 Weapon Master 3 Shield 0 Athletics 3 Riding 1 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 102 Two Handed Weapons 82 Polearms 92 Archery 52 Firearms 41 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Infantryman (recruit)
Tatar Mercenary Infantryman (recruit) Troop Information Culture Crimean Khanate Wages ? thalers/week Acquired from... Mercenary Camp Upgrades to... Tatar Mercenary Infantryman (experienced) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Tatar Mercenary Infantrymen (recruits) are mercenary infantry of the Crimean Khanate. They can be hired in the Mercenary Camp northwest of Ak-Mechet. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (recruit) - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 8 Intelligence 0 Charisma 0 Health 42 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 2 Shield 0 Athletics 3 Riding 1 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 87 Two Handed Weapons 67 Polearms 77 Archery 41 Firearms 30 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Infantryman (veteran)
Tatar Mercenary Infantryman (veteran) Troop Information Culture Crimean Khanate Acquired from... Prisoners or Tatar Mercenary Infantryman (experienced) (upgrade) Upgrades to... Tatar Mercenary Infantryman (elite) The Tatar Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Crimean Khanate. As with other mercenaries from mercenary camps, it can be recruited by any faction. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 9 Agility 10 Intelligence 0 Charisma 0 Health 48 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw 3 Weapon Master 4 Shield 0 Athletics 3 Riding 2 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 117 Two Handed Weapons 97 Polearms 107 Archery 70 Firearms 52 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Rifleman
Camp Location[] Tatar Mercenaries hail from a camp deep in Crimean territory, to the northwest of Ak-Mechet. Troop Ranks[] Tatar Mercenary Rifleman (recruit) Tatar Mercenary Rifleman (experienced) Tatar Mercenary Rifleman (veteran) Tatar Mercenary Rifleman (elite) Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Rifleman (elite)
Tatar Mercenary Rifleman (elite) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Tatar Mercenary Rifleman (elite) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Rifleman (experienced)
Tatar Mercenary Rifleman (experienced) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Rifleman (recruit) (upgrade) Upgrades to... Tatar Mercenary Rifleman (veteran) Ransom Value thaler The Tatar Mercenary Rifleman (experienced) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Rifleman (recruit)
Tatar Mercenary Rifleman (recruit) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Tatar Mercenary Rifleman (experienced) Ransom Value thaler The Tatar Mercenary Rifleman (recruit) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Mercenary Rifleman (veteran)
Tatar Mercenary Rifleman (veteran) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Rifleman (experienced) (upgrade) Upgrades to... Tatar Mercenary Rifleman (elite) Ransom Value thaler The Tatar Mercenary Rifleman (veteran) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 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)
Tatar Raider
Tatar Raider Troop Information Culture Bandits Wages 3 thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 13 thalers Tatar Raiders are bandit horse archers in With Fire & Sword. Tactics[] They are mounted and use tactics similar to the Crimean Khanate: hit-and-run tactics with bows and arrows or charging straight towards you with spears and sabers. Tatar Raiders should not be encountered by new or inexperienced players - they usually attack small groups of farmers, scouts, and foragers but will target you too if your party is rather small. They spawn in groups of 3-60. The prevalence of Tatar Raiders makes traveling Crimean lands dangerous to new and low-level players since they typically do not have enough cavalry, horses, or Path-finding skill to outrun them nor the means to defeat them in battle. Once the player has acquired a party of 15-20 troops, Tatar Raiders will run away from them, making access to lucrative trade routes to Azaq-kale, Bakhchisaray, and by extension the general Crimean area, much safer. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Raider - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head None Body RobeSimple Robe Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 4 Shooting from Horseback 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Firearms 70 Throwing 70 Weapons Melee Cavalry LanceSimple Tatar Saber Ranged LongbowArrows Shield None Mount Saddle Horse Trivia[] Tatar Raiders could, in a sense, be considered the With Fire & Sword equivalent of Steppe Bandits, seeing as they are horse archers that roam around the Crimean steppe. Among other khanates established after the collapse of the Mongol Empire in Europe and the Middle East, the Crimean Khanate was a nation-state founded and dominated by Tatars. Wikipedia has an article on this subject at:Tatars Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Temp:BodyArmorBannerlord
These tables are generated from game data. Do not edit this page. the Temp:* pages are intended as temporary resource that are continually updated. Once the game is finalized, these can be deleted and replaced with non-ugly ones :P (Game Version: e1.4.3) Contents 1 BodyArmor 2 Modifiers 2.1 chain 2.2 cloth 2.3 leather 2.4 cloth_unarmoured 2.5 plate BodyArmor[] Item Armor Arm Armor Body Armor Leg Material Weight Modifiers Culture Long Southern Robe 1 2 2 Cloth 0.6 #cloth_unarmoured Aserai Layered Robe 2 8 3 Cloth 14.0 #cloth_unarmoured Aserai Southern Robe 1 3 1 Cloth 1.8 #cloth_unarmoured Aserai Southern Tunic Waistcoat 1 3 2 Cloth 0.8 #cloth_unarmoured Aserai Thick Sleeved Robe 1 4 3 Cloth 1.0 #cloth_unarmoured Aserai Southern Villager Dress 1 2 1 Cloth 0.5 #cloth_unarmoured Aserai Fine Southern Dress 2 3 2 Cloth 0.7 #cloth_unarmoured Aserai Southern Dress With Robes 3 5 3 Cloth 0.9 #cloth_unarmoured Aserai Southern Dress with Waistband 1 3 2 Cloth 0.8 #cloth_unarmoured Aserai Southern Robe with Waistband 1 6 1 Cloth 0.8 #cloth_unarmoured Aserai Southern Robe with Leather Belt 2 4 2 Cloth 1.1 #cloth_unarmoured Aserai Colored Southern Robe 1 3 1 Cloth 0.9 #cloth_unarmoured Aserai Colored Bisht 2 3 1 Cloth 1.0 #cloth_unarmoured Aserai Thawb 2 3 1 Cloth 1.1 #cloth_unarmoured Aserai Southern Peasant Robe 2 3 1 Cloth 1.1 #cloth_unarmoured Aserai Tassled Southern Robes 2 3 2 Cloth 0.9 #cloth_unarmoured Aserai Southern Silk Clothing 2 3 2 Cloth 0.4 #cloth_unarmoured Aserai Southern Short Padded Robe 2 12 3 Cloth 1.0 #cloth Aserai Southern Padded Cloth 2 12 3 Cloth 1.3 #cloth Aserai Southern Studded Leather Coat 3 15 4 Leather 1.6 #leather Aserai Leather Strips Over Padded Robe 3 17 6 Cloth 4.1 #cloth Aserai Southern Robe With Mail 12 34 12 Cloth 8.2 #cloth Aserai Long Padded Robe 3 14 6 Cloth 22.3 #cloth Aserai Southern Horseman Armor 3 20 2 Leather 4.4 #leather Aserai Southern Ring Mail 6 22 6 Chainmail 10.5 #chain Aserai Southern Archer Armor 14 32 6 Cloth 9.3 #cloth Aserai Southern Robe Over Mail 8 34 12 Chainmail 8.9 #chain Aserai Southern Lamellar Armor 14 40 6 Plate 9.4 #plate Aserai Southern Scale Armor 16 48 18 Plate 14.4 #plate Aserai Stitched Leather Over Mail 14 36 14 Chainmail 11.1 #chain Aserai Sturgia Cavalry Armor 14 40 16 Plate 9.4 #plate Sturgia Southern Lamellar Armor 4 28 6 Plate 8.8 #plate Aserai Baggy Trunks 0 6 Leather 0.2 #leather Battania Armored Baggy Trunks 1 1 8 Leather 0.3 #leather Battania Sleeveless Studded Fur Armor 1 8 2 Leather 0.4 #leather Battania Studded Fur Armor 2 10 3 Leather 0.6 #leather Looters Tattered Rags 0 3 1 Cloth 0.3 #cloth_unarmoured Battania Burlap Waistcoat 1 3 2 Cloth 0.4 #cloth_unarmoured Battania Woodland Garments 4 14 6 Leather 1.2 #leather Battania Highland Peasant Dress 2 4 1 Cloth 0.9 #cloth_unarmoured Battania Highland Dress 2 4 1 Cloth 0.8 #cloth_unarmoured Battania Highland Plaid Dress 2 4 2 Cloth 0.7 #cloth_unarmoured Battania Highland Tunic 1 1 1 Cloth 0.6 #cloth Battania Highland Villager Tunic 1 2 1 Leather 0.4 #leather Battania Highland Townsmans Tunic 1 3 1 Leather 0.6 #leather Battania Highland Dress 2 4 2 Cloth 0.7 #cloth_unarmoured Battania Highland Villager Dress 2 4 2 Cloth 0.7 #cloth_unarmoured Battania Fur Armor With Strap 2 8 6 Leather 1.6 #leather Battania Fur Armor 2 13 3 Leather 13.6 #leather Battania Long Fur Coat 2 10 3 Leather 2.6 #leather Battania Highland Cloth 1 8 2 Cloth 9.0 #cloth Battania battanian_savage_armor 1 1 8 Cloth 0.8 #cloth Battania Highland Scale Mail 2 24 4 Plate 11.3 #plate Battania Kilt Over Plated Leather 8 44 8 Leather 10.8 #leather Battania Woodland Chainmail 8 34 10 Chainmail 10.3 #chain Battania Ranger Mail 8 32 8 Chainmail 12.0 #chain Battania Highland Mercenary Armor 12 40 12 Chainmail 11.6 #chain Battania Highland Scale Armor 2 24 4 Plate 10.7 #plate Battania Highland Noble Armor 3 40 2 Chainmail 11.6 #chain Battania Highland Warlord Armor 14 46 12 Plate 12.4 #plate Battania Eastern Steppe Armor 1 6 2 Cloth 0.6 #cloth_unarmoured Khuzait Eastern Steppe Robe 1 2 1 Cloth 0.4 #cloth_unarmoured Khuzait Studded Leather Waistcoat 0 8 2 Leather 0.7 #leather Khuzait Common Eastern Dress 2 4 3 Cloth 0.8 #cloth_unarmoured Khuzait Eastern Dress with Fur 1 8 3 Cloth 0.9 #cloth_unarmoured Khuzait Eastern Envelope Dress 1 2 1 Cloth 0.6 #cloth_unarmoured Khuzait Eastern Rich Coat 0 6 1 Leather 2.7 #leather Khuzait Eastern Thick Coat 0 6 1 Leather 2.7 #leather Khuzait Reinforced Suede Armor 2 16 5 Cloth 2.3 #cloth Khuzait Studded Steppe Leather 3 12 3 Leather 2.4 #leather Khuzait Belted Leather Cuirass 2 14 4 Leather 1.9 #leather Khuzait Crude Eastern Leather Armor 3 10 3 Leather 2.4 #leather Khuzait Eastern Leather With Belt 2 6 3 Leather 2.4 #leather Khuzait Eastern Reinforced Armor 2 16 5 Leather 2.4 #leather Khuzait Eastern Mirrored Leather Armor 2 15 4 Leather 2.4 #leather Khuzait Eastern Stitched Leather Coat 2 26 10 Leather 13.9 #leather Khuzait Eastern Leather Lamellar Armor 3 22 6 Leather 2.6 #leather Khuzait Studded Leather Over Aketon 8 26 8 Leather 3.8 #leather Khuzait Eastern Lamellar Armor 4 34 12 Plate 5.8 #plate Khuzait Eastern Strapped Lamellar Armor 2 24 8 Plate 7.3 #plate Khuzait Eastern Plated Leather Vest 2 24 4 Plate 14.2 #plate Khuzait Eastern Brass Lamellar Over Mail 16 44 16 Chainmail 11.4 #chain Khuzait Eastern Plated Leather 14 36 14 Plate 21.5 #plate Khuzait Sackcloth Tunic 1 2 1 Cloth 0.6 #cloth_unarmoured Vlandia Western Cloth Tunic 1 2 1 Cloth 0.4 #cloth_unarmoured Vlandia Long Hemp Tunic 2 4 2 Cloth 0.6 #cloth_unarmoured Vlandia Long Woolen Tunic 1 2 1 Cloth 0.4 #cloth_unarmoured Vlandia Western Noble Dress 1 2 1 Cloth 0.6 #cloth_unarmoured Vlandia Western Common Dress 1 2 1 Cloth 0.7 #cloth_unarmoured Vlandia Western Corseted Dress 1 2 2 Cloth 0.5 #cloth_unarmoured Vlandia Scholars Robe 1 2 2 Cloth 0.5 #cloth_unarmoured Vlandia Padded Leather Shirt 3 10 2 Leather 1.8 #leather Vlandia Western Padded Coat 6 24 8 Cloth 2.4 #cloth Vlandia Leather Coat Over Cloth 3 12 4 Cloth 0.7 #cloth_unarmoured Vlandia Western Gambeson 3 12 3 Cloth 2 #cloth Vlandia Western Aketon 3 13 3 Cloth 12.4 #cloth Vlandia Western Leather Coat 2 9 2 Leather 2.3 #leather Vlandia Sleeveless Padded Short Coat 2 15 2 Cloth 2.0 #cloth Vlandia Sleeveless Padded Coat 2 15 7 Cloth 2.2 #cloth Vlandia Padded Short Coat 7 15 2 Cloth 2.2 #cloth Vlandia Leather Scale Armor 6 18 6 Leather 8.6 #leather Vlandia Woven Leather Vest 1 16 2 Leather 4.7 #leather Vlandia Western Chainmail 12 24 12 Chainmail 10.0 #chain Vlandia Western Hauberk 10 32 10 Chainmail 7.3 #chain Vlandia White Tabard Over Mail 12 34 12 Chainmail 9.6 #chain Vlandia Red Tabard Over Mail 12 34 12 Chainmail 8.6 #chain Vlandia Fortified Mercenary Armor 4 24 8 Chainmail 8.2 #chain Vlandia Western Mail Shirt 8 30 10 Chainmail 7.5 #chain Vlandia Plated Leather Coat 14 40 16 Plate 12.7 #plate Vlandia Coat of Plates Over Mail 18 46 14 Chainmail 25.11 #chain Vlandia Banded Leather Over Mail 6 30 6 Chainmail 8.6 #chain Vlandia Northern Tunic 1 2 1 Cloth 0.4 #cloth_unarmoured Sturgia Northern Luxery Tunic 1 3 2 Cloth 0.6 #cloth_unarmoured Sturgia Northern Belted Tunic 1 4 1 Cloth 0.3 #cloth_unarmoured Sturgia Roughcloth Shortcoat 1 5 1 Cloth 0.4 #cloth_unarmoured Sturgia Northern Dress 1 2 2 Cloth 0.7 #cloth_unarmoured Sturgia Laced Dress 1 2 1 Cloth 0.6 #cloth_unarmoured Sturgia Cut Dress 2 2 Cloth 0.6 #cloth_unarmoured Sturgia Cut Dress With Pouch 3 2 Cloth 0.5 #cloth_unarmoured Sturgia Dress 1 2 1 Cloth 0.5 #cloth_unarmoured Sturgia Plain Dress 1 2 1 Cloth 0.5 #cloth_unarmoured Sturgia Heavy Northern Tunic 1 6 2 Cloth 1.0 #cloth_unarmoured Sturgia Northern Sloven Leather 2 9 2 Leather 2.9 #leather Sturgia Northern Heavy Coat 1 7 2 Cloth 0.9 #cloth_unarmoured Sturgia Northern Padded Gambeson 2 10 2 Cloth 1.5 #cloth Sturgia Northern Padded Cloth 2 8 3 Cloth 1.6 #cloth Sturgia Northern Layered Cloth 2 8 1 Cloth 1.1 #cloth Sturgia Northern Leather Vest 1 7 2 Leather 0.9 #leather Sturgia Stitched Leather Vest 3 12 2 Leather 1.5 #leather Sturgia Northern Leather Over Heavy Cloth 2 12 2 Leather 1.8 #leather Sturgia Layered Leather Tunic 4 14 5 Leather 1.2 #leather Sturgia Northern Leather Tabard 2 20 6 Leather 1.7 #leather Sturgia Northern Lamellar Armor 4 26 6 Cloth 1.9 #cloth Sturgia Decorated Northern Hauberk 12 32 12 Chainmail 20.5 #chain Sturgia Northern Leather Tabard Over Mail 6 30 4 Chainmail 8.4 #chain Sturgia Northern Hauberk 10 32 10 Chainmail 8.3 #chain Sturgia Leather Armor with Iron Plates 4 22 4 Plate 9.6 #plate Sturgia Northern Coat Of Plates 4 48 8 Plate 14.2 #plate Sturgia Northern Bronze Scale Vest Over Gambeson 6 28 12 Plate 15 #plate Sturgia Northern Bronze Scale Vest 2 25 4 Plate 12 #plate Sturgia Northern Brigandine Over Hauberk 20 46 34 Plate 28.6 #plate Sturgia Northern Brass Lamellar Over Mail 16 44 16 Plate 23.6 #plate Sturgia Northern Lamellar Over Mail 12 44 20 Plate 24 #plate Sturgia Northern Lamellar Over Hauberk 20 44 22 Plate 28 #plate Sturgia Northern Decorated Hauberk 10 32 10 Chainmail 9.3 #chain Sturgia Northern Decorated Mail 6 22 8 Chainmail 8.3 #chain Sturgia Commoner Clothes 1 3 2 Cloth 0.5 #cloth_unarmoured Empire Rich Tunic 1 2 1 Cloth 0.4 #cloth_unarmoured Empire Hemp Tunic 1 1 1 Cloth 0.4 #cloth_unarmoured Empire Tied Cloth Tunic 1 4 1 Cloth 0.4 #cloth_unarmoured Empire Imperial Rich Dress 1 3 1 Cloth 0.5 #cloth_unarmoured Empire Ladies Dress 2 2 1 Cloth 0.7 #cloth_unarmoured Empire Red Dress 2 3 2 Cloth 0.6 #cloth_unarmoured Empire Military Tunic 3 8 3 Cloth 0.6 #cloth_unarmoured Empire Tunic With Shoulder Pads 3 8 2 Cloth 0.6 #cloth_unarmoured Empire Tunic With Rolled Cloth 3 6 4 Cloth 0.7 #cloth_unarmoured Empire Imperial Robes 2 4 2 Cloth 0.9 #cloth_unarmoured Empire Padded Cloth With Strips 2 14 7 Cloth 2.2 #cloth Empire Leather Tunic 2 12 7 Leather 2.1 #leather Empire Patched Gambeson 2 8 1 Cloth 2.4 #cloth Empire Imperial Padded Cloth 3 10 3 Cloth 2.8 #cloth Empire Imperial Stitched Leather 0 13 1 Leather 2.5 #leather Empire Imperial Gambeson 1 12 1 Cloth 2.1 #cloth Empire Imperial Gambeson With Skirts 2 14 5 Cloth 2.0 #cloth Empire Imperial Gambeson With Straps 0 14 1 Cloth 1.6 #cloth Empire Imperial Long Gambeson 1 12 3 Cloth 1.5 #cloth Empire Imperial Auxiliary Armor 5 17 5 Cloth 1.9 #cloth Empire Imperial Auxiliary Armor With Straps 6 18 7 Cloth 2.0 #cloth Empire Imperial Studded Leather 6 26 8 Leather 3.0 #leather Empire Imperial Simple Leather Armor 6 22 6 Leather 3.1 #leather Empire Woven Leather Coat 10 19 2 Leather 5.1 #leather Empire Imperial Gambeson Over Leather Jacket 4 16 5 Cloth 1.8 #cloth Empire Imperial Mail Over Stripped Leather 10 30 10 Chainmail 10.2 #chain Empire Imperial Cavalry Armor 10 32 12 Chainmail 8.3 #chain Empire Imperial Mail Over Leather 9 30 8 Chainmail 8.6 #chain Empire Imperial Mail Vest 12 34 12 Chainmail 9.8 #chain Empire Imperial Scale Armor 20 50 20 Plate 12.7 #plate Empire Imperial Lamellar Over Leather 7 28 6 Plate 11.6 #plate Empire Lamellar With Scale Skirt 16 48 22 Plate 12.4 #plate Empire Legionary Mail 12 40 12 Chainmail 10.5 #chain Empire Imperial Lamellar 14 44 16 Plate 22.1 #plate Empire Dummy Min Armor 0 0 0 Cloth 10 #cloth Looters Dummy Lower Average 12 12 12 Leather 20 #leather Looters Dummy Higher Average 37 37 37 Chainmail 30 #chain Looters Dummy Max Armor 55 55 55 Plate 40 #plate Looters Burlap Dress 1 1 1 Cloth 0.5 #cloth_unarmoured Looters Commoners Shirt 1 3 2 Cloth 0.5 #cloth_unarmoured Looters Torn Padded Garments 1 2 1 Cloth 0.5 #cloth_unarmoured Looters Commoners Tunic 2 4 2 Cloth 0.6 #cloth_unarmoured Looters Sleeveless Enveloped Padded Garments 1 2 1 Cloth 0.5 #cloth_unarmoured Looters Old Fur Armor 7 1 Cloth 0.9 #cloth_unarmoured Looters Old Fur Coat 6 0 Cloth 1.0 #cloth_unarmoured Looters Empire Short Tunic 4 0 Cloth 1.0 #cloth_unarmoured Empire Fur Skirt 2 5 Leather 0.6 #leather Looters Fur Skirt With Tunic 1 4 3 Leather 0.9 #leather Looters Ragged Robes 1 3 1 Cloth 0.9 #cloth_unarmoured Looters Fur Waistcoat Over Tunic 2 6 2 Leather 2.3 #leather Looters Sleeveless Fur Coat 0 6 1 Leather 1.8 #leather Looters Fur Coat Over Tunic 2 6 2 Leather 2.1 #leather Looters Rugged Gambeson 1 6 1 Cloth 0.9 #cloth_unarmoured Looters Rough Fur Armor 3 14 5 Leather 1.3 #leather Looters Padded Leather Overcoat 3 16 4 Leather 3.2 #leather Looters Cheap Paddings 1 5 1 Leather 2.9 #leather Looters Cheap Colored Clothes 2 4 1 Leather 1.8 #leather Looters Torn Robe 1 1 Leather 0.4 #leather Looters Rough Fur Over Chain 8 36 10 Chainmail 14.0 #chain Looters Buckled Wildsman Armor 8 28 4 Chainmail 12.3 #chain Looters Cloth Apron 0 3 1 Cloth 0.8 #cloth_unarmoured Neutral_culture Half Apron 0 3 1 Cloth 0.7 #cloth_unarmoured Neutral_culture Merchant's Fur Coat 2 5 2 Leather 2.9 #leather Neutral_culture Leather Apron 2 4 2 Leather 2.5 #leather Neutral_culture Modifiers[] chain[] Chain Probabilty Name Armor Weight Factor Price Factor 2.0 Fine 3 0.60 2.15 4.0 Heavy 6 1.25 1.4 8.0 Crude -2 1.20 0.70 8.0 Battered -4 0.65 12.0 Loose -6 0.80 0.65 8.0 Rusty -8 1.20 0.35 58.0 cloth[] Cloth Probabilty Name Armor Weight Factor Price Factor 2.0 Thick 3 1.1 2 4.0 Tough 2 1.5 8.0 Starched 1 1.2 8.0 Frayed -1 0.8 12.0 Ripped -2 0.65 8.0 Tattered -3 0.5 58.0 leather[] Leather Probabilty Name Armor Weight Factor Price Factor 2.0 Flexible 0 0.50 1.9 4.0 Hardened 3 1.20 2 8.0 Thick 2 1.30 1.45 8.0 Frayed -1 0.85 12.0 Battered -2 0.77 8.0 Worn -3 0.64 58.0 cloth_unarmoured[] Cloth Unarmoured Probabilty Name Armor Price Factor 2.0 Fine 2 2.5 5.0 Tailored 1 1.6 8.0 Stained 0 0.95 10.0 Frayed -1 0.66 15.0 Torn -1 0.55 10.0 Tattered -2 0.4 50.0 plate[] Plate Probabilty Name Armor Price Factor 1.0 Lordly 8 2.4 4.0 Fine 4 1.75 8.0 Thick 4 1.25 8.0 Dented -6 0.55 12.0 Rusty -4 0.6 8.0 Cracked -8 0.4 58.0
Temp:HeadArmorBannerlord
These tables are generated from game data. Do not edit this page. the Temp:* pages are intended as temporary resource that are continually updated. Once the game is finalized, these can be deleted and replaced with non-ugly ones :P (Game Version: e1.4.3) Contents 1 HeadArmor 2 Modifiers 2.1 chain 2.2 leather 2.3 cloth 2.4 cloth_unarmoured 2.5 plate HeadArmor[] Item Armor Material Weight Modifiers Culture Hijab 3 Cloth 0.5 #cloth_unarmoured Aserai Open Head Scarf 5 Cloth 0.6 #cloth_unarmoured Aserai Woven Turban 6 Cloth 0.8 #cloth_unarmoured Aserai Turban 4 Cloth 0.5 #cloth_unarmoured Aserai Southern Cap 8 Cloth 0.4 #cloth_unarmoured Aserai Wrapped Southern Cap 6 Cloth 0.5 #cloth_unarmoured Aserai Southern Rural Headdress 3 Cloth 0.2 #cloth_unarmoured Aserai Southern Tribal Turban 6 Cloth 0.6 #cloth_unarmoured Aserai Brown Hijab 2 Cloth 0.1 #cloth_unarmoured Aserai Desert Headdress 4 Cloth 0.2 #cloth_unarmoured Aserai Female Head Wrap 5 Cloth 0.4 #cloth_unarmoured Aserai Desert Headscarf 5 Cloth 0.4 #cloth_unarmoured Aserai Southern Half Headscarf 5 Cloth 0.4 #cloth_unarmoured Aserai Kefiyyeh With Silken Band 2 Cloth 0.1 #cloth_unarmoured Aserai Southern Leather Hood 4 Leather 0.1 #leather Aserai Colored Turban 4 Cloth 0.1 #cloth_unarmoured Aserai Brown Kefiyyeh 2 Cloth 0.1 #cloth_unarmoured Aserai Roughspun Kefiyyeh 2 Cloth 0.1 #cloth_unarmoured Aserai Kefiyyeh with Brown Band 2 Cloth 0.1 #cloth_unarmoured Aserai Tied Head Wrapping 8 Cloth 0.5 #cloth_unarmoured Aserai Tight Head Scarf 8 Cloth 0.7 #cloth_unarmoured Aserai Closed Head Scarf 8 Cloth 0.6 #cloth_unarmoured Aserai Open Southern Helmet 16 Plate 1.3 #plate Aserai Closed Southern Helmet 20 Plate 1.4 #plate Aserai Loose Wrapped Southern Helmet 16 Plate 1.2 #plate Aserai Trailed Southern Helmet 21 Plate 1.1 #plate Aserai Southern Helmet With Mail 28 Plate 1.9 #plate Aserai Southern Helmet 14 Plate 1.2 #plate Aserai Pointed Skullcap Over Mail 26 Plate 1.3 #plate Aserai Pointed Skullcap Over Laced Coif 19 Plate 1.2 #plate Aserai Pointed Skullcap Over Cloth Headwrap 20 Plate 1.1 #plate Aserai Pointed Skullcap Over Mail Coif 26 Plate 3.0 #plate Aserai Closed Southern Helmet With Mail 30 Chainmail 3.2 #chain Aserai Emir's Helmet 28 Chainmail 3.0 #chain Aserai Southern Mail Coif 18 Chainmail 3.0 #chain Aserai Pointed Skullcap with Mail 26 Plate 2.8 #plate Aserai Highland Thinhide Coif 10 Leather 0.5 #leather Battania Highland Wrapped Headcloth 4 Cloth 0.2 #cloth_unarmoured Battania Highland Leather Studded Helm 14 Leather 0.5 #leather Battania Highland Hood 6 Cloth 0.5 #cloth_unarmoured Battania Wolf Head 16 Leather 1.3 #leather Battania Highland Fur Helmet 24 Leather 1.3 #leather Battania Bear Head 24 Leather 1.4 #leather Battania Leather Studdedhelm Over Thinhide 16 Leather 1.2 #leather Battania Leather Studdedhelm Over Headcloth 15 Leather 1.1 #leather Battania Roughscale Helmet 34 Plate 3.2 #plate Battania Ridged Highland helm 30 Plate 3.4 #plate Battania Leather Studdedhelm Over Roughscale 18 Leather 3.6 #leather Battania Upturned Fur Cap 14 Leather 0.6 #leather Khuzait Eastern Fur Hood 12 Leather 0.6 #leather Khuzait Peaked Fur Hood 14 Leather 0.7 #leather Khuzait Nomad Cap 4 Cloth 0.3 #cloth_unarmoured Khuzait Decorated Nomad Cap 5 Cloth 0.4 #cloth_unarmoured Khuzait Eastern Cap 14 Cloth 0.3 #cloth_unarmoured Khuzait Eastern Fur Hat 7 Leather 0.5 #leather Khuzait Nomad Padded Hood 4 Cloth 0.4 #cloth_unarmoured Khuzait Plumed Fur Lined Helmet 24 Plate 1.1 #plate Khuzait Nomad Helmet 26 Plate 1.1 #plate Khuzait Plumed Nomad Helmet 28 Plate 1.1 #plate Khuzait Eastern Helmet 26 Plate 1.2 #plate Khuzait Plumed Lamellar Helmet 30 Plate 3.3 #plate Khuzait Spiked Helmet With Facemask 48 Plate 4.5 #plate Khuzait Spiked Helmet 36 Plate 4.5 #plate Khuzait Eastern Vendel Helmet 42 Chainmail 4 #chain Khuzait Padded Coif 7 Cloth 0.2 #cloth Vlandia Padded Half Coif 6 Cloth 0.5 #cloth Vlandia Laced Coif 9 Cloth 0.4 #cloth Vlandia Cloth Headwrap 6 Cloth 0.4 #cloth_unarmoured Vlandia Padded Cap 6 Cloth 0.2 #cloth Vlandia Leather Coif 14 Cloth 0.3 #cloth_unarmoured Vlandia Open Padded Coif 11 Cloth 0.3 #cloth Vlandia Western Scarf 5 Cloth 0.2 #cloth_unarmoured Vlandia Western Head Wrap 4 Cloth 0.3 #cloth_unarmoured Vlandia Western Loose Head Scarf 5 Cloth 0.5 #cloth_unarmoured Vlandia Western Head Scarf 4 Cloth 0.3 #cloth_unarmoured Vlandia Western Head Wrap 2 Cloth 0.1 #cloth_unarmoured Vlandia Western Head Wrapping 4 Cloth 0.05 #cloth_unarmoured Vlandia Cervelliere Over Arming Coif 18 Plate 0.9 #plate Vlandia Kettle Helmet With Leather 23 Plate 1.0 #plate Vlandia Kettle Helmet Over Padded Coif 22 Plate 1.3 #plate Vlandia Kettle Helmet Over Laced Coif 21 Plate 1.2 #plate Vlandia Kettle Helmet Over Padded Cap 20 Plate 1.2 #plate Vlandia Kettle Helmet Over Padded Cloth 21 Plate 1.1 #plate Vlandia Kettle Hat Over Padded Coif 23 Plate 1.4 #plate Vlandia Guard's Kettle Over Padded Coif 26 Plate 1.5 #plate Vlandia Guard's Kettle Over Laced Coif 24 Plate 1.4 #plate Vlandia Nasal Helmet Over Padded Coif 16 Plate 1.4 #plate Vlandia Nasal Helmet Over Laced Coif 15 Plate 1.3 #plate Vlandia Nasal Helmet Over Cloth Headwrap 15 Plate 1.1 #plate Vlandia Nasal Helmet Over Padded Cloth 17 Plate 1.2 #plate Vlandia Segmented Skullcap Over Padded Coif 20 Plate 1.3 #plate Vlandia Segmented Skullcap Over Laced Coif 19 Plate 1.2 #plate Vlandia Segmented Skullcap Over Padded Cloth 22 Plate 1.1 #plate Vlandia Peaked Helmet Over Laced Coif 27 Plate 1.1 #plate Vlandia Peaked Helmet Over Padded Cloth 28 Plate 1.0 #plate Vlandia Segmented Cervelliere Over Padded Cloth 14 Plate 1.2 #plate Vlandia Cervelliere Over Cloth Headwrap 12 Plate 1.0 #plate Vlandia Cervelliere Over Laced Coif 13 Plate 1.1 #plate Vlandia Cervelliere Over Padded Cap 14 Plate 1.0 #plate Vlandia Nasal Cervelliere Over Padded Coif 18 Plate 1.2 #plate Vlandia Nasal Cervelliere Over Laced Coif 16 Plate 1.1 #plate Vlandia Nasal Cervelliere Over Padded Cap 15 Plate 1.0 #plate Vlandia Padded Leather Cape 11 Plate 1.0 #plate Vlandia Kettle Helmet Over Arming Coif 25 Plate 1.0 #plate Vlandia Peaked Helmet Over Mail Coif 34 Plate 2.7 #plate Vlandia Nasal Cervelliere Over Mail Coif 22 Plate 2.6 #plate Vlandia Guard's Kettle Over Mail Coif 32 Plate 3.2 #plate Vlandia Full Helm Over Arming Coif 40 Plate 3.0 #plate Vlandia Visored Helmet Over Padded Cloth 34 Plate 2.3 #plate Vlandia Visored Helmet Over Padded Coif 35 Plate 2.5 #plate Vlandia Segmented Cevelliere Over Laced Coif 15 Plate 1.3 #plate Vlandia Kettle Hat Over Padded Cloth 24 Plate 1.2 #plate Vlandia Kettle Hat Over Mail Coif 26 Chainmail 2.9 #chain Vlandia Visored Helmet Over Mail Coif 40 Plate 3.6 #plate Vlandia Nasal Helmet Over Mail Coif 22 Plate 2.7 #plate Vlandia Full Helm Over Mail Coif 46 Plate 4.5 #plate Vlandia Full Helm Over Laced Coif 42 Plate 3.5 #plate Vlandia Full Helm Over Cloth Headwrap 41 Plate 3.2 #plate Vlandia Full Helm Over Padded Cap 42 Plate 3.1 #plate Vlandia Full Helm Over Padded Cloth 42 Plate 3.1 #plate Vlandia Segmented Cevelliere Over Mail Coif 24 Plate 3.2 #plate Vlandia Kettle Helmet Over Mail 27 Plate 3.1 #plate Vlandia Nasal Helmet Over Mail 22 Plate 3.1 #plate Vlandia Segmented Skullcap Over Mail Coif 24 Plate 3.5 #plate Vlandia Peaked Helmet Over Mail 34 Plate 2.6 #plate Vlandia Segmented Cevelliere Over Mail 22 Plate 3.3 #plate Vlandia Kettle Helmet With Mail 27 Plate 2.7 #plate Vlandia Northern Style Head Wrap 2 Cloth 0.2 #cloth_unarmoured Sturgia Northern Leather Cap 8 Leather 0.4 #leather Sturgia Northern Cap 10 Leather 0.3 #leather Sturgia Northern Fur Cap 11 Leather 0.5 #leather Sturgia Northern Roughhide Cap 13 Cloth 0.5 #cloth_unarmoured Sturgia Northern Helmet Over Leather 24 Plate 1.4 #plate Sturgia Northern Nasalhelm Over Leather 17 Plate 1.4 #plate Sturgia Sturgia Heavy Cavalry Helmet 26 Plate 2.8 #plate Sturgia Northern Nasal Helmet 14 Plate 1.8 #plate Sturgia Spangenhelm With Leather 20 Plate 1.2 #plate Sturgia Nasal Helmet With Leather 16 Plate 1.2 #plate Sturgia Nasal Helmet With Mail 22 Plate 1.5 #plate Sturgia Spangenhelm With Padded Cloth 18 Plate 1.3 #plate Sturgia Northern Visored Helmet 42 Chainmail 4.2 #chain Sturgia Northern Visored Cap 34 Chainmail 4.1 #chain Sturgia Northern Decorated Visored Helmet 40 Chainmail 4.2 #chain Sturgia Northern Closed Helmet 42 Chainmail 4.1 #chain Sturgia Northern Closed Helmet Over Mail 44 Chainmail 4.4 #chain Sturgia Northern Warlord Helmet Over Full Mail 48 Chainmail 4.3 #chain Sturgia Northern Warlord Helmet 44 Plate 3.6 #plate Sturgia Nasalhelm Over Mail 22 Plate 1.8 #plate Sturgia Goggled Helmet Over Mail 26 Plate 1.8 #plate Sturgia Northern Warlord Helmet Over Mail 47 Plate 1.9 #plate Sturgia Northern Goggled Helmet 20 Plate 1.8 #plate Sturgia Northern Helmet Closed 41 Plate 1.8 #plate Sturgia Northern Open Helmet 35 Plate 1.8 #plate Sturgia Northern Helmet 31 Plate 1.8 #plate Sturgia Northern Open Helmet 36 Plate 1.8 #plate Sturgia Northern Closed Helmet 45 Plate 3 #plate Sturgia Imperial Padded Coif 12 Cloth 0.5 #cloth Empire Laced Cloth Coif 8 Cloth 0.4 #cloth_unarmoured Empire Imperial Leather Coif 14 Leather 0.3 #leather Empire Imperial Cloth Coif 12 Cloth 0.2 #cloth_unarmoured Empire Leather Cap 12 Leather 0.4 #leather Empire Tall Helmet 28 Plate 1.8 #plate Empire Imperial Mail Coif 18 Chainmail 1.7 #chain Empire Imperial Nasal Helm 25 Plate 2.2 #plate Empire Bronze Nasalhelm Over Imperial Leather 34 Plate 1.9 #plate Empire Bronze Feathered Spangenhelm Over Leather 36 Plate 1.7 #plate Empire Bronze Roundkettle 24 Plate 1.8 #plate Empire Roundkettle Over Imperial Padding 22 Plate 1.4 #plate Empire Roundkettle Over Laced Cloth 18 Plate 1.3 #plate Empire Roundkettle Over Imperial Leather 25 Plate 1.3 #plate Empire Bronze Roundkettle Over Imperial Leather 34 Plate 1.4 #plate Empire Roundkettle Over Imperial Cloth 23 Plate 1.2 #plate Empire Spiked Kettle Over Imperial Padding 17 Plate 1.5 #plate Empire Imperial Open Mail Coif 14 Chainmail 1.5 #chain Empire Mail Coif 14 Chainmail 1.7 #chain Empire Open Mail Coif 13 Chainmail 1.6 #chain Empire Iron Roundkettle Over Imperial Leather 25 Plate 3.1 #plate Empire empire_crown 26 Plate 3.1 #plate Empire Heavy Nasalhelm Over Imperial Mail 40 Plate 3.6 #plate Empire Iron Nasalhelm Over Imperial Coif 34 Plate 4.1 #plate Empire Bronze Nasalhelm Over Imperial Mail 38 Plate 3.7 #plate Empire Iron Nasalhelm Over Imperial Mail 39 Plate 3.9 #plate Empire Iron Feathered Spangenhelm 30 Plate 3.2 #plate Empire Feathered Spangenhelm Over Imperial Coif 32 Plate 3.1 #plate Empire Bronze Feathered Spangenhelm Over Mail 40 Plate 3.4 #plate Empire Iron Feathered Spangenhelm Over Mail 40 Plate 3.3 #plate Empire Roundkettle Over Imperial Mail 28 Plate 3.3 #plate Empire Helmet With Faceguard 30 Plate 3.5 #plate Empire Heavy Nasalhelm Over Imperial Padding 30 Plate 3.2 #plate Empire Heavy Nasalhelm Over Laced Cloth 29 Plate 3.1 #plate Empire Heavy Nasalhelm Over Imperial Leather 32 Plate 3.0 #plate Empire Iron Feathered Spangenhelm Over Leather 35 Plate 2.8 #plate Empire Bronze Roundkettle Over Imperial Mail 27 Plate 3.4 #plate Empire Iron Roundkettle Over Imperial Mail 28 Plate 3.6 #plate Empire Spiked Kettle Over Imperial Mail 27 Plate 3.6 #plate Empire Iron Spiked Kettle Over Mail 26 Plate 3.8 #plate Empire Iron Nasalhelm Over Imperial Padding 27 Plate 3.4 #plate Empire Iron Nasalhelm Over Imperial Cloth 26 Plate 3.2 #plate Empire Plumed Helmet 32 Plate 2.9 #plate Empire Rough Padded Cap 12 Plate 2.5 #plate Looters Hide Cap 12 Plate 2.5 #plate Looters Merchant's Hat 2 Leather 0.1 #leather Neutral_culture Modifiers[] chain[] Chain Probabilty Name Armor Weight Factor Price Factor 2.0 Fine 3 0.60 2.15 4.0 Heavy 6 1.25 1.4 8.0 Crude -2 1.20 0.70 8.0 Battered -4 0.65 12.0 Loose -6 0.80 0.65 8.0 Rusty -8 1.20 0.35 58.0 leather[] Leather Probabilty Name Armor Weight Factor Price Factor 2.0 Flexible 0 0.50 1.9 4.0 Hardened 3 1.20 2 8.0 Thick 2 1.30 1.45 8.0 Frayed -1 0.85 12.0 Battered -2 0.77 8.0 Worn -3 0.64 58.0 cloth[] Cloth Probabilty Name Armor Weight Factor Price Factor 2.0 Thick 3 1.1 2 4.0 Tough 2 1.5 8.0 Starched 1 1.2 8.0 Frayed -1 0.8 12.0 Ripped -2 0.65 8.0 Tattered -3 0.5 58.0 cloth_unarmoured[] Cloth Unarmoured Probabilty Name Armor Price Factor 2.0 Fine 2 2.5 5.0 Tailored 1 1.6 8.0 Stained 0 0.95 10.0 Frayed -1 0.66 15.0 Torn -1 0.55 10.0 Tattered -2 0.4 50.0 plate[] Plate Probabilty Name Armor Price Factor 1.0 Lordly 8 2.4 4.0 Fine 4 1.75 8.0 Thick 4 1.25 8.0 Dented -6 0.55 12.0 Rusty -4 0.6 8.0 Cracked -8 0.4 58.0
The False Dmitry
False Dmitry is the main quest of the Muscovite Tsardom. It is important to note the following before starting this quest: You must not join Muscovite Tsardom once you have started the questline. You cannot back out of the questline once you start it. You cannot join another nation once you start the questline. Walkthrough[] Increase your relations with Muscovite Tsardom up to +10, then tell to any lord "Advise me how to win fame and honor". He will want you to raid 3 Polish villages. Warning: this quest will fail immediately if you decline him. After raiding the villages, talk to the lord again and he will tell you to go to Trakai, to find Gerasim Evangelic. After you reach Trakai, the elder will refuse to tell you where Gerasim is until you retrieve a holy icon from a priest who stole it from Vilna. Talk to the population, and they will tell you to go to Riga. Do the same there and then go to the pub. Either persuade, attack or bribe to obtain the icon. Return to Trakai. The village elder will tell you to go to a village. At the village, there will be the option to talk to Gerasim Evangelic. Halfway through the talk, bandits will attack. Kill the bandits to continue the talk. Gerasim will die soon after telling you the story of False Dmitry, and will give you a cross and a good pistol. He tells you to go to the lord of Novgorod — Warlord Yuri Buynosov-Rostovsky. Warning: if your inventory is already full then you will not receive the pistol. The lord of Novgorod tells you to deliver King Carl Gustaf's niece, Eleanor, to him. Talk to the jailor to have Eleanor join your party (he's standing guard at the entrance to the jail, the first door to the right after exiting the Lord's Hall). Halfway through the journey though, Eleanor, the niece, asks the player to deliver her to Warlord Obolensky, who is her father. If you chose to deliver her to Obolensky, your relation with the Swedish becomes -60. The person you delivered Eleanor to will give you a letter and direct you to the Tsar. When talking with Tsar, just before you are made a vassal, the tsar sees the cross on your neck and arrests you. Now you have to fight a large amount of guards to escape the prison of Moscow. The quickest way out of the dungeon is by taking the tower stairs strait to the top. Don't go left at the intersection at the base of the tower stairs and don't get off on the middle floor of the tower. Before you talk to the Tsar, it would be helpful to equip 2 guns: one as your main gun and one you can whip out any second, which will be helpful in close quarters where you can't see around the next corner. Now the Muscovite Tsardom is your enemy. If you talk to one of the lords, they'll tell you to look for the claimant, Stepan Razin. To find Stepan Razin, go to taverns and ask travellers. Try all the options until it says "I want to know a location of a claimant". Pay the traveller and he will tell you. Stepan tells you to pretend that you are the grandson of Dmitry, therefore, making another False Dmitry. To gain support, you must go to Nikita Odoyevsky. He will tell you that he'll support your rebellion if you free his daughter free from the Tatars. Go to Kafa, bribe the slaver to tell you who bought the girl (3000 thalers). Go to the lord. Buy the girl (100,000 thalers), sneak her out, or fight. Nikita Odoyevsky will give you a letter. When trying to convince lords to join your rebellion, at the bottom will be an extra option to show them the letter. The lords will instantly join your rebellion if you click this option. After some time, a Muscovite lord will ask you if you or Stepan will become Tsar. If you say Stepan will be, you lose relation with the lords and some will go against the rebellion. If you claim to be the Tsar, Stepan will become a mere rebel lord. If Stepan became the Tsar, there will be a vote to elect a Tsar. If you win this you will be Tsar so up your relation with the Muscovy lords. Soon Stepan will rebel against you, with all the Russian lords that dislike you. Warning: There is a bug if the player claims to be the Tsar, where, after the rebellion is complete, the quest to conquer the map is started immediately without Stepan's rebellion. The player will never get a chance of becoming marshal, therefore being unable to call a campaign and will have to rely on running around and asking lords to follow the player. Once you kill Stepan, all the other nations will become hostile to Muscovy. Beat them all to win the game. Trivia[] The term "False Dmitry" (Russian: Лжедмитрий Lzhedmitriy) refers to three (or four, or even five, depending on the source) impostors that passed themselves off as Tsarevich Dmitry Ivanovich, the youngest son of Ivan the Terrible, after the real Tsarevich Dmitry died at the age of eight in 1591. The most famous of these, False Dmitry I, actually reigned as tsar from 1605–1606. In the game, the storyline quest is called "Tsar secrets..." The final quest to conquer the map is called "False Dmitry the Third," not to be confused with the historical False Dmitry III who died in 1612, having never actually ruled the Tsardom. There may have been a False Dmitry IV, but almost nothing is known about him, and he could also have just been False Dmitry III due to bad record keeping. The only way the player could be known as False Dmitry the Third is as the grandson of the original False Dmitry, as Mount&Blade: With Fire & Sword starts in 1655. Wikipedia has an article on this subject at:False Dmitry Links[] Official Walkthrough With Fire & Sword Storyline Quests The Deluge The Secret of the Black Mace The False Dmitry
The Secret of the Black Mace
The Secret of the Black Mace is the main quest of the Cossack Hetmanate. The reward is to be the ruler of the nation and obtain the Black Mace. It is one of the three main quest lines in With Fire & Sword, with the other two being The Deluge and The False Dmitry. It is important to note the following before starting this quest: You must not have joined the Cossacks when you start this quest! This quest contains multiple bugs. It is highly recommended to make a backup saving file every time you continue to the next step. It's best to have 200 renown until step 5 otherwise it will be long and challenging. Walkthrough[] Increase your relations with Cossack Hetmanate up to +10, then talk to any lord (or if you have enough renown, you may just pledge allegiance to Hetman Bogdan Hmelnitski and talk to him again). The lord will tell you to stop bandits from looting a village (or just retreat). Warning: the bandits are elite troops, e.g. Swedish Reiter. After killing the bandits, an old man will tell you that there is a Black Mace, but dies while in the middle of the tale. Talk to the lord who issued you the quest to get the reward. Ask a Cossack lord about the Black Mace, if he tells you nothing important, then ask again (or talk to different lords) till you are told to talk to Jaques de Clermont. There is a random chance that a lord will tell you where to look, so you could just repeatedly click the button to quickly locate where to go, or you can ask a Traveller. Clermont will either be in some city or, if he is not, then he will be riding around Smolensk in a big circle (you must look carefully in the map to find him). He will tell you to find a Cossack lord (random in each game), which commences the Story Quest 'Errands'. When your relations are high enough (above +10) with that lord, he will tell you about Janusz Radziwill, commencing the Story Quest 'For Great Lithuania'. Wait for about a week or so, ask travellers in taverns where Radziwill is (it's usually any city within the Polish Commonwealth). Find him and he asks for your support first (renown +200). Accept, which commences the 'Radziwill Rebellion'. Go to the party screen and talk to Radziwill. Ask him for a mission, and he will give you a task to capture any city/castle for him. When it's done, Radziwill will disappear from the party and will stay there. He will not be visible in the city/castle info on the campaign map, so you need to remember where you left him. You will need to go to the throne room of the captured city/castle to talk to him. Talk to Radziwill and he will order you to capture Kiev, which becomes polish for that cause. Talk to Radziwill after you capture Kiev and he will tell you to meet a mayor of Kiev. The mayor will tell you some information about the Black Mace, commencing 'Retractable Radziwill'. Warning: it is essential for you to report what you heard from the mayor to Radziwill before the rebellion wins, or else the quest will bug! If Radziwill disappears from the map without a trace after capturing Kiev, the quest is irreversibly bugged. Talk to Radziwill and he will order you to capture a Crimean Khanate lord. Once you capture one, he will drop a letter, saying there is a Templar Archive in Riga that can tell you more about the Black Mace, commencing 'The Templar Archive'. Warning: there is a bug, which could trigger completion of this task, when you simply talk to Radziwill or a mayor. To access the archive, you must either achieve high relations (+26) with the city lord, or simply conquer it. When you are granted access inside the archives, the character will learn of a Radziwill family crypt, commencing 'Family Crypt'. Asking Radziwill himself will worsen your relations with him. Asking generals that the player has good relations (relations +35) with will tell the player that the crypt is in the village of Nesvizh, Commencing 'Nesvizh Legend'. If you go to Nesvizh and talk to the Village Elder before finishing Radziwill rebellion, he will give you two possible responses, but neither will help to proceed the Black Mace quest. You must now complete Radziwill rebellion conquering Polish Commonwealth and giving him the crown. You can talk the Polish lords into joining your cause, leading to a bigger army. Capture all Polish cities and villages and wait for couple of days until the rebellion is declared successful. Radziwill becomes new Polish king and you become a lord of Polish Commonwealth. Warning: Before you finish the rebellion, you must grant Radziwill at least one city/castle or you won't be able to finish step 24.1. Now go to Nesvizh and tell the Village Elder that you are here in the name of the king Radziwill. The elder will say that a Russian prince was also looking for the Mace, but he was killed by bandits. When you leave the village, a huge army (about 200 men) appears. You can either defeat them or simply pay 5000 thalers. They tell you the name "Boryatinsky", commencing 'The Secret of House Oleg'. You need to find the Muscovite lord, Prince Yuri Boryatinsky, to continue the quest. Speak to any Muscovite lord or general and ask them where Prince Yuri is. When found, Boryatinsky will say that his father had a book telling more about the Black Mace but he sold it, commencing 'Book of the Crow'. Search for a Book Merchant who will sell it for 7000 thalers. If you have Intellect 15 you will read the book yourself, otherwise you will need a translator, thus commencing 'Pafnuty'. To get a translator talk to some lords until one mentions "Saint Pafnuty" in Novgorod. When you talk to him, he will request an escort to the city. Once there, he will tell you to come back in two weeks (in some case you actually have to wait two days). Once you read the book, you find out about an old Cossack hero, thus commencing 'Cossack Legends'. Talking to Cossack generals will result in learning that you need to find a companion named Mamai (possibly located in Sich's tavern). After recruiting Mamai (you will need to pay 5000 thalers which he owes the innkeeper), talk to him through the party menu. He will tell you to talk to the Cossack claimant, Ivan Barabash, commencing 'Hetman Barabash'. Ask a traveller where to find him, he is in a usually in Krakov or in Warsaw Barabash tells you about the Black Mace's true power - to lead all Cossack lords, commencing 'Nesvizh'. After that Cossack lords together with their cities/castles will be defecting to Polish Commonwealth, one lord per three days on average. If you wait long enough for all Cossack lords who own settlements to defect, there will be a message that Radziwill united all lands under his banner and the game is over. Warning: strangely defected Cossack lords will not return back to Cossack Hetmanate after Polish Commonwealth looses the mace, so you may wish to finish next steps as soon as possible (in one day if you don't want anyone to defect). Now you have to return to Nesvizh. There will be a force of elite Polish troops. You have to defeat them wave after wave (losing gameover), or simply exit the combat with Tab (it's a bug). Warning & Advice: The battle with the Polish troops at Nesvizh will be one of the most difficult battles yet. Both you and the enemy spawn very close to each other and you will be set upon immediately. Every wave of enemies will spearhead with many Winged Hussars, Dragoons, and other elite Polish cavalry (or cheap militia), backed up by many Zolniers (Musketeers). Hold Position on the hill behind your spawn point outside of city, pikemen in front if you have them. Let them come to you as they funnel through the city's fences and wells. Your own cavalry won't do very well in the city either due to all the obstacles, hence setting up just outside of city. If your cavalry has firearms, you can place them on the other hills so that they can together with your musketeers decimate the enemy. Do not set up near their spawn point or their muskets will cut your forces down very quickly. After finishing the combat, one of the captured prisoners tells you that Radziwill ordered to kill anyone who is searching for the mace. Then Mamai tells you, that Radziwill declared you an outlaw and is recruiting the Cossack gentry. After that, you will lose all fiefs and stationed troops in your cities/castles you've got. Commencing 'Hetman Radziwill'. Now Mamai gives you 2 choices, either way you will get the Black Mace when you win: Fight Radziwill and his guards (6 Swedish Cuirassiers) alone, by approaching him while he is in a city/castle. This way you kill Radziwill and escape with the mace. Fight him in the open with your army (Radziwill has around 125 troops equivalent to your level and most of them are elite soldiers). This way he will die later of a heart attack. If you talk to Barabash now, he will offer to make you his marshall and start the rebellion. If you decline, Mamai will pursuade Hetman Bogdan Hmelnitski to make you the marshall of Cossack Hetmanate. If you choose to become Barabash's marshall, he tells you to get support from Cossack lords before starting the rebellion Now you need to talk to Cossack lords and show them the mace. There is a chance, that a lord gives his support to Barabash or declines, you can see their choices in the quest notes. Regardless of their decision, lords will advice you to talk to Hmelnitski first. You can either continue getting support from the lords, or talk to Hmelnitski first. If you ignore Hmelnitski and get support from half of the lords, the rebellion will start, with all those lords on your side. If you talk to Hmelnitski before, he advices you to intercept a polish caravan with a letter, which proves that Barabash is conspiring with the polish king. If you decline, relations with Hmelnitski drop by -60 and you return to persuading the lords before rebellion. If you accept, then you need to capture the caravan, which heads from Chernigov to a variable city. Warning: caravan is fast, so you should either talk to Hmelnitski when he is near Chernigov, or use cheats to teleport your party. Caravan is actually a huge polish army (about 200 men). After defeating the caravan you learn that Barabash promises half of Cossack Hetmanate to polish king for support. When you tell this to Hmelnitski he makes you his marshall and your quest for Barabash is over. In case you proceed with Barabash rebellion and win, Barabash gives you an order to conquer the Muscovite Tsardom, commencing "To Muscovite"; If you become Hmelnitski's marshall, he will give you an order, commencing "To Poland". You need to conquer Polish Commonwealth now. After conquering Poland, King Jan Casimir may start rebellion with his lords. From this moment onwards, the story is the same regardless of who is the Hetman – Barabash or Khmelnyts'kyy. After some time has passed since your victory over Muscovy or Poland, the Hetman will call you for a talk and will declare that he intends to create a new nation – the Grand Principality of Rus. You will have to conquer the remaining faction (Muscovy or Poland), but as there's peace between your nations, you will have to provoke a war. Leave the Zaporozhian Host and conquer one enemy city. After conquering Poland or Russia, talk to the Hetman. The Zaporozhian Host will now become the Grand Principality of Rus. To end the aristocratic free reign, the Hetman needs to be crowned with the ancient crown of Vytautas. You need to find the crown and bring it to the Hetman. Ask Mamai for help. He will recall an ancient legend which says the crown is in one of the monasteries. Mamai will ask you for some money and will set out on an errand. After he returns, he'll tell you which settlement the crown is hidden in. Talk to the Hetman. He'll refuse to send an army, so you'll need to dress as a monk and infiltrate the village on your own. After you deliver the crown, the Hetman becomes the Grand Prince and promises support for you as a candidate for marshall. Once you are elected marshal, you get a mission to conquer all remaining factions. After you complete this mission, an old soothsayer arrives and takes the Black Mace to keep it in a secret place... Trivia[] Unlike The Deluge or The False Dmitry, this quest is not based on any notable historical event, nor is it mentioned in the book With Fire and Sword. Links[] Official Walkthrough With Fire & Sword Storyline Quests The Deluge The Secret of the Black Mace The False Dmitry
Throwing Axe
Throwing Axes are a one of the thrown weapons available in the Mount&Blade series. They come in three different sizes: Light, "Regular", and Heavy. Heavy Throwing Axes are one of the ranged weapons carried by Nord Huscarls. The Huscarls carry five at a time and can take down unsuspecting enemies and even horses in a single hit. In multiplayer, throwing axes are among the most disruptive projectiles when thrown into groups of melee combatants thanks to the characteristic loud whoosh they make as they pass as well as their reputation for dealing heavy damage to anyone they hit. On the other hand, throwing axes have an unusually tall hitbox when compared to other projectiles but also the highest melee damage when compared to the best swords. So they can be used to shoot at the last moment, when the enemy has already prepared to strike, and then immediately switch to melee - the third hit is never required. A notable weakness of throwing axes is in dealing with fleeing enemies, particularly cavalry, as their low projectile speed coupled with the speed of their target can result in unimpressive damage against lightly armored foes and at worst completely nonexistent damage to moderately or heavily armored enemies. Stats[] Weapon Stack Amount Power Throw Throw Damage Swing Attack Speed Missile Speed Weight Price Modifiers Light Throwing Axes 4 2 35(cut) 26(cut) 99 18 5.0 360 Large BagBalancedBent Throwing Axes 4 3 39(cut) 29(cut) 98 18 5.0 490 Large BagBalancedBent Heavy Throwing Axes 4 4 44(cut) 32(cut) 97 18 5.0 620 Large BagBalancedBent
Thug
Thug Troop Information Culture Bandits Wages ? denars/day Acquired from... Prisoners Upgrades to... Expert Thug Upgrade Cost ? denars Ransom Value ? denars Thugs are tier-one bandit infantry in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker
Tirida Noyan
Tirida Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Tirida Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Family[] Parents: Asugan Noyan, Lady Chedina Siblings: Lady Kefra 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[] Tirida Noyan - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Khergit Guard Helmet Body Tribal Warrior Outfit, Khergit Elite Armor Hand Leather Gloves Foot Hide Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 120 Polearms 120 Archery 120 Crossbows 120 Throwing 120 Weapons Melee Two Handed Sabre, Lance Ranged Khergit Bow, Arrows Shield Round Cavalry Shield Mount Courser 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
Tonju Noyan
Tonju Noyan Appears in Official Information Faction Khergit Khanate Title Noyan Fiefs Ichamur Culture Khergit Personality Martial Character Background Spouse Lady Mahraz Children Hugu NoyanLady Ayasu Tonju Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. He is also the lord of Ichamur at the beginning of the game, and will often give the player quests to destroy steppe bandit lairs. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Tonju Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Khergit Cavalry Helmet Body Nomad Vest, Lamellar Armor Hand Lamellar Gauntlets, Leather Gloves Foot Hide Boots, Mail Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 160 Polearms 160 Archery 160 Crossbows 160 Throwing 160 Weapons Melee Two Handed Sabre Ranged Khergit Bow, Arrows Shield Round Cavalry Shield Mount Courser Gallery[] Tonju Noyan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur