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Poems
Poems are a feature in Warband and Viking Conquest, and can be learned by talking to any one of the Wandering Poets (Ashik, Bard, Troubador, Skald, or Minstrel), all of which are commonly found in the taverns of different towns. Each poem costs 300 denars, and will take a small while to learn. Poems are used to woo ladies by raising your relationship points with her, allowing you to marry them. Female characters can learn all of the poems as well, but other than completion on the character's known poems stats, they serve no purpose. Every poem is a different type, such as romantic or comedic. Using the right type of poem with a lady will raise their relationship level. But be aware that when you try to recite a poem to a lady, some may find the poem repulsive, reducing your relationship points, while others may find them neutral, changing nothing. You can ask Wandering Poets to see what type of poems a lady likes. There are only a total of five poems in the game. Warband[] For More Information, see Poems/Warband. Poem Type First line Appeals to An Argument in the Garden Comic "All the silks of Veluca" Ambitious ladies Helgered and Kara Epic "A light pierced the gloom over Wercheg cliffs" Tomboyish ladies Kais and Layali Tragic "The wind that blows the dry steppe dust" Conventional ladies The Heart's Desire Mystic "You are the first and the last" Romantic ladies The Storming of the Castle of Love Allegoric "I deflected her skeptical darts" Moral ladies Viking Conquest[] Poems in Viking Conquest work essentially the same as Warband, but are different set of five poems. Poem Type First line Appeals to Aeneas and Dido Allegoric "But anxious cares already seized the queen" Moral ladies Orpheus and Calliope Tragic "The muse Calliope bore to Morpheus a son named Orpheus" Conventional ladies Aesopica, a conversation in the garden Comic "A Lion was awakened from sleep by a Mouse running over his face" Ambitious ladies Beowulf Epic "LO, praise of the prowess of people-kings" Tomboyish ladies Voyage of Bran Mystic "There is a distant isle" Romantic ladies Wikipedia has an article on this subject at:Aeneid Wikipedia has an article on this subject at:Odyssey Wikipedia has an article on this subject at:Aesop's Fables Wikipedia has an article on this subject at:Beowulf Wikipedia has an article on this subject at:The_Voyage_of_Bran
Pohrebysche
Pohrebysche Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Ladyzhyn Fortress World Map With Fire & SwordPohrebyscheLadyzhyn FortressTemplate:World Map/With Fire & Sword Pohrebysche is a village of the Cossack Hetmanate, subordinate to Ladyzhyn Fortress. Layout[] Player Elder Fugitive Pohrebysche is a Polish/Cossack-style village with sixteen houses. Near the center of the village is a water well, but there are no other distinctive features. The Village Elder stands in front of a large plank-roofed house in the middle of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand behind a haystack beyond the village's boundaries. Wikipedia has an article on this subject at:Pohrebyshche 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
Polish Commonwealth
Polish Commonwealth Banner Troops Official Information Ruler King Jan Kasimir Claimant Janusz Radziwill Faction Location Poles in light yellow “ That is the most amazing state I have ever seen. It is a feudal republic, comprised of three major groups of people - the Poles, the Lithuanians, and Russian-Ukrainians. The nobility is nearly all Polish. All the important decisions, including who is to be king, is determined by their congress, which they call the Sejm. But the Polish gentry is unruly, which leads to constant strife and a divided military. Unless they make up their minds and come forth in unity and strength, soon they will be conquered by their autocrat neighbors. ” — Jaques de Clermont The Polish Commonwealth is a nation in Eastern Europe. Also known as the Polish-Lithuanian Commonwealth, its population is made up of three major groups: Poles, Ruthenians (ancestors of Ukrainians and Belarusians), and Lithuanians. The minority groups were non-Lithuanian Balts and Jews also Lipka Tatars. The Polish Commonwealth is famed for its majestic Winged Hussars. While it possesses a powerful army, it is fragile due to its dissatisfied gentry, which could ultimately lead to the Polish Commonwealth's demise. The Polish Commonwealth is led by King Jan Kasimir. Polish infantry does not lack in anything - their Zolniers and Pikemen are perfectly competent - but they don't really shine, being outgunned by Swedish musketeers and outfought by even Russian marksmen and their poleaxes. Poland's strength lies in its winged hussars, unmatched in both armor and shock value. Backed up with light dragoons, the Polish cavalry is devastating against infantry while posing a good match for even Crimean cavalry. It is located on the center-north to west part of the overland map. The Deluge is the main questline for the Polish Commonwealth. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] King Jan Kasimir Initial Ruler Janusz Radziwill Claimant Vassals[] Colonel Andrzej Kmicic Colonel Michal Wolodyjowski Colonel Jan Skrzetuski Warlord Alexander Oginsky Warlord Stanislav Liantskoronsky Warlord Fyodor Obukhovich Count Casimir Tyszkiewicz Warlord Janusz Kiszka Hetman Pavel Sapega Colonel Jerzy Halecki Colonel Jan Zenowicz Warlord Jan Zamojski Cornet Siegmund Slushka Hetman Jan Sobieski Hetman Stanislaw Potocki Hetman Stefan Czarniecki Warlord Krzysztof Grzymultowski Colonel Alexander Casimir Wolowicz Prince Boguslav Nesvizhsky Prince Michal Vishnevetsky Tactics[] Strengths[] Nearly unmatched heavy cavalry (the Winged Hussars). Large and balanced unit roster, a jack of all trades. Infantry Commander units are very capable and easily available. Weaknesses[] Elite Heavy Cavalry is not easily available or easy to mass. Does not excel in any particular category besides Heavy Cavalry. The Polish Commonwealth is similar to the Kingdom of Swadia of Mount&Blade: Warband. Most Polish units are unremarkable with average stats, but Poland makes up for this by having the largest, most balanced and varied unit roster of any faction, the exception to this rule being the majestic Winged Hussars. Poland's standard infantry units like the Zolnier and Pikeman are dependable and easily amassed. Regional infantry like the Town Cossack and Lithuanian Musketeer are desirable for their superior stats or better armor (respectively) than their standard Polish counterparts. A direct upgrade from any of the musketeers previously mentioned are the German Infantry Musketeers. Don't bother with the Scottish Musketeers, as they have worse stats and the same firearm as a Zolnier. Polish Pikemen are great at their job but, for more survivability, consider transitioning to German Infantry Pikemen and Scottish Pikemen for their superior stats, armor, and pikes. For heavy shock infantry, your one option is the Scottish Swordsman, who will perform quite well against infantry (and a bonus against shields) in sieges both offensively and defensively. Polish Dragoons perform well as dragoons (go figure) with the regionally available Rank Cossacks and Polish Reiters performing a similar role. Cavalry charges should be left to Winged Hussars with their exceptional stats, armor, and long lances. Polish Reiters or Volunteers are great in support due to their high melee stats and carry sabers, but expect Volunteers to die en masse due to their lack of armor. Lithuanian Tatars and Armored Cossacks are good Horse Archers, however the Armored Cossack performs quite well as a cavalry charger or in siege, with its medium-heavy armor and the potential of spawning with a lance or armor-piercing weapons. Troop Tree[] Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Territory[] The territory of the Polish Commonwealth starts with the following towns, fortresses, and villages. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name pol_man_insult_1.wav pol_man_insult_2.wav pol_man_insult_3.wav pol_man_insult_4.wav pol_man_insult_5.wav pol_man_insult_6.wav pol_man_victory_1.wav pol_man_victory_2.wav Trivia[] The Polish Commonwealth's full name was "The Kingdom of Poland and the Grand Duchy of Lithuania" ("Królestwo Polskie i Wielkie Księstwo Litewskie"), but it was often shortened to the "Polish–Lithuanian Commonwealth" or in fact just "Poland". In Polish, it is more commonly known as "Rzeczpospolita Obojga Narodów" - "Commonwealth of Both Nations" or "I Rzeczpospolita" - "The First Republic of Poland". The term "Rzeczpospolita" is a calque of Latin "res publica" and, even today, the official name of the Republic of Poland is "Rzeczpospolita Polska". The Polish Commonwealth was a dualistic state of Poland and Lithuania ruled by a common monarch. It was the largest and one of the most populous countries of 16th and 17th century Europe, with almost 400,000 square miles (1,000,000 square kilometers) and a multi-ethnic population of about 12 million at its peak in the early 17th century. The Commonwealth was established at the Union of Lublin in July 1569 and ceased to exist as an independent state after the Third Partition of Poland in 1795. Although the two component states of the Commonwealth were formally equal, Poland dominated in the partnership - as the King of Poland was always the Grand Duke of Lithuania at the same time, Polish language was used in the Lithuanian Province as an official language, and many, many more. The Polish Commonwealth achieved its maximum territorial extent in 1619 - in terms of present-day borders, it encompassed most of Poland and Ukraine, all of Belarus, Lithuania, Latvia, and the Kaliningrad Oblast, much of Estonia, parts of Russia (including Smoleńsk), and small parts of Moldova and Romania. In the game's code, the Polish Commonwealth is referred to as swadian - the Polish Commonwealth and the Kingdom of Swadia being similar in that they are both the "main" faction of their respective games. Wikipedia has an article on this subject at:Polish–Lithuanian Commonwealth Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Pologi
Pologi Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Sich World Map With Fire & SwordPologiSichTemplate:World Map/With Fire & Sword Pologi is a village of the Cossack Hetmanate, located at the border to the Crimean Khanate. It belongs to the town Sich, located at the opposite side of the nearby river. Layout[] Player Elder Fugitive Pologi is built on an uneven surface, with one half covered in trees and the other half in short plants. It is a Cossack-style village, with nineteen structures: eighteen houses and a chapel. These houses are placed in the shape of two streets, one ending at the chapel and the other leading to a small open place with a well. The player starts near the point where both streets cross. The Village Elder can be found at the right side of the street leading to the chapel. The subject for the Hunt Down Fugitive quests is unusually well hidden. He can be found in the fields, obscured by a tree far behind the church. Gallery[] Wikipedia has an article on this subject at:Polohy 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
Poltava
Poltava Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Khorol World Map With Fire & SwordPoltavaKhorolTemplate:World Map/With Fire & Sword Poltava is a fortress of the Cossack Hetmanate, initially ruled by Colonel Ivan Fedorenko. It has the village Khorol. Poltava is the home of the hero Oksana. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Poltava resembles more a town than a fortress. The lord's hall is in the end of the accessible area. The prison is close to the player as he passes through the gates. During a siege, four ladders are used: three are placed on the left of the gates, and one on the right. Wikipedia has an article on this subject at:Poltava 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
Pork
Pork Classic/Warband Viking Conquest Games Base value 85 75 100 89 Weight 15.0 Item Quantity 50 50 50 150 Morale Bonus +6 +6 +3 +6 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Pork is a food item that provides a good morale bonus, however it is prone to spoilage in Warband and With Fire & Sword. Spoilage[] Pork will go through several stages over the course of five days before it becomes completely rotten: Pork Fresh Pork Day-old Pork Two Days-old Pork Smelling Pork Rotten Pork Despite the degradation of the food, the morale bonus remains constant until the pork is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Potoki
Potoki Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Bratslav World Map With Fire & SwordPotokiBratslavTemplate:World Map/With Fire & Sword Potoki is a village of the Cossack Hetmanate, subordinate to Bratslav. Layout[] Player Elder Fugitive Potoki is built on a high ground, as a Polish/Cossack-style village with nineteen houses. In the center of the village is a church, and next to it is a water well. There are fields that grow cabbages, as well as plantations of decoration plants. The Village Elder can be found in the fenced area closest to the player's entrance, in front of a large straw-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found in front of an isolated large straw-roofed house in the middle of the village. 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
Praven
Praven Settlement Information Type Town Kingdom Kingdom of Swadia Villages BurglenTosdharYaragarAzgadElberlGisimVeidar Sieges with... Ladders Port No World Map Mount&BladePravenBurglenTosdharYaragarTemplate:World Map/Mount&BladeWarbandPravenAzgadElberlGisimVeidarTemplate:World Map/Warband Praven is a town and the capital city of the Kingdom of Swadia and is initially owned by the Swadian ruler, King Harlaus. Given their similar name and location on the map, Praven is likely to have a connection to, or possibly even be the same settlement as the Vlandian town of Pravend, featured 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Burglen, Tosdhar, and Yaragar. Warband[] The town is situated at the far west of the Kingdom of Swadia bordering the sea, it is relatively secure from direct attack by opposing factions because it is blocked from both the Nords to the north and Rhodoks in the south by mountain ranges. Its villages are Azgad, Elberl, Gisim, and Veidar. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Praven can be located by turning left after selecting 'Take a walk around the streets' and walking to the castle. However, it is much easier to go to the castle, then exit via the door instead of the tab key, at which point the Guild Master is directly in front of the player. Siege[] Besieging Praven requires the construction of Siege Ladders. Praven is unique in sieges in that when you assault the walls, you and your army's starting position will be on a beach, and will have to advance up a large path to the ladders, and through all this time under constant crossbow fire. Defending the city can be a challenge, because the breach made by the besiegers is much wider than that of other towns. This makes defenders vulnerable to ranged enemies, since their main advantage of a narrow, protected choke point is reduced. With the patch 1.131, there is a mountain inside the city, allowing you to walk up and over the walls. Units tend to appear underground as well, and many of the buildings appear to float and can be walked through. The besieging forces won't advance normally. If you are leading the assault, you will have to order your troops to follow you or they will not mount the wall. They cannot follow you over the mountain passage. Tournaments[] If you take part in a Tournament in Praven, you will always be given the following set of equipment: Lance & Shield All participants are on horses. This tournament is one of the most predictible, and possibly one of the easiest if one knows how to use a lance on horseback. Couching is not recommended, due to this arena's constrained space. Economy[] <a href=" class="image"><img alt="2013-10-31 00007" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00007.jpg" data-image-key="2013-10-31_00007.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Ale can be bought cheaply here for about 60-100 denars though it may even go as low as 10 on rare occasions. Flax can be bought here for under 80 denars, and sold in nearby Suno for over 120 denars. Praven produces: Ale Bread Leatherwork Oil Pottery Smoked Fish Tools Wool Cloth Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Pravend
Pravend Settlement Information Type Town Kingdom Vlandia Villages RulundLarnacPalisont Sieges with... Battering RamLaddersTowers Port No Pravend is a town of the Kingdom of Vlandia, ruled by the Baron Aldric of House dey Tihr. Given the similar names and location, Pravend is presumably the precursor of the town of Praven, capital of the Kingdom of Swadia, as featured 173 years later in Mount&Blade: Warband. Contents 1 Description 2 Territory 3 Points of Interest 4 Economy 5 Trivia Description[] The city, formerly known as Paravenos, was the second major colony founded by Calradios the Great and the Calradians after their arrival on the continent. The town succeeded Charasea as the capital of the Calradic Empire, being so for centuries before the center of gravity of the Empire moved eastward. Nevertheless, Paravenos retained its primacy as the economic center of the West. When Osric Iron-Arm invaded, he recognized Paravenos would be far more valuable as a seat of power than as simply as a source of loot, and negotiated its surrender with local senators. The city subsequently passed under the control of the dey Tihr, a cadet branch of the ruling clan of Vlandia, the dey Meroc. Territory[] The villages of Rulund, Larnac, and Palisont are bound to the town. Additionally, the castle-bound villages of Drapand and Valanby do their trade here. Points of Interest[] Like most towns in Calradia, the town has a number of facilities and points of interest: By taking a walk through the streets you may encounter town notables looking for employees for various quests and jobs. The keep, where the nobles reside and its dungeon where any prisoners will be located. An arena where you might practice combat, participate in tournaments, and pay the arena custodian to reassign character perks. A tavern, where you might rest and enjoy food and drinks. You may encounter Wanderers here to hire as Companions, or find Mercenaries for hire. Taverns also hosts patrons like Ransom Brokers, and those who might be interested in playing the local board game. A market to buy and sell food supplies, equipment, horses, and other livestock. A smithy where you may refine materials, forge new weapons or smelt down undesirable ones. Criminal gangs may be present at different locales such as the Backstreet, Clearing, or Waterfront. Economy[] At its starting point, the town is of average Prosperity. Trivia[] The historical name of Pravend has seen a number of revisions across the development of Bannerlord, as well as a number of inconsistencies. The alternate spelling of Paravenos - 'Baravenos' - appears a number of times, but is most likely a typo. Furthermore, in the settlements.xml file, Paravenos is said to originate from the Calradic 'Parzeonerea' - the 'City of He who Rules by Heaven's Will'. According to earlier development images, Pravend's location was originally closer to the coast, which would align more closely with the location of Praven in Warband. With the major changes in Bannerlord's map topography closer to the Early Access release, this was changed to an inland location, closer to Ocs Hall. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin
Priest
For other articles with similar names, see Priest (disambiguation). Priest Troop Information Culture Picts Wages 10 up to 11 Acquired from... Monasteries, liberate or recruit prisoners, automatic garrison troops after conquering a Pict castle Upgrades to... N/A The Priest is the priest unit of the Picts in Viking Conquest. Though they are considered part of the Pict faction troop tree, they do not upgrade nor any troop can upgrade into one. Religion: Christian Morale bonus[] Priests (including the Pict one) are one of the worst combat units (essentially archers/skirmishers) but they can be at times more useful then other (lower tier) combat units if one employs a big army (usually late game) due to their morale enhancing effect through the troop interaction (+3 for 500 penningas, only once per 4 days). The bonus can only used once per 4 days, and is same as the one given by Angle Priest, Saxon Priest or Christian Bishop (though the last gives other bonuses too). Note that if you try to obtain the same bonus from another unit of the same type before 4 days have passed, you will get the "... tired from sermon..." message and you will get no bonus (though you will still lose the 500 penningas). Follower's party[] The Pict Priests can also be sent to the Follower's party (if one employs one) to increase your Surgery (depending on their numbers, 2-5 priests give +1). 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. Priest - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 51 Armor Head ? Body Monk Robe Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Maintenance ? Weapon Master ? Athletics 6 Riding ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment 4 Surgery 4 First Aid 4 Engineer ? Persuasion ? Leadership ? Trade 2 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 50 Polearms 50 Archery 20 Crossbows 40 Throwing 105 Slings 100 Weapons Melee Hunting Knife Ranged Stones Shield ? Mount ? Pictish Troops Peasant Priest Landowner Skirmisher Spearman Axeman Veteran Skirmisher Warrior Standard Bearer Veteran Elite Skirmisher Horseman Noble Champion
Priest (disambiguation)
This article is a disambiguation page for Priest (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Priest may refer to: Priest Spasokukotsky Angle Priest Briton Priest Goidelic Priest Priest Saxon Priest
Prison Tower
Prison Towers are constructible additions for Castles and Towns that decrease the chance of noble prisoners escaping. Ordinary soldiers cannot normally escape from dungeons, so the Prison Tower has no effect on them. Captured lords will attempt to escape every 48 hours. If you are holding them in your party, their success rate is 50%. In a castle or town without a Prison Tower, it is 30%. Prison Towers reduce that to a mere 5% (10% in With Fire & Sword), making escape difficult. Prison Towers use your skill in Engineer to determine how much money and how long it takes to be built. Construction[] Engineer Denars Days 0 7000 73 1 6650 69 2 5300 66 3 5950 62 4 5600 59 5 5250 55 6 4900 52 7 4550 48 8 4200 45 9 3850 41 10 3500 38 11 3150 34 12 2800 31 13 2450 27 14 2100 24
Prisoners
You can take prisoners at the end of most battles or sieges. Some fights do not allow the option, such as freeing a village from bandits. You can only capture the enemies who have been knocked unconscious through the use of blunt weapons (horse charging is also blunt damage). Very rarely, sharp weapons may result in wounding, due to reasons unknown (possibly the surgery skill on the opposite side). Once you have taken prisoners, you may recruit them to your party, ransom them to Ransom Brokers (found in taverns in towns), or garrison them in a town or city. Money from ransoms can vary, depending how big the army was, if you captured a noble, or how good it is if it's a soldier (in classic Mount&Blade, all soldiers are worth 50 denars). In With Fire & Sword, sending your troops into battle without you will very often result in wounding enemy troops, which can be useful if on a quest to capture enemy soldiers. Prisoners can be a great source of money if you have high prisoner management, or a town or castle to store them in. If you have a town, you can put all your prisoners in it until a ransom broker appears in your tavern. If you have no town but have higher prisoner management, you can travel around capturing prisoners and selling them as you find ransom brokers. If you have a castle, you can check nearby towns until you find a broker, and then convey your prisoners to his location. List of prisoners. Your prisoner management skill governs how many prisoners you can take at a time: 5 for every point. The skill's base attribute is charisma. Prisoners are considered party members for the sake of calculating speed, thus the amount and speed of prisoners can result in increasing or decreasing Party Speed. You may want to avoid dragging around low value infantry, while keeping mounted prisoners around for a bit longer. It should be noted that keeping prisoners in castles or towns will result in them very, very gradually decrease in numbers, and eventually be gone altogether. This may be because they have fled or died. Contents 1 Noble Prisoners 1.1 Rescuing Lords 2 Captive Ladies 3 Recruiting prisoners 4 Viking Conquest 4.1 Prisoner recruitment 4.2 Tactics and Tips Noble Prisoners[] Lords or kings can be taken prisoner after their army is defeated if they fail to escape from battle (70% chance to escape in Warband, 80% in With Fire & Sword). Every 24 hours, there is a 5% chance that the kingdom from which they come will offer denars/thalers/peningas to get the prisoner released; refusing this will result in loss of honor, but will prevent them from raising a new army for as long as they are held captive. You can still capture a lord without using the prisoner management skill. If your prisoner capacity is reached, the lord will still be captured, possibly overfilling your max capacity (e.g. 6/5). However, if you remove a normal prisoner, you will not be able to go back over once the party is full. Prisoner lords will attempt to escape captivity every 48 hours, their chance of success is dependent on where you are holding them: 5% from within your party, 3% from a town or castle without a Prison Tower, and 0.5% from a town or castle with a Prison Tower (1% in With Fire & Sword). If you keep the captive nobles as your prisoners while you travel, you will notice that they gain the + symbol next to their name, like they have leveled up. However, there is no way to upgrade their skills. Rescuing Lords[] You can rescue captured lords of a neutral or friendly kingdom from your enemies in two ways. The first is to simply defeat the lord that took them prisoner in battle so long as he has not put them into a dungeon yet, this will automatically free the captured lord and you will gain +7 relation with them and +2 honor. In Warband, a second option is to sneak into a castle or town where a lord is being held captive, knocking out the prison guard (this can be very difficult in towns where you may find yourself surrounded by up to 4 high-tier troops, in a confined space, wielding only robes and a quarterstaff) then entering the prison and telling the captured lord that you're there to rescue him. This may become easier by bribing a village belonging to that town/castle to start a fire. The fire will start in one hour or at midnight by your choice, and most of the guards will be gone while fighting off the guards with the prisoner. It is also possible to rescue lords from a castle or town if they are held by a faction that is neutral to you. This is more attractive than attempting to sneak past the guards as it allows you to retain your normal adventuring equipment, which makes fighting a half dozen guard units quite a bit easier. It raises your relationship by 7 with the rescued lord as well as increasing your relation by 2 points with his home faction. There is also honor associated with ending their incarceration. There are no negative effects with the ruling lord or faction. In addition, if the captive lord has relatives, you can speak to the relative to receive a quest to rescue the captive lord, further increasing your relationship with him (by 1 when you accept the quest and by 8 when you successfully complete it), monetary, and experience gains. In total, this is one of the most effective ways to increase honor and relations as an unfactioned lord, and goes a long way towards building a future kingdom. Since troops are completely unnecessary it is best to just use a bare bones party of heroes and free all the lords possible. This is excluding the possibility of running into a roving hostile band. Note that if the faction of the quest giver and the faction that captured the lord in question make peace (before the player could finish this quest) then all the Lords (not the troops) of both of these factions will be automatically released, making it impossible to finish this mission since it will be cancelled. Once you have gotten the lord out of prison (it is a good idea to tell him to fight together with you, then order him to hold his ground in a corner out of sight) you have to defeat all the troops in the town or castle, without letting the lord get knocked unconscious; this can be very tricky when there are a lot of archers around. If a lord is knocked unconscious you will have failed the rescue, and the game will tell you that he had to be left behind. You cannot attempt a prison break in the same castle/town more than once every day, as the guards will instantly recognize you. Captive Ladies[] After capturing a castle or town, you may find ladies who failed to escape. In Warband, you can talk to them and let them go free (+1 relationship), or hold them prisoner for ransom (loss of relationship and honor, profit if a deal is offered). Recruiting prisoners[] You may attempt to recruit prisoners into your party through the Camp menu once every 24 hours. This may allow you to acquire a specific unit without having to train them yourself, or may give you a quick boost to your troop numbers. However, doing so comes at a cost to Morale of -3 for every prisoner that accepts your offer. There is also a high chance that freshly recruited prisoners will desert your party within the following day, although this can easily be prevented by putting them into a garrison. The chance of prisoners accepting the deal is based on your persuasion skill. 0 persuasion will have a success rate of 40%, every point increases the rate by 4% up to 80% at skill level 10. When recruiting prisoners, the choice to join your party is not made by individual units, but rather a troop type. In other words, if you have 3 Nord Recruits as prisoners, you will either get 0 or 3 of them. Exploit: If you really want to recruit prisoners and have enabled quitting without saving, save before trying to recruit prisoners. The chance of prisoners joining you is completely random, so loading and trying again could make prisoner management pretty useful, considering you can recruit prisoners once a day. Viking Conquest[] In Viking Conquest, it is also possible to capture prisoners, but the amount of prisoners you can have depends solely on the size of the party instead of the skill prisoner management. Party size Amount of prisoners 1 5 54 27 60 29 Prisoner recruitment[] Unlike in other modules, there are 2 ways you can recruit prisoners: * via the "Talk" interaction. This is available for only one prisoner / per 24h. The odds are lower then via the camp (depending on if you have Charisma 12, Persuasion 6, leadership 7, Renown, honor and religion). *via the "Camp" option. This is available for one group of prisoners of the same type (e.g. Norse Bodyguards) /per 24h. The group is selected randomly (could be just one prisoner if that is what you have). The number of prisoners that you can recruit in one go is limited to a total of 25 (the higher the morale the bigger chunk of the group is offered if you actually have 25 or more prisoners of that type) due to the fact that each prisoner recruited will lower your morale with 4 and morale can't go negative. On both you need to wait 24h before retrying (if you try faster then that, in Talk you will simply not have the dialogue option, while in camp you will just get a generic "nobody is interested at this time" at the lower left on your screen). Tactics and Tips[] A safe place to deposit your prisoners in Viking Conquest is the Refuge as nobody except you will see it - with the notable exception of Nobles, who are safer to be carried with you or in a town with a prisoner tower. Unlike in other modules, you can sell high tier prisoners to nobles, generally one at a time so this is not a reliable way to get rid of them (only a nice perk). Always recruit close to a town/garrison so you can deposit them there. The reason being is that they escape during the night and also (if you are high on cash) you can easily replenish your morale cheaply by asking the Kingdom Bard to sing for you and your men. Running with a low morale (generally below 45) could get you into issues like: desertions (could be in mass), mutinies (where essentially you will have to kill some of your troops). An effective way to recruit via the camp is: if you are close to a town you own and the camp interaction for recruitment can be used, you can just drop all the unwanted prisoners in the garrison, and leave the group you want to recruit.
Prussia
The banner of Prussia. Prussia, or Königreich Preußen, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The glory and power of Prussia is a thing of the past, not the present. In 1812 the once mighty Prussia has been conquered and is now, forcibly, allied to the French. The military catastrophe of 1806 was a bitter lesson for the Prussian military, and the Prussian state overall, but a bitter lesson is still a lesson. Prussia learned from it and is now ready to once again rise to glory and power. The Prussian commitment to the campaign in Russia is half-hearted at most. Instead she is sharpening her swords, ready to rise against the French invader, should Napoleon’s army lose its war in Russia. Gone are the slow and uninspired troops of 1806, replaced by a newly reformed army, supplemented with Landwehr, Prussian militia, fighting for their homes, families and country. The success of France has lasted for too long and her generals have become too self-confident and proud. Now it is Prussia’s time to return the favour from 1806 and teach the French a lesson they will remember for a long time. Units[] Infantry 8. Brandenburgische Infanterie-Regiment - Line Infantry 23. Rheinische Infanterie-Regiment - Line Infantry 3. Kumarkische Landwehr-Regiment - Line Infantry Lutzowsches Freikorps - Line Infantry 1. Garde-Regiment zu Fuss - Foot Guard Schlesische Schützen - Rifleman Cavalry 6. Neumarkische Dragoner - Dragoon 1. Leib-Husaren-Regiment (Totenkopfhusaren) - Hussar Westfalische Landwehrkavallerie - Lancer 3. Brandenburgische Kurassier Regiment - Heavy Cavalry Specialists 36. Regiment der Fussartillerie - Artillery 4. Mansfelder Pionierskorps - Engineer Generalfeldmarschall Gebhard Leberecht von Blücher - Commander Voice commands & battle cries[] Prussian battle cries "Für das Vaterland!" - For the fatherland! "Für König und Vaterland!" - For king and fatherland! "Gott schütze den König!" - God save the king! "Schlagt sie!" - Beat them! "Hurra!" - Hurra! "Auf geht’s Kameraden!" - Let's go, comrades! Charge sound "Angriff!" - Attack! "Attacke!" - Attack! "In den Nahkampf!" - Into close melee! Surrender "Ich ergebe mich!" - I surrender! "Ich gebe auf!" - I give up! "Nicht schießen!" - Don't shoot! Officers "Bereit machen!" - Get ready! "Anlegen!" - Get ready! "Feuer!" - Fire! "Nahkampfangriff!" - Melee attack! "Kompanie, vorwärts marsch!" - Company, forwards march! "Kompanie, vorrücken!" - Company, Advance! "Vorrücken!" Advance! "Die Position halten!" - Hold this position! "Haltet diese Position!" - Hold this position! "Verteidigt diese Position!" Defend this position! "Feuer nach eigenem ermessen!" - Fire at will! "Feuer frei!"Free fire! "Zu mir!" - On me! "Kompanie, zu mir!" Company, on me! "Zurückfallen!" Fall back! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Qablab
Qablab Settlement Information Type Village Kingdom Aserai Fortification Razih Qablab is a village in the Aserai Sultanate ruled by the emir Adram of the Banu Sarran. The village is bound to Razih and is known to produce Salt. Description[] Qablab sits near a broad bay on the southern coast of the Perassic Sea. The low-lying coastline is well-suited to the construction of salt pans.[1] Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm ↑ Encyclopedia Calradia, entry "Qablab"
Qalyut
Qalyut Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Shariz World Map WarbandQalyutSharizTemplate:World Map/Warband Qalyut is a village of the Sarranid Sultanate. It is economically tied to the town of Shariz. Layout[] Player Elder Fugitive Qalyut is built conforming to uneven terrain of low hills and valleys with palm trees scattered about. It has a total of seven structures as well as a tent. There are four fields here, growing grapes and wheat. There is a horse-driven mill inside an enclosure with two hunters stabled next to it. The Village Elder is standing at the entrance to the tent, next to a barrel. If sent here during a Hunt Down Fugitive quest, the target may be found behind a structure on the opposite side of the village from where the player starts, near a few bushes. Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha
Qasira
Qasira Settlement Information Type Town Kingdom Aserai Villages Ezbet NahulAbghan Port Yes Qasira is a town of the Aserai ruled by Emir Talas of the Banu Atij. The villages of Ezbet Nahul and Abghan are bound to the town. Contents 1 Official Description 2 Trivia Official Description[] “ The legendary Queen Eshora, it is said, punished the jinn who were harassing her people by imprisoning them in one of the caves above Qasira, carving the mystical eight-pointed star into the rock to seal them in. She sentenced them to haul water from the depths of the earth, feeding the springs that gush forth from the rocks and which for centuries have irrigated the date gardens of Qasira and its surrounding villages. ” Trivia[] "Qasira" (قصيرة) means "short" in Arabic. There is a village in Saudi Arabia near Medina that's named "Qasira". Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm
Qidnar
Qidnar Settlement Information Type Village Kingdom Aserai Fortification Medeni Castle Qidnar is a village in the Aserai Sultanate ruled by the emir Adram of the Banu Sarran. The village is bound to Medeni Castle and is known to produce Grain. Description[] Qidnar lies in the floodplain of the Damar River, the most densely populated part of the Aserai lands, where it slices through the Jarjara Escarpment. Farmers here grow grain in the rich silt brought by the river's annual flooding. [1] Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm ↑ Encyclopedia Calradia, entry "Qidnar"
Quarters
How to access it from the main overland map screen Quarters is an option that you have while exploring the overland map (only in Viking Conquest). It allows you to leave a part of your troops in a location of your choosing on the map. Enemies will not be able to able to see the location. If close to quarters when a battle takes place, troops in quarters will join you. Placing troops in quarters will not reduce their wages. You cannot have more then 2 quarters locations on the map. You can leave an unlimited number of troops in quarters. The location will disappear if you enter the quarters screen and then exit with no (alive) troops left present (died in battle or you took them back into your rooster).
Quests
This article is a disambiguation page for Quests The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Quests are missions received during an average session of gameplay, which add flavor to the storyline. The following pages list quests divided by game. Quests (classic) — Mount&Blade and Mount&Blade: Warband quests. Quests (With Fire & Sword) — Mount&Blade: With Fire & Sword quests. Quests (Viking Conquest) - Viking Conquest quests. Quests (Bannerlord) — Mount&Blade II: Bannerlord quests.
Quests (Bannerlord)
Quests in Mount&Blade II: Bannerlord can provide a range of rewards, including renown, morale, character trait points, denars, and increases to relations with NPCs. Bannerlord features a much greater variety of quests compared to previous titles and quests can come from many different kinds of notables. In addition, the outcomes of quests in Bannerlord can go multiple ways and it is more complex than merely succeeding or failing. The outcome of a particular quest could improve the growth of a village or make the difference between war and peace between two kingdoms. Note that none of the main narrative quests will be applicable if you are playing the Sandbox game mode. A feature unique to Bannerlord is that most non-narrative quests can instead be assigned to one of your companions. The practicality of using a companion in your stead can vary wildly; If the player can accomplish the task with very little risk, it might not make sense to even consider using a companion. On the other hand, quests like Inn and Out can be handled much more conveniently and reliably with a companion with a high level in the appropriate skills. Sometimes the NPC skill level determines how long the task will take, other times it will determine the chance of success. Additionally, some quests can utilize one of several NPC skills, whichever one is highest (i.e. One Handed or Two Handed or Polearm). Finally, assigning a companion to a quest also requires some number of troops to accompany them. If it is a combat quest, there is some risk that one or more of these troops will die in the process. There is also a price per troop, dependent on their tier, so assigning your best troops to a task may actually be unprofitable and many quest types do not depend on the quality of those troops for success. Changes to Personality scores can be found in: Personality Traits. Most quests require player character to have at least -10 relation with the quest giver and not be at war with quest giver's faction to take the quest. Bonus relation for completing the quest is usually +5 (-5 for failing it). Contents 1 Main Narrative Quests 2 Towns 3 Villages 4 Nobility 5 Gallery Main Narrative Quests[] Investigate 'Neretzes' Folly' Assemble the Dragon Banner Establish Your Clan Create an Imperial Faction Support an Imperial Faction Create a Non-Imperial Faction Support a Non-Imperial Faction Unify the Empire Weaken the Empire Arzagos' Conspiracy Istiana's Conspiracy Towns[] The Town Center contains artisans and merchants trying to increase their wealth and protect their interests. Gang Leader notables also lurk here, competing with each other for territory and protection rackets. The Keep can host nobles, but also contains the Dungeon where lords or ladies may be held hostage. Access to the Keep is dependent on the player clan's renown and their criminal rating, but they can always bribe their way in if necessary. Quest Conditions Time Limit Alternative Solution Requirements Reward Settlement Effects Duration Consequences Army of Poachers MerchantSecurity < 6015+ Units 20 Companion with Bow/Crossbow/Throwing 150+ 12+28*DM Units 3+5*DM Days 500+3000*DM Gold800+1000*DM Skill XP Prosperity +0.2 Security -1 Loyalty -0.2 15 Victory: Prosperity +50 Deal: Security -5, Prosperity +50 Failure: Security -5, Prosperity -30 Artisans Can't Sell their Products in Town Artisan 18 Companion with Charm/Trade 120+ 3+6*DM Units 3+5*DM Days 500+1500*DM Gold400+1700*DM Skill XP Prosperity -0.2 30 Success: Prosperity +20 Failure: Prosperity -20 Betting Fraud Gang LeaderSecurity < 50 - - Varies - 45 Success: Security -20 Counter Offer: Security +15 Failure: Security +10 Caravan Ambush Merchant / Artisan30+ Units 20 Companion with Tactics/Roguery 120+ 22+30*DM Units 3+5*DM Days 1000+3000*DM Gold600+800*DM Skill XP(Scouting and 1h/2h/Polearm) Prosperity -0.3 Security -1 20 - Escort Merchant Caravan (2+4*DM Settlements) MerchantSecurity < 5020+ Units 30 Companion with Riding/Scouting 120+ 10+16*DM Units 6+10*DM Days 250+1000*DM Gold (Daily)800+1000*DM Skill XP Prosperity -0.4 30 Success: Prosperity +10 Failure: Prosperity -20 Fencing Stolen Goods in Town Gang LeaderSecurity > 70HideoutNot Settl. Owner 20 Companion with 1h/2h/Polearm/Roguery/Tactics 120+ 10 Units 7+10*DM Days (Varies) Gold1000+1250*DM Skill XP Security +1 15 - Gang Leader Needs Weapons Gang LeaderLoyalty < 60Not Settl. Owner 25 Companion with Trade/Crafting 120+ 2+4*DM Units 7+8*DM Days (Varies) Gold800+900*DM Skill XP Security +1 15 Success: Security -30 Gang Leader Needs Special Weapons Gang LeaderSmithing 30+ 30 - 200+500*DM Gold per dagger+ bonus for high quality Security +0.5 30 - Gang Leader's Associates Captured by Bounty Hunters Gang LeaderHideout 30 Companion with Scouting/Riding 120+ 10 Units 4+6*DM Days 3000 Gold750+1000*DM Skill XP Security +1 15 Success: Security +5 Failure: Security -5 Gang Needs Recruits Gang Leader 30 Companion with Leadership/Roguery 120+ 11+9*DM Units 6+7*DM Days 2000+100*Recruits Gold500+700*DM Skill XP - 30 - Merchant Needs Help With Brigands MerchantHideout5+ Units 20 Companion with Tactics/Scouting 120+ 8+11*DM Units 5+7*DM Days 400+1500*DM Gold600+800*DM Skill XP Prosperity -0.2 Security -1 15 Success: Security +5, Prosperity +5 Failure: Prosperity -10 Overpriced Raw Materials in Town (Cow/Sheep/Leather/ Wool/Iron/Hardwood) ArtisanOverpriced Items 30 Companion with Roguery/Trade 120+ 4+6*DM Units 3+5*DM Days (Varies) Gold600+1700*DM Skill XP Prosperity -0.4 30 Success: Prosperity +30 Counter Offer: Prosperity -30 Failure: Prosperity -20 Timed Out: Prosperity -50 Rival Gang Moving In MerchantSecurity < 605+ Units 8 Companion with 1h/2h/Polearm 150+or Roguery 120+ 4+6*DM Units 3+5*DM Days 600+1700*DM Gold750+1000*DM Skill XP Security -0.5 15 Failure: Security -10 Snare the Wealthy Gang LeaderSecurity < 50Not Settl. Owner 10 Companion with Tactics/Roguery 120+ 10+16*DM Units 2+4*DM Days 1000+3000*DM Gold800+1000*DM Skill XP Loyalty -0.1 Security -0.5 30 - DM = Difficulty Multiplier (from 0.1 to 1.0, it scales with player's renown, # of fiefs, clan strength, party strength, # of companions, supporters and caravans), Dur - Duration Villages[] Villages contain landowner and headmen notables concerned with the growth and health of their village, as well as their personal fortunes. Quest Conditions Time Limit Alternative Solution Requirements Reward Settlement Effects Duration Consequences Bandit Base near Village/Town HeadmanSecurity < 50Hideout 30 Companion with 1h/2h/Polearm 120+ 10 Units 4+6*DM Days 3000 Gold1000+1250*DM Skill XP Prosperity -0.2 Security -1 15 Success: Prosperity +10 Failure: Security -5, Prosperity -10 The Art of The Trade Landowner 30 Companion with Riding/Trade 120+ 2+4*DM Units 3+5*DM Days (Varies) Gold900+800*DM Skill XP Hearth -0.1 30 - Deliver the Herd to Town (Horses/ Cattle/Pigs/Sheep) Headman /LandownerSecurity < 60 30 Companion with Riding/Scouting 120+ 6+14*DM Units 5+5*DM Days 300+HerdSize*Value*0.75 Gold500+700*DM Skill XP Prosperity -0.2 30 Success: Hearth +50, Target Town's Prosperity +50 Extortion by Deserters HeadmanSecurity < 5020+ Units 12 Companion with Bow/Crossbow/Throwing/Engineering 120+ 21+25*DM Units 3+5*DM Days 800+4200*DM Gold800+1000*DM Skill XP Prosperity -1 Security -1 Loyalty -0.5 15 Success: Security +10, Prosperity +100 Failure: Security -10, Prosperity -50 Family Feud Landowner 20 Companion with Athletics/Charm 120+ 3+5*DM Units 3+7*DM Days 350+1500*DM Gold500+700*DM Skill XP(1h/2h/Polearm) Security -1 30 Success: Security +10 Failure: Security -5, Prosperity -5 Inn and Out Headman /Landowner2k+ Gold 14 Companion with Tactics/Charm 120+ 1+3*DM Units 1+3*DM Days 1000 Gold500+1000*DM Skill XP Hearth -0.1 30 Success: Loyalty +5 Failure: Loyalty -5 Landowner Needs Access to the Commons (Wheat) LandownerSecurity < 7010+ Units 6 Companion with 1h/2h/Polearm 150+ 3+4*DM Units 2+4*DM Days 250+1000*DM Gold700+900*DM Skill XP Security -1 15 - Landowner Needs Help With Brigands LandownerHideout5+ Units 20 Companion with Tactics/Scouting 120+ 8+11*DM Units 5+7*DM Days 400+1500*DM Gold600+800*DM Skill XP Prosperity -0.2 Security -1 15 Success: Security +5, Prosperity +5 Failure: Prosperity -10 Landowner Needs Manual Laborers (Clay/Salt/Iron/Silver) (6+30*DM Bandits) Landowner 20 Companion with Athletics/Leadership 120+ 8+12*DM Units 5+5*DM Days 5x Ransom Price500+700*DM Skill XP Hearth -0.3 30 - Landowner wants his Daughter Found Landowner36+ y.o.3+ Bound Vill. 19 Companion with Scouting/Charm 120+ 2+4*DM Units 4+5*DM Days 500+1200*DM Gold500+1000*DM Skill XP(1h/2h/Polearm) - 30 Success: Security +10 Failure: Security -5, Prosperity -5 Train The Troops (Horse Village) HeadmanRoom in Party 60 Companion with Steward/Leadership 120+ 8+19*DM Units 9+10*DM Days 2000+4000*DM Gold500+700*DM Skill XP Security -1 30 - Village Needs Draught Animals (Clay/Salt/Hardwood/ Iron/Silver Village) (Cow/Mule/Sump. H.) HeadmanHearth < 300 30 Companion with Riding/Trade 120+ 3+3*DM Units 3+5*DM Days 500+Animals*Value Goldor XXX of Meat500+700*DM Skill XP Hearth -0.2 30 Success (Meat): Hearth +30 W/O Discount: Hearth +50 W/ Discount: Hearth +80 Failure: Hearth -30 Village Needs Grain Seeds (Wheat Village) (12+180*DM Grain) HeadmanDeficient Grain 18 Companion with Trade/Medicine 120+ 3+6*DM Units 2+6*DM Days 0 Gold500+700*DM Skill XP Prosperity -0.2 Loyalty -0.5 30 Success: Prosperity +50 Failure: Prosperity -10 Village Needs Tools (Non-Animal Village) HeadmanHearth < 200 30 Companion with Smithing/Engin. 120+ 2+4*DM Units 4+5*DM Days (Varies) Gold500+700*DM Skill XP Hearth -0.2 Success: Hearth +20-50 Failure: Hearth -30 Nobility[] Nobles provide some of the more eclectic and interesting quests, although they are typically more difficult or controversial and often require the player to meet a minimum renown requirement. For some quests, nobles may also refuse the player if they are not part of the same faction, either as a mercenary or a noble themselves. Unresolved issues, as long as they exist, slowly drain quest giver's Clan Influence (usually -0.1-0.3 per day). Quest Conditions Time Limit Alternative Solution Requirements Reward Settlement Effects Duration Consequences Army Needs Supplies (1/4 Army Size Grain, 1/40 Wine&Livestock) LordArmy LeaderSame Faction - Items*Base_Value Gold 15 Capture a Lord Clan LeaderNot Daring&Merciful&HonestClan Tier 2+, 50+ Units 300 - 5000/10000 Gold 20 Company of Trouble Lord (Not Player's Clan)Clan Tier 1+ - (Varies) Gold 25 Conquest of Town Faction LeaderNot Mercenary, Same Faction 60 - 20000 Gold (or 1/4 of it if you didn't conquer the fief personally) Security -1 Loyalty -1 60 Quest giver clan's settlements: Success: Loyalty +10, Security +10 (or +2 if you didn't conquer the fief personally) Failure: Loyalty -10, Security -10 Lady's Knight Out Lady (Not Player's Clan)Not Merciful, Not Clan LeaderSecurity < 50 30 - 750 Gold Loyalty -0.2 30 Lieutenant's Revolt LordNot Faction Leader50+ Units, Not Faction Leader, Same Faction 100 Companion with Leadership/Scouting 120+ 26+34*DM Units 7+13*DM Days (Varies) Gold800+1000*DM Skill XP Clan Influence -1 20 Lord Needs Garrison Troops at Castle (3+18*DM Units) Clan LeaderGarrison < 120(C)/150(T)Not Faction Leader Companion with Leadership/Steward 120+ 5+8*DM Units 3+4*DM Days 1500+RecrCost*1.5 Gold800+900*DM Skill XP Security -0.5 30 Lord Needs Horses/Camels (1+12*DM Mounts) Clan LeaderNot Faction Leader 20 Companion with Riding/Trade 120+ 3+6*DM Units 2+4*DM Days 500+MountsValue*1.5 Gold500+700*DM Skill XP 20 Raid an Enemy LordNot Merciful, Not ImpulsiveSame Faction - 15000+3000*ExtraVillages Gold 60 Scout an Enemy Faction LeaderClan Tier 2+, Scouting 30+, Same Faction - 0 Gold 15 Prodigal Son of Clan LordNot MercifulClan Tier 1+ 24 Companion with Roguery/Charm 120+ 1+3*DM Units 7+7*DM Days 1200+3000*DM Gold700+900*DM Skill XP 50 Revenue Farming Clan LeaderNot Merciful40+ Units 20 - (Varies) Gold 20 The Spy Among Us Lord (Not Player's Clan) Companion with Roguery/Charm 150+ 1+4*DM Units 3+3*DM Days 500+3000*DM Gold600+800*DM Skill XP Security -2 Loyalty -0.5 16 Success: Prosperity +5 Failure: Loyalty -10, Security -10 Gallery[] Example of a narrative quest ("Investigate 'Neretzes' Folly'")Example of a nobility quest ("Oros wants Anat captured")
Quests (Viking Conquest)
For quests from other games, see Quests. This page shows all the quests that are exclusive to the Viking Conquest or when certain aspects differ (for e.g. reward, or other particularities). Contents 1 Main Story quests 1.1 The Revenge: Visit Doccinga 1.2 Your Book Notes 1.3 The Revenge: Talk to the Jarl of Kennemer 1.4 The Revenge: Working for a Jarl 1.5 Jarl Mission: Judgement in the monastery 1.6 Jarl Mission: Recruiting Warriors 1.7 Jarl Missions: Thiaderd must die 1.8 Reginhard's Petition: A donation for war victims 1.9 The Revenge: Ask Sigurd "Snake in the Eye" 1.10 Jarl Mission: To Kill a King 1.11 Viking Attack: Save Doccinga from Sven's Assault 1.12 Notes on Friese 2 Gaelic Story quests 2.1 Notes on Eriu 3 Other quests 3.1 Village Elder 3.1.1 Bring back runaway slave 3.1.2 The "Help peasant" quest 3.2 Fort Reeve 3.2.1 Recover Lute 3.2.2 Bring x Loads of Stone 3.3 Minister 3.3.1 Organize Feast 3.4 Mayor 3.5 Ladies 3.6 Nobles 3.6.1 Raid monastery 3.7 Chroniclers 3.7.1 Become Ard Ruire Over All Eriu 3.7.2 Become Vrenhin Lloegr Over All Britons 3.7.3 Become Brytenwalda Over All Englaland 3.7.4 Become Norse Kronungr Over All Scandinavia Main Story quests[] The Revenge: Visit Doccinga[] This is the first quest that you will encounter in the campaign. You need to find Thonkrik in Doccinga (generally after walking past the trainers and practicing warriors on the right). Thonkrik will try to dissuade you from finding Sven Bull-Neck, though you will not be convinced, leading you to your next quests. Your Book Notes[] This is more of a diary listing the story progress, though it shows up in the quest list. The Revenge: Talk to the Jarl of Kennemer[] Thonkrik suggested you that the Jarl might know where Sven is. Talking with Jarl will get him to offer you a place in the hunt for Sven if you perform some services for him, leading you the next quests. The Revenge: Working for a Jarl[] More of a diary type of quest listing your work for Jarl Hrodulf Haraldsson. Jarl Mission: Judgement in the monastery[] You will need to go to Willibrod monastery (close to Doccinga) to discuss with the abbot. Once there, 3 main parties will be found in the Abbot's hall: a farmer, a monk and the abbot. The abbot claims that the document is proper and that the ownership of the land belongs to the church and the farmer will just tell you that he just inherited from his father, but with no documents. The abbot will call the monk. If you threaten the monk, the monk will confess that the abbot falsified the documents. If you threaten the farmer, he will just promise to comply and give the land to the monks. You will decide on the verdict, and have 4 options to end the quest: Monks(-4 reputation,+2 renown, 400 penningas and +5 relation with the Jarl), Farmer(+6 reputation,+2 renown and -3 relation with the Jarl), Jarl(-1 reputation,+2 renown and -3 relation with the Jarl) or nobody (+2 renown, -3 relation with the Jarl). Jarl Mission: Recruiting Warriors[] This is given to you by the Jarl once you finish the previous monastery quest. At the start you automatically get 18 renown and 1400 penningas. You just need to recruit 15 men and then return to the Jarl. Jarl Missions: Thiaderd must die[] Upon returning, the Jarl will give you more money and send you to kill Thiaderd. The Jarl will send you to meet your first (future) companion, Reginhard who you will find in the Dorestad mead hall. Once you complete the donation mission that he asks, Reginhard will join your party. This will also generate the Thiaderd's hideout temporary location (north of Dorestad, over the bridge). After meeting Thiaderd, the only outcome is a fight in which Thiaderd dies. If you lose the fight, you will die and you will need to use the last save. Thiaderd forces consist of 18 Footpads and Thiaderd himself (all with shields and seaxes/axes and Thiaderd also has a sword so be careful to have a number of decent shielded troops as well). If you win, you will have 4 options: kill them all and pillage and burn the camp (bigger renown, bigger reputation hit and small party morale hit); loot the lair but spare the inhabitants (reputation hit, some renown) ; we are not murderers, let them leave in peace (reputation gain); I need to recruit more men (which seems to be a bug, since that just lets you leave the location however to finish the quest you need to pick one of the options above). Upon returning to the Jarl, you will get 1200 peningas and some renown. Reginhard's Petition: A donation for war victims[] After meeting Reginhard in Dorestad's mead hall, you will need find Adda and donate money on behalf of Reginhard. If you stroll through the town by exiting the mead hall, the house is right in from of you in the port. However, the entrance is through the stairs in the back. The Revenge: Ask Sigurd "Snake in the Eye"[] This is the next mission that you get from discussing with the Jarl after killing Thiaderd. This entails meeting and discussing with Jarl Sigur Ragnarsson Jarl Mission: To Kill a King[] This is generated by discussing with the Jarl and it entails his proposal to kill Konungr Hrorek Hemmingsson even if you decline though the interactions with him. You will actually do things within it after the win in Doccinga attack. Before speaking with any of the lords in the aftermath of the Doccinga defense, you should consider if you want to roam (trade) the world first as you will become the enemy of Friese, meaning that to enter and trade with Dorestad (which is instrumental for being a merchant) you will need to sneak into it. If you decide to speak with them nonetheless, the mission will conclude with you being the bad guy, as the king will believe the Jarl and give you "a few days" to leave Friese before they start attacking you. Speaking with them, will conclude the mission. Viking Attack: Save Doccinga from Sven's Assault[] This is a quest that automatically appears after making a move on the overland map after you discuss with the Jarl. To complete the mission, you will need to go to Doccinga where a battle will ensue between Doccinga people+King's men+your men and Sven's vikings. Prior to the battle, one Norse Freeholder (who is one of king's men) asks you if he should stay and fight or notify the king instead. If you ask him to stay, it does not look like you get more men, but if you notify the king you will get increased relation with the king and Friese. Also, right as the battle starts, Thonkrik informs you that the Jarl will not come to aid, though you and the king sent a messenger. This seems to be just flavor, with no impact on any of the dialogue options that you pick. The defenders, except your men, are Farmers from the villagers' side (positioned on the left ~35) and, Freeholders, Norse Spearmen, Norse Companions, one Standard Bearer and one Huskarl (who also holds a short speech before impact) positioned on the right (~43) and the attackers are Norse Freeholders, Vikingarnir and Danish Elite Vikingarnir (69 in total). It's easy to win with low damage to yourself and friendlies but more complicated with normal damage. Except bringing as many troops as possible(55), player should look to contribute by finding a shield (a sword or at least a good spear if one already knows who to use it properly) and flank the enemies that come on the right section where shielded troops can resist more (if not win against their opponents by themselves). This is a "permadeath" mission (if you lose you will be sent back to the game menu and you get a message that implies that you died). Notes on Friese[] This is more of a diary listing the story progress, though it shows up in the quest list. It will appear once you complete the monastery mission. Gaelic Story quests[] Notes on Eriu[] Other quests[] Village Elder[] Apart from the usual native ones (bring wheat, cows or train the peasants), they will also give you these quests: Bring back runaway slave[] You will need to check the area around the village until you will find a temporary location named: Hideout. Once there, when discussing with the slave, you will have 4 options: I care little about your destiny. Follow me! (you will then bring the Slave back to the village for reputation with the village and 200 xp points); If death is awaiting you anyway, I will kill you right here (you will fight and kill the slave, finishing the quests instantly and gaining +1 with the village); Join my warband. and you won't need to go back to your master (the Slave will join you as a troop, you will lose -6 relation with the village in total and the quest will be cancelled; you will also need to stroll the village again to reach the local leader who will (sic!) mention to you that "you didn't find him"); Then leave now. I will pretend I haven't seen you (the Slave will leave, you will lose 4 relation in total with the village, the quest will cancel but you will gain experience, you will also need to stroll to local leader). The "Help peasant" quest[] seems to no longer be present in this module. Fort Reeve[] Recover Lute[] Can also be obtained from Mayors in towns. The reward promised is 300 penningas. You will find it in one of the nearby villages, you need to ask the local leader. If the local leader responds with: "[...] I have heard some sweet sound of lute lately[...]" in his response, that means that the lute is in that village. You need to look around the village (for the "... Deserter" character). Once you locate and defeat the lute thief, you will lose reputation with the village but you will gain relation (and experience) once you return to the castle/town for completing the quest. Bring x Loads of Stone[] Pretty much the description, you don't need to get them from a quarry, though you will find them there in decent quantities (rarely also in towns). The mayors of towns can also give this quest. Minister[] Organize Feast[] This is a quest that you can take from your minister every 6 days (3 days for the ongoing feast in your kingdom to finish, either if you are organizing it or one of the other lords + 3 days to pass until it finished). The minister is present only on your court. You need at least a sufficient number of items in your Household Possessions storage (food, jewelry, drink and comfort). Once the feast is over, the "quest" will be considered completed. Lords that attend the feast will get a +1 modifier to relations depending on how much time they spent feasting. Occasionally you will also get a +5 modifier (once?) with each lord if they are present in your hall. Mayor[] Ladies[] Nobles[] Raid monastery[] Only given by pagan lords. Chroniclers[] Become Ard Ruire Over All Eriu[] You get this quest from the Goidelic Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Aileach, Cruaghan and Temair. Become Vrenhin Lloegr Over All Britons[] You get this quest from the Briton Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Ynis Moon, Bosvenegh and Caer Dyf. Become Brytenwalda Over All Englaland[] You get this quest from the Angle Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Lundenwick, Witan Caester and Jorvik. Become Norse Kronungr Over All Scandinavia[] You get this quest from the Norse Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Ribe, Tunsberg and Dorestad.
Quick Battles
This article is a stub. You can help out by expanding it. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! Quick Battles are battles in classic Mount&Blade that you can play without making a character. You play as a lord or a lady with a certain amount of troops. Scenarios[] All of them are rather large battles. They could become very difficult to win on Normal difficulty. A siege defense with Rhodok Lady Brina (a heavily armed and armored character that also exists in the regular game, but merely as a common noblewoman). A siege offense with Nordic Lord Haeda. Swadian Lord Haringoth fighting bandits. Swadian Lord Grainwad fighting bandits. Grainwad in his struggle against a Vaegir army. Trivia[] Count Haringoth seems to age between the two games. He is a bright ginger in Classic but a bit gray in Warband.
Quyaz
Quyaz Settlement Information Type Town Kingdom Aserai Villages TashebaBaqHiblet Port No Quyaz is a town of the Aserai owned by Sultan Unqid of the Banu Hulyan. The villages of Tasheba, Baq, and Hiblet are bound to the town. Description[] Quyaz was once a mercantile republic that dominated the trade between the western ocean and the Perassic Sea, speaking the now all-but-extinct Kannic tongue, a relative of the Nahasi language. But imperial hegemony slowly snuffed out its trade, and the ruler was taken over by mercenaries from the Nahasi tribes. It came intermittently under imperial subjugation but today is a prized holding of the Banu Hulyan, a leading clan of the Aserai Sultanate.[1] References[] ↑ Encyclopedia Calradia, entry "Quyaz" Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm
Radoghir Castle
Radoghir Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages TebandraSumbuja Sieges with... Siege Tower Port No World Map Mount&BladeRadoghir CastleTebandraTemplate:World Map/Mount&BladeWarbandRadoghir CastleSumbujaTemplate:World Map/Warband Radoghir Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Radoghir Castle lies northeast of Rivacheg, secluded in the very corner of Calradia on a small piece of land surrounded by the ocean, rivers, and mountains, accessable only by a bridge and narrow pass to the south. Its village is Tebandra which is to the northeast, at the edge of a patch of thick trees and the oceanic shoreline. Warband[] Radoghir Castle lies northwest of Reyvadin at the base of a small mountain. To the west is the Kingdom of Nords and to the south is the Kingdom of Swadia. Its village is Sumbuja which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Radoghir Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] The Castle is one of the two oldest castles in the game. Radoghir Castle was in an early Mount&Blade beta as an obtainable castle along with Culmarr Castle. Gallery[] Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Ragnhild Ragnarsdottir
Ragnhild Ragnarsdottir Official Information Kingdom Kingdom of Danmark Monarch Konungr Horik Gottfredsson Title Lady Religion Pagan Personal Details Gender Female Ragnhild Ragnarsdottir is a noblewoman initially of the Kingdom of Danmark. She is 24 years old. Family[] Siblings: Jarl Sigurd Ragnarsson Kingdom of Danmark Monarch: Claimant: Konungr Horik Gottfredsson Jarl Thorgil Vassals: Jarl Sigfrid Angantyrsson Jarl Bagsecg Jarl Halfdan Angantyrsson Hersir Gothormr Jarl Sigurd Ragnarsson Hersir Helgi Hvassi
Ramun the Slave Trader
Ramun, upstairs in the Tihr tavern. Ramun the Slave Trader is a dealer in galley slaves. When first approached, the player assumes he is a trader but wonders where his merchandise is. After dropping a few hints, it is made clear that he sells prisoners to ship captains to serve as oarsmen. Ramun performs a similar function to the Ransom Brokers except he almost always resides at Tihr. If not on ground level, he probably is upstairs. He also can occasionally be found in Yalen. He buys prisoners like other ransom brokers but also instructs the player how to efficiently capture prisoners. Ramun buys all prisoners with a fixed value of 50 denars, meaning the player can get more money for bottom tier units, like farmers and bandits, but will sacrifice profits on any unit starting from tier 2 (with the exception of Camp Followers), being completely wasteful for elite units such as Swadian Knights or Nord Huscarls. In With Fire & Sword, Ramun resides at Reval. He buys at a much higher price than other ransom brokers, buying even mere bandits for often over 150 thalers. However, he actually pays one-tenth the listed price, which is probably a bug. Dialogue[] With Fire & Sword[] Main article: Ramun the Slave Trader/Interactions/With Fire & Sword See Also[] Aethelmaer, the Slaver, his equivalent in Viking Conquest
Rath Celtair
Rath Celtair Settlement Information Type Town Kingdom Kingdom of Uladh Villages Bal Celtair EastBal Celtair West Port Yes Rath Celtair is the capital of the Kingdom of Uladh and its only town. It has a port and is ruled by Ruire Lethlobar mac Loingsig. Territory[] Rath Celtair is located in eastern Ireland. Its villages are Bal Celtair East and Bal Celtair West. Siege[] Economy[] Rath Celtair produces: Bread Barley Ale Tools Wool Cloth Linen Wikipedia has an article on this subject at:Downpatrick This article is a stub. You can help out by expanding it. Territory of the Kingdom of Uladh TownsRath Celtair CastlesDun Sebuirge Magh Rath Magh Cobha Druim Mor VillagesBal Sebuirge Bal Magh Bal Magh Cobha Bal Mor North Bal Celtair East Bal Celtair West
Razih
Razih Settlement Information Type Town Kingdom Aserai Villages MussumQablabDoqa Port Yes Razih is a town of the Aserai owned by Emir Adram of the Banu Sarran. The villages of Mussum, Qablab, and Doqa are bound to the town. Description[] Razih is said to be the base from which Kannic explorers set forth to colonize the shores of the Perassic Sea in the centuries before the coming of the Empire, the prows of their ships decorated with the intertwined vine leaves of the Kannic goddess of wealth, wine, love, and war. Today, the Kannic tongue has been replaced by Nahasi dialects and their religion is all but forgotten, but the symbol lives on, said to protect those who risk all for the sake of gain or glory.[1] References[] ↑ Encyclopedia Calradia, entry "Razih" Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm
Rduna
Rduna Settlement Information Type Village Kingdom Swadia Fortification Vyincourd CastleRindyar Castle World Map Mount&BladeRdunaVyincourd CastleTemplate:World Map/Mount&BladeWarbandRdunaRindyar CastleTemplate:World Map/Warband Rduna is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of one of the buildings up the hill almost directly straight forward from where the player enters, standing near a pile of wood. Rduna is built on hills in mountainous terrain with a few scattered trees. It has a total of eight structures and one field growing squash. Meat hangs from hooks over a blood-soaked area with butchering knives nearby and there is a large amount of blood down the hill. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building to the left from where the player enters, between a couple bushes. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Reaver
Reaver Troop Information Culture Bandits Wages 50 peningas/week Acquired from... Brigand Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Reavers are tier-four bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reaver - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Helm with Nassal Body GambesonTunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Master 8 Shield ? Athletics 4 Riding 5 Horse Archery ? Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management ? Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 185 Weapons Melee Chipped Briton Sword Ranged Bent Throwing Spears Shield Cracked Round Shield Mount None Trivia[] They are the only Ruffian upgrade equipped with swords. Making them look less armored than they can truly be, their stats screen shows them with no helmets and wearing Poor Tunics when they actually wear Helms with Nassal and can spawn with Gambesons. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rebel
For the classic version, see Deserters. For the Bannerlord version, see Deserter (Bannerlord). Rebel Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rebels are bandit archers in Mount&Blade: With Fire & Sword. Tactics[] A short step up from Looters and Bandits yet similar of quality, they are somewhat dangerous to new players. They spawn in groups of 3-60. Rebels wear little armor and wield poor weapons, thus an experienced, well-equipped player can easily do away with them. What armor they do wear is very light - making them vulnerable to missiles and melee attacks - yet their weapons may include handmade firearms, making them dangerous in large numbers to any rookie or veteran player. They nonetheless pose no significant threat and can be cut down very easily with a large, well-equipped party. Rebels attack head on and, if their numbers are large enough, en masse. The "marksmen" carrying handmade firearms shoot from a distance while their "infantry", armed with axes or lances, charge. If the marksmen are hit with melee attacks, they'll do the same with short carpenter axes. You can circle them and shoot at them, for they are never mounted. Rebels also love to use numbers to their advantage, and will swarm straggling troops - make sure this doesn't happen to you if you're just starting out on the game! Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rebel - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap Body Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee BludgeonCarpenter Axe Ranged Handmade FirearmLight Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Recruitment
Recruitment of troops may be accomplished through several ways in the Mount&Blade series. Recruit cultural troops from villages. Hire mercenaries from taverns. Free the enemy-held prisoners. Conscript your own prisoners. Hire mercenaries from Mercenary Camps (With Fire & Sword only). Steal garrisons from freshly occupied castles or settlements (must be the attacker's vassal - this does not negatively affect relationship) Each method has a variety of advantages and drawbacks which should be considered when planning your force composition. Additionally, several permanent companions can be recruited from taverns. Contents 1 Cultural Recruits 2 Mercenaries 3 Prisoner Ranks 3.1 Freeing Enemy-Held Prisoners 3.2 Conscripting Captured Enemies 4 Recruitment Method Comparison 4.1 Deciding Which to Choose Cultural Recruits[] The cheapest, most consistent, and easiest method is to recruit cultural recruits from villages. The culture of the recruit is determined by which faction or nation held the village in the initial stage of the game. Recruiting cultural recruits can be achieved by visiting a village and selecting 'Recruit volunteers', which come at ten Denars each. You can recruit from any village whose faction you are not at war with and the village is at least indifferent toward you, although if a village has sufficiently high relation with you, you can still recruit from them even if you are at war with that village's faction. The number of recruits you get depends on your reputation with that particular village. If your relation is between 0-3, you can get 0-8 recruits. If it is 4 or higher, your relation will be divided by 2, then added to 6 to determine your maximum (e.g. at 10 you can get 0-11; at 20 you can get 0-16). Normally recruits are base units: Tribesmen or Recruits. However, if the village has a high enough positive relationship with the player, higher tier units may become available; this is, however, not necessarily beneficial, as it can limit the player to an unwanted tier path (such as getting Khergit Lancers when wanting Khergit Horse Archers). For every 10 relation, you can recruit one higher tier of troops. The chance to get higher tiers is 10%. As they gain experience through training or battle, they can be upgraded. Upgrading units makes them stronger, and at some points, when the player is given the option of two different upgrades, can determine the path along the tier tree the unit takes. These points of diversity occur when there are different classes of unit to be had at the same tier in the upgrade tree. These normally fall where a unit can become infantry, cavalry, or archery specific. Aside from allowing units to become specialized, they also become more powerful and skilled within their chosen specialization. Each time a unit is upgraded, a fee must be paid (Warband only) and their weekly wage increases. The cost of the next upgrade also doubles with each tier, starting with ten denars for a cultural recruit. One exception to this is when upgrading recruited looters to bandit level and bandits to cultural recruit level. The top tier units of local recruits have higher stats and lower wages than their mercenary counterparts. Mercenaries[] Hiring mercenaries from taverns is a fast, but expensive way to bulk up your forces with more formidable troops. However, as they are mercenaries, their promotion trees are different, and they often will cost much more than practical for a lower level player. Mercenaries are freelance warriors. They require higher wages, but their first tier unit is better than base cultural recruits. They can also be upgraded faster. You can upgrade your Watchmen into Hired Blades very quickly. Bands of mercenaries are randomly generated from all levels of their tier tree in groups of 3-7 (2-9 in With Fire & Sword), in the taverns of towns. They require a sum of money, dependent on the number of men and their tier level, before they will join your party. If the player is unable to pay this 'recruitment fee' they may still recruit a fraction of the men with the relevant fraction of the total. The player cannot, however, choose the number desired; they may only choose to take the maximum that can be afforded. Mercenaries are powerful when compared to lower-tier local recruits, but at higher tiers, they generally become weaker and significantly more expensive than their counterpart units within the cultural tiers. Mercenaries are also not affected by cultural morale modifiers such as positive modifiers for being within home territory and negative modifiers for having to fight against their own faction. Garrisoning mercenaries at a town has a hidden benefit of increasing the likelihood that caravans hire them and spawn from that town. Thereby increasing prosperity and town wealth. With Fire & Sword expands on the ways that mercenaries can be hired. In addition to tavern mercenaries, there are five Mercenary Camps scattered across the map, one associated with each nation. From a mercenary camp one can hire infantry, marksmen or cavalry mercenary units with the characteristics of the nation that the camp is near. One can also upgrade existing mercenaries by giving them better armor or weapons, but only those hired in the same camp can be upgraded. There are two other types of mercenaries that can be hired from fortresses or towns: national mercenaries can be hired after joining the nation, from a fortress or town with a Mercenary Captain, and regional mercenaries can only be hired from certain fortresses and towns on the map, and that place must have an Infantry Commander. Prisoner Ranks[] Party members can also be recruited from captured prisoners, either your own or the enemies'. These methods are the only way to obtain certain units such as bandits and peasant women. While this method is unreliable as a way to keep your forces maintained, it is, however, useful in a number of situations. Freeing Enemy-Held Prisoners[] Having defeated a party which held prisoners, you are given the option of recruiting them into your party at the same time as you choose prisoners of your own from the wounded ranks of your enemies (the option is given even if there are no enemy prisoners to take). Doing so costs one week's wage in advance per unit, and is therefore much cheaper than training them from recruit level. Doing so is advantageous if you have lost men in extended campaigns and are unable to return and train up new recruits. Prisoner units can also be recruited from the dungeons of captured castles and towns in a similar fashion, where it is especially useful for bolstering the garrison with units that would otherwise come from your own ranks, as well as replenishing any units lost in the siege. You can only do this directly after capturing a town or castle; leaving the screen releases previous prisoners and any remaining prisoners from the battle are then stored in the fiefs’ dungeons. You can take prisoners from dungeons of towns/castles you personally control, but cannot directly recruit them. They are added to your prisoner ranks and can be recruited from there (see below). Conscripting Captured Enemies[] Arguably, the least efficient method of gaining troops is by recruiting them from your personal prisoners. This can be achieved opening the camp menu, and taking the action "Recruit from Prisoners". Doing this has some advantages. Notably it is the only method of obtaining party members free of charge (aside from specific Companions), although weekly wages are still required. It may also be of use to bolster your forces if you have recently suffered heavy losses. The disadvantages are significant. For each prisoner that is accepted into the party, you lose 3 party morale. Conscripted prisoners are likely to take advantage of their new freedom and escape; more than 50% of the new units escape during the first night after recruitment. You can get around this by putting them into a garrison the first night. They will not escape and you can take them into your army the next day (you do still lose morale, however). You can also prevent the conscripts escaping if you level them up in combat before nightfall. The prices obtainable by selling the prisoners will cover the cost of recruiting and training a new unit to the same level along a path of your choice, so selling the prisoners and training new recruits is more effective and allows you to build an army more suited to your combat tactics. Prisoners accept your offer per type, not per troop. This means if you have three captured Sea Raiders, either all three will accept or all three will refuse. Recruitment Method Comparison[] Mercenaries Cultural Recruits Freed Prisoners Captured Prisoners Availability Always available from tavern Inconsistent troop type Higher recruitment cost It only takes 10 Denars per head to recruit from villages Cultural recruits won't join your party if your relationship with the village is negative or at 0 when you are at war with the nation holding the village. Cultural recruits become the much better source when you have a good relationship with a prospering nation and/or the specific village. Free to recruit Dependent on what enemy parties capture Free to recruit Dependent on what you capture Conscripted prisoners will often abandon your party and frequently steal from you when departing. Diversity Mercenaries have a generally wider tier tree that includes heavy infantry, light/medium cavalry and crossbowmen. There are no kingdom-specific units in the mercenary's tier tree, e.g. Nord Huscarls or Khergit Horse Archers. Cultural recruits can have a somewhat limited tier tree, e.g. with the Khergit you can only train horsemen, and with the Nords and Rhodoks you can only train infantry; although these troops are much more specialized than a mercenary at the same level. Dependent on what enemy parties capture Offers unique troop tree access (e.g. Sword Sisters) Dependent on what you capture Offers unique troop tree access Wage Mercenaries require a relatively high recruitment fee and regular weekly wage. Cultural recruits require lower wages than their mercenary counterparts at the low tiers but it becomes pretty close when they advance to the final tier. Dependent on recruited Dependent on recruited Early Use Mercenaries can be sent into battle almost immediately. They can almost always hold their own against bandits. Cultural recruits, if you want them to survive long enough to become more powerful, must be carefully watched and supported during battle and subsequently die much more easily than their mercenary counterparts if they are not. You must use a careful mix of getting them experience through fighting and keeping them alive. The Trainer skill can help immensely with this and allows you to keep them out of battle. Another use for cultural recruits, if you have the money and multiple villages with good relations, is to hire them en masse and send them into battle in survival of the fittest fashion. Dependent on recruited troop Dependent on recruited troop Deciding Which to Choose[] If you need a strong initial force to quickly respond to a situation (e.g. needing an army to join a campaign) and have extra coin, hire mercenaries to get the job done. If you want a force that is more specialized (Vaegir Marksmen or Swadian Knights) or you are low on coin, upgrading cultural recruits is usually ideal. If you don't want pay the high cost of mercenaries, and need to quickly acquire quality troops, recruit from prisoners.
Refugee (Viking Conquest)
Refugee Troop Information Culture Mercenary Wages 13 Acquired from... Monastery Upgrades to... Camp Woman Upgrade Cost 192 Refugees are troops in Viking Conquest. Refugee (Viking Conquest) - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head None Body Dress Hand None Foot None Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 5 Athletics 5 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 60 Polearms 60 Archery 40 Crossbows 0 Throwing 95 Slings 90 Weapons Melee Hand? Ranged Sling? Shield None Mount None Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard
Reginhard
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Viking Conquest 2.036Latest Version: 2.069 Reginhard Appears in Viking Conquest Official Information Culture Frisian Religion Christian Character Details Found in Dorestad Hire Cost Free Likes Helgi Liked by Egil, Helgi Disliked by Brunhild, Solveig Noble No Reginhard is one of the heroes in Viking Conquest. You can find Reginhard in Frisia during the storyline campaign, but the player addresses him as a foreigner. Story[] Before the campaign, Reginhard was a normal Friesian living in Dorestad with a family. However, his family is killed by an unknown plague, which caused him to go get drunk and join the Friese Rebellion led by Thiaderd. During his time with the Rebellion, he and Thiaderd's brother negotiate a deal with the jarl of Kennemer, Jarl Hrodulf Haraldsson, while Thiaderd refused to come because he knew it was a trap. Later, Thiaderd's brother was executed by a blood eagle and Reginhard is a traitor to the Rebellion. He spent most of his days drinking in the Mead Hall until the protagonist finds him while hunting Thiaderd. Their first interaction was warm and Reginhard told his story to the protagonist, but in exchange for giving the rebels' location, the protagonist must donate money to a charity that helps war victims. After this, Reginhard agrees to join the protagonist's party to meet Thiaderd. However, Thiaderd is unhappy and angry to see Reginhard and orders his army to attack the protagonist's party, but the party managed to defeat the rebellion and kill Thiaderd as well. With the rebellion defeated, the protagonist had the option to decide the fate of the base and its inhabitants. Reginhard told the whole story to the protagonist and his only family is the party. He also warns the protagonist about the jarl's scheme of assassinating the king of Friese, Konungr Hrorek Hemmingsson. He also partook in the Battle of Doccinga with the protagonist with a decisive victory against Sven's invasion. After the confrontation between the protagonist and the jarl, Reginhard proposed that they should go to Mierce as mercenaries. When they leave Friese for the journey, he came along with Brunhild and they both had hostile interactions. Reginhard treated Brunhild like a camp slave and said he might marry Brunhild, but Brunhild wanted to be treated as a warrior and both of them ask the protagonist for help. Dialogue[] Main article: Reginhard/Interactions Stats and Equipment[] Reginhard - Default Stats and Equipment Attributes Stat Points Level 12 Strength 11 Agility 15 Intelligence 10 Charisma 10 Health 56 Armor Head Ragged Decorated Phrygian Body Tattered Frisian Tunic Hand None Foot Ragged Quality Wrapping Boots Skills Skill Points Sea-King 0 Navigation 2 Ironflesh 5 Power Strike 5 Power Throw 5 Power Draw 3 Weapon Maintenance 0 Weapon Master 6 Athletics 6 Riding 2 Looting 7 Trainer 0 Tracking 5 Tactics 2 Path-finding 7 Spotting 3 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 3 Engineer 0 Persuasion 3 Leadership 3 Trade 5 Proficiencies Weapon Type Points One Handed Weapons 91 Two Handed Weapons 73 Polearms 125 Archery 91 Crossbows 72 Throwing 91 Slings 91 Weapons Melee 91 Ranged Bent Javelins Shield None Mount None Player's Companions Agathinos Ailchu Asbjorn Beda Bodo Brunhild Caio Ceawlin ClovisDonnchadh Dwywei Egil Helgi Morgant Reginhard Solveig
Reindi Castle
Reindi Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Emirin Ehlerdah Sieges with... Ladders Port No World Map Mount&BladeReindi CastleEmirinTemplate:World Map/Mount&BladeWarbandReindi CastleEhlerdahTemplate:World Map/Warband Reindi Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Reindi Castle lies southwest of Praven at the border with the Kingdom of Rhodoks. Its village is Emirin which is to the southeast at the base of the Khergit mountain range. Warband[] Reindi Castle lies southeast of Dhirim on a hill at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Rhodoks to the southwest. Its village is Ehlerdah which is to the northeast, near a stretch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Reindi Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Religions
Religions are individuals' or groups' beliefs in higher powers. The core Mount&Blade series do not feature a religion mechanic but Viking Conquest and several mods do. Contents 1 In Mount&Blade/Warband 1.1 Examples of Religions 2 In Viking Conquest 2.1 Featured Religions 3 In With Fire & Sword 4 In Bannerlord In Mount&Blade/Warband[] Religions are only alluded to in the core series. Starting with Warrider, characters would on occasion mention deities, spirits, or other supernatural beings, various religion-themed NPCs would be added or removed between versions, certain shields and banners would feature religious imagery, and religious buildings could be found in towns and castles, though only as decorations. As already mentioned, religions are not a mechanic in Mount&Blade and thus their presence is very superficial and is largely to add a bit of flavor to the game's world. Examples of Religions[] Mentions of religions are most prominent in Warrider (Mount&Blade v0.202). This is only fair given the dark fantasy setting of the game. Later versions have cut back on religious mentions but have expanded the visuals. Calradian religion: The religion inspired by Christianity and adhered to by the Swadians, Rhodoks, and Vaegirs. Adherents of this religion believe in a "God", in the "Seven Saints", and in the holy mandate of nobles. Clergy are called "priests" and addressed to as "Father". The main evil force in this religion is the "Devil". Examples of adherents include - most notably in Warrider - the kingdoms' Counts, and Fathers Larchas and Erascus, who are priests. Additionally, the followers Firentis, Katrin, and Klethi also seem to be adherents, at least when it comes to superstitions. In subsequent versions of Mount and Blade, "God", the "Saints", and the "Devil" are mentioned less frequently. Certain troop-types such as Inquisitors and Pilgrims were introduced and removed between versions - they were apparently quest-related. Various religious buildings began appearing as the game developed further. In v0.808, one could see a cross standing atop town towers. In later versions, dedicated church or chapel buildings were also added to some town and castle scenes. Crosses were also a common symbol on banners and on certain shields present in older versions of the game. Some in the fan community speculate that the follower Jeremus is either a priest or a monk in this religion given the fact that he wears a robe, fights with a staff, has a stereotypical "monk" haircut, and practices medicine as real-world Christian priests and monks did. However, he never speaks on any religious topics, rather fancying himself a man of science. Khergit religion: Mentioned exclusively in Warrider and adhered to only by Khergit NPCs such as khans Barthai and Nuyukh, among others. This religion apparently is a form of shamanism and ancestor worship, similar to real-life counterparts. Among the supernatural entities recognized by this religion are the "Gods of the Six Winds" - who seem to be presiding over the Khergit nomadic lifestyle - and the "Black Wolf", a Grim-Reaper-like entity that comes for the spirits of those who die. Shamans make up this religion's clergy and elders are respected for their wisdom. Ancestor spirits are often also sought for advice and appeased when misdeeds are committed. Dark Deities: Only mentioned in Warrider. This is less of a religion because the only individuals practicing it are Ecatha and Akhad Thell, the game's two necromancers, whose actions can be seen more as a way to obtain power rather than actual worship. The Hand of Tsannuh is apparently an artifact in this religion and is said to be a literal hand of a god. Given that human sacrifice is required to charge the Hand, it is likely that Tsannuh is one of the Dark Deities. The aforementioned "Devil" may also be considered one of the Dark Deities, even though most real-life religions do not treat the Devil as a god, even an evil one. Cult of Harlaus: Akhad Thell was planning to resurrect, fully restore, and make King Harlaus immortal so that the latter could become a god-king. For this end, he needed to charge the Hand of Tsannuh by sacrificing the Khergit princess Uruzuge at a special Sacrificial Ground during an eclipse. He was only partly successful, as the player character stopped both him and the undead king. Jumne religion: Sea Raiders, a bandit type added in versions after Warrider, when encountered, sometimes say "Today the gods will decide your fate!" before attacking the player's party. It is unclear if they refer to their own pantheon of gods or to gods in general. Given the fact the Sea Raiders are based on real-world Vikings, it is quite possible they are adherents of a religion based on Scandinavian Paganism. Their hostile approach to negotiations may also suggest that their pantheon consists of warrior-gods. The Nords, much like the Sea Raiders, are also originally from Jumne and may or may not adhere to this religion. Given the fact the Nords settled in Calradia, it is more likely that they adopted the Calradian religion. Then again, the Nords are also known to have a good head for commerce - this might suggest that if they still adhere to the Jumne religion, at least one of their gods is also a god of commerce or cunning. In real life Norse religion, the chief-god Odin is often equated to the Roman god Mercury, who was a god of commerce, among other things. Sarranid religion: With the introduction of the Sarranid Sultanate in Warband, the existence of a religion based on Islam was also alluded to. New kinds of buildings for scenes were added that are based on Islamic architecture, with the minaret being the most prominent. Sarranid banners feature the crescent moon - an important symbol in Islam - and there is a deactivated green shield in the game files that also features the crescent moon symbol. Green is also an important color in Islam. At the same time, is it possible that the Sarranids originally practiced a form of in-universe Zoroastrianism, given that some of their banners also feature flames. Additionally, several characters in Warband, including the player, speak of the "Heavens", as of a divine force. This is most likely a neutral term so as to not place characters into a particular religion, since most religions mention the sky in some way. In Viking Conquest[] In Viking Conquest, religions are a game mechanic. They affect NPCs' and kingdoms' attitudes towards the player and each other. Priests of either religion can be spoken to for certain services such as preaching, which can increase troop morale. The player can convert between religions and may also wish to make donations to priests of a chosen religion in exchange for its favor. This can grant access to special troops or other benefits, such as gameplay bonuses. For example, a high enough favor with the Norse religion can add bonus points to the player's combat skills. Minor religious buildings can be built in fiefs in order to convert the population to the desired religion, which increases loyalty and decreases the chance of assassination attempts. Featured Religions[] There are two primary religions featured in the game that can be joined: Christianity (Roman Catholicism): The religion of most kingdoms in Britain and northern Europe. It worships "God". Its clergy are called "priests". "monks" and "abbots" are a special category of faithful that dedicate themselves to worship without being clergy. Its buildings are called "monasteries". The player can visit these to learn to read Latin and/or buy wine. Additionally, abbots or monks can be hired to preach to troops for a morale boost, or to join to the player's court. Priests are also standalone units in all Christian nations' troop trees. Norse Paganism: The religion practiced largely by the Scandinavian kingdoms as well as certain kingdoms in northern Britain. This religion primarily worships "Odin" (or "Wotan") but other deities such as "Thor" and "Loki" are mentioned and have dedicated locations in the overland map. The player can make sacrifices to the Norse gods at Hofs - the religion's temples - in order to gain their favor. With enough favor, they can hire Berserkrs, a powerful type of troop. The Gothi - this religion's clergy - can be hired to preach to the troops for a morale bonus and to join the player's court. There are a few religions that cannot be joined and can be interacted with only to a minor degree: Roman Paganism: The religion of the Old Roman and his son Caio. It is only mentioned a few times during dialogue but cannot be otherwise interacted with. Caio is a dedicated follower of this religion and, if both are in the player's party, even gets into conflict with some of the Christian followers. Celtic Paganism: The religion of non-Christian and non-Norse Pagan Celts and/or Picts. The game treats it as paganism, although it is different from Norse Paganism. Dwywei is an adherent, with possible others. There are also several locations around the map, most prominently in the British Isles, that are connected to the Celtic religion. One such location has the player fight a large group of bandits for a treasure. Another such location acts like a Hof where the player may sacrifice prisoners to the Celtic deities, although the local priest himself admits that the cult's practices are not necessarily accurate to the historical Celtic/Pictish religious practices. In With Fire & Sword[] In With Fire & Sword, religions are likewise implied but are not a mechanic per se. Most factions and characters have a religion. Roman Catholic Christianity: The religion of the Polish Commonwealth, Spain, and France. Victor de la Buscador is Spanish and thus likely Roman Catholic. Jaques de Clermont and his companions, Cardinal Mazarin, D'Artagnan, the Queen of France, and "young Louis" are all French and thus Roman Catholic. (Eastern) Orthodox Christianity: The religion of the Cossack Hetmanate, the Muscovite Tsardom, and of Transylvanian Vlachs. Tepes is Vlach and is implied to be Orthodox Christian - that is, if he is not a vampire, which is also implied. Followers from the Cossack Hetmanate and the Muscovite Tsardom are also likely Orthodox Christians. Lutheran Protestant Christianity: The religion of the Kingdom of Sweden. Karlsson and Ingri are Swedes and thus likely adherents of Lutheranism. Islam: The religion of the Crimean Khanate. Bakhyt, Nogai, and Fatima are apparently Muslims. Folk Religion: Although Oksana is originally from the Cossack Hetmanate, her backstory implies she doesn't adhere to Orthodox Christianity and instead practices a form of folk-religion that involves soothsaying and healing. Alternatively, she might be a stereotypical gypsy, practising "gypsy magic". Additionally, nation-specific mercenary troops are also probably adherents of these religions, or others. The Kalmyk mercenaries of the Moscovite Tsardom, although not stated as such, are most likely Buddhists. German mercenaries come from the Holy Roman Empire and, as such, are likely to be Catholics, Lutherans, or Calvinists. The Azaps, Cebelus, and Janissaries of the Crimean Khanate come from the Ottoman Empire and thus are also Muslims or possibly Orthodox Christians (Janissaries). Scottish mercenaries are likely either Catholics or Calvinists. In Bannerlord[] This section is to be expanded Like in the original games, religions in Mount&Blade II: Bannerlord are only implied and, in fact, are barely even present in the game itself, with most mentions coming from the game's Digital Companion. Calradic religion: The religion of the Calradic Empire and its people as well as, possibly, the Vlandians and at least some Sturgians. It is through the Empire's influence that this religion spread across the continent. By the time of Warband, the pan-Calradic religion seems to be one based on Catholic Christianity but, in the time of Bannerlord, the Calradic religion seemed to be one based on Greco-Roman paganism. Cult of Emperor Darusos: A minor cult within the Empire, worshiping the deceased emperor Darusos, who was too young to successfully rule and was toppled by one of his generals. Members of this cult believe that Darusos will one day return and lead the world into a golden age. Prominently, the cult is represented by Embers of the Flame, a minor faction within the Empire. Emperor Arenicos was sanctified as a demigod during his lifetime. It is unclear if all emperors - or only select individuals - were treated as divine but it corresponds to real-world Roman tradition, namely the Imperial Cult. One (type of) imperial companion claims to have been a member of an underground cult that wanted to build the Kingdom of Heaven but ended up resorting to banditry in order to continue existing after its leader died. The cult managed to fight off several imperial punishing parties but was ultimately brought down. Battanian religion: Most likely based on real-world Celtic and Thracian paganism. Animism - the belief that gods or spirits inhabit objects and places - plays a central role in the Battanians' beliefs. They hold sacred the ancient yew grove next to the city of Dunglanys, using the trees growing on its outer edges for bow crafting - the ones in the centre of the grove, however, are off-limits. It is said that, in the olden days, the so-called Holy Men - the religion's clergy - would hang human sacrifices on the tree branches in the grove. Dunglanys itself is considered a place of religious significance due to the great cliff around which the city was built - and Seonon likewise, due to its lake. It is said that Holy Men can talk to deceased ancestors by drinking only the water of this lake. The Holy Men live ascetically, are allowed to travel unhindered anywhere in the land, and speak freely to anyone they wish. Other practices in this religion include: tattooing, collecting the heads of defeated enemies, and sending youths to live as animals in the local forests. The latter is an ancient practice that allows warriors to get in touch with their wild side. It is believed that, so long as a warrior lives like an animal, they are exempt from the laws of man. In-game this is represented by the Wolfskins, a minor Battanian faction. Additionally, several Battanian scenes feature carved wood and stone statues representing either great heroes or gods. Sturgian religion: Nothing is known about the Sturgian religion outside of the Nordic influences. Just like the Nords in Warband, the Sturgians are known as good traders and, as such, commerce and/or cunning may be tied to a particular deity from their pantheon. In real life, Veles is a Slavic god whose sphere - among others - includes trickery and wealth. Given that the Sturgians are seemingly based on the pre-Christian Kyivan Rus, it's likely they have their own version of Veles. Vakken religion: Nothing is known about Vakken beliefs. Since they are based on the real-world Finno-Ugric peoples, Vakken religion is probably also inspired by them. The Vakken are represented in-game by the Forest People, a minor Sturgian faction. Jumne religion: The religion of the Sea Raiders, the Skolderbroda minor faction, the Nord miners in northern Vlandia, and of a good number of Sturgians. As written above, this religion's most prominent gods are most likely war gods. Khuzait religion: Little is known about the Khuzait religion but they most likely share their beliefs with the Khergit, as described above. Even so, the clans in the Khanate all believe themselves descended from the "Great She-Wolf" and value freedom and clan loyalty above all else. The Iltanlar, a mountain people related to the Khuzait, worshiped a god named Iltan. It is unknown if Mount Iltan was named after the god - or if it was the other way around - but there is no way of finding out seeing as the Iltanlar were completely assimilated into the Khuzait Khanate, Sturgia, and the Calradic Empire. There is a removed Khuzait faction called the "Chosen of the Sky" in the game files and whose names implies it to be a religious group. Aserai religion: Little is known about the Aserai religion. They hold superstitious beliefs about the jinn, considering them dangerous if not outright evil. Another superstition is tied to the Kannic people, whom the Aserai believe practiced evil magics and cavorted with jinn and demons. TaleWorlds described the Aserai as inspired by pre-Islam Arabs and thus their religion is most likely based on Arabic paganism. Beni Zilal: The Sons of the Shadows are a quasi-religious order of assassins and warriors led by a messianic preacher. Not much is known about their beliefs and practices aside from the fact they keep some great secret and consume hallucinogenic herbs. They are a minor faction of the Aserai Sultanate and are most likely inspired by the real-world Order of Assassins, a Shia Islam order of warriors. There is mention in the game files of a character called "Father of the Night", which may or may not be the faction's formal leader. Darshi religion: The religion of the Darshi people. Nothing is known about it but, since the Darshi are inspired by Persians, it is possible their beliefs are based on pre-Islam Iranian paganism and Zoroastrianism. The Darshi are represented by the Ghilman, a minor Aserai faction. Additionally, people in Calradia observe various quasi-religious activities: People in the Empire, Vlandia, Battania, and parts of Sturgia seem to be observing solstices and equinoxes, lighting bonfires at nights and organizing gatherings. Many people throughout Calradia hold superstitious beliefs. One companion (type) backstory is that she believes herself to have been born cursed, because all her suitors ended up dying prematurely. Another companion (type) was disowned by her family because of a body mark she had been born with, which the family believed to be a mark of evil.
Rendlaesburh
Rendlaesburh Settlement Information Type Castle Kingdom Kingdom of East Engle Villages Rendlaesham Rendlaesburh is a castle, initially part of the Kingdom of East Engle. Subordinated village is Rendlaesham. Companion connections[] This is the castle where Clovis has connections. Territory of the Kingdom of East Engle TownsDunwic CastlesNorwic Haegelisdun Rendlaesburh Grantebrycge VillagesNor Ham Haegelis Ham Rendlaesham Grante Ham Dun Ham North Dun Ham South
Rendlaesham
Rendlaesham Settlement Information Type Village Kingdom Kingdom of East Engle Fortification Rendlaesburh Rendlaesham is a village of the Kingdom of East Engle. Territory of the Kingdom of East Engle TownsDunwic CastlesNorwic Haegelisdun Rendlaesburh Grantebrycge VillagesNor Ham Haegelis Ham Rendlaesham Grante Ham Dun Ham North Dun Ham South
Rescue or Ransom Prisoner
Rescue or Ransom prisoner Given by A Lord or Lady Time limit 30 days Refresh rate ? days Reward ~5000 denars~500 exp+6 relations with rescuee+2 relations with all of the rescuee's family members+2 relations with rescuee's faction+10 relations with quest giver This is a quest given by a Lord or Lady of a friendly faction who has imprisoned relatives. Contents 1 Walkthrough and Tips 2 Bugs 3 Transcript 3.1 Quest Complete 4 Trivia Walkthrough and Tips[] A Lord or Lady will ask you to rescue a member of their family from captivity, who have been denied the treatment they deserve as noble prisoners. The imprisoned person will always be a vassal - as ladies can only be taken captive by players and are never kept in dungeons - thrown off in a dungeon instead of being granted proper conduct. The prisoner you need to rescue is kept within the dungeon of a fortification - either a castle or a town - belong to a faction that is hostile to the quest givers. This does not necessarily mean that it is hostile to you - in fact, rescuing lord from a non-hostile faction is easiest as you don't have to give up your equipment and sneak into the town. There are several ways of achieving this goal - you can take the straightforward route of capturing the fortification, as it will automatically free all friendly prisoners, but that requires you to be at war with the faction of the captors and to have an army strong enough to take it. Another approach is to sneak into the town, beat up the prison guard, take their keys, free the lord and fight your way out. This one relies much less on the skills of your army and more on the experience of the player character and the skill level of the player. When sneaking into a town, you disguise yourself as a pilgrim, wielding a Quarter Staff and Throwing Knives to use as weapons. Thus, characters with high Power Strike and Power Throw skills and a high proficiency in polearms will benefit greatly. Since you will be wearing very light armor (the Pilgrim Disguise and the corresponding hood) you cannot take many hits. Instead, you should rely on running away and kiting your enemies - a high Athletics skill should help with that. All that, of course, is if you fail to sneak in successfully. Detection chance is based on the size of your army. A big army at the gate is suspicious. An optional way to make the whole thing much easier is to find a nearby village with a relationship of 0 or higher to the player and ask them to start a fire outside the village. After paying them at least 200 denars and/or telling them your plan, they will agree to do so, and you can choose to get the fire within an hour or at midnight. This option decreases the number of guards you have to fight once you get the lords out to 1, and also deals with the castle guard that may be near the dungeon, so it is highly advisable when you're rescuing from capitals. Note that creating a distraction does not guarantee you safe entry, and you may still have to fight four or five guards with only a staff and throwing knives. Once you're in, you need to find the prison guard. Speak to him and demand the keys from him (you can also bribe him, but since the Deliver message to prisoner lord quest has been cut from the game, this option does not have any functionality and is thus a red herring). You will then need to kill or KO the guard (very easy if the town is not hostile to you and you can fight him with your own weapons). You will then get the guard's keys, at which point you can enter the dungeon and speak to the captive lord(s) inside. When you speak to a captive, they will ask you what is going on. You have the option of telling them you're there to save them, which progresses the quest. The lord tells you that they're weaker than usual because of being kept in prison, and you then have the option of telling them to come kill some guards with you or to tell them to wait near the door until you do the job yourself. If you're not sure you can take on the guards, know that lords are experienced and well-equipped and will thus be a great asset in your prison break - just tell them to follow you and make sure they don't get killed. Companions can get imprisoned too, but the only reward you get for getting them out is having them in your party, and later on just ransoming them is faster. Note that you can take lords entirely unrelated to your quest with you if they happen to be imprisoned at the same place. They can be used as backup for your breakout efforts, and the relation bonus with the rescuee is nice. However, you will not be rewarded separately for getting out lords you had no quest for. Once you're out, you'll need to kill the remaining guards, and, as soon as you kill the last one, all of the people you rescued will thank you. You will gain 6 relations with the person you rescued and +2 relations with all their family members (including the quest giver!) and the faction they belong to. You can then find the person who gave you this quest, and you will be rewarded with +10 relations, around 1500 denars and 2000 experience. This quest is a great source of mid-game money, very similar to Destroy Bandit Lair in that regard. Bugs[] A well-known and incredibly annoying bug sometimes causes the rescuee to attack you, rendering the quest impossible to complete. This is usually fixed by restarting the game. Transcript[] My (relative), (lord #1), has been take prisoner by (lord #2) of the (faction). Normally, honorable nobles will grant prisoners of gentle blood the privilege of parole, and treat them as honored guests so long as they give their word that they will not attempt to escape, until such time as a ransom can be paid. But (lord #2), instead of granting (lord #1) parole, has consigned my son to his dungeons -- no doubt in the hope that he can demand more from us. We need you to get my (relative) out of prison. You may be able to pay a ransom -- in which case we could cover your expenses up to 5000 denars. If you have connections within (prisoner location), you may be able to use them to sneak him out. Or, you can try a more direct approach -- walk up to the gaoler, take the keys by force, and then fight your way out. Can you do this for us? I can try. We are most grateful. Could I ask you how you were planning to proceed. I am thinking of breaking into the prison in (prisoner location), finding (Lord #1), and fighting my way out. I had discussed this idea with some of my men. One could enter (prisoner location), either in disguise or openly, then walk up to the prison guard and try to take the keys by force. However, getting out may be difficult. The garrison may be slow to react, but even so, you are likely to find yourself fighting a half dozen or more of the enemy at once, with limited space to maneuver. If you can fight you way past them, though, you can probably get out. You may find it useful to create a distraction, to divert the attention of some of the garrison. If you have any connections in the villages near (prisoner location), this may be a time to put them to use. I am thinking of taking (prisoner location) by storm. Well, that is certainly the most direct approach. I have done enough planning. Time to act! May the heavens protect you. I don't think that I can help you. It would not have been an easy task. Perhaps we will find another way. Quest Complete[] Lord: "(Player), you saved him! Thank you ever so much for rescuing my (relative). Please, take this as some small repayment for your noble deed." Player: "Always an honour to serve, sir." Trivia[] Originally, there was meant to be a quest that is was a blend of Meet spy and this quest. It was called Deliver message to prisoner lord, and its former existence is the reason for the seemingly red herring-like addition of bribing the guard. It would be given by ladies and would consist of delivering a message to their captive husband. It was cut from the game for unknown reasons.
Reyvadin
Reyvadin Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages AyyikeRebacheSumbujaAyyikeUlburban Sieges with... Ladders Port No World Map Mount&BladeReyvadinAyyikeRebacheSumbujaTemplate:World Map/Mount&BladeWarbandReyvadinAyyikeUlburbanTemplate:World Map/Warband Reyvadin is the capital city of the Kingdom of Vaegirs. This town is initially owned by King Yaroglek. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Ayyike, Rebache, and Sumbuja. Warband Its villages are Ayyike and Ulburban. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located two turns to the right of the Tavern and just to the right of the keep's gates. There is a small gap in the invisible barriers around the entrance to the city. Passing through the gap will give the player access to explore the entire map. Siege[] Besieging Reyvadin require the construction of Siege Ladders. Tournaments[] If you take part in a Tournament in Reyvadin, you can be given any of the following sets of equipment: Heavy Sword Sword & Shield Axe & Shield Lance & Shield Any set of weapons can also be provided with a horse, but not all participants are on horses. Reyvadin Tournaments do not include ranged weapons. The game seems to favour having 2 large teams fighting over 3 or 4 small teams. Economy[] Reyvadin has three villages linked to the town, and two more villages linked to castles, improving its production. It sells cheap wool and buys iron and velvet at a high price, making it a good stop for merchants. Reyvadin mainly produces: Bread Wine Leatherwork Tools Wool Cloth Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Rheinbund
Der Rheinbund, or Confederacy of the Rhine, is a playable Nation in Napoleonic Wars. Contents 1 Background 2 Troops 2.1 Infantry 2.2 Cavalry 2.3 Specialists Background[] The Confederacy of the Rhine, known as "Der Rheinbund" in the game, was a German confederation forged from 16 German nation-states in 1806 that the Grande Armee had invaded in 1803, such as Wurttemberg, Saxony, and Bavaria. The Confederation of the Rhine would supply Napoleon with 61,000 German troops that would help in his 1812 invasion of Russia, and would finally be disbanded on the 30th May 1814, following the Treaty of Paris. Troops[] Infantry[] 2. Infanterie-Regiment Kronprinz, Bayern - Line Infantry Infanterie-Reg, No.2 Herzog Wilhelm, Wurttemberg - Line Infantry Infanterie-Regiment, Prinz Friedrich August, Sachsen - Line Infantry Infanterie-Reg, No.4 Von Franquemont, Wurttemberg - Line Infantry Grenadiers de la Garde, Westphalen - Foot Guard Infanterie-Reg, Gross- und Erbprinz, Hessen-Darmstadt - Light Infantry 7. Leichtes Infanterie-Battalion, Bayern - Light Infantry/Riflemen Cavalry[] Reitende Jaeger, Nassau - Hussars Ulanen Regiment, Prinz Clemens, Sachsen - Lancers Leichtes Dragoner Regiment, Baden - Light Horse/Light Dragoons 1er Regiment De Cuirassiers, Westphalen - Cuirassiers Garde du Corps, Sachsen - Heavy Cavalry Specialists[] Artillerie Regiment, Bayern - Artillery Medecin de 2e Classe, Frankreich - Surgeon Pioniere, Berg - Engineer Friedrich August I, Konig Von Sachsen - Commander Wikipedia has an article on this subject at:Confederation of the Rhine Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Rhemtoil
Rhemtoil Settlement Information Type Village Kingdom Battania Rhemtoil is a village in Battania owned by High King Caladog of clan fen Gruffendoc. The village is bound to Rhemtoil Castle and known to produce Grain. Rhemtoil lies beneath a cleft in the eastern escarpment of the Uchalion plateau, near the source of the river Miron, which the Battanians call the Myr. This is among the most fertile of the Battanian lands, and produces a fine crop of wheat. Territory of Battania TownsCar Banseth Dunglanys Marunath Pen Cannoc Seonon CastlesAb Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen CastlePendraic Castle Rhemtoil Castle Uthelaim Castle VillagesAb Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig BanDalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat NalGlenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig PendraicRhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim
Rhemtoil Castle
Rhemtoil Castle Settlement Information Type Castle Kingdom Battania Villages RhemtoilClaig Ban Rhemtoil Castle is a castle in Battania owned by High King Caladog of clan fen Gruffendoc. The villages of Rhemtoil and Claig Ban are bound to the castle. Territory of Battania TownsCar Banseth Dunglanys Marunath Pen Cannoc Seonon CastlesAb Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen CastlePendraic Castle Rhemtoil Castle Uthelaim Castle VillagesAb Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig BanDalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat NalGlenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig PendraicRhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim
Ri Arthgal map Dumnagual
Ri Arthgal map Dumnagual Official Information Kingdom Kingdom of Alt Clut Monarch Ri Arthgal map Dumnagual Title Monarch Religion Christian Personal Details Gender Male Ri Arthgal map Dumnagual is the monarch of Kingdom of Alt Clut. He starts as the lord of Dun Breatann. Wikipedia has an article on this subject at:Arthgal ap Dyfnwal Kingdom of Alt Clut Monarch: Claimant: Ri Arthgal map Dumnagual None Vassals: Mael Rhun map Arthgal Mael Echou map Rhun Guledic Dyfnwal map Rhun Guledic Giric Map Rath Mael Cynon map Cyndrwyn Mael Gwion map Cyndrwyn Mael Madoc map Cadell Mael Caradoc map Riwall Ladies: Brifael Ceindrych Morgawse Verh Cinaed
Ri Dunyart map Eferferdyn
Ri Dunyart map Eferferdyn Official Information Kingdom Kingdom of Cornubia Monarch Ri Dunyart map Eferferdyn Title Monarch Religion Christian Personal Details Gender Male Ri Dunyart map Eferferdyn is the monarch of the Kingdom of Cornubia. He starts as the lord of Bosvenegh. Wikipedia has an article on this subject at:Donyarth Kingdom of Cornubia Monarch: Claimant: Ri Dunyart map Eferferdyn None Vassals: Guledic Eliud map Eferferdyn Guledic Alanorus map Eliud Mael Ricatus map Dunyart Ladies: Ffever Heledd Medlan Meisyr
Ri Elisedd map Tewdr
Ri Elisedd map Tewdr Official Information Kingdom Kingdom of Brycheiniog Monarch Ri Elisedd map Tewdr Title Monarch Religion Christian Personal Details Gender Male Ri Elisedd map Tewdr is the monarch of the Kingdom of Brycheiniog. He starts as the lord of Brycheiniog. Kingdom of Brycheiniog Monarch: Claimant: Ri Elisedd map Tewdr None Vassals: Mael Guledic Ladies: Gweneddlon Gwenonwy Marwenna
Ri Hywel map Rhys
Ri Hywel map Rhys Official Information Kingdom Kingdom of Glywyssing Monarch Ri Hywel map Rhys Title Monarch Religion Christian Personal Details Gender Male Ri Hywel map Rhys is the monarch of the Kingdom of Glywyssing. He is the initial lord of Caer Dyf. Wikipedia has an article on this subject at:Hywel ap Rhys (Glywysing) Kingdom of Glywyssing Monarch: Claimant: Ri Hywel map Rhys None Vassals: Guledic Meurig map Arthfael Mael Owain map Hywel Tiern Brochwael map Meurig Ladies: Gwladus Meddwyl Rhiain Ceinfrid
Ri Rhodri map Merfyn
Ri Rhodri map Merfyn Official Information Kingdom Kingdom of Gwynedd Monarch Ri Rhodri map Merfyn Title Monarch Religion Christian Personal Details Gender Male Ri Rhodri map Merfyn is the monarch of the Kingdom of Gwynedd. He begins the game as the lord of Ynys Mon. Wikipedia has an article on this subject at:Rhodri the Great Kingdom of Gwynedd Monarch: Claimant: Ri Rhodri map Merfyn Mael Elisedd ap Cyngen Vassals: Mael Anarawd map Rhodri Mael Cadell map Rhodri Mael Merfyn map Rhodri Ri Gwgon map Meurig Guledic Gwriad map Merfyn Mael Tudwal map Rhodri Guledic Hyfaidd map Bleddri Tiern Ffernfael ab Meurig Tiern Llofan map Cimlin Broetu Ladies: Angharad verch Meurig Anna Creirwy Elen verch Rhodri Lleigy Nest verch Rhodri
Ribe
Ribe Settlement Information Type Town Kingdom Kingdom of Danmark Villages Ribe By NorthRibe By South Port Yes Ribe is the capital of the Kingdom of Danmark and its only town. It has a port and is ruled by Konungr Horik Gottfredsson. Territory[] Ribe is located in Denmark, on the southeastern edge of the overland map. Its villages are Ribe By North and Ribe By South. Economy[] Ribe produces: Bread Smoked Fish Ale Tools Wool Cloth Linen Mead Port[] From this port, you can travel to the following ports: Eidynburh Tunsberg Dorestad Lundenwic Dunwic Cell Rigmonaid Bebbanburh Wikipedia has an article on this subject at:Ribe Territory of the Kingdom of Danmark TownsRibe CastlesSkyfa Vebjorg Huhelstath Heidabyr VillagesSkyfa By Vebjorg By Huhelstath By Heida By Ribe By North Ribe By South
Ribe By North
Ribe By North Settlement Information Type Village Kingdom Kingdom of Danmark Fortification Ribe Ribe By North is a village of the Kingdom of Danmark. Territory of the Kingdom of Danmark TownsRibe CastlesSkyfa Vebjorg Huhelstath Heidabyr VillagesSkyfa By Vebjorg By Huhelstath By Heida By Ribe By North Ribe By South
Ribe By South
Ribe By South Settlement Information Type Village Kingdom Kingdom of Danmark Fortification Ribe Ribe By South is a village of the Kingdom of Danmark. Territory of the Kingdom of Danmark TownsRibe CastlesSkyfa Vebjorg Huhelstath Heidabyr VillagesSkyfa By Vebjorg By Huhelstath By Heida By Ribe By North Ribe By South
Rindyar Castle
Rindyar Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Chide Rduna Sieges with... Ladders Port No World Map Mount&BladeRindyar CastleChideTemplate:World Map/Mount&BladeWarbandRindyar CastleRdunaTemplate:World Map/Warband Rindyar Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Rindyar Castle lies southeast of Dhirim at the border with the Kingdom of Vaegirs. It is, in fact, closer to Curaw than any Swadian town. Its village is Chide which is quite close to the south, encompassed by sheer mountain rises and trees. Warband[] Rindyar Castle lies east of Dhirim at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Vaegirs to the north. Its village is Rduna which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Although the presumed door to the keep can be reached, there is no loading zone, so it can only be accessed through the menu. Siege[] Besieging Rindyar Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] <a href=" class="image"><img alt="Mb223" src=" decoding="async" loading="lazy" width="180" height="108" class="thumbimage" data-image-name="Mb223.jpg" data-image-key="Mb223.jpg" data-relevant="1" data-src=" /></a> Acquiring dialogue option It can be difficult to open dialog with a prisoner through their cell bars in the dungeon. It is possible to speak with them by angling yourself as shown in the image. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Rivacheg
Rivacheg Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages MazenShapeshteFisdnarShapeshteVezin Sieges with... Siege Tower Port No World Map Mount&BladeRivachegMazenShapeshteTemplate:World Map/Mount&BladeWarbandRivachegShapeshteVezinFisdnarTemplate:World Map/Warband Rivacheg is a town in the Kingdom of Vaegirs. It is initially owned by Boyar Meriga. As told by Alayen, Rivacheg Rock was supposedly where the Vaegirs held off the Nords in their first attempts to gain entry into Calradia. Apparently, the Vaegir king refused to pay the Nords for his people to be left alone, and so the Nords attempted to besiege Rivacheg multiple times, each time they were held off. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy 6 Trivia Territory[] Mount&Blade Its villages are Mazen and Shapeshte. Warband Rivacheg is the furthest north town in Calradia. Its villages are Fisdnar, Shapeshte, and Vezin. Rivacheg usually is very afflicted by roaming Sea Raiders and therefore is not a good place to go for new players with very small parties. However, the consistent spawn of Sea Raiders provides a good hunting ground for more experienced players. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Rivacheg can be located by turning 45 degrees to the right after selecting 'Take a walk around the streets'. Siege[] Besieging Rivacheg requires the construction of a Siege Tower. Tournaments[] Tournaments hosted in Rivacheg feature the following equipment: Lance & Shield Bow & Arrows Sword & Shield Axe & Shield Heavy Sword Horse (not every participant is mounted) Economy[] It's a very good place to buy land for a Productive Enterprise, though the lord ruling over the town may need to be appeased or displaced before anything can be done. The best is a Weavery and Dyeworks, to make Velvet from Raw Silk and Dyes, as raw silk can be bought very cheaply in Rivacheg. It will cost 10000 denars and the normal profit is between 1200-1500. Easily the most profitable single town in the game, if you keep raiding lords away from it's fiefs. Even fully raided out, it still brings in 560 profit a week. The town of Rivacheg mainly produces: Ale Bread Leatherwork Smoked Fish Wool Cloth Trivia[] Pieces of the strange set are found here in both Mount&Blade and Warband. New characters who are brave enough to face the threat of Sea Raiders can come here to obtain the armor and short sword for a decent boost in equipment. This chest can also be used as a safe storage for back-up items and equipment as long as your relationship with the kingdom that owns the town is at least neutral. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Robber
Robber Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Highwayman Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Robbers are tier-three bandit infantry in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Robber - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Tattered Common GambesonCrude Gambeson Hand None Foot Tattered Ankle Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 2 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 110 Polearms 190 Archery 20 Crossbows 20 Throwing 155 Slings 140 Weapons Melee Bent Heavy SpearSeax Ranged None Shield Crude Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rock of Glanys
The Rock of Glanys is the high crag overlooking the Llyn Tywal, or dark lake, which lies at the center of the Uchalion Plateau. Upon the crag, the ancient Battanians formed the town of Dunglanys, which means "Rock of Glanys" in their language.[1] Lore[] The Rock of Glanys figures prominently in Battanian lore since all the rituals of kingship are bound to the Rock. The tradition has been that high kings of Battania were crowned at Dunglanys due to the association. Holding the Rock is an important symbol for high kings to show their legitimacy. ↑ Encyclopedia Calradia, entry "Dunglanys"
Roman Fort
Location of the Roman Fort. The Roman Fort is a one of the special locations in Viking Conquest. Upon arrival you may enter it during the daytime, but only if you are carrying more than 20,000 peningas. In the middle of the fort is an NPC known as the Short Man, who will play a riddle game with you. There are 4 riddles total. If you answer all of them correctly, you will receive the Elf's Helm, Elf's Langseax, and Elf's Shield. After answering one of the riddles correctly you will lose 5,000 peningas, as the Short Man says the question was "too easy". This is unavoidable, but well worth the cost for the items.
Ros Mhic Treoin
Ros Mhic Treoin Settlement Information Type Castle Kingdom Kingdom of Laigin Villages Bal Ros Mhic Treoin Ros Mhic Treoin is a castle in Viking Conquest. It starts out owned by the Kingdom of Laigin, and has the village Bal Ros Mhic Treoin. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:New Ross Territory of the Kingdom of Laigin TownsMaistiu CastlesCell Dara Liamhain Dun Bolg Ros Mhic Treoin VillagesBal Dara Bal Liamhain Bal Bolg Bal Ros Mhic Treoin Bal Maistiu East Bal Maistiu West
Rovalt
Rovalt Settlement Information Type Town Kingdom Vlandia Villages Alantas and Halisvust Sieges with... Battering Ram, Ladders, and Towers Port No Rovalt is a town of the Kingdom of Vlandia, ruled by the Baron Servic of the Clan dey Valant. Contents 1 Description 2 Territory 3 Points of interest 4 Economy 5 Trivia Description[] Rovalatys, in the mountains of the Ebor peninsula, was never fully an imperial town. Nordic migrants, drawn to the region by rumors of riches to be made prospecting for silver or hunting for furs, long outnumbered Calradians even before the Vlandian invasion. The Vlandians too recognized its potential, and despite its harsh winters this land is among the more populous regions of the kingdom, with bountiful fields in the valleys of the mountains feeding the constant flow of settlers from the south drawn here by their hunger for wealth. Territory[] The villages of Alantas and Halisvust are bound to the town. Points of interest[] Like most towns in Calradia, the town has a number of facilities and points of interest: By taking a walk through the streets you may encounter town notables looking for employees for various quests and jobs. The keep, where the nobles reside and its dungeon where any prisoners will be located. An arena where you might practice combat, participate in tournaments and pay the arena custodian to reassign character perks. A tavern, where you might rest and enjoy food and drinks. You may encounter Wanderers here to hire as Companions, or find Mercenaries for hire. Taverns also hosts patrons like Ransom Brokers, buying any prisoners your party may hold, and those who might be interested in playing the local board game. A market to buy and sell food supplies, equipment, horses and other livestock. A smithy to forge new weapons or smelt down undesirable ones into smithing materials. Criminal gangs may be present at different locales such as the Backstreet or Waterfront. Economy[] At its starting point, the town is of average Prosperity. Trivia[] Rovalt is in the position Ostican used to be in. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin
Ruffian
Ruffian Troop Information Culture Bandits Wages 13 peningas/week Acquired from... Slave- or -Prisoners Upgrades to... Bandit- or -Footpad Upgrade Cost 192 peningas XP for Kill ? experience Ransom Value ? peningas Ruffians are tier-one bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ruffian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head Phrygian Body Tattered Simple Tunic Hand None Foot Tattered Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 5 Athletics 5 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 100 Polearms 70 Archery 20 Crossbows 20 Throwing 115 Slings 110 Weapons Melee Staff Ranged Fustibalus Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Ruire Causantin mac Cinaeda
Ruire Causantin mac Cinaeda Official Information Kingdom Kingdom of Alban Monarch Ruire Causantin mac Cinaeda Title Monarch Religion Christian Personal Details Gender Male Ruire Causantin mac Cinaeda is the monarch of Kingdom of Alban. He starts as the lord of Scuin. Wikipedia has an article on this subject at:Causantín mac Cináeda Kingdom of Alban Monarch: Claimant: Ruire Causantin mac Cinaeda Tanist Bili Vassals: Mael Domnall dasachtash mac Causantin Ard Tiarna Aed mac Cinaeda Tiarna Causantin mac Aeda Tiarna Domhall mac Aeda Mael Coluim mac Domnall Domlech Entifidach Lugthreni Ladies: Bridei Coluim Ingen Brude Ingen Domlech Ingen Gwydd Muire
Ruire Cenn Faelad hua Mugthigirn
Ruire Cenn Faelad hua Mugthigirn Official Information Kingdom Kingdom of Mumain Monarch Ruire Cenn Faelad hua Mugthigirn Title Monarch Religion Christian Personal Details Gender Male Ruire Cenn Faelad hua Mugthigirn is the monarch of the Kingdom of Mumain. He begins the game as the lord of Caiseal. Wikipedia has an article on this subject at:Cenn Fáelad hua Mugthigirn Kingdom of Mumain Monarch: Claimant: Ruire Cenn Faelad hua Mugthigirn None Vassals: Ard Tiarna Dunchad mac Dub da Bairenn Ard Tiarna Dub Lachtnai mac Gualu Tiarna Foghartach mac Suibhne Tiarna Longbortan mac Finnachta Tiarna Reachtabhra mac Bran Finn Tiarna Colman mac Cionaith Ladies: Cath Delbchaem Doirend Duinseach Eva Lassair
Ruire Cerball mac Dunlainge
Ruire Cerball mac Dunlainge Official Information Kingdom Tribe of Osraige Monarch Ruire Cerball mac Dunlainge Title Monarch Religion Christian Personal Details Gender Male Ruire Cerball mac Dunlainge is the monarch of the Tribe of Osraige. He begins the game as the lord of Ceall Cainnigh. Wikipedia has an article on this subject at:Cerball mac Dúnlainge Tribe of Osraige Monarch: Claimant: Ruire Cerball mac Dunlainge None Vassals: Mael Diarmait mac Cerbaill Mael Cellach mac Cerbaill Ard Tiarna Riacan mac Dunlainge Ladies: Aideen Ethna
Ruire Donnchad mac Eochocai
Ruire Donnchad mac Eochocai Official Information Kingdom Kingdom of Mide Monarch Ruire Donnchad mac Eochocai Title Monarch Religion Christian Personal Details Gender Male Ruire Donnchad mac Eochocai is the monarch of the Kingdom of Mide. He begins the game as the lord of Temair. Kingdom of Mide Monarch: Claimant: Ruire Donnchad mac Eochocai None Vassals: Mael Sechnaill mac Niall Mael Diarmait mac Etersceili Mael Flann Sinna mac Sechnaill Tiarna Flann mac Conaing Mael Conall mac Echach Ladies: Eithne Etain Gormlaith Lann Muire ingen Cinaeda
Ruire Dunlaing mac Muiredaig
Ruire Dunlaing mac Muiredaig Official Information Kingdom Kingdom of Laigin Monarch Ruire Dunlaing mac Muiredaig Title Monarch Religion Christian Personal Details Gender Male Ruire Dunlaing mac Muiredaig is monarch of the Kingdom of Laigin. He begins the game as the lord of Maistiu. Wikipedia has an article on this subject at:Dúnlaing mac Muiredaig Kingdom of Laigin Monarch: Claimant: Ruire Dunlaing mac Muiredaig None Vassals: Ard Tiarna Ailill mac Dunlainge Ard Tiarna Cairpre mac Dunlainge Tiarna Muiredach mac Brain Tiarna Domnall mac Muirecain Tiarna Cerball mac Muirecain Tiarna Augaire mac Ailella Ladies: Lassa Mall Mhari Teglaig
Ruire Lethlobar mac Loingsig
Ruire Lethlobar mac Loingsig Official Information Kingdom Kingdom of Uladh Monarch Ruire Lethlobar mac Loingsig Title Monarch Religion Christian Personal Details Gender Male Ruire Lethlobar mac Loingsig is the monarch of the Kingdom of Uladh. He starts as the lord of Rath Celtair. Wikipedia has an article on this subject at:Lethlobar mac Loingsig Kingdom of Uladh Monarch: Claimant: Ruire Lethlobar mac Loingsig None Vassals: Mael Cathalan mac Indrechtaig Mael Conallan mac Duin Ard Tiarna Mocheirge mac Indrechtaig Tiarna Ainbith mac Aedo Tiarna Cummascach mac Cathalan Ladies: Creide Derbforgaill Medb Muireann
Ruire Mugron mac Cothaid
Ruire Mugron mac Cothaid Official Information Kingdom Kingdom of Connachta Monarch Ruire Mugron mac Cothaid Title Monarch Religion Christian Personal Details Gender Male Ruire Mugron mac Cothaid is the monarch of the Kingdom of Connachta. He starts as the lord of Cruaghan. Wikipedia has an article on this subject at:Mugron mac Máel Cothaid This article is a stub. You can help out by expanding it. Kingdom of Connachta Monarch: Claimant: Ruire Mugron mac Cothaid None Vassals: Mael Conchobar mac Taidg Mor Tiarna Aedh mac Conchobar Tiarna Tadg mac Conchobar Tiarna Finshnechta mac Corcrai Tiarna Dobhailen mac Gormghus Tiarna Cathal mac Conchobar Ladies: Almu Aodhnait Aoibheann Binne Briana Caelfind
Ruluns
Ruluns Settlement Information Type Village Kingdom Swadia Fortification SunoSuno World Map Mount&BladeRulunsSunoTemplate:World Map/Mount&BladeWarbandRulunsSunoTemplate:World Map/Warband Ruluns is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is in front of the large building on the right almost directly straight forward from where the player enters, standing next to a wooden table and bench. Ruluns is built on a hill in uneven terrain with moderate tree cover. It has a total of eight structures. The village one large field that has already been cleared aside from some small bushes in one corner, while some marrows in a storage shed are the only hint as to what might have been growing here. Baskets of apples can be seen on a porch, but there aren't any trees locally they appear to have come from. The large number of furs decorating the walls and hanging chunks of raw and dried meat point toward a butchering industry. A pile of carts and spare wheels, as well as a wagon wheel decoration over the door to the largest building, may indicate the business of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found hiding inside a storage shed by the field. In Bannerlord, Ruluns appears as the village of Rulund, with much the same geography and layout as in Warband. Most notably the fact that the village lies on a small plateau in both games. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Rushdigh
Rushdigh Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Shariz World Map WarbandRushdighSharizTemplate:World Map/Warband Rushdigh is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive The Village Elder is standing in front of the central field area, next to the shaft well. Rushdigh is built along a hillside with an abundance of palm trees. It has a total of six structures as well as three tents. There are three fields here, growing beans, cabbages, grapes, and wheat. At the front of the village are a couple tables with apples, bread, and butter visible. There is also a well with a shadoof in the middle of the village. If sent here during a Hunt Down Fugitive quest, the target may be found behind a building on the opposite side of the village from where the player enters, standing near a wooden cart. Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha
Russia
The banner of Russia. This article is about the faction in Napoleonic Wars. For the faction in With Fire & Sword, see Muscovite Tsardom. Russia, or Rossiyskaya Imperiya, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 2.1 Infantry 2.2 Cavalry 2.3 Specialists 3 Battle Cries 3.1 Regular Rank Soldiers 3.2 Surrendering 3.3 Officer Commands Background[] Ever since the Muscovite Tsardom transformed into the Russian Empire, expansionist ambitions has formed her foreign policy. Having successfully contested Sweden, Prussia and the Ottoman Empire for lands, St. Petersburg has now reached another level of ambition. The young Russian monarch, Alexander I, cares little for the new lands. His ambitions are much higher than that - to defeat Napoleon himself and “save Europe” from French tyranny. Russian armies have marched against Napoleon twice, and both times they were repelled with heavy casualties on both sides. The third clash, which is about to come in 1812, will be completely different. Belorussian forests and endless Russian steppes are quite different from the fields of Europe with their well-developed road networks and numerous villages. And the Russian peasant will not allow himself to be exploited by an enemy army - instead he will rather grab his axe and escape to the nearest forest. With the forest behind them filled with partisans, and the Russian army endlessly retreating in front of them, the French can look forward to a truly unique experience... Units[] Infantry[] Partizani - Partisan Irregulars Sankt-Peterburzhskoye Opolcheniye - Line Militia Simbirsky Pehotniy Polk - Line Infantry Pavlovskiy Grenaderskiy Polk - Line Infantry Leib-Gvardii Preobrazhenskiy Polk - Foot Guard 21-y Yegerskiy Polk - Rifleman Cavalry[] Sumskoy Gusarskiy Polk - Hussar Litovskiy Ulanskiy Polk - Lancer Donskoy Kazachiy Polk - Lancer Kievskiy Dragunskiy Polk - Dragoon Kavalergardskiy Polk - Cuirassier Specialists[] 8-ya Batarejnaya Rota - Artillery Saper - Engineer Feldmarshal Mikhail Kutuzov - Commander Battle Cries[] Regular Rank Soldiers[] "Ура"! (urah) - Hooray "Славься Отечество!" (Slavsya Otechestvo) - Glory to the Fatherland "Пуля - дура, штык - молодец!" (Pulya - dura, shtick - molodets) - Bullet is stupid, bayonet is good (literal). "Бей басурман!" (Bey basurman) - Kill infidels! "Воруй! Убивай!" (Voruy! Ubevay!) - Steal! Kill! Surrendering[] "Я сдаюсь!" (Ya zdoyus') - I give up! "Помилуйте!" (Pomiluyte) - Spare me! "Пощадите!" (Poshadite) - Show mercy! "Не стреляйте!" (Ne strelyayte) - Don't shoot! Officer Commands[] “Товсь!” (Tovs) - Make ready! “Кладсь!” (Klads) - Make ready! “Пли!” (Plee) - Fire! “Марш-марш! В атаку (в штыки)!” (Marsh-marsh! V ataku (v shtiki)) March into attack (or bayonet) “В атаку!” (V ataku) - Attack! “В штыки! Ура!” (V shtiki! Urah!) - Attack, hurray! "Батальон! Вперед марш!" (Batalyon! Vperod, marsh!) - Battalion, forward march! ”Батальон! Марш!” (Batalyon, marsh!) - Battalion, march! ”Вперед шагом марш!” (Vperod shagom marsh!) - Forward quick march! Держать позицию! (Derzhat' pozitsiyu) - Hold position. Стрелять по готовности! (Strelyat po gotovnocti) - Shoot when ready! “За мной!” (Za mnoy) - With me! “Солдаты, за мной!” (Soldati, za mnoy!) - Soldiers, with me! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Ryibelet
Ryibelet Settlement Information Type Village Kingdom Swadia Fortification Ryibelet Castle World Map Mount&BladeAmereRyibelet CastleTemplate:World Map/Mount&BladeWarbandAmereRyibelet CastleTemplate:World Map/Warband Ryibelet is the village of Ryibelet Castle, initially owned by the Kingdom of Swadia. If you're a Nordic lord, this village is ripe for raiding since it is quite close to the Nordic land, be warned of lords resting in the castle it's connected to. Layout[] Player Elder Fugitive The Village Elder is located at the top of the walled off hill to the right from where the player enters, standing next to a campfire. Ryibelet is built on very hilly terrain with moderately dense tree cover. It has a total of nine structures with high wooden walls around many sections. There are five fields growing cabbages, squash, small bushes of some sort, and tall trees that may be intended to be apple trees as hinted by the large number of nearby fruit baskets. Hanging meat and furs can be found in a storage shed and there is a water well in the middle of the village. In a lower area, apart from the rest of the village, is a fenced graveyard with armor decorating one of the markers. In the distance, outside of the playable area, it is possible to see Ryibelet Castle (best viewed from the top of the left hill) and a plume of smoke rising from behind the hills in the direction of Tahlberl. If sent here during a Hunt Down Fugitive quest, the target may be found in the walled area up the hill to the left from where the player enters, standing next to a campfire. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Ryibelet Castle
Ryibelet Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ryibelet Sieges with... Tower Port No World Map Mount&BladeRyibelet CastleRyibeletTemplate:World Map/Mount&BladeWarbandRyibelet CastleRyibeletTemplate:World Map/Warband Ryibelet Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Its village is Ryibelet. Location[] Mount&Blade[] Ryibelet Castle lies west of Suno at the border of Swadia and Kingdom of Rhodoks. Its village is quite close to the east. Warband[] Ryibelet Castle lies northeast of Suno. It is on the border divided from the Kingdom of Nords by a mountain range. Its village is nearby to the southeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ryibelet Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Sacun
Sacun Official Information Kingdom Kingdom of Friese Monarch Konungr Hrorek Hemmingsson Title Lady Religion Pagan Personal Details Gender Female Sacun is a noblewoman initially of the Kingdom of Friese. She is 23 years old. Family[] Parents: Jarl Gotrik Haraldsson, Asfrid Kingdom of Friese Monarch: Claimant: Konungr Hrorek Hemmingsson None Vassals: Jarl Harald Hemmingsson Jarl Gotrik Haraldsson Jarl Hrodulf Haraldsson Ladies: Asfrid Helga Ingibjorg Sacun
Sahel
Sahel Settlement Information Type Village Kingdom Aserai Fortification Sahel Castle Sahel is a village of the Aserai owned by Emir Tais of the Banu Qild. The village is bound to Sahel Castle and known to produce Grain. Sahel lies on the far edges of the Aserai lands, on the low-lying Jabal Ashabi mountains. This ridge catches rainclouds coming off the Bahr al-Yeshm sea and are brushed by monsoons from the southeast, allowing cistern-watered fields of millet and wheat. Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm
Sahel Castle
Sahel Castle Settlement Information Type Castle Kingdom Aserai Villages SahelAsmait Sahel Castle is a castle of the Aserai owned by Emir Tais of the Banu Qild. The villages of Sahel and Asmait are bound to the castle. Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm
Sailor
Sailor is a special type of troop in Viking Conquest. Sailor Troop Information Culture Mercenary / Commoner Wages 16 up to 24 Acquired from... Upgrading Fisher, Mead Halls, Old Sea Captain Upgrades to... N/A Sailor is a direct upgrade of Fisher. Sailing bonus[] If 50% of your party are sailors (or troops that can act like sailors, usually Norse), the speed of the party at sea can be increased with a percentage of 40%. Consequently, they are the only "non-Norse" troop that can provide with you with a sailing speed bonus. If below 50% of your party count as sailors, then the speed of the party will be increased based on a lower percentage. Usage and acquisition[] Sailors can potentially bridge the sailing gap bonus between Norse and Christian troops (as most Norse troops act as sailors for the bonus purposes). Hence, they are useful in your party in number of up to 50% depending on your preference. In combat, you should keep in the back of your shield wall as they have no shields, low armor and short melee weapons ("archers" group). They can be recruited in mead halls or via the Old Sea Captain (much cheaper) when strolling through the towns with ports. The Old Sea Captain does not always have sailors available (generally there is a replenishment rate during time). You can also often find them in "prisoner trains" - parties of bandits that took them as prisoners. They can be spotted as part of overland parties like: "Traveller", "Swedish Vikingr" etc Sailor - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head Frygian Body Y Hand N Foot Y Skills Skill Points Sea-King 0 Navigation 6 Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 5 Athletics 5 Riding 0 Looting 0 Trainer 0 Tracking 1 Tactics 0 Path-finding 1 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 80 Polearms 100 Archery 30 Crossbows 30 Throwing 145 Slings 155 Weapons Melee ? Ranged Sling Shield No Mount No Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard
Salt
Salt Classic/Warband Viking Conquest Games Base value 255 255 255 305 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Salt is a non-consumable trade good found in all games in the Mount&Blade series. It can be found at the goods vendor in towns and villages. Strictly a trade item, salt is not used in any Productive Enterprises in Warband. Salt can be bought very cheaply in Wercheg and sold at a premium in nearby Rivacheg. This route is often plagued by Sea Raiders, however. It can also be found for low prices in Sargoth, Tihr, Halmar, Narra, Tulga, and Bariyye. Selling salt to Curaw and taking iron from there back to Halmar can be profitable, as each item trades well in the other town. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Salt Mine
Salt Mine Settlement Information Type MineGoods shop (salt)Slave traderTroop merchant (peasants) Kingdom Neutral The Salt Mine was a neutral location found in older versions of Mount&Blade. It was first added in Warrider (version 0.202), and removed in version 0.894. It can still be found in the game files of even the latest version of Warband, and can be activated via editing. The mine makes a comeback in Viking Conquest and several mods. Overview[] In the core Mount&Blade games, the Salt Mine was a place where the player could either buy salt and ask about places where it was best to sell or buy certain goods; hire low-level troops such as peasants (in some versions); or could sell off their prisoners (a feature present since Warrider). The location had two NPCs - Barezan and Galeas - who offered the aforementioned services. In Viking Conquest, the Salt Mine can be of use to a player for several reasons. For one, they can earn an "honest" living by mining salt. The overseer will give the player a pickaxe that they can use to mine the salt, and are granted payment upon mining enough. The player is also able to purchase salt from the mine directly instead of searching for it in towns. Additionally, the player can sell prisoners to the overseer, though earning only 15 penings regardless of the prisoners' normal value.
Samarra Castle
Samarra Castle Settlement Information Type Town Kingdom Sarranid Sultanate Villages Habba Sieges with... Ladders Port No World Map WarbandSamarra CastleHabbaTemplate:World Map/Warband Samarra Castle is a castle belonging to the Sarranid Sultanate. It is a new addition to Mount&Blade: Warband. Contents 1 Location 2 Layout 2.1 Siege 3 Gallery Location[] Samarra Castle lies northwest of Ahmerrad in the middle of flat desert sands. To the north is the mountain range that divides the Sultanate from the Khergit Khanate. Its village is Habba and is nearby to the west. Layout[] Player Keep Dungeon Breach Siege[] Besieging Samarra Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha
Sanala
Sanala Settlement Information Type Town Kingdom Aserai Villages Mijayit, Hamoshawat, Jahasim, Nahlan Port Yes Sanala is a town and presumed capital of the Aserai Sultanate, ruled by the Sultan Unqid of the Banu Hulyan Clan. Contents 1 Description 2 Territory 3 Points of interest 4 Economy Description[] The port of Sanala is the gateway through which the grain of the Damar River has flowed forth to feed a hungry world. The Empire's periodic advances south of the Perassic Sea have usually been aimed at seizing this strategic prize. Although the legions were long ago been forced to retreat, Sanala remains among the most cosmopolitan cities in Calradia, filled with merchants from many lands bidding for the lowest bulk prices.[1] Territory[] The villages of Mijayit, Hamoshawat, Jahasim, and Nahlan are bound to the town. Points of interest[] Like most towns in Calradia, the town has a number of facilities and points of interest: By taking a walk through the streets you may encounter town notables looking for employees for various quests and jobs. The keep, where the nobles reside and its dungeon where any prisoners will be located. An arena where you might practice combat, participate in tournaments and pay the arena custodian to reassign character perks. A tavern, where you might rest and enjoy food and drinks. You may encounter Wanderers here to hire as Companions, or find Mercenaries for hire. Taverns also hosts patrons like Ransom Brokers, buying any prisoners your party may hold, and those who might be interested in playing the local board game. A market to buy and sell food supplies, equipment, horses and other livestock. A smithy to forge new weapons or smelt down undesirable ones into smithing materials. Criminal gangs may be present at different locales such as the Backstreet or Waterfront. Economy[] At the start of a new game, Sanala is a wealthy and prosperous town, and is reliably one of the towns with the highest level of Prosperity in all of Calradia, if it left undisturbed. Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm ↑ Encyclopedia Calradia, entry "Sanala"
Sanjar Khan
Sanjar Khan Appears in Official Information Faction Khergit Khanate Title Khan Fiefs Tulga Culture Khergits Character Background Siblings Dustum Khan (half brother) Sanjar Khan is the ruler of Khergit Khanate and the lord of Tulga. Sanjar's half-brother, Dustum Khan is claimant to the throne of the Khanate, they are both sons of the former ruler, Janakir Khan, though have different mothers. The player can overthrow him if they ally with Dustum, who claims his elder brother defied the ancient traditions of the Khergit wherein the former khan's possessions would be equally divided among his sons upon his death. Sanjar counters this by admitting such a tradition exists, but insisting that the divisions throughout history always resulted in a civil war with the strongest brother taking over anyway, so he just avoided the inevitable by taking full control immediately. He reinforces this opinion by stating that Dustum is not up to the responsibility of leading and protecting the Khanate. It seems that Sanjar Khan is a fair ruler, for he prefers to give out towns or castles to vassals who've captured them. Moreover, he is usually willing to accept the opinions of others. Sanjar Khan possesses the unique Khergit Guard Armor which is impossible to buy without modding or cheating. Stats and equipment[] Sanjar Khan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Guard Helmet Body Nomad Robe, Khergit Guard Armor Hand Lamellar Gauntlets Foot Leather Boots, Splinted Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 6 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Sabre Ranged ? Shield Elite Cavalry Shield Mount Courser Trivia[] Sanjar and his brother Dustum are the only NPCs in the game that wear the Khergit Guard Armor. Since you cannot access Sanjar's inventory, Dustum remains as the only way for the player to get it. Sanjar Khan has a similar banner to Akadan Noyan, one of his vassals. They both have the same exact symbol, differing only in the color scheme. Since the Khergits are famous for their horse archers, though, this is likely a mere coincidence. Sanjar Khan wears the Guard Helmet, which comes from the Swadian culture. Gallery[] Sanjar Khan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur
Sargoth
Sargoth Settlement Information Type Town (capital) Kingdom Kingdom of Nords Villages FearichenKulumKwynnAmbeanFearichenFenada Sieges with... Ladders Port No World Map Mount&BladeSargothFearichenKulumKwynnOdasanTemplate:World Map/Mount&BladeWarbandSargothAmbeanFearichenFenadaTemplate:World Map/Warband Sargoth is the capital city of the Kingdom of Nords and a fief initially owned by King Ragnar. It hosts the normal town functions. Sargoth is one of the oldest towns. It has been present since the first version of Mount&Blade. It also used to have a tavern called the "Thirsty Lion". In these previous versions, it was a part of the Kingdom of Swadia, although it should be noted that these early versions are no longer canonical. Set in Calradia 173 years earlier, Mount & Blade II: Bannerlord features a Vlandian town named Sargot, although it is unlikely to be the same town given how this town is situated far away in what is more likely Swadian or Rhodok territory in Warband. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Fearichen, Kulum, and Kwynn. Warband[] Its villages are Ambean, Fearichen, and Fenada. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Sargoth can be located immediately behind and to the left of the player when 'Take a walk around the streets' is selected. Siege[] <a href=" class="image"><img alt="Mb9-1-" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="Mb9-1-.jpg" data-image-key="Mb9-1-.jpg" data-relevant="1" data-src=" /></a> Inside Sargoth's castle, as seen in Mount&Blade Besieging Sargoth requires the construction of a Siege Tower in Mount&Blade or Ladders in Warband. Tournaments[] <a href=" class="image"><img alt="MBSargotharena" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="MBSargotharena.jpg" data-image-key="MBSargotharena.jpg" data-relevant="1" data-src=" /></a> Sargoth's arena as seen in Mount&Blade Tournaments hosted in Sargoth feature: Axe & Shield Sword & Shield Heavy Sword None of the participants are on horses. King Ragnar himself is known to participate in this tournament often. Economy[] <a href=" class="image"><img alt="2013-10-31 00004" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00004.jpg" data-image-key="2013-10-31_00004.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Sargoth produces: Ale Bread Leatherwork Linen Oil Tools Wine Wool Cloth Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg
Sarranid Sultanate
Sarranid Sultanate Banner Troops Official Information Ruler Sultan Hakim Claimant Arwa the Pearled One The Sarranid Sultanate is a new faction introduced in Mount&Blade: Warband, located in the southern deserts of Calradia. It is led by Sultan Hakim, while the claimant to the throne is Arwa the Pearled One. Sarranid lords are called Emirs, an Arab title for a ruler. Their national animal appears to be the desert eagle, as it is depicted on their emblem. However, Hakim's banner is one of the two monarch banners that does not match up with the emblem, and the only one that does does not contain a heraldic eagle. Interestingly, Arwa has an eagle's head on her banner (and so does one of the most powerful lords of the Sultanate, Emir Uqais, initial lord of Durquba, for that matter), which could be related to her claim hinging on Sultan Ayzar's, while Hakim's hinges on Baybak's. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] The Sarranids were ruled by Sultan Ayzar prior to the events of Warband. Ayzar purchased a slave, Arwa the Pearled One, who would later endear herself to him so much that he eventually let her manage his kingdom and practically adopted her as his daughter. After Ayzar's death, Arwa was allowed to rule on the condition that she marry the realm's general, Emir Baybak, and they ruled together for ten more years. However, after Baybak was killed in a skirmish with the Khergit Khanate (likely under the rule of Janakir Khan at that point). His nephew, Hakim, staged a coup against Arwa, ousting her from power on grounds of her bewitching both the previous Sultan and his uncle. The Sarranids are possibly descendants of the Aserai. They occupy a similar portion of the maps (they likely occupied Charas/Shariz from the Vlandians/Swadians), they have very similar troop trees and the Sarranids share a name with the Banu Sarran, one of the Aserai clans. If this is true, Sultan Ayzar would have descended from Adram or Addas (Nimr had no heirs) and Arwa the Pearled One would share her name with another member of the Banu Sarran, Arwa. Rulers[] Sultan Hakim Initial Ruler Arwa the Pearled One Claimant Vassals[] Emir Amdar Emir Atis Emir Ayyam Emir Azadun Emir Biliya Emir Dhashwal Emir Dhiyul Emir Ghanawa Emir Ghulassen Emir Hamezan Emir Hiwan Emir Lakhem Emir Muhnir Emir Mundhalir Emir Nuam Emir Nuwas Emir Quryas Emir Raddoun Emir Tilimsan Emir Uqais Tactics[] Main article: Sarranid Sultanate Tactics. Strengths[] Good skirmishing ability with overall versatility, thrown weapons and polearms, and high Athletics skill. Powerful heavy cavalry, rivalling the knights of Swadia. Weaknesses[] Infantry is easily outmatched in direct engagements. Archers are outclassed at long range by those of other factions. Summary[] Starting in the Sarranid Sultanate is difficult, as many bandits roam the deserts outside of villages and towns. When you can, leave the area and come back with a large force if you want to attempt to drive out the bandits. Most of their units are relatively weak, excluding some of the higher tier archers and cavalry. The Sarranids use units and tactics that seem to be a blend between those of the Swadians and Vaegirs, giving them more versatility. The top-tier Sarranid cavalry unit, the Sarranid Mamluke, is on a par with the Swadian Knight as the toughest horsemen in the game while Sarranid infantry and archers are tactically closer to Vaegir military units, although they are generally more heavily armored and bear heavier shields than Vaegir troops. Their weakness lies in a lack of specialization arising from this blending. While their archers are relatively tough in melee, they are not as devastating in their main role as archers. Similarly, their infantry have throwing weapons, but lack staying power in melee combat, and their horsemen are slightly less well-armored than their Swadian counterparts (but still quite powerful) and carry more blunt weapons to capture prisoners. Used well, the Sarranids are a formidable force, but it is hard to squeeze a significant amount of damage out of the archers during a siege because they quickly exhaust their ammunition. Sarranid Master Archers are a hedged bet. They are better in melee combat, and thus a good backup when things go awry, but less effective compared to other ranged troops when things go according to plan. Ultimately, Master Archers may not be capable of clinching victory against powerful enemy forces. Mamlukes rule the open desert and their blunt weapons will help them pay their recruitment costs and salaries by capturing prisoners, but their expensive horses are of no use when besieging a town or castle. Sarranid infantry might score a few kills with throwing weapons, but when you need them to hold the line they simply may not be capable of holding their own against other factions' infantry in a direct clash. The Sarranid territory is mostly open desert, making battles very favorable for cavalry and archers. Unlike the Khergits, their cavalry are melee only and have no bows, making them less versatile. However, their mounted knights (Mamlukes) are some of the strongest in the game, rivaling Swadian Knights. Their infantry are considered the weakest in the game when compared to the other factions, and they are not as heavily armed as similar units in other kingdoms. However, they are reliable in large numbers and can be very useful if supported. Sarranid archers use bows and jarids rather than crossbows, and while they can out-shoot Nord Veteran Archers, they are outclassed by Vaegir Marksmen. They have a very fast rate of fire, which allows a small number of troops to lay down an impressive volley in a short amount of time. But, Sarranid archers are not always reliable because of their low damage and poor accuracy, made worse when they spawn with jarids instead of bows. Troop Tree[] Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Territory[] The territory of the Sarranid Sultanate contains the following towns, castles, and villages: Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha Note that, over the course of the game, other kingdoms may besiege and take over these lands and the Sultanate may gain more or less land. However, these places are the only places from which you can recruit Sarranid troops. The Sarranid Sultanate is the only faction in which no castle shares its name with that castle's village. You can buy Date Fruit cheaply which, when sold to the neighboring Khergit Khanate, can fetch a price of up to 100 denars. Trivia[] The Sarranid ruler and vassals, unlike those of the other factions, wear their combat attire all the time, including in the castle halls where the other lords usually wear civilian clothing. Internally, this is because the Sarranids were not given an alternate set of clothes in their inventory and so have nothing else to wear. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Sausages
Sausages Classic/Warband Viking Conquest Games Base value 60 85 85 35 Weight 10.0 Item Quantity 40 40 40 120 Morale Bonus +5 +5 +4 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Sausages are a food item that provides a moderate morale bonus. In With Fire & Sword, sausages provide the highest morale of any solid food, beaten only by beer and wine. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Saxon Bodyguard (Gedriht)
Saxon Bodyguard (Gedriht) Troop Information Culture Saxons Wages ? Acquired from... Saxon Veteran (Gesith) Upgrades to... N/A Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Bodyguard (Gedriht) is a fifth-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Bodyguard (Gedriht) - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head Complete Helm Body Saxon Halsberg, Saxon Lorica Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 9 Power Strike 7 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 9 Athletics 5 Riding 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 310 Two Handed Weapons 210 Polearms 270 Archery 50 Crossbows 30 Throwing 260 Slings 170 Weapons Melee Broadseax, Rich Sword, Ulfberth Sword, False Ulfberth Sword Ranged (Possible): Throwing Spears Shield Painted Round Shield Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Bowman (Scytta)
Saxon Bowman (Scytta) Troop Information Culture Saxons Wages ? Acquired from... Saxon Peasant (Gebur) Upgrades to... N/A Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Bowman (Scytta) is a second-tier unit of the Saxon troop tree in Viking Conquest. Tactics[] Saxon Bowmen are essentially peasants armed with longbows and knives. One should not upgrade Saxon Peasants to Bowmen, but instead follow the infantry path. If one comes to recruit Saxon Bowmen through other means (prisoners mostly), one should place them as far away from front line combat as possible. They could prove useful in chipping away at less armored/other archer units so that the front line/skirmishers can save their more heavy ammunition for the more armored troops. Also one, could simply place them in garrisons (once one has a kingdom/is a lord) due to their relative low wage. This is historically accurate, as Anglo-Saxons were never known for ranged combat, except for throwing spears. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Bowman (Scytta) - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 63 Armor Head ? Body Yellow Tunic, Cloak, Trousers, Simple Saxon Tunic Hand ? Foot Leather Shoes, Rawhide Shoes Skills Skill Points Sea-King ? Navigation ? Ironflesh 6 Power Strike 2 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 3 Athletics 5 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 70 Polearms 80 Archery 85 Crossbows 20 Throwing 110 Slings 90 Weapons Melee Seax Ranged Long Bow, Arrows, Piercing Arrows Shield ? Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Companion (Geneat)
Saxon Companion (Geneat) Troop Information Culture Saxons Wages 24 Acquired from... Saxon Freeholder (Kotsetla) Upgrades to... Saxon Veteran (Gesith) or Saxon Standard Bearer (Tacnberend) Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Companion (Geneat) is a third-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Companion (Geneat) - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head (Possible): Simple Helm, Simple Helm with Mail, Complete Helm, Helm with Mail, Decorated Phrygian Body Saxon Tunic, Padded Saxon Tunic, Saxon Light Armor Hand ? Foot Ankle Boots, Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 7 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Maintenance ? Weapon Master 7 Athletics 5 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 185 Two Handed Weapons 130 Polearms 155 Archery 50 Crossbows 30 Throwing 160 Slings 120 Weapons Melee Short Battle Axe, Hand Axe, Short Hand Axe, Broadseax, Langseax, Seax Ranged (Possible): Throwing Spears Shield Rawhide Round Shield Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Freeholder (Kotsetla)
Saxon Freeholder (Kotsetla) Troop Information Culture Saxons Wages ? Acquired from... Saxon Peasant (Gebur) Upgrades to... Saxon Spearman (Cniht) or Saxon Companion (Geneat) Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Freeholder (Kotsetla) is a second-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Freeholder (Kotsetla) - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 61 Armor Head (Possible): Old Simple Helm, Old Anglo Saxon Helm, Helm with Mail, Quality Phrygian Body Saxon Tunic, Padded Saxon Tunic Hand ? Foot Leather Shoes, Rawhide Shoes Skills Skill Points Sea-King ? Navigation ? Ironflesh 5 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance ? Weapon Master 6 Athletics 5 Riding 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 145 Two Handed Weapons 100 Polearms 135 Archery 50 Crossbows 30 Throwing 125 Slings 100 Weapons Melee Light Spear, Seax Ranged (Possible): Javelins Shield Rawhide Round Shield Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Horseman (Ridda)
Saxon Horseman (Ridda) Troop Information Culture Saxons Wages ? Acquired from... Saxon Spearman (Cniht) Upgrades to... N/A Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Horseman (Ridda) is a fourth-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Horseman (Ridda) - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head (Possible): Elite Anglo Saxon Helm, Saxon Helm, Old Complete Helm Body Saxon Tunic, Padded Saxon Tunic, Saxon Gambeson, Saxon Long Gambeson Hand ? Foot Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 8 Power Strike 5 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 8 Athletics 5 Riding 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 230 Two Handed Weapons 150 Polearms 215 Archery 50 Crossbows 30 Throwing 200 Slings 130 Weapons Melee Long War Spear, Broadseax Ranged Skirmish Javelins Shield Rawhide Round Shield Mount Pony Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Noble (Thegn)
Saxon Noble (Thegn) Troop Information Culture Saxons Wages 68 Acquired from... Saxon Warrior (Cempa) Upgrades to... N/A Upgrade Cost N/A XP for Kill ? Ransom Value ? The Saxon Noble (Thegn) is a fifth-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Noble (Thegn) - Default Stats and Equipment Attributes Stat Points Level 31 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 75 Armor Head Complete Helm Body Elite Saxon Lorica, Elite Saxon Halsberg, Saxon Halsberg Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 10 Power Strike 8 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 10 Athletics 5 Riding 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 6 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 380 Two Handed Weapons 200 Polearms 370 Archery 50 Crossbows 30 Throwing 275 Slings 150 Weapons Melee Long War Spear, Broadseax, Sword, Seax Ranged (Possible): Javelins Shield Painted Round Shield Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Peasant (Gebur)
Saxon Peasant (Gebur) Troop Information Culture Saxons Wages 13 Acquired from... Villages Upgrades to... Saxon Freeholder (Kotsetla) or Saxon Bowman (Scytta) Upgrade Cost 192 XP for Kill ? Ransom Value ? The Saxon Peasant (Gebur) is the first unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Peasant (Gebur) - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head ? Body Yellow Tunic, Cloak, Trousers, Simple Saxon Tunic Hand ? Foot Leather Shoes, Rawhide Shoes Skills Skill Points Sea-King ? Navigation ? Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance ? Weapon Master 5 Athletics 5 Riding ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 70 Polearms 100 Archery 50 Crossbows 20 Throwing 110 Slings 90 Weapons Melee Wooden Stick, Club, Seax Ranged Sling, Fustibalus, Sling Rocks Shield ? Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Priest
Saxon Priest Troop Information Culture Saxon Wages 14 Acquired from... Liberating prisoners, monasteries Upgrades to... N/A For other units containing Priest in their name, go to Priest (disambiguation). The Saxon Priest is the priest unit of the Saxons in Viking Conquest. You will notice them in Christian Clergy parties, traveling towards monasteries (usually together with Peasant Women). Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Priest - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 51 Armor Head ? Body Monk Robe Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Maintenance ? Weapon Master ? Athletics 6 Riding ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment 4 Surgery 4 First Aid 4 Engineer ? Persuasion ? Leadership ? Trade 2 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 100 Polearms 70 Archery 20 Crossbows 20 Throwing 120 Slings 110 Weapons Melee Hunting Knife Ranged Stones Shield ? Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Spearman (Cniht)
Saxon Spearman (Cniht) Troop Information Culture Saxons Wages ? Acquired from... Saxon Freeholder (Kotsetla) Upgrades to... Saxon Warrior (Cempa) or Saxon Horseman (Ridda) Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Spearman (Cniht) is a third-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Spearman (Cniht) - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head (Possible): Simple Helm, Simple Helm with Mail, Complete Helm, Helm with Mail, Decorated Phrygian Body Saxon Tunic, Padded Saxon Tunic, Saxon Light Armor Hand ? Foot Ankle Boots, Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 7 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Maintenance ? Weapon Master 7 Athletics 5 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 175 Two Handed Weapons 130 Polearms 200 Archery 50 Crossbows 30 Throwing 155 Slings 120 Weapons Melee War Spear, Heavy Spear, Seax Ranged (Possible): Javelins Shield Rawhide Round Shield Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Standard Bearer (Tacnberend)
For the Angle unit with the same name, see Angle Standard Bearer (Tacnberend). Standard Bearer (Tacnberend) Troop Information Culture Saxons Wages ? Acquired from... Saxon Companion (Geneat) Upgrades to... N/A Upgrade Cost ? XP for Kill ? Ransom Value ? The Standard Bearer (Tacnberend) is a fourth-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Standard Bearer (Tacnberend) - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Complete Helm Body Elite Saxon Lorica, Elite Saxon Halsberg, Saxon Halsberg Hand ? Foot Quality Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 8 Power Strike 5 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 8 Athletics 5 Riding 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 195 Polearms 225 Archery 50 Crossbows 30 Throwing 170 Slings 150 Weapons Melee Army Standard, Dragon Standard Ranged ? Shield ? Mount ? * Carries Battle Trophy Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Veteran (Gesith)
Saxon Veteran (Gesith) Troop Information Culture Saxons Wages ? Acquired from... Saxon Companion (Geneat) Upgrades to... Saxon Bodyguard (Gedriht) Upgrade Cost ? XP for Kill ? Ransom Value ? The Saxon Veteran (Gesith) is a fourth-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Veteran (Gesith) - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Helm with Nasal, Helm with Leather Body Saxon Gambeson, Saxon Long Gambeson Hand ? Foot Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 8 Power Strike 5 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 8 Athletics 5 Riding 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 235 Two Handed Weapons 150 Polearms 200 Archery 50 Crossbows 30 Throwing 180 Slings 130 Weapons Melee Broadseax, Short Axe, Big Hand Axe, Axe, Hand Axe, Long Axe, Long Battle Axe, Sword, Seax Ranged (Possible): Throwing Spears Shield Painted Round Shield Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxon Warrior (Cempa)
Saxon Warrior (Cempa) Troop Information Culture Saxons Wages 39 Acquired from... Saxon Spearman (Cniht) Upgrades to... Saxon Noble (Thegn) Upgrade Cost 1352 XP for Kill ? Ransom Value ? The Saxon Warrior (Cempa) is a fourth-tier unit of the Saxon troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Saxon Warrior (Cempa) - Default Stats and Equipment Attributes Stat Points Level 27 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Helm with Nasal, Helm with Leather Body Saxon Gambeson, Saxon Long Gambeson Hand ? Foot Ankle Boots, Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 8 Power Strike 5 Power Throw 4 Power Draw 4 Weapon Maintenance ? Weapon Master 8 Athletics 5 Riding 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 215 Two Handed Weapons 150 Polearms 245 Archery 50 Crossbows 30 Throwing 185 Slings 130 Weapons Melee Heavy Long Spear, Long War Spear, Seax Ranged (Possible): Javelins Shield Painted Round Shield Mount ? Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard
Saxons
The Saxons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Saxons have much in common with the Angles. There is only one Saxon kingdom: the West Seaxe. Banner Name Color Ruler Claimant Capital Kingdom of West Seaxe #ff4f38 Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Troops[] Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Scottish Musketeer
For other uses, see Musketeer (disambiguation). Scottish Musketeer Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Musketeer (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers are national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with Wheelock Muskets of average-yet-decent firepower, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Musketeer - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 51 Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 0 Firearms 95 Throwing 0 Weapons Melee Scottish Broadsword Ranged Wheellock MusketBullets Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Musketeer (veteran)
This article is a stub. You can help out by expanding it. For other uses, see Musketeer (disambiguation). Scottish Musketeer (veteran) Troop Information Culture Mercenaries Wages 8 thalers/week Acquired from... Scottish Musketeer Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers (veterans) are veteran national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with better muskets than their recruitable counterparts, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, veteran Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Pikeman
For other uses, see Pikeman. Scottish Pikeman Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Pikemen are national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They are slightly more armored and have higher skill values than Swedish Pikemen. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 48 Armor Head Morion Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)