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Tref Bosvenegh East | Tref Bosvenegh East Settlement Information Type Village Kingdom Kingdom of Cornubia Fortification Bosvenegh Tref Bosvenegh East is a village of the Kingdom of Cornubia. As the name suggests, it is subordinate to Bosvenegh. Trivia[] - Tref Bosvenegh East does not appear to be based on any specific real life location, but it’s location puts it close to the real life village of Boscastle. Territory of the Kingdom of Cornubia TownsBosvenegh CastlesTowan Blystra Din Tagell VillagesTref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West |
Tref Bosvenegh West | Tref Bosvenegh West Settlement Information Type Village Kingdom Kingdom of Cornubia Fortification Bosvenegh Tref Bosvenegh West is a village of the Kingdom of Cornubia. As the name suggests, it is subordinate to Bosvenegh. Trivia[] - Tref Bosvenegh West does not appear to be based on any real life location, however it’s location in game puts it close to the real life town of Padstow. Territory of the Kingdom of Cornubia TownsBosvenegh CastlesTowan Blystra Din Tagell VillagesTref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West |
Tref Bran | Tref Bran Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Dinas Bran Tref Bran is a village in Viking Conquest. It is subordinate to Dinas Bran, and starts out owned by the Kingdom of Gwynedd. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Breatann East | Tref Breatann East Settlement Information Type Village Kingdom Kingdom of Alt Clut Fortification Dun Breatann Tref Breatann East is a village of the Kingdom of Alt Clut. Territory of the Kingdom of Alt Clut TownsDun Breatann CastlesCathures Cuil nam Caer Caradawg Gobhann VillagesTref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West |
Tref Breatann West | Tref Breatann West Settlement Information Type Village Kingdom Kingdom of Alt Clut Fortification Dun Breatann Tref Breatann West is a village of the Kingdom of Alt Clut. Territory of the Kingdom of Alt Clut TownsDun Breatann CastlesCathures Cuil nam Caer Caradawg Gobhann VillagesTref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West |
Tref Brycheiniog East | Tref Brycheiniog East Settlement Information Type Village Kingdom Kingdom of Brycheiniog Fortification Brycheiniog Tref Brycheiniog East is a village of the Kingdom of Brycheiniog, subordinate to the town Brycheiniog. Territory of the Kingdom of Brycheiniog TownsBrycheiniog VillagesTref Brycheiniog East Tref Brycheiniog West |
Tref Brycheiniog West | Tref Brycheiniog West Settlement Information Type Village Kingdom Kingdom of Brycheiniog Fortification Brycheiniog Tref Brycheiniog West is a village of the Kingdom of Brycheiniog, subordinate to the castle Brycheiniog. Territory of the Kingdom of Brycheiniog TownsBrycheiniog VillagesTref Brycheiniog East Tref Brycheiniog West |
Tref Bych | Tref Bych Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Din Bych Tref Bych is a village in Viking Conquest. It starts out owned by the Kingdom of Gwynedd, and is subordinate to Din Bych. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Caradawg | Tref Caradawg Settlement Information Type Village Kingdom Kingdom of Alt Clut Fortification Caer Caradawg Tref Caradawg is a village of the Kingdom of Alt Clut. As implied by the name, it is subordinate to Caer Caradawg. Territory of the Kingdom of Alt Clut TownsDun Breatann CastlesCathures Cuil nam Caer Caradawg Gobhann VillagesTref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West |
Tref Cathures | Tref Cathures Settlement Information Type Village Kingdom Kingdom of Alt Clut Fortification Cathures Tref Cathures is a village of the Kingdom of Alt Clut. As suggested by the name, it is subordinate to Cathures. Territory of the Kingdom of Alt Clut TownsDun Breatann CastlesCathures Cuil nam Caer Caradawg Gobhann VillagesTref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West |
Tref Ceincoed | Tref Ceincoed Settlement Information Type Village Kingdom Kingdom of Glywyssing Fortification Meigen Cil Ceincoed Tref Ceincoed is a village of the Kingdom of Glywyssing, subordinate to Meigen Cil Ceincoed. Territory of the Kingdom of Glywyssing TownsCaer Dyf CastlesMeigen Cil Ceincoed Caer Went VillagesTref Ceincoed Tref Went Tref Dyf East Tref Dyf West |
Tref Cuil | Tref Cuil Settlement Information Type Village Kingdom Kingdom of Alt Clut Fortification Cuil nam Tref Cuil is a village of the Kingdom of Alt Clut, subordinate to Cuil nam. Territory of the Kingdom of Alt Clut TownsDun Breatann CastlesCathures Cuil nam Caer Caradawg Gobhann VillagesTref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West |
Tref Dyf East | Tref Dyf East Settlement Information Type Village Kingdom Kingdom of Glywyssing Fortification Caer Dyf Tref Dyf East is a village of the Kingdom of Glywyssing. As suggested by the name, it is subordinate to Caer Dyf. Territory of the Kingdom of Glywyssing TownsCaer Dyf CastlesMeigen Cil Ceincoed Caer Went VillagesTref Ceincoed Tref Went Tref Dyf East Tref Dyf West |
Tref Dyf West | Tref Dyf West Settlement Information Type Village Kingdom Kingdom of Glywyssing Fortification Caer Dyf Tref Dyf West is a village of the Kingdom of Glywyssing, subordinate to Caer Dyf. Territory of the Kingdom of Glywyssing TownsCaer Dyf CastlesMeigen Cil Ceincoed Caer Went VillagesTref Ceincoed Tref Went Tref Dyf East Tref Dyf West |
Tref Erth | Tref Erth Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Din Erth Tref Erth is a village in Viking Conquest. It starts out owned by the Kingdom of Gwynedd, and, as suggested by the name, is subordinate to Din Erth. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Gob | Tref Gob Settlement Information Type Village Kingdom Kingdom of Alt Clut Fortification Gobhann Tref Gob is a village of the Kingdom of Alt Clut, subordinate to Gobhann. Territory of the Kingdom of Alt Clut TownsDun Breatann CastlesCathures Cuil nam Caer Caradawg Gobhann VillagesTref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West |
Tref Manaw | Tref Manaw Settlement Information Type Village Kingdom Kingdom of Laithlind Fortification Ynys Manaw Tref Manaw is a village of the Kingdom of Laithlind. As suggested by the name, it is subordinate to Ynys Manaw. Territory of the Kingdom of Laithlind TownsDubh Linn CastlesCaer Reghed Dun Baitte Ynys Manaw Bjarnaroy Orkneyjar Veisafjordr VillagesTref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa ByDubh Linn By North Dubh Linn By South |
Tref Meguaidd East | Tref Meguaidd East Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Caer Meguaidd Tref Meguaidd East is a village in Viking Conquest. It starts out owned by the Kingdom of Gwynedd. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Meguaidd West | Tref Meguaidd West Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Caer Meguaidd Tref Meguaidd West is a village in Viking Conquest. It starts out owned by the Kingdom of Gwynedd. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Mon East | Tref Mon East Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Ynys Mon Tref Mon East is a village in Viking Conquest. It is subordinate to Ynys Mon, and starts out owned by the Kingdom of Gwynedd. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Mon West | Tref Mon West Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Ynys Mon Tref Mon West is a village in Viking Conquest. It starts out owned by the Kingdom of Gwynedd, and is subordinate to Ynys Mon. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Reghed | Tref Reghed Settlement Information Type Village Kingdom Kingdom of Laithlind Fortification Caer Reghed Tref Reghed is a village of the Kingdom of Laithlind. As suggested by the name, it is subordinate to Caer Reghed. {{Clr} Territory of the Kingdom of Laithlind TownsDubh Linn CastlesCaer Reghed Dun Baitte Ynys Manaw Bjarnaroy Orkneyjar Veisafjordr VillagesTref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa ByDubh Linn By North Dubh Linn By South |
Tref Seniont | Tref Seniont Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Caer Seniont Tref Seniont is a village in Viking Conquest. It starts out owned by the Kingdom of Gwynedd. It is subordinate to Caer Seniont. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Sws | Tref Sws Settlement Information Type Village Kingdom Kingdom of Gwynedd Fortification Caer Sws Tref Sws is a village in Viking Conquest. It starts out owned by the Kingdom of Gwynedd, and is subordinate to Caer Sws. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws |
Tref Tagell | Tref Tagell Settlement Information Type Village Kingdom Kingdom of Cornubia Fortification Din Tagell Tref Tagell is a village of the Kingdom of Cornubia. As the name suggests, it is subordinate to Din Tagell. Trivia[] - Tref Tagell does not appear to be based on any historic location, but its position puts it close to the real life settlement of St Austell. Territory of the Kingdom of Cornubia TownsBosvenegh CastlesTowan Blystra Din Tagell VillagesTref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West |
Tref Towan | Tref Towan Settlement Information Type Village Kingdom Kingdom of Cornubia Fortification Towan Blystra Tref Towan is a village of the Kingdom of Cornubia. As the name suggests, it is subordinate to Towan Blystra. Trivia[] Tref Towan does not appear to be based on any real life location, however the nearest real life settlement of decent size to its location is likely Helston. Territory of the Kingdom of Cornubia TownsBosvenegh CastlesTowan Blystra Din Tagell VillagesTref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West |
Tref Went | Tref Went Settlement Information Type Village Kingdom Kingdom of Glywyssing Fortification Caer Went Tref Went is a village of the Kingdom of Glywyssing, subordinate to Caer Went. Territory of the Kingdom of Glywyssing TownsCaer Dyf CastlesMeigen Cil Ceincoed Caer Went VillagesTref Ceincoed Tref Went Tref Dyf East Tref Dyf West |
Tribal Warrior (Multiplayer) | For the single-player version, see Aserai Tribesman. Tribal Warrior Basic Armor Improved Troop Information Faction Aserai Type Infantry Cost 100 Class Stats Hit Points 100 Armor 19 (basic)28 (improved) Movement Speed 76 Army Size 21 Tribal Warriors are a multiplayer infantry class of the Aserai. Official Description[] Life is harsh in the Nahasa, so a child of the tribe is expected to learn how to fight well. These tribal warriors are cheap but effective troops that can perform different roles with proper equipment selection and hold their own against many of the better armed enemy soldiers. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Flyssa One Handed Round Shield Shield Perks Southern Spear Perfect against cavalry and for melee supportTwo Handed One Handed Desert Oval Shield Stronger and bigger shieldShield Southern Mace Better against armored opponents(replaces Flyssa)One Handed |
Tribe of Osraige | Tribe of Osraige Official Information Ruler Ruire Cerball mac Dunlainge Tribe of Osraige is one of the 21 factions in Viking Conquest. It is one of the smallest factions in the game. It is a Christian Gaelic faction. Rulers[] Ruire Cerball mac Dunlainge Initial ruler Vassals[] Mael Diarmait mac Cerbaill Mael Cellach mac Cerbaill Ard Tiarna Riacan mac Dunlainge Territory[] Territory of the Tribe of Osraige TownsCeall Cainnigh CastlesMairg Laigen VillagesBal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Wikipedia has an article on this subject at:Osraige 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 |
Troll's Axe | The Troll's Axe is a unique weapon in Viking Conquest: Reforged. It replaces the earlier Troll's Club available by beating Grendel, at The Troll's Bridge in Danmark. It can be refined once to Heavy in the Weapons vendor dialogue menu available by strolling around town in a major city, increasing its swing and thrust, but lowering its speed rating. It has the biggest swing attack and strength requirement in the game. |
Troll's Club | The Troll's Club was a two-handed weapon that could be obtained from the Huge Man at The Troll's Bridge in Danmark. As of an update, this item is no longer available and has been replaced in game by the Troll's Axe. It delivers significant damage. Depending on armor and shield resistance, it can kill an NPC and break a shield with one or two hits. It requires a whopping 25 strength to wield, more than any other obtainable weapon. Troll's Club Troll's ClubTwo-handedBase value: ?Weight: 6.0Swing: 65cThrust: -Speed rating: 85Weapon reach: 112Viking Conquest See Also[] Category:Two-handed Weapons Category:Melee Weapons |
Troop trees | The following are the troop trees of the various factions across all games. Mount&Blade and Warband[] ▼ Show/Hide Troops ▼ Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief Khergit troop treeNord troop treeRhodok troop treeSarranid troop treeSwadian troop treeVaegir troop treeMercenary (Sellswords) troop treeMercenary (Sword Sisters) troop treeManhunter troop tree ▲ Show/Hide Troops ▲ With Fire & Sword[] ▼ Show/Hide Troops ▼ Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman ▲ Show/Hide Troops ▲ Viking Conquest[] ▼ Show/Hide Troops ▼ Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Briton Troops Serf Priest Freeman Skirmisher Spearman Warrior Archer Horseman Elite Spearman Standard Bearer Champion Noble Bodyguard Frisian Troops Frisian Warrior Horseman Veteran Gaelic Troops Serf Priest Laborer Skirmisher Freeholder Warrior Veteran Skirmisher Veteran Standard Bearer Champion Elite Skirmisher Horseman Noble Bodyguard Norse Troops Freedman Gothi Freeholder Bowman Spearman Companion Warrior Archer Elite Spearman Standard Bearer Veteran Noble Bodyguard Pictish Troops Peasant Priest Landowner Skirmisher Spearman Axeman Veteran Skirmisher Warrior Standard Bearer Veteran Elite Skirmisher Horseman Noble Champion Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard Angle troop treeBriton troop treeFrisian troop treeIrish (Gaelic) troop treeNorse troop treePictish troop treeSaxon troop tree ▲ Show/Hide Troops ▲ Bannerlord[] ▼ Show/Hide Troops ▼ Troops of the Aserai Peasant Recruit Recruit Tribesman Bedouin Rover Mamluke Soldier Bedouin Rover Youth Footman Light Archer Mamluke Axeman Mamluke Regular Nomad Bandit Tribal Horseman Infantry Archer Mamluke Guard Mamluke Cavalry Harami Faris Veteran Infantry Master Archer Mamluke Palace Guard Mamluke Heavy Cavalry Veteran Faris Vanguard Faris Desert Bandit Troops Bedouin Rover Nomad Bandit Harami Boss Beni Zilal Troops Beni Zilal Recruit Beni Zilal Soldier Beni Zilal Royal Guard Ghilman Troops Koleman Ghilman Ghulam Jawwal Troops Jawwal Recruit Jawwal Camel Rider Jawwal Bedouin Troops of Battania Peasant Volunteer Clan Warrior Wood Runner Bushwacker Highborn Youth Trained Warrior Skirmisher Raider Freebooter Highborn Warrior Picked Warrior Scout Veteran Skirmisher Falxman Forest Bandit Hero Oathsworn Horseman Wildling Mounted Skirmisher Veteran Falxman Fian Fian Champion Forest Bandit Troops Bushwacker Freebooter Forest Bandit Boss Wolfskins Troops Young Wolf Seasoned Wolf Chosen Wolf Troops of the Khuzait Peasant Nomad Nomad Footman Steppe Bandit Tribal Warrior Steppe Bandit Noble's Son Spearman Hunter Raider Horseman Marauder Qanqli Spear Infantry Archer Horse Archer Lancer Raider Torguud Darkhan Marksman Heavy Horse Archer Heavy Lancer Kheshig Khan's Guard Steppe Bandit Troops Steppe Bandit Marauder Raider Boss Karakhergit Troops Karakhergit Nomad Karakhergit Rider Karakhergit Elder Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion Sea Raider Troops Sea Raider Warrior Chief Boss Forest People Troops Recruit Forester Expert Forester Veteran Forester Lake Rats Troops Lake Rat Recruit Lake Rat Veteran Lake Rat Wrecker Skolderbroda Troops Skolder Recruit Skolder Warrior Broda Skolder Veteran Broda Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight Mountain Bandit Troops Hillman Brigand Highwayman Boss Brotherhood of the Woods Troops Sprout Sapling Arboreal Company of the Golden Boar Troops Boar Novice Boar Veteran Boar Champion Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker Eleftheroi Troops Recruit Eleftheroi Expert Eleftheroi Veteran Eleftheroi Embers of the Flame Troops Spark Flame Blaze Hidden Hand Troops Hidden Pawn Hidden Hand Puppeteer Legion of the Betrayed Troops Hastati Principes Triarii Mercenary Troops Sellswords Sword Sisters Watchman Mercenary Guard Mercenary Scout Sisterhood Follower Mercenary Swordsman Hired Crossbow Mercenary Horseman Sword Sister Hired Blade Elite Hired Crossbow Mercenary Cavalry Veteran Sword Sister Gallant Sword Sister ▲ Show/Hide Troops ▲ |
Tshibtin | Tshibtin Settlement Information Type Village Kingdom Swadia Fortification UxkhalDhirim World Map Mount&BladeTshibtinUxkhalTemplate:World Map/Mount&BladeWarbandTshibtinDhirimTemplate:World Map/Warband Tshibtin is a village initially owned by the Kingdom of Swadia. It is near the Khergits and belongs to Uxkhal. Layout[] Player Elder Fugitive The Village Elder is standing in front of a building almost directly straight forward from where the player starts, next to a small wooden stool. Tshibtin is built on a relatively flat area on top of a hill in very uneven terrain with moderate tree cover. It has a total of seven structures with a stone wall around some parts. There are two fields here growing cabbages and squash, there is also a small tree in one of the fields that may grow apples, though none can be found. There is an outdoor oven behind one of the buildings with a large number of loaves of bread stacked nearby. The two areas surrounded by stone walls appear to be pens for animals. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, standing next to a stone wall. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Tubilis | Tubilis Settlement Information Type Village Kingdom Aserai Fortification Tubilis Castle Tubilis is a village in the Aserai Sultanate ruled by Sultan Unqid of the Banu Hulyan. The village is bound to Tubilis Castle and is known to produce Fish. Description[] Tubilis lies on the Gulf of Charas, which the Aserai call the Gulf of Shariz. Villagers go fishing here amid the offshore islands in search of tuna, sardines, and shark.[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 "Tubilis" |
Tubilis Castle | Tubilis Castle Settlement Information Type Castle Kingdom Aserai Villages Fanab , Tubilis Tubilis Castle is a castle of the Aserai Sultanate owned by Sultan Unqid. The villages of Tubilis and Fanab 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 |
Tulbuk Castle | Tulbuk Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tulbuk Sieges with... Tower Port No World Map Mount&BladeTulbuk CastleTulbukTemplate:World Map/Mount&BladeWarbandTulbuk CastleTulbukTemplate:World Map/Warband Tulbuk Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Tulbuk. Location[] Mount&Blade[] Tulbuk Castle is the southernmost castle on the map, it lies southwest of Halmar near a narrow valley. Its village lies to the southeast within the entrance of the valley. Warband[] Tulbuk Castle lies northeast of Ichamur, encircled by mountain slopes. The Kingdom of Vaegirs is to the north, connected by a small mountain pass guarded by Nelag Castle. Its village lies to the southwest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tulbuk Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] In Warband's Custom Battles, there is a map called "Tulbuk's pass". It is unclear where the pass is supposed to be located in-universe, seeing as how its terrain is different from the area on the world map. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Tulga | Tulga Settlement Information Type Town Kingdom Khergit Khanate Villages Dirigh AbanDuganDashbighaDusturil Sieges with... Ladders Port No World Map Mount&BladeTulgaDirigh AbanDuganTemplate:World Map/Mount&BladeWarbandTulgaDusturilDashbighaTemplate:World Map/Warband Tulga is the capital city of the Khergit Khanate. The town is initially Sanjar Khan's fief. It has a comparative advantage at producing Spice. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Dirigh Aban and Dugan. Warband[] Its villages are Dashbigha and Dusturil. Steppe Bandits are often located near the town after fleeing from npc parties. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Tulga can be located by turning 90 degrees to the right after selecting 'Take a walk around the streets.' He will be in an alcove up a flight of stairs. Siege[] Besieging Tulga requires the construction of ladders. Tournaments[] If you take part in a Tournament in Tulga, you will be given a horse and either of the following sets of equipment: Javelins & Shield Bow & Arrows, Dagger Economy[] Tulga sells spice and salt cheaply and buys grain and tools for a good price. It has two villages linked to the town and two more nearby villages linked to castles, improving its production. It is one of the most important trade towns in-game, as it is the primary source for spice. Tulga produces: Bread Ale Leatherwork Tools Wool Cloth Pottery Salt Spice Oil Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Tulug Noyan | Tulug Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Tulug Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. He wears the Brown Tourney Armour, which is only avaliable to the player through the cheat menu. Family[] Siblings: Lady Hindal Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Tulug Noyan - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Khergit Cavalry Helmet Body Leather Vest, Studded Leather Coat Hand Leather Gloves Foot Nomad Boots, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Crossbows 150 Throwing 150 Weapons Melee Heavy Sabre Ranged Khergit Bow, Arrows Shield Round Cavalry Shield Mount Courser Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur |
Tunsberg | Tunsberg Settlement Information Type Town Kingdom Kingdom of Northvegr Villages Tuns By WestTuns By East Port Yes Tunsberg is the capital of the Kingdom of Northvegr and its only town. It has a port and is ruled by Konungr Harald Halfdanarson. Territory[] Tunsberg is located in Norway, on the northeastern edge of the overland map. Its villages are Tuns By West and Tuns By East. Siege[] Tunsberg can be besieged like any other city, but can be easily conquered through a coastal attack. Economy[] Tar, Furs, Soapstone and Timber all can be bought cheaply in Tunsberg. This makes Tunsberg also a good place to build ships as only Wool needs to be found elsewhere. Additionally, all ships can be built in Tunsberg as it is a Norse city. Tunsberg produces: Bread Barley Smoked Fish Ale Furs Tools Wool Cloth Linen Tar Wikipedia has an article on this subject at:Tønsberg Territory of the Kingdom of Northvegr TownsTunsberg CastlesSkiringssalr Hordaland Agdir Rogaland VillagesSkiringssalr By Horda By Agdir By Rogaland By Tuns By East Tuns By West |
Turid | Turid Official Information Kingdom Kingdom of Northhymbre Monarch Jarl Halfdan Ragnarsson Title Lady Religion Pagan Personal Details Gender Female Turid is an unmarried noblewoman of the Kingdom of Northhymbre. Family[] Parents: Jarl Sidroc the Elder, Gudrun Kingdom of Northhymbre Monarch: Claimant: Jarl Halfdan Ragnarsson Aetheling Oswine Vassals: Cyning Egbert Jarl Rathbarth Ragnarsson Ealdorman Ealdred Jarl Sidroc the Elder Ealdorman Ricsige Ealdorman Egbert the Second Jarl Bjorn Ragnarsson Hersir Guthred Knutr Hersir Rognvald Hersir Harald Hersir Sidroc the Young Hersir Fraena Jarl Ivarr Inn Beinlaussi Jarl Hubbi Ragnarsson Konungr Bagsecg Ladies: Aebbe Alof Ragnarsdottir Eanflaed Freydis Gudrun Sigrid Sigrunn Svanhild Turid |
Tyal | Tyal Settlement Information Type Town Kingdom Sturgia Villages Bukits and Visibrot Sieges with... Battering Ram, Ladders, and Towers Port No Tyal is a town of the Principality of Sturgia. The initial lord is Godun of the Vagiroving clan. Description[] Tyal sits in the western foothills of Mount Iltan, on the eastern borders of the Sturgian lands. This region has long stood aloof from the power struggles of the other Sturgian principalities. Its people are known as wanderers, traders, horse breeders and fur-trappers. The local aristocracy has occasionally exchanged princesses with the steppe tribes to the east to firm up a truce or a trade pact, and proudly includes the names of several great khans on their list of ancestors.[1] Territory[] The villages of Bukits and Visibrot are bound to Tyal. Trivia[] According to the game's settlements.xml file, Tyal is named after a local clan hero. Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan ↑ Encyclopedia Calradia, entry "Tyal" |
Uchalion Plateau | The Uchalion Plateau or "Uchalion Massif" is a large stretch of highlands located in northwestern Calradia. Along the southern and eastern edge of the plateau are the mountains and steep cliffs of the Cursion Escarpment. To the north is the Ailta Druin mountain range and to the west are the great Rhennod Mountains. Two defining features are at the center of the plateau: the Rock of Glanys, where ancient tribal high kings were crowned, and the Llyn Tywal or "dark lake". By the time of the Calradic civil war, the once widespread tribes of the ancient Battanian people have been pushed so far back that the majority of the territory consisted of what was atop the Uchalion Plateau. 173 years later, the plateau would be depopulated, with its territory divided between the Kingdom of Nords and the Kingdom of Swadia. Major Settlements[] Car Banseth Dunglanys Marunath Pen Cannoc Seonon |
Uhhun Castle | Uhhun Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Uhhun Sieges with... Towers Port No World Map Mount&BladeUhhun CastleUhhunTemplate:World Map/Mount&BladeWarbandUhhun CastleUhhunTemplate:World Map/Warband Uhhun Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Uhhun. Location[] Mount&Blade[] Uhhun Castle lies between Halmar and Tulga, next to a forest grove in the heartland of the steppes. Its village is quite close, to the north. The area surrounding it appears to be a hive for Steppe Bandits, making it difficult to keep villagers in the area safe. The bandit patrols come in all directions to area around the castle and its village. However, as far as faction enemies go, it is a helpful watch point for Uhhun village, being so close by. Warband[] Uhhun Castle lies west of Narra at the top of a small ridge on the border with the Kingdom of Swadia. Its village is close, within a small forest to the east. The terrain of the area can give an advantage for Uhhun Castle. Uhhun Castle can only be besieged from two directions. Also, Uhhun is right next to it, so it's easier to spot intruders. The area is also relatively safe from bandit patrols. The Sarranid Sultanate considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Uhhun Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. The front of Uhhun Castle is a narrow walkway perpendicular to where your troops enter the castle. This narrow walkway continues around, meaning your troops don't get a chance to spread out. Above is another walkway, often filled with ranged troops. Defensively, it is often advantageous to cede the outer wall entirely, fall back to the walls surrounding the courtyard, and position your archers on the far side while your melee soldiers hold positions that keeps the enemy in the firing line of your ranged soldiers. If positioned right, attackers will be under constant fire and will be unable to reach your archers, while their own archers will have a very hard time returning fire over their comrades. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Ui Neill of Aileach | Ui Neill of Aileach Official Information Ruler Ard Ruire Aed mac Niall Claimant Ard Tiarna Dungal The Ui Neill of Aileach are one of the 21 factions in Viking Conquest. It is one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic kingdom. Contents 1 Rulers 2 Vassals 3 Territory 4 Trivia Rulers[] Ard Ruire Aed mac Niall Initial ruler Ard Tiarna Dungal Claimant Vassals[] Mael Domnall mac Aeda Mael Dabaill Mael Dub mac Aeda Ruire Congalach mac Finnachta Tiarna Cummascach mac Muiredaig Mael Padraig mac Curarada Tiarna Laidhgnen mac Donnagain Territory[] Aileach is its capital and only port. Territory of Ui Neill of Aileach TownsAileach CastlesRath Clochair Fir Fearnmhaigh Ard Macha Mag Dumai VillagesBal Clochair Bal Fearnmhaigh Bal Macha Bal Dumai Bal Aileach East Bal Aileach West Trivia[] The Ui Neill in-game represent the rule of the Uí Néill dynasty in medieval times, a powerhouse clan that acted as a hegemon in the north of Ireland. Ruled by the descendants of Niall Noígíallach, the Kingdom of Aileach prospered for centuries until its eventual fall. In the 867 starting date, Aileach is coming off of a massive victory at the battle of Lough Foyle in 866, which more or less permanently drove the vikings from Ulster. This was at the hands of King Áed Findliath, who currently rules over the north. Wikipedia has an article on this subject at:Northern Uí Néill 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 |
Ulfhedinn | Ulfhedinn Troop Information Culture Norse Wages 56 up to 64 Acquired from... Hofs (Norse Temples), prisoners Upgrades to... N/A The Ulfhedinn is a powerful Norse berserker unit in Viking Conquest. This unit might attack friendly units during battle. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ulfhedinn - Default Stats and Equipment Attributes Stat Points Level 29 Strength 25 Agility 17 Intelligence 11 Charisma 5 Health 80 Armor Head ? Body Wolf Skin Hand ? Foot Y Skills Skill Points Sea-King ? Navigation ? Ironflesh 10 Power Strike 9 Power Throw 6 Power Draw ? Weapon Maintenance 5 Weapon Master 9 Athletics 6 Riding 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 380 Two Handed Weapons 350 Polearms 250 Archery 30 Crossbows 0 Throwing 300 Slings 50 Weapons Melee Y Ranged ? Shield Berserkr Shield Mount ? Wikipedia has an article on this subject at:Berserker#Ulfheðnar – wolf warriors 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 |
Ulusamai Noyan | Ulusamai Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Ulusamai Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Family[] Parents: Brula Noyan, Lady Nirvaz Siblings: Lady Dulua Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Ulusamai Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Khergit Guard Helmet Body Leather Vest, Khergit Lamellar Vest Hand Leather Gloves Foot Leather Boots, Mail Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Crossbows 150 Throwing 150 Weapons Melee Great Bardiche Ranged Khergit Bow, Arrows Shield Elite Cavalry Shield Mount Courser Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur |
United Kingdom | The banner of the United Kingdom. The United Kingdom is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The British Empire is on the rise, constantly expanding and strengthening her influence over the world. However, to become the world’s dominant power, Britain first need to get rid of her most dangerous and ambitious enemy - Imperial France. While Britannia may rule the waves, France still dominates the continent, something London neither can, nor will tolerate. As financing the armies of Napoleon’s enemies to get rid of the "Corsican monster" turned out to be ineffective, His Majesty’s armies are now to take over and make their own attempt to drive back the French with fire and cold steel. However, trying to maintain a huge empire as well as a war against the United States, Britain has to compensate the lack of troops with professionalism and solid discipline. At the same time huge diplomatic resources are being used to pressure Austria and Prussia to join another coalition. Britain needs all the help she can get if she is to beat back the huge armies of France. Units[] Infantry 33rd (1st York, West Riding) Regiment of Foot - Line Infantry 5th Line Battalion, The King's German Legion - Line Infantry 42nd (The Royal Highland) Regiment of Foot - Highland Infantry 51st (2nd York, West Riding, Light Infantry) Regiment of Foot - Light Infantry 95th Regiment of Foot (Riflemen) - Riflemen Cavalry 1st KGL Hussars - Hussar 23rd Light Dragoons - Light Horse 6th (Inniskilling) Dragoons - Heavy Cavalry Royal Horse Guards Blue - Heavy Cavalry Specialists Royal Foot Artillery - Artillery 2nd Rocket Troop - Rocket Artillery Sapper - Engineer Ship Crew - Infantry (HMS Neptune) Arthur Wellesley, Duke of Wellington - Commander Voice commands & Battle cries[] Battle cries "Huzzah!" "God save the king!" "For king and country" "Rule Britannia" "Hurrah for old nosey" "Bydand" "Come on yer bastards" "Scotland Forever" "Sons of the hounds, come here and get flesh" Surrendering "I surrender!" "Don’t shoot me!" "Spare me!" Officer commands "Make Ready" "Present" "Fire" "Charge!" "Company, advance!", "Company, forward march!", "Company, forward!" "Hold this position!", "Defend this position!" "Fire at will!" "Company, on me!", "On me!" "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 |
Unriya | Unriya Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Bardaq Castle World Map WarbandUnriyaBardaq CastleTemplate:World Map/Warband Unriya is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive Unriya is built in hilly terrain with an abundance of palm trees all around. It has a total of five structures as well as two tents. There are two fields here, growing cabbages, grapes, and wheat. A well and shadoof can be found on one side of the village and two coursers and a hunter are stabled in the middle. The Village Elder is in front of the large building on the far left side of the village from where the player enters, standing in a bush. If sent here during a Hunt Down Fugitive quest, the target may be found within the fenced area behind the blue-striped tent, near a pile of straw. 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 |
Unuzdaq Castle | Unuzdaq Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Kedelke Amashke Sieges with... Ladders Port No World Map Mount&BladeUnuzdaq CastleKedelkeTemplate:World Map/Mount&BladeWarbandUnuzdaq CastleAmashkeTemplate:World Map/Warband Unuzdaq Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Unuzdaq Castle lies far to the northeast from Narra on the top of a steep mountain pass at the edge of the Kingdom of Swadia. It is, in fact, closer to Uxkhal than any Khergit town. Its village is Kedelke which lies at the base of the pass to the south. Warband[] Unuzdaq Castle lies southwest of Halmar at the edge of the Khergit territory. It is at a focal point with the Sarranid Sultanate to the south, the Kingdom of Rhodoks to the west, and the Kingdom of Swadia to the north. Its village is Amashke which is nearby to the southeast. The Kingdom of Swadia considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Unuzdaq Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Uqba | Uqba Settlement Information Type Village Kingdom Aserai Fortification Uqba Castle Uqba is a village of the Aserai owned by Emir Awdhan of the Banu Sarmal. The village is bound to Uqba Castle and known to produce Dates. Description[] Uqba sits alongside the Perassic Sea. Villagers trap rainwater and runoff from the hills to water their fields and their gardens of date-palms.[1] References[] ↑ Encyclopedia Calradia, entry "Uqba" 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 |
Uqba Castle | Uqba Castle Settlement Information Type Castle Kingdom Aserai Villages UqbaBunqaz Uqba Castle is a castle of the Aserai owned by Emir Awdhan of the Banu Sarmal. The villages of Uqba and Bunqaz 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 |
Urikskala | Urikskala Settlement Information Type Village Kingdom Sturgia Fortification Urikskala Castle Urikskala is a village in Sturgia owned by Knyaz Godun of clan Vagiroving. The village is bound to Urikskala Castle and known to produce Fish. Description[] Urikskala sits in the Portages of Iltan, a network of glacial lakes over which longships can be hauled and sailed between Lake Laconis and Lake Tanaesis. Villagers net small spiny perch and crayfish in the shallow waters, drying them for sale to travelers.[1] References[] ↑ Encyclopedia Calradia, entry "Urikskala" Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan |
Urikskala Castle | Urikskala Castle Settlement Information Type Castle Kingdom Sturgia Villages UrikskalaAlov Urikskala Castle is a castle in Sturgia owned by Knyaz Godun of clan Vagiroving. The villages of Urikskala and Alov are bound to the castle. Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan |
Urubay Noyan | Urubay Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Urubay Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Family[] Parents: Alagur Noyan, Lady Borge Siblings: Lady Tuan Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Urubay Noyan - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health 61 Armor Head Khergit Cavalry Helmet Body Nomad Robe, Khergit Lamellar Vest Hand Lamellar Gauntlets Foot Nomad Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 4 Power Strike 5 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 3 Riding 5 Horse Archery ? Looting ? Trainer 3 Tracking ? Tactics 4 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 6 Trade ? Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Crossbows 200 Throwing 200 Weapons Melee Fighting Pick Ranged Khergit Bow, Arrows Shield Elite Cavalry Shield Mount Courser Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur |
Urumuda Noyan | Urumuda Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Urumuda Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. He is the most lightly armored lord in the game, wearing the same clothes in battle as he does when resting in his keep. You may fight him or have him side with you if you help Dustum Khan, the claimant of Khergit Khanate and Sanjar's brother, to gain control of the Khanate. His banner resembles the flag of the Crimean Tatar people. The Crimean Khanate later appeared in With Fire & Sword. Family[] Spouse: Lady Yasreen Children: Akadan Noyan, Lady Nadha Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Urumuda Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Skullcap, Khergit Guard Helmet Body Leather Vest Hand Lamellar Gauntlets Foot Leather Boots, Hide Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 160 Polearms 160 Archery 160 Crossbows 160 Throwing 160 Weapons Melee Sabre Ranged ? Shield Round Cavalry Shield Mount Courser Gallery[] Urumuda Noyan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur |
Ushkuru | Ushkuru Settlement Information Type Village Kingdom Swadia Fortification DhirimDhirim World Map Mount&BladeUshkuruDhirimTemplate:World Map/Mount&BladeWarbandUshkuruDhirimTemplate:World Map/Warband Ushkuru is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the building at the top of the highest hill in the village, standing near a campfire and wooden table. Ushkuru is built up a slope in very uneven terrain with a light scattering of trees. It has a total of seven structures, with three dirt roads leading into the village. There are five fields here growing apples, cabbages, grapes, squash, wheat, and some sort of small shrubs. There are also two outdoor ovens which may be used for baking bread. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building the player directly faces when entering the village, standing next to a straw roof and curved wall. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Uthelaim | Uthelaim Settlement Information Type Village Kingdom Battania Fortification Uthelaim Castle Uthelaim is a village in Battania owned by High King Caladog of clan fen Gruffendoc. The village is bound to Uthelaim Castle and known to produce Hardwood. Uthelaim sits on the eastern frontiers of the Battanian lands on a ridge overlooking a tributary of the Myr. The people of these parts are foresters, felling the oak, yew and pine of the woods for sale to builders and shipwrights. 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 |
Uthelaim Castle | Uthelaim Castle Settlement Information Type Castle Kingdom Battania Villages UthelaimSeordas Uthelaim Castle is a castle in Battania owned by High King Caladog of clan fen Gruffendoc. The villages of Uthelaim and Seordas 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 |
Uxkhal | Uxkhal Settlement Information Type Town Kingdom Kingdom of Swadia Villages AmereTshibtinNomarIbiranTahlberl Sieges with... Ladders Port No World Map Mount&BladeUxkhalTshibtinAmereTemplate:World Map/Mount&BladeWarbandUxkhalNomarIbiranTahlberlTemplate:World Map/Warband Uxkhal is a town of the Kingdom of Swadia and is initially owned by Count Delinard. Presumably, the Vlandian town of Ocs Hall as seen 173 years earlier in Mount&Blade II: Bannerlord is meant to be the same town, as supported by text in the settlement.xml file in that game's directory. This theory is further supported by comparing the banners of Count Delinard and the clan dey Fortes, the rulers of each town in their respective games. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Amere and Tshibtin. Warband[] Its villages are Ibiran, Nomar, and Tahlberl. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is directly outside the tavern, turn to the left to see. Siege[] Besieging Uxkhal requires the construction of ladders. Tournaments[] If you take part in a Tournament in Uxkhal, you will have one of the following equipment sets: Heavy Sword Sword & Shield All participants are on horses. Economy[] In Warband, Uxkhal sells Grapes cheaply. This is an excellent location for a Wine Press due to the availability of grapes. It buys Grain at a good price, sometimes as high as 50 denars, this makes a Grain trade from Dhirim an easy way to make a few hundred denars in the early game. Uxkhal produces: Ale Bread Leatherwork Oil Tools Wine Wool Cloth Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Uzgha | Uzgha Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Ahmerrad World Map WarbandUzghaAhmerradTemplate:World Map/Warband Uzgha is a village of the Sarranid Sultanate. It is economically tied to the town of Ahmerrad and is usually one of the most looted villages. Layout[] Player Elder Fugitive The Village Elder is within the village walls, standing on a porch on the far side of the village from the entrance. Uzgha is built on top of a hill in open desert with palm trees growing only near the village. It has a total of seven tightly packed structures within a tall wall. Low stone walls outside the village surround a date palm farm with visible irrigation grooves and a runoff pond. A well and shadoof is located within the palm farm that is used to supply the water for the irrigation system. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing outside the walls next to a palm tree. 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 |
Vagiroving | Vagiroving Official Information Faction Sturgia Leader Knyaz Godun Fiefs TyalUrikskala Castle Tier ? Wealth ? Vagiroving is a clan of Sturgia led by Knyaz Godun. Contents 1 Description 2 Members 3 Settlements 4 Trivia Description[] At the start of the Calradic civil war, the clan holds territory on Sturgia's easternmost border region with the Khuzait and the Northern Empire. Members[] Godun (leader) Erta Lek Svana Osven Settlements[] Towns Tyal Castles Urikskala Castle Villages Visibrot Bukits Urikskala Alov Trivia[] Due to their name, it is possible the clan holds some connection to the future Kingdom of Vaegirs. Clans of Sturgia Major Gundaroving Kuloving Vagiroving Ormidoving TogarovingIsyaroving Vezhoving Ubroving Kostoroving Minor Forest People Lake Rats Skolderbroda |
Varcheg | Varcheg Settlement Information Type Town Kingdom Sturgia Villages Rodobas, Kargrev Sieges with... Battering Ram, Ladders, and Towers Port No Varcheg is a town of the Principality of Sturgia. The town's ruler is the Grand Prince of Sturgia, Raganvad of the Clan Gundaroving. Contents 1 Description 2 Territory 3 Points of Interest 4 Economy 5 Trivia 6 References Description[] The former Nord colony of Varcheg sits on a windswept sea-bluff at the base of the Kachyar peninsula, in what was once Battanian land. The jarl who founded this coastal outpost, hoping to trade with the interior, pledged himself in fealty to the Battanian High King Dernmachad, but then proceeded to dabble in Battanian politics. Annoyed, Dernmachad hired a Sturgian army to crush his unreliable new vassal. The Sturgians complied and routed the Nords, but then demanded the newly captured town as their payment. They called the town 'Varcheg', a corruption of the Nordic term for 'oathsworn companion', to mock both rivals whose quarreling had handed them their prize. Varcheg is the namesake of the Bay of Varcheg just south of the town, with the village of Kargrev serving as the town's port. This town is constantly invaded by Vlandia, constant sieges and rebellions gradually make this town the poorest in the whole of Calradia. Territory[] The villages of Rodobas and Kargrev are bound to Varcheg. 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 for smithing materials. Criminal gangs may be present at different locales such as the Backstreet, or Waterfront. Economy[] At its starting point, Varcheg is of average Prosperity. Its economy is based upon the Sturgian fur trade, with the villages of Rodobas and Kranirog selling their furs here. Trivia[] Varcheg did not receive an official lore description in the town Encyclopedia article until patch 1.2.7. According to the game files, Varcheg is said to mean 'far-flung on peninsula'. This document also hinted at the town meaning 'sworn companion' [1] 173 years after the Calradian Civil War, by the time of Mount&Blade: Warband, the Nordic town of Wercheg is presumed to be the same settlement given their similar names and location. Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan References[] ↑ From comments in the game file settlements.xml |
Vassals | A group of vassals following their Marshall. A vassal is a servant of a ruler, and are usually lords of castles and villages. There are many vassals in the game, each one aligned to a certain faction. The player can become a vassal by swearing an oath to a king or by marrying into the family of one of his vassals. When swearing an oath to a king, the king will bestow upon the vassal a fief, which will be the current poorest village in the faction's territory. You will also be given the option to choose a Banner, if you don't already have one. Breaking your oath will result in a large drop of honor and relation, as well as making enemies with all of your previous faction. They can be restored if you want to be friends with them again by allying with another faction, however your honor will stay the same. In Warband, the player can create their own kingdom and give vassalage to their companions, thus allowing them to have their own army. Non-Town/Castle Owning Vassals does not start spawning until Day 1 in the Afternoon. Every faction has 20 vassals, 8 old ones and 12 young ones. Contents 1 Titles 1.1 Warband 1.2 With Fire & Sword 1.3 Viking Conquest 2 Houses of vassals 3 Romance of vassals 4 Realigning 4.1 Indictments 4.2 Political Calculations 5 Personalities 5.1 Overview 5.1.1 Martial 5.1.2 Quarrelsome 5.1.3 Pitiless 5.1.4 Cunning 5.1.5 Sadistic 5.1.6 Good-natured 5.1.7 Upstanding 5.2 Regarding release 5.3 Regarding war 5.4 Regarding foreigners 5.5 Regarding Village Aid 5.6 Normal Introduction and Rumor 5.7 Female Introduction 5.8 Politics 5.9 Battle Dialogue 5.10 Other Titles[] Warband[] All vassals held the title of "Lord" in classic Mount&Blade, however Warband gave the various factions different titles. Faction Title Placement Meaning Khergit Khanate Noyan After name Mongolian: Commander/Gentleman Kingdom of Nords Jarl Before name Old Norse-derived: Chieftain Kingdom of RhodoksKingdom of Swadia Count Before name A particular high-ranking European noble title Sarranid Sultanate Emir (male)Sayeda (female) Before name Arabic: Commander/Prince/Leader Kingdom of Vaegirs Boyar Before name Russian/Ukrainian/Romanian/Bulgarian: Commander/aristocrat Player kingdom Lord Before name A person of authority Bunduk Tribune Before name Roman: an elected official who worked for the plebeians With Fire & Sword[] With Fire & Sword expanded on titles, giving various titles even within the same Nation. Nation Title Placement Meaning Crimean Khanate Bey After name Turkic: Chieftain Crimean Khanate Khan After name Turkic: Military ruler Crimean Khanate Mirza Before name Turkic: Prince(In reality, Turkic grammar would dictate this title be placed after the name) Crimean Khanate Pasha After name Turkic: Lord Cossack Hetmanate Army Chief Before name - Cossack Hetmanate Colonel Before name Senior military officer below general Cossack Hetmanate Company Commander Before name Commanding officer of a "company" Kingdom of Sweden Baron Before name Title of nobility Kingdom of Sweden Elector Before name Member of the electoral college of the Holy Roman Empire Kingdom of Sweden General Before name High-ranking officer Kingdom of Sweden Governor Before name An executive official Kingdom of Sweden Governor-General Before name An official representing the monarch in an independent territory Kingdom of Sweden Ratsherr Before name German: Councilor Muscovite Tsardom Chief Before name Supreme military commander (Ataman) Muscovite Tsardom Prince Before name A hereditary title of nobility Muscovite Tsardom Noble Before name A person of nobility Muscovite Tsardom Warlord Before name A person with civil and military control over an area (Voivode) Polish Commonwealth Colonel Before name Senior military officer below general Polish Commonwealth Cornet Before name Cavalry officer Polish Commonwealth Hetman Before name Polish: General Polish Commonwealth Prince Before name A hereditary title of nobility Polish Commonwealth Warlord Before name A person with civil and military control over an area Viking Conquest[] Viking Conquest has an all new set of titles. Many of them overlap between the numerous factions in the game. Factions Title Placement Meaning Kingdom of AlbanKingdom of LaiginKingdom of MumainKingdom of UladhTribe of Osraige Ard Tiarna Before name Irish: High lord Kingdom of West Seaxe Aetheling Before name A prince eligible to the throne Kingdom of Northhymbre Cyning Before name Old English: King Kingdom of East EngleKingdom of MierceKingdom of West Seaxe Dryhten Before name Old English: Lord; Governor Kingdom of East EngleKingdom of MierceKingdom of NorthhymbreKingdom of West Seaxe Ealdorman Before name Chief magistrate Kingdom of DanmarkKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Hersir Before name Viking commander Kingdom of DanmarkKingdom of NorthhymbreKingdom of Northvegr Konungr Before name Old Norse: King Kingdom of DanmarkKingdom of FrieseKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Jarl Before name Old Norse-derived: Chieftain Kingdom of Alt ClutKingdom of CornubiaKingdom of GlywyssingKingdom of Gwynedd Guledic Before name Chief elder Kingdom of AlbanKingdom of Alt ClutKingdom of BrycheiniogKingdom of ConnachtaKingdom of CornubiaKingdom of GlywyssingKingdom of GwyneddKingdom of MideKingdom of UladhTribe of OsraigeUi Neill of Aileach Mael Before name Middle Welsh: Prince Kingdom of Gwynedd Ri Before name King Ui Neill of Aileach Ruire Before name King Kingdom of AlbanKingdom of ConnachtaKingdom of LaiginKingdom of MideKingdom of MumainKingdom of UladhUi Neill of Aileach Tiarna Before name Irish: Lord Kingdom of GlywyssingKingdom of Gwynedd Tiern Before name Spelling variant of Tiarna; Lord Houses of vassals[] Some vassals are in a family of others (Warband and Bannerlord only). If you intend to make a syndicate of vassals, it is highly recommended to find the oldest vassal and set him as standard, as he will have many sons, nephews, and sons-in-law who are vassals too. Note that certain members of family are randomized at the beginning of a new game. Only the younger vassals' parents and siblings, and the older vassals' spouse and children are not randomized. Vassals in the same family will... Not try to denounce, indict, or attack each other. Ask players for help when one of them is captured. Pressure or support romance of player and a lady, if the lady is member of that family. Try to denounce other families aggressively. Romance of vassals[] You are not the only person dealing with courtships. Unmarried vassals will meet with ladies and occasionally marry them. Male characters may see vassals as rivals. If you have a contender in romance and you don't want to lose, you can: Duel with him. Damage his renown, or indict treason. Gain more renown and become a more competent groom. Note that above ways will damage your relationship with that vassal, resulting in damage to your kingdom. Female characters can attempt to marry vassals, but depending upon their personalities, not everyone will be receptive to the idea. Realigning[] An indictment notification from the mod Anno Domini 1257. Sometimes, a vassal will change their alignment if: Their kingdom is defeated and they have nowhere to go. They think their kingdom is hopeless. They have a low relation with their liege. Their kingdom holds no territory but has not yet been defeated (i.e. the ruler of the faction remains on the overworld map). The player persuades them to realign. Note that while most vassals think realigning is a dishonorable act, many of them will do so with every month or so. Especially when Syndicating of that kingdom is serious. Also, if you managed to persuade a lord that is in a faction you are in war with to become one of your faction's vassal, his title will be changed to that specific faction. For example, if you persuade a Swadian Count to join the Kingdom of Nords, his title will be changed to Jarl. However, you have to successfully persuade them, or their title remains the same, and they will stay in that faction. Success requires very high charisma and persuasion around 8-10, though you can decrease these requirements by increasing your relations before you are at war with that faction. Indictments[] Vassals can be indicted by monarchs, including the player, for treason. This happens in non-player kingdoms when a vassal's controversy is high and their relation with their liege is low. Most often, this occurs because a vassal has not had a fief for a long time. All other vassals in the kingdom will lose relation with their liege. How much relation is lost depends on a variety of factors, such as the indicted vassal's relation with their liege and their family connections. Family of an indicted vassal lose more points of relation with their liege than other vassals. The amounts are: Spouse: -7 Parent/child: -6 Sibling: -4 Other familial relation (cousin, in-laws): -2 Political Calculations[] In Warband, the game is continuously cycling through all vassals in the background in order of their position in troops.txt. During this process, they asses their court position, relation with their liege, and their position on the faction's political issue. For example, if a faction's political issue is selecting a marshal, when the game reaches them in the list, they will decide who they support for marshal. The same is true for a fief. However, during the political calculations process, vassals will also either gain or lose relation with their liege, most often because they have fiefs or do not have them. Martial and cunning lords lose 2 relation with their liege for every cycle they do not have a fief, while quarrelsome, sadistic, and pitiless lords lose 4. Good-natured and Upstanding lords do not lose relation for lack of a fief. Once relation between liege and vassal is below -50, they will begin to realign. Vassals can only realign autonomously if they are alone (i.e. if their party is next to another vassal's, they cannot realign). However, if they are alone, they will either be indicted or defect once their position in the list is reached and political calculations are performed. Personalities[] All vassals have different values and personalities, ranging from peaceful inland patrol to restless warmongers. Senior vassals (the ones who already have children) have consistent personalities between games, while the younger vassals' personalities are randomly assigned at the start of every new game. Most of the vassals who own cities are martial. A kingdom with an extra city usually has lords that have personalities that are not martial. All of these are quarrelsome (with exception of Clais, who is pitiless). Overview[] There are seven lord personalities in Warband: Martial Quarrelsome (called Bad-Tempered upon encounter if Cheat Menu is enabled) Pitiless Cunning (sometimes called Calculating) Sadistic (called Debauched on Notes page if the Cheat Menu command "Update political notes" is used) Good-natured Upstanding Martial[] Martial lords, as the name implies, are primarily concerned with warfare. A neutral personality type, martial lords are somewhat easy to manage as a ruler. They are chivalrous, but not to the extent of good-natured and upstanding lords. Most notably, they love war, and will become restless if the faction is at peace for a long time. An easy way to resolve this is to hold a feast every time you are able to in peacetime, while in wartime they are happy, so this becomes unnecessary. Martial lords will also slowly become disgruntled over time if they do not have fiefs, and will become upset if another vassal is granted a fief if they have fewer than three. They make for useful and aggressive marshals, and usually have higher renown and thus can field bigger armies. Like their more honorable counterparts (good-natured and upstanding), martial lords dislike unjust wars. Even though they will be contented in war time, declaring war without justification results in a loss in relation with martial lords. However, declaring war with provocation results in a relationship gain of 1. This effect is global; chivalrous lords in all kingdoms, not just the player's, will lose relation for unjust wars. Quarrelsome[] Quarrelsome lords are dishonorable, cruel, and rude, and they frequently start rivalries within a faction. They are difficult to manage by the player, similar to sadistic lords. They are perhaps the worst personality for a vassal to have, and will become upset if another vassal gets a fief. Like pitiless and sadistic lords, they constantly want fiefs, and are generally selfish after their relatives are provided enough fiefs. Quarrelsome lords, like sadistic and pitiless lords, love raiding villages, and will often do so even if their faction is on campaign and the army is assembling nearby. They do not tolerate having no fiefs, and will become disgruntled over time. Upon defeat by the player, regardless if they are let go or not, you will lose 1 relationship point with them. Honorable players begin a relationship with a -3 relation to a quarrelsome lord. As with every other dishonorable lord, is it inadvisable to recruit them into your kingdom unless the player is dishonorable. Pitiless[] Pitiless lords are merciless lords who love war and dislike honorable actions. They are not as difficult to manage as quarrelsome and sadistic lords but are of a somewhat negative personality type. You gain relationship with them when they are released, but they are dishonorable, and, like the other two, are fine with switching lieges. In most respects, pitiless lords are identical to sadistic and quarrelsome lords, except that they are grateful to be released, save for a parting insult that the player will be "finally defeated" and they will request for their "death to be swift and merciful." Like other lords, they require a fief to content. They give quests that require the player to behave dishonorably, such as Kill local merchant. They also exclusively give the quest Bring Back Runaway Serfs. Like quarrelsome lords, victory over a pitiless lord will cause your relationship with that lord to decrease by 1. Cunning[] Cunning lords are of a neutral personality type. They are primarily concerned with themselves and amassing as much power as possible. Like martial lords, they require three fiefs to keep happy. They also start rivalries more frequently than martial lords, but not as frequently as quarrelsome, pitiless, and sadistic lords. They appreciate being released, and there are no negative consequences to doing so, however if your faction is still at war with theirs, you do not gain bonus points with them upon next meeting, a quality shared with Pitiless lords. They also give some dishonorable quests, such as Kill local merchant. Sadistic[] Sadistic lords are cruel lords who hate chivalry, love conflict, and revel in death. They freely raid villages, attack caravans, and they disregard the wellbeing of others. Sadistic lords are perhaps the second worst if not worst personality type, beside quarrelsome. They share almost all traits and behaviors with other dishonorable lords, including dishonorable quests. They also hate being released after defeat, like quarrelsome but unlike pitiless. However, a potential benefit to a player is that sadistic lords will consistently, almost feverishly, raid villages during wartime, like quarrelsome lords, which enables a faction to quickly rack up war damage against another. Similarly, Sadistic (and quarrelsome) lords are almost incapable of talking to the player without insulting them, and are thus easy to identify. Good-natured[] Good-natured lords hold one of two positive personality types in Warband, and perhaps have the best. These lords are friendly, affable, and want to see justice done in the world. They are also less formal than upstanding lords, and are most concerned with a ruler ruling justly. Good-natured lords, like upstanding lords, gain 1 point of relation with the player per 3 points of honor. This means that if the player has 300 points of honor, good-natured lords are devoted to the player before they even meet them. They also cannot lose relationship with the player past that point unless honor goes below 300. Good-natured lords tolerate having no fiefs, and do not care if someone other than them or their supported choice is given a fief, even if they have none for a long time. Having high honor negates any potential ramification of a good-natured lord not having a fief. Good-natured lords do not, however, make exceptional marshals, unless they have high renown. Despite this, they do behave honorably on campaign, and will avoid raiding villages, believing that they should not attack innocents. Like upstanding lords, they almost always love their liege, and are nearly impossible to persuade to join your faction unless they have been beaten repeatedly (and thus repeatedly lose relation with their liege) or their kingdom is on the verge of collapse. This remains true even with a very high relationship. They are selfless with who they support in getting a fief, as long as they have enough to match their renown (the higher the renown, the more fiefs they'll want for themselves before they start supporting everyone else). When persuading to join a faction, the correct options is, "Because I will rule justly and protect the rights of the commons." Upstanding[] Like good-natured lords, upstanding lords are one of two positive personality types in Warband. Upstanding lords value honor, loyalty, and valor, and they are fiercely loyal to their liege. They share almost all traits with good-natured lords, including a point in relationship per every three points of honor. They tolerate not having a fief, and do not become disgruntled when a fief they want is given to someone else. Like good-natured lords, they hate dishonorable lords, and often feud with cunning lords. Unlike good-natured lords, however, they make for better marshals, and more frequently besiege towns and castles (but also avoid attacking villages). If the player is dishonorable, it is inadvisable to recruit upstanding or good-natured lords, as they will frequently be upset with the player for their actions. If the player is honorable, however, upstanding and good-natured lords can be indispensable for a stable kingdom, though they are also very difficult to persuade. A notable difference between upstanding and good-natured lords exists for female characters, whom upstanding lords will refuse to marry regardless of relation. Good-natured lords are not so conventionally-minded. When persuading to join a faction, the correct option is, "According to the ancient law of Calradia, I should be {queen/king}." Regarding release[] If defeated in battle by the player, some lords take being released as honorable act. Others, however, will take it as an offense. The player will gain relationship bonuses after releasing them, and will get a chance to beg them to let them go in the next battle (with a steep cost in relation). However as mentioned before, some take being released as dishonorable, resulting in a relationship penalty on the next meeting. The best way to find out who hates being released is by releasing every caught lord and keeping track. Lord reactions to being released are as follows: Appreciates release, 5 point relation bonus: Martial Appreciates release, 2 point relation bonus if still at war: Good-natured, upstanding Appreciates release, 1 point relation bonus if still at war: Liege (kings) Appreciates release, no relation bonus if still at war: Cunning, pitiless Hates release: Bad-tempered/quarrelsome, sadistic Regarding war[] Some lords hate wars. They stick themselves inside the kingdom, battle with bandits, and do nothing else. If that lord becomes marshall of the kingdom, the campaigns will often be touch-and-go without any progress every time. With aggressive lords, it's the exact opposite. Lords do tend to support their friends, if a lord has many friends within his faction, then his friends will attempt to help defend his fiefs, whereas if a lord is hated, they will not defend him by their own choice. Regarding foreigners[] The player is always of foreign birth, and this attracts hate from some xenophobic lords. If you try to marry a lady, some lords will say you're foreigner and have no rights to do so. The result is nearly -10 relationship penalty. Regarding Village Aid[] Completing quests for villages is beneficial to the player, increasing the number and quality of troops that can be recruited from them, and is often a common task performed before swearing fealty or starting one's own faction. Some lords will thank the player for aiding their tenants, while others will warn the player away from accepting quests from their fiefs, as it undermines their authority. Normal Introduction and Rumor[] Personality Introduction (low Renown) Introduction (high Renown) Introduction (Noble) Rumor Upstanding Peace to you, and always remember to temper your valor with mercy, your courage with honor. I know your name. They say you are a most valiant warrior. I can only hope that your honour and mercy matches your valor. I see that you carry a nobleman's banner, but I do not recognize the device. No doubt you have come to Calradia in search of wealth and glory. If this indeed is the case, then I only ask that you show mercy to those poor souls caught in the path of war. People say that it is good to be in the service of <name>. He is good to his followers, and rewards them if they work well. Martial Perhaps you are not of gentle birth, but even a commoner, be he of sufficient valor, may make something of himself some day. Your fame runs before you! Perhaps we shall test each other's valor in a tournament or on the battlefield! I see that you carry a nobleman's banner, but I do not recognize the device. No matter -- a brave {man's/warrior's} home is all the world, or so they say! They say that <name> loves nothing more than war. Good-Natured Well, you look like a good enough sort. I've heard of you! It's very good to finally make your acquaintance. I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance, {sir/my lady}! It is good to make your acquaintance They say that <name> is a good man and treats people living in his lands decently. That is more than what can be said for most of the nobles. Quarrelsome Speak quickly, if you have anything to say, for I have no time to be bandying words with common soldiers of fortune. I've heard of you. Well, I'm not one for bandying words, so if you have anything to say, out with it. I don't recognize the device on your banner. No doubt another foreigner come to our lands, as if we didn't have so many here already. They say that <name> almost came to blows with another lord lately, because the man made a joke about his nose. Cunning Well... I have not heard of you, but you have the look of a man who might make something of himself, some day Ah, yes. At last we meet. You sound like a good man to know. Let us speak together, from time to time I see that you carry a nobleman's banner, but I do not recognize the device. Still, it is always worthwhile to make the acquaintance of {men/women} who may one day prove themselves to be great warriors. They say that <name> is a cunning opponent. Pitiless You have the look of a mercenary, another vulture come to grow fat on the misery of the land. I know your name. It strikes fear in men's hearts. That is good. Perhaps we should speak together, some time. I see that you carry a nobleman's banner, but I do not recognize the device. Another vulture come to grow fat on the leftovers of war, no doubt! I heard that <name> has a squire executed because the unfortunate man killed a deer in his forest. Sadistic Normally I cut the throats of impudent commoners who barge into my presence uninvited, but I am in a good mood today. I know your name -- and from what I hear, I'll warrant that many a grieving widow knows too. But that is no concern of mine. I see that you carry a nobleman's banner, but I do not recognize the device. Perhaps you are the bastard {son/daughter} of a puffed-up cattle thief? Or perhaps you stole it? They say that <name> likes to torture his enemies. I wouldn't want to get on the bad side of that man. Female Introduction[] Personalities Introduction (Low Renown) Introduction (High Renown) Introduction (Noble) Upstanding It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Greetings, my lady. Even with the dust of the march upon your clothes and gear, I can see that you are not lacking in the graces of your noble sex. It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Martial I must say, my lady -- do be careful, riding about this dangerous land. If you ever wished to seek a more... em... settled life, I'm sure I could find you a worthy husband from among my men. Greetings, my lady. Although I see from your demeanor that you are not a conventional maiden, I hope that you are not averse to a declaration of admiration from me, your most humble servant. I do not recognize the device on your banner, but clearly you are a lady of rank. Please consider me your most humble servant. Good-Natured From the look of you, I suppose you can handle yourself, but do be careful out there, my lady. My lady, if you are skilled as arms as you are fair in countenance, then your enemies should indeed fear you! I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance,, my lady! It is good to make your acquaintance. Quarrelsome By the way, girl -- does your husband know that you nicked his weapons and armor? I'll bet you're in for a right old beating when you get home! Heh. Fancy this -- a maiden, all equipped for war. Well, it's a strange sight, but in your case, I can imagine that it might grow on me. I don't recognize the device on that banner. Clearly another foreigner come to our lands, bringing their strange ways. Cunning It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Greetings, my lady. Please do not think it forward, if I say that it is unusual to see a woman caparisoned for war. I hope that one day I may be the father of a daughter possessed of such bravery and spirit. It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Pitiless These are fallen times indeed, when even women turn brigand, to pick the leavings from the wreckage of war. It is unusual to see a woman girt for war. Be careful, my lady -- it is a harsh world, and it would be a shame to see such beauty marred by a sword-blow. I see that you carry a noble's banner, but I do not recognize the device... You should know, lady, that in Calradia it is the men to ride to war, and if you seek to overturn the natural order of things, you will find your fair head stuck on a pike -- like that of any other rebel! Sadistic A woman, caparisoned for war! Well, I suppose that you're no more womanly than most of those in my service who call themselves warriors. What have we here! A woman, caparisoned for war! Well, I dare say that one as fair as you could lend a touch of femininity even to a mail hauberk. You appear to be of noble rank, but I don't recognize your banner. Clearly, another foreigner come to our shores -- no doubt from a land where men are weak, and the women ride to war in their place! Politics[] Personalities Private Chat (Insufficient Relation) Private Chat (Low Relationship) Philosophy Rebellion Dillemia Rebellion Dilemma 2 Upstanding I would prefer to conduct our affairs out in the open. Do not take this amiss, but with you, I would prefer to conduct our affairs out in the open. Kingship and lordship have been instituted to keep the peace and prevent the war of all against all, yet that must not blind us to the possibility of injustice. This is troublesome. It is a grave thing to declare my homage to (faction leader) to be null and void, and dissolve the bonds which keep our land from sinking into anarchy. Yet I am also pledged to support the legitimacy of the succession, and (claimant) also has a valid claim to the throne. I feel that I must do whatever is best for the realm, to avoid it being laid waste by civil war and ravaged by its enemies. Martial Forgive me, but I'm not one for going off in corners to plot. Pleace do not take this amiss, but I do not trust you. My sword is at the disposal of my rightful liege, so long as he upholds his duty to me. (claimant) was clearly wronged. Although I gave an oath to (faction leader), it does not bind me to support him if he usurped his throne illegally. On the other hand, (faction leader) has led us in war and peace, and I am loathe to renounce my allegiance. Good-Natured Surely we can discuss whatever you want to discuss out here in the open, can't we? Surely we can discuss whatever you want to discuss out here in the open, can't we? Well, you should keep faith with your promises, and not do injustice to others. Sometimes it's hard to balance those. Stick with people you trust, I think, and it's hard to go far wrong. I do not know what to say. I gave an oath to (faction leader) as the lawful ruler, but if he is not the lawful ruler, I don't know if I am still bound. (faction leader) has always treated me decently, yet it's true that he did wrong to (claimant). I hesitate to renounce my homage to (faction leader), yet I also don't think it's right to support injustice. Quarrelsome Bah -- I'm in no mood for whispering in the corner. Bah. I don't like you that much. I'm not going to go plot with you in some corner. Bah. They're all a bunch of bastards. I try to make sure that the ones who wrong me learn to regret it. Hmm. (faction leader) has never given me my due, so I don't figure I owe him much. However, maybe <name> will be no better, and <name> has at least shown himself. So tell me, why should I turn my back on the bastard I know, in favor of the bastard/a woman I don't know? Cunning Em.. Let's keep our affairs out in the open, for the time being. Em.. Let's keep our affairs out in the open, for the time being. Well, it's a harsh world, and it is our lot to face harsh choices. Sometimes one must serve a tyrant to keep the peace, but sometimes a bit of rebellion keeps the kings honest. Circumstance is all. Hmm. I gave an oath of homage to (faction leader) yet the powerful are not bound by their oaths as our ordinary people. Our duty is to our own ability to rule, to impose order and prevent the war of all against all. (faction leader) has been challenged, and thus he will never be able to rule as strongly as one whose claim has never been questioned. Yet if (claimant) takes the throne by force, (claimant) will not be as strong as one who succeeded peacefully. Pitiless What do you take me for? A plotter? Hah! I trust you as I would a serpent. I think not. Men will always try to cheat others of their rightful due. In this faithless world, each must remain vigilant of his own rights. Hmm. (claimant) says {she/he} is the rightful heir to the throne. That is good -- it absolves me of my oath to (faction leader). But still I must weight my decision carefully. It is a most perilous position to be in, to be asked whom I would make (faction leader) of this land. Yet it is also a time of opportunity, for me to reap the rewards that have always been my due! Sadistic Trying our hand at intrigue, are we? I think not. Hah! I trust you as I would a serpent. I think not. My philosophy is simple: it is better to be the wolf than the lamb Hmm. In this vile world, a wise man must think of himself, for no one else will. So -- what's in it for me? Perhaps if I join (faction leader) while (claimant) is still weak (claimant) will enrich me, but perhaps if I bring (faction leader) your head he will give me an even greater reward. Battle Dialogue[] Personalities Introduction Being Demanded Surrender Demand Surrender Battle Negotiation Failure Capture Prisoner Release Encounter after defeated Encounter after joined battle on their side Upstanding Who are you, who would come in arms to dispute our righteous cause? So be it. It saddens me that you cannot be made to see reason. You may fight us, but many of your men will be killed, and you will probably lose. Yield, and spare us both the unnecessary bloodshed. That may be, but my duty to my liege requires me to fight with you I yield! Grant me the honours of war, and do yourself credit! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! I will not forget our victory over [enemy name]. Let us once again give thanks to heaven, and pray that we not grow too proud. Martial What is your name, {sir/madame}? If we come to blows, I would know whom I fight. So be it. Defend yourself! The odds are not in your favor today. You may fight us, but there is also no shame if you yield now. That may be, but it is my duty to fight with you Stop! I yield! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Good-Natured What is your name, {sir/madame}? If we come to blows, I would know whom I fight. Very well. I had hoped that we might avoid coming to blows, but I see that have no choice. We have the advantage of you. Yield, and you will be well-treated. I'm sorry -- I can't just let you ride away. No hard feelings? I yield! Congratulations on your victory, {sir/madam}! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Quarrelsome Who the hell are you? You impudent whelp! I'll crush you! I've got you cornered. Give up, or I'll ride you down like a dog. Hah! I want to fight with you Enough! You win today, you dog! Ach, the shame of it! I'm free? Well... Good bye, then. I have been looking forward to meet you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Cunning Tell me your name. It is always good to know your enemy. Well, if you leave no choice... You are outmatched today. Give up -- if not for your own sake, then think of your men! Ah. Unfortunately, you see, I wish to fight with you Stop! I yield to you! Am I? You are a good {man/woman}. I will try to find a way to repay you. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Pitiless Who are you? Speak, so that I may know whom I slay. If you so badly wish to die, then I have no choice but to oblige you. You cannot defeat me, and I'll teach you a painful lesson if you try. Yield! Why should I care? I wish to fight with you I yield! You have won. Cursed be this day! Thank you. When you are finally defeated, I will request for your death to be swift and merciful. Unless, that is, you care to join us... Good bye, for now. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Sadistic Who are you? Speak quick, before I cut your tongue out. You heap of filth! I'll make you wish you'd never been born. Surrender or I'll gut you like a fish! Still your tongue! You will have need of it shortly, while begging for mercy I give up! I give up! Call back your dogs! Am I? So refined is your cruelty, that you would rather see me free and humiliated, than in chains. Enjoy your triumph! I have been looking forward to meeting you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Other[] Personalities First encounter after noble (met before, good/neutral relation) First encounter after noble (met before, bad relation) Village Pillaged Upstanding I heard that you have pledged allegiance to our lord, [lord name]. Fight against our foes with valor, but also with honour and compassion. A good name is as valuable as a sharp sword or a swift horse in affairs of arms. I heard that you have pledged allegiance to our lord, [lord name]. Alas, from what I know of you I fear that you will disgrace us, but I will be happy if you prove me wrong. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Martial I heard that you have pledged allegiance to our lord, [lord name]. I look forward to fighting alongside you against our foes. I heard that you have pledged allegiance to our lord, [lord name]. Pray do not disgrace us by behaving in a cowardly fashion. You have raided my village of {village name}, destroying my property and killing tenants under my protection. You will pay the price for your crime! Good-Natured I heard that you have pledged allegiance to our lord, [lord name]. Good {man/woman}! Our lord is a noble soul, and rewards loyalty and valor with kindness and generosity. I heard that you have pledged allegiance to our lord, [lord name]. Well, I can't say that I would have trusted you, but perhaps you deserve the benefit of the doubt. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Quarrelsome I heard that you have pledged allegiance to our lord, [lord name]. Fight hard against our foes, respect your betters, and don't cross me, and we will get along fine. I heard that you have pledged allegiance to our lord, [lord name]. Bah. Do yourself a favor, and stay out of my way. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood! Cunning I heard that you have pledged allegiance to our lord, [lord name]. That is good. The more skilled fighters we have with us in these troubled times, the better. I shall be watching your progress. I heard that you have pledged allegiance to our lord, [lord name]. I do not pretend to be happy about his decision, but perhaps it is better to have you inside our tent pissing out, than the other way around. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Pitiless I heard that you have pledged allegiance to our lord, [lord name]. Fight bravely and you will be well-rewarded. Betray us, and we shall make of you the kind of example that will not soon be forgotten. I heard that you have pledged allegiance to our lord, [lord name]. If I were he, I would not trust you to clean the sculleries. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Sadistic I heard that you have pledged allegiance to our lord, [lord name]. Excellent... I am sure that you and I will become very good friends. But remember -- if you betray us, it will be the biggest mistake you will ever make. I heard that you have pledged allegiance to our lord, [lord name]. No doubt you will soon betray him, and I will have the pleasure of watching you die a traitor's death. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood! |
Vassals (Viking Conquest) | For the main Mount&Blade series page, go to: Vassals A vassal is a servant of a ruler, and are usually lords of castles and villages. There are many vassals in the game, each one aligned to a certain faction. In Viking Conquest, the player can create their own kingdom and give vassalage to their companions, thus allowing them to have their own army. Unlike in other modules, the player can also start in sandbox mode as a vassal (lord) or as a king. Titles[] Viking Conquest has an all new set of titles. Many of them overlap between the numerous factions in the game. Factions Title Placement Meaning Kingdom of AlbanKingdom of LaiginKingdom of MumainKingdom of UladhTribe of Osraige Ard Tiarna Before name Irish: High lord Kingdom of West Seaxe Aetheling Before name A prince eligible to the throne Kingdom of Northhymbre Cyning Before name Old English: King Kingdom of East EngleKingdom of MierceKingdom of West Seaxe Dryhten Before name Old English: Lord; Governor Kingdom of East EngleKingdom of MierceKingdom of NorthhymbreKingdom of West Seaxe Ealdorman Before name Chief magistrate Kingdom of DanmarkKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Hersir Before name Viking commander Kingdom of NorthhymbreKingdom of Northvegr Konungr Before name Old Norse: King Kingdom of DanmarkKingdom of FrieseKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Jarl Before name Old Norse-derived: Chieftain Kingdom of Alt ClutKingdom of CornubiaKingdom of GlywyssingKingdom of Gwynedd Guledic Before name Chief elder Kingdom of AlbanKingdom of Alt ClutKingdom of BrycheiniogKingdom of ConnachtaKingdom of CornubiaKingdom of GlywyssingKingdom of GwyneddKingdom of MideKingdom of UladhTribe of OsraigeUi Neill of Aileach Mael Before Name Middle Welsh: Prince Kingdom of Gwynedd Ri Before Name King Ui Neill of Aileach Ruire Before Name King Kingdom of AlbanKingdom of ConnachtaKingdom of LaiginKingdom of MideKingdom of MumainKingdom of UladhUi Neill of Aileach Tiarna Before name Irish: Lord Kingdom of GlywyssingKingdom of Gwynedd Tiern Before name Spelling variant of Tiarna; Lord Personalities[] Unlike in other modules, all lord personalities are randomly assigned at game start. The available lord personalities in this module are only: Upstanding, Martial, Calculating, Quarrelsome, Pitiless and Debauched. You can see the lord personality from the "Your Kingdom" interface, otherwise you can tell by the dialogue with them or through rumors (for some of the personalities above, you can use the last sections from the Vassals main page to tell). |
Vebjorg | Vebjorg Settlement Information Type Castle Kingdom Kingdom of Danmark Villages Vebjorg By Vebjorg is a castle 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 |
Vebjorg By | Vebjorg By Settlement Information Type Village Kingdom Kingdom of Danmark Fortification Vebjorg Vebjorg By 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 |
Vegetables | Vegetables Games Base value 40 Weight 15.0 Item Quantity 150 Morale Bonus +2 Spoils No Goods Type Food Made From... N/A Made Into... N/A Vegetables are a food item exclusive to Viking Conquest. Equal or better morale can be acquired at a lower price by getting Barley or Wheat instead, but Vegetables are still quite cheap and can be used to boost the party's total morale 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 |
Veidar | Veidar Settlement Information Type Village Kingdom Swadia Fortification YalenPraven World Map Mount&BladeVeidarYalenTemplate:World Map/Mount&BladeWarbandVeidarPravenTemplate:World Map/Warband Veidar is a village initially owned by the Kingdom of Rhodoks in Mount&Blade and the Kingdom of Swadia in Warband. Layout[] Player Elder Fugitive The Village Elder is in front of the large building up the hill on the opposite side of the village from where the player enters, standing next to a wooden table and stools. Veidar is built on a flat piece of land between a mountainside and stream with a moderate number of trees. It has a total of nine structures, as well as two bridges. The village has five fields growing cabbages, squash, wheat, and two different types of shrubs of some sort, while the largest field has been cleared aside from stacks of straw. Fish nets can be seen in the stream and hanging from a nearby shack which also contains whole fish. Another area has hanging meat and several knives for butchering. Strings of garlic also hang from multiple buildings. If sent here during a Hunt Down Fugitive quest, the target may be found hiding behind the fishing shack apart from the rest of the village. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Veisa By | Veisa By Settlement Information Type Village Kingdom Kingdom of Laithlind Fortification Veisafjordr Veisa By is a village of the Kingdom of Laithlind. Territory of the Kingdom of Laithlind TownsDubh Linn CastlesCaer Reghed Dun Baitte Ynys Manaw Bjarnaroy Orkneyjar Veisafjordr VillagesTref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa ByDubh Linn By North Dubh Linn By South |
Veisafjordr | Veisafjordr Settlement Information Type Castle Kingdom Kingdom of Laithlind Villages Veisa By Veisafjordr is a castle of the Kingdom of Laithlind. Its village is Veisa By. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:Wexford Territory of the Kingdom of Laithlind TownsDubh Linn CastlesCaer Reghed Dun Baitte Ynys Manaw Bjarnaroy Orkneyjar Veisafjordr VillagesTref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa ByDubh Linn By North Dubh Linn By South |
Veluca | Veluca Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages ChaezaEmerFednerIlviaRuldiChaezaEmerFednerSarimish Sieges with... Ladders Port No World Map Mount&BladeVelucaChaezaEmerFednerTemplate:World Map/Mount&BladeWarbandVelucaChaezaEmerFednerTemplate:World Map/Warband Veluca is a town of the Kingdom of Rhodoks. It is Initially held by Count Matheas at the start of the game. According to Ymira, Veluca has hot, dry summers and cool, wet winters, suggesting a Mediterranean climate in the valley in which the town is located. She also says that Veluca is a paradise frequently mentioned by poets. Veluca is apparently renowned for its wine. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Chaeza, Emer, Fedner, Ilvia, and Ruldi. Warband Its villages are Chaeza, Emer, Fedner, and Sarimish. Layout[] Guild Master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Veluca is located behind and to the right of the player, up a small set of stairs when 'Take a walk around the streets' is selected. Siege[] You can besiege Veluca with siege ladders. Tournaments[] When you participate in tournaments held in Veluca, you can receive the following equipment: Heavy Sword Lance & Shield Sword & Shield Crossbow & Bolts, Sword Bow & Arrows, Dagger Not all participants are on horses. Economy[] Veluca exports wine and grapes. It is a good location to buy an oil press and sell furs. Veluca produces: Ale Bread Leatherwork Oil Pottery Tools Velvet Wine Wool Cloth Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) |
Veteran | Veteran Troop Information Culture Mercenaries Wages 43-50 peningas/week Acquired from... Spearman- or -Mead Halls Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Veterans are mercenary infantry in Viking Conquest. Tactics[] During mid game, if you go often into towns (which is good practice) you will notice that, in a short while, your roster will contain many of them. Note that, being mercenaries, they will cost more than their actual worth compared to actual faction troops. However, since you will use them mostly during late game for critical fights against lords or in sieges, money will be less of a concern since you will look to field as many high quality troops as you can get. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Veteran - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Old Simple Helm Body Common Byrnie Hand None Foot Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 8 Power Strike 4 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 8 Athletics 0 Riding 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 150 Polearms 205 Archery 50 Crossbows 0 Throwing 180 Slings 140 Weapons Melee Long War SpearSeax Ranged None Shield Round Shield 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 |
Veteran Slave Hunter | Veteran Slave Hunter Troop Information Culture Manhunters Wages 43-50 peningas/week Acquired from... Slave Hunter Upgrades to... Slaver Chief Upgrade Cost 1352 peningas XP for Kill ? experience Ransom Value ? peningas Veteran Slave Hunters are tier-three manhunter archers in Viking Conquest. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Veteran Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Old Simple Helm Body Common Long Gambeson Hand None Foot Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 2 Weapon Maintenance 0 Weapon Master 8 Athletics 2 Riding 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 100 Polearms 210 Archery 40 Crossbows 0 Throwing 185 Slings 150 Weapons Melee Heavy Long SpearHunting Knife Ranged Javelins Shield Round Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief |
Veteran (disambiguation) | This article is a disambiguation page for Veteran (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Veteran may refer to: A Mount & Blade Wiki Achievement Nord Veteran Vaegir Veteran Angle Veteran (Gesith) Frisian Veteran (Werand) Irish Veteran (Boaire) Norse Veteran (Rekkr) Pictish Veteran (Arsaid) Saxon Veteran (Gesith) Veteran Asturian Veteran Varyag Veteran Lake Rat Veteran Boar Veteran Veteran (Multiplayer) |
Viking Conquest | Mount&Blade: Warband - Viking Conquest, or simply Viking Conquest, is a single player and multiplayer expansion for Mount&Blade: Warband. Developed by the people behind the popular "Brytenwalda" mod, it was released on the 11th of December 2014, becoming the second official expansion to be published after Napoleonic Wars. Contents 1 Description 2 Plot 3 Features 3.1 Viking Conquest 3.2 Viking Conquest: Reforged Edition 4 Factions 5 Media 6 External Links Description[] “ Anno Domini 867 We are in the ninth century. Long gone are the lights of Rome, absorbed by the tide of time, yet several centuries remain until the golden age of knights and princesses to come. It is a brutal, dark and ruthless era of raw strength and survival, where men go to bed every night praying to see a new day. It is the age of the Viking, the clans of Ireland, the ascension of Wessex and the emergence of the Kingdom of Alba. It awaits you... ” — upon starting a new game, before character creation Viking Conquest takes the player to dark-age northern Europe during the ninth century, when Norsemen invaded the British Isles en masse. It introduces six historically accurate cultures and twenty-one corresponding factions. All these factions are ruled by monarchs. The game was "remastered" on the 27th of July, 2015, being released under the title "Viking Conquest: Reforged Edition." The "reforged edition" was made available for free to anyone who purchased the original game before its update. Plot[] While being able to play in "sandbox" mode, Viking Conquest also grants the player the ability to follow a storyline. The story begins with the player character waking aboard the Woden Ric, a merchant ship. Having seemingly forgotten everything, the player asks the captain to refresh their memory, after which it becomes apparent that the Woden Ric is transporting them and their mother. After the Woden Ric is attacked by the Danish Viking, Sven Bull-Neck, the player will have to locate their mother, who has disappeared, taking the player all across northern Europe, Scandinavia and the British Isles. Features[] Viking Conquest[] Interactive world Living world that evolves around you, with historical and random events, as well as the actions of the player all contributing. Settlements More than 300 new cities, castles, villages and special scenes to discover, explore, conquer and plunder. Characters More than 200 historical characters and 100 extra NPCs: Kings, Lords, Ladies, bards, priests and many others. Meet legendary figures like Ivar the Boneless or his brother Sigurd Snake-in-the-Eye, royalty like Harald, later known as FairHair, or Aelfred of Wessex. Storyline A story mode where the player will be part of a complex plot involving political conspiracy, during the time the sons of Ragnar were leading their Great Heathen Army through Britain. An immersive game style with choice and consequence, romance, betrayal, moments of greatness and ruin. Sandbox mode A sandbox mode, the classic Mount&Blade system, where goals are determined by the player, but with all the richness and options offered by the new setting. Companions More than 15 possible companions, with deep interaction and different personalities. Sometimes their conflicts will force you to use cunning and diplomacy. Religion A complex religion system with two faiths, the Norse Gods and Christianity, with monasteries, special NPCs and parties. Religion will be a important factor in the game that will affect the player's interactions even within their own party. Naval travel Naval travel and warfare, a key feature to really make the setting complete. Warfare Battles can range from simple robbery to massive naval conflicts between huge fleets laden with warriors, all in dynamic battles where you can pilot your own boat, adjusting for factors such as wind, waves, and weather. Settlement building The option to build your own refuge, hire staff for it, and populate it with the wives and children of your troops... Siege warfare Detailed siege warfare system, with options to reduce a defender by hunger or morale, or by direct assault. With hard choices, plagues and famines, coastal assaults. Viking Conquest: Reforged Edition[] The Last Tuatha De Danann All new story, set in dark, mysterious Ireland where nothing is what it seems and truths are hidden... Hofs of the Nordic gods Visit the holy grounds of the Nordic Gods. Make sacrifices and recruit powerful yet unpredictable Berserker troops into your army. Dog companion A loyal canine friend who will stay by your side, even on the battlefield. Start as leader of a faction Skip the rise to power and get straight into Reforged Editions expanded kingdom management. Crouching and hunting Feed your men a better variety of food by hunting wild boar but beware, startle these creatures and they're liable to attack. Working (minigames) Out of luck and out of penningas. Commit yourself to an honest day's work in a quarry, mine or farmstead. New ambush system There is no greater weapon than the element of surprise; catch your enemies off guard with an ambush attack. Though you must keep your wits about you, or you could be the target of an ambush yourself. Adventuring companions Companions that leave the player's party from discontent may now strike out on their own as adventurers, gathering their own forces and making their mark on the world. New quests and roleplay events Discover assassination plots, interfere in affairs of religion and more with these new sandbox quests. Improved atmosphere New ambient sounds and scene contribute to a richer experience in historical Dark Age Britain. New items Dozens of new weapons and armours as well as updates to old visuals. Battles Improved enemy AI, incorporating tactics and formations add a new dimension to battles. Shock troops such as the Berserkir fight like animals but in the heat of battle may not distinguish friend from foe. Kingdom improvements Customise your kingdom's colour, ransom prisoners to the enemy and raise your peasants as a levy army in times of need. Expanded multiplayer New scenes and Raid game mode. Improvements to the UI and additional options for server admins to take control of the invaders in Invasion mode. More immersion Special player traits and the ability to spread rumours to influence people throughout the land. More lively scenes with domestic animals walking around. Extra information about your companions and the option of a second player outfit for use outside of battle, as well as much more roleplay and many more immersive features. Customise your level of difficulty and goals Set your own goals to become an Infamous Raider, Strong King, Beloved Warrior and more. Customise your difficulty options to cater your own experience and challenge. Factions[] Main article: Factions (Viking Conquest) Media[] Mount & Blade Warband Viking Conquest - "First Gameplay" TrailerViking Conquest Reforged Edition Launch Trailer External Links[] Viking Conquest on Tale Worlds Viking Conquest on Steam Viking Conquest on GOG |
Vikingr | Vikingr Troop Information Culture Norse Wages 31 up to 37 Acquired from... Hof, Liberating or recruiting prisoners Upgrades to... N/A Vikingarnir (singular: Vikingr) are bandits in Viking Conquest, that can be found in raiding parties on land or sea. If in player's party, they count as sailors for map speed purposes at sea. How to acquire and tips[] Get them from Hofs if you are Pagan. Fight sea parties (close to Tunsberg or in the seas south of Englaland or around Dun Bretann or Aileach) and recruit them from prisoners. Examples of sea parties where you can find them: Frankish Raiders. They are obvious picks for the shield wall though there are stronger melee troops. They count as bandits so they will cost more then regulars. Stats and Equipment[] Vikingr - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Norse Gambeson Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 2 Weapon Maintenance ? Weapon Master 7 Athletics 2 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 230 Two Handed Weapons 170 Polearms 190 Archery 50 Crossbows 0 Throwing 205 Slings 145 Weapons Melee ? Ranged ? Shield ? Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Villages | For a full list of all villages, see List of villages. Villages can be found all over the overland map, be it Calradia, Eastern Europe, or the Northlands. Each one is tied to a nearby fortification, both financially and politically. Contents 1 Goods 2 Recruiting 3 Raids 4 Prosperity 5 Management 6 Village Elder 7 Gallery 8 See Also Goods[] You can buy goods from the village or force them to give you their supplies; forcing them will lower your relationship with them. The relationship only lowers when you actually enter the loot screen, so if you accidentally choose the wrong option you can pick "Forget it" and avoid the relationship penalty. If the village populace sees your army as weak, they won't cooperate with your demands and will instead fight against you, their village being the battleground. All villages refresh their inventory of goods for sale at the same time based on its prosperity at that moment. This occurs at Time 15 (afternoon) once per 7 days. Recruiting[] Unless the villagers dislike you, you can "Recruit Volunteers" to your party. The amount and quality of the volunteers depend on your Renown and relationship with the village. If you decide to recruit them, you will pay 10 denars each to help them with their equipment. This fee is static, regardless of troop quality; if the proposed volunteers are of a higher tier, they will still cost 10 denars each, thus saving some upgrade money. The troops you get are always from the faction the village is originally from. You get another chance to recruit any time your relationship with the village changes, so recruit before helping a villager or progressing on a quest and recruit again after the relationship changes to gain additional volunteers. If you have 10 or more relationship with the village while at war with its faction, you can still recruit from them, but this will result in less morale for that faction's troops. 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). For every 10 relation, you can recruit one higher tier of troops. The chance to get higher tiers is 10%. Raids[] Unlike fortifications, villages cannot hold a garrison. If the village is attacked, only the farmers are there to defend it. Building a Watch tower will lengthen the time it takes for a village to fall, thus allowing you to come to their rescue. The villagers will fight to assist you, although their resistance will not be very powerful. Looting a village will reset the prosperity of the village to 0, deteriorate the relationship with the kingdom by 5, with the lord of the village by 5 and with the village itself by more than 30. If the village belongs to another faction, you can "Take a hostile action" and "Force the peasants to give you supplies" or "Steal cattle". If you're at war with that faction you can also "Loot and burn the village". The amount you steal depends on your Looting skill and the current prosperity of the village. Doing this will always decrease your standing with the chosen village and faction it belongs to. Raiding a village is an excellent way to get food and money, provided the village populace deems your army too strong to be defeated. Typically, there will be about 2000-2500 denars/thalers of goods, and a large amount of food, in addition to the village's cattle. However, raiding a village takes about half a day to a full day in map time, and leaves you vulnerable to being attacked by a stronger party, as you are unable to cancel the raid and run away. Looted villages tend to start functioning again in between 10-20 in-game days. This can be loosely monitored by the visual representation of the village on the map. If the village is smoking, it has been recently raided. If it has been looted, but not smoking, it is close to being rebuilt. Note: Being able to view the smoke requires having the "Particle Systems" option turned on. Prosperity[] Prosperity can be increased by completing the Bring wheat to (village) and Deliver Heads of Cattle quests, by building a Mill and by making sure villagers reach the town to trade and come back safely. If a village is infested by bandits, its prosperity will drop every three days until the bandits are dealt with or leave on their own. If the village is unremarkable or poorer, you can sometimes find an unemployed villager by asking "How is life here?". If you give 300 denars, your relationship with the village increases by 1. The owner of the village might tell you he approves or disapproves of your help, depending on his personality. Prosp. Introduction Extended Description (non-desert) Extended Description (desert) 0 The poverty of the village of {village} is unbearable. Only a handful of people are strong enough to work in the fields, many of which are becoming overgrown with weeds. The rest are weak and malnourished, or have already fled elsewhere. The draft animals have long since starved or were eaten, although a few carcasses still lie on the outskirts, their bones knawed [sic] by wild beasts. The palm groves are virtually abandoned, and the canals which irrigate them are clogged with silt. The handful of villagers you see look malnourished and restless. The draft animals have long since starved or were eaten, although a few carcasses still lie on the outskirts, their bones knawed [sic] by the wild jackals of the desert. 10 The village of {village} looks wretchedly poor and miserable. 20 The village of {village} looks very poor and desolate. Some farmers and animals are out in the fields, but their small numbers suggest that some villagers may be emigrating in search of food. Farm implements look rusty and broken. Brush and weeds seem to be reclaiming some of the outermost fields. Few villagers can be seen tending to the palm groves, and in places, the desert dunes appear to be encroaching on the gardens. Many of the canals are clogged with silt, and the wells and cisterns are filled with sand. 30 The village of {village} looks poor and neglected. 40 The village of {village} appears to be somewhat poor and struggling. The fields and orchards are busy, with villagers engaged in the tasks of the seasons. Humans and animals alike look relatively healthy and well-fed. However, a small number of the outermost fields are left unsewn, and some walls are in ill repair, suggesting that there are still not quite enough hands to do all the work which needs to be done. Men and women are busy tending the palm groves, climbing to the tops of trees to pollinate the fruit. Healthy animals draw the pumps and wheels that bring water to the fields. Some of the irrigation canals and cisterns, however, could use some maintenance. 50 The village of {village} seems unremarkable. 60 The village of {village} seems to be flourishing. The fields and orchards are humming with activity, with filled sacks of grain and drying meat testifying to the productivity of the village's cropland and pastureland. The palm groves and orchards are humming with activity. Farmers call to each other cheerfully from the tops of the trees, where they pollinate the date fruit. The creak of wooden pumps, the bellowing of draft animals, and the rush of flowing water speak of an irrigation system that is thriving under the villagers' attention. 70 The village of {village} appears to be thriving. 80 The village of {village} looks rich and well-maintained. The fields and orchards are humming with activity, with freshly dug irrigation ditches suggest that the farmers have enough spare time and energy to expand area under cultivation. Seasonal laborers appear to be flocking here to help with the work and join in the general prosperity. The palm groves are humming with activity, as farmers load up a bumper crop of dates for sale to the market. Men and women are hard at work digging new wells and canals, to bring additional land under irrigation. 90 The village of {village} looks very rich and prosperous. 100 The village of {village}, surrounded by vast, fertile fields, looks immensely rich. Management[] If the village belongs to you, you can "Manage this village" and build improvements. The time and money it requires to build them depends on the engineer skill. You can build: Village Improvement Cost and Time Building Effect Cost for Engineer level: Days for Engineer level: 0 10 0 10 Mill Increases prosperity in the village by 5%. 6000 3000 63 33 Manor Allows you to "Stay for some time" and rest, paying your troops half wages. 8000 4000 83 43 Watch tower The time needed to raid the village is increased by 50%. 5000 2500 53 28 School Increases your relationship with the village by 1 every month. 9000 4500 77 38 Messenger Post You will be alerted when there are enemies near the village. 4000 2000 43 23 One of each improvement can be constructed at every village. Improvements persist even after a village is raided and looted. Note: the Mill increases initial prosperity and ideal prosperity by 5%. The initial increase is lost if the village is raided, but the ideal prosperity increase persists. Ideal prosperity is the "natural" level of prosperity for the village. In effect, the Mill increases prosperity by 5% permanently (in contrast to previous conclusions about the improvement). Village Elder[] You can talk to the Village Elder if you select "Go to the village center"; he's the only villager that is always stationary. He can: Give you tasks Sell you goods or cattle Tell you of recent enemy sightings Set a large fire on the outskirts of the village (reduces the number of guards in a nearby fortification when you try to free someone from prison), which will also be visible on the map (not visible if the "Particle Systems" option is turned off) Recruit volunteers Gallery[] Temperate VillageSnowy VillageDesert Village See Also[] Quests Fortifications List of villages |
Visibrot | Visibrot Settlement Information Type Village Kingdom Sturgia Fortification Tyal Visibrot is a village in Sturgia owned by Knyaz Godun of clan Vagiroving. The village is bound to Tyal and known to produce Sheep. Description[] Visibrot is a sheep-rearing village on the lower slopes of Mount Iltan, just below the network of glacial lakes known as the Portages of Iltan. Though this region is cold and remote, its importance as a trade juncture between Lake Laconis and Lake Tanaesis, between the Empire and the steppe, means that it is relatively densely populated.[1] Trivia[] According to the settlements.xml game file, Visibrot means "High Ford". References[] ↑ Encyclopedia Calradia, entry "Visibrot" Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan |
Vlandia | Vlandia Official Information Capital Galend Ruler King Derthert Claimant BereninHervard Hardskull Ruling Clan dey Meroc Minor Factions Brotherhood of the WoodsCompany of the Golden Boar Faction Location Vlandia in red The Kingdom of Vlandia is a kingdom in Mount&Blade II: Bannerlord ruled by Derthert dey Meroc. It occupies the western forests and coastal plains of the Calradian continent. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 5.1 The Battle of Pendraic 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery 12 References Overview[] The Vlandian kingdom, named after the early warlord Wilund the Bold (Calradic: "Valandion"), began as a large number of barbarian tribes, who migrated into former Battanian lands during the waning period of the Calradic Empire. The Empire was at war on all sides, so it offered these new barbarian tribes land grants in exchange for mercenary work. Unfortunately, this gave Vlandian nobility a taste for Empire lands, and they united under King Osric Iron-Arm to conquer the far west of the Empire and declare themselves an independent nation. Militarily, the Vlandians are best known for their powerful, well-armored heavy cavalry units who charge with couched lances. They also field well-trained crossbowmen, and their cultural Bonus lets their leaders gain 5% more renown from each battle. Mercenaries that are Vlandian-cultured earn 15% more Money and Villages that are bound to castles, are 15% more productive. However, their cultural penalty means that it costs 20% more influence to invite Lords to armies. They start with slightly more territory than the other factions, but are vulnerable to internal dissent.[1] Vlandia is the predecessor to the Kingdoms of Swadia and Rhodoks in Mount&Blade: Warband, with the Kingdom of Swadia even inheriting the tradition of the ruling clan's heraldry featuring a lion. Ruler[] King Derthertdey Meroc Vassals[] Baron Aldricdey Tihr Baroness Calatilddey Arromanc Baron Ingaltherdey Cortain Baron Ospirdey Gunric Baron Servicdey Valant Baron Belgirdey Fortes Baron Hecarddey Molarn Baron Vartindey Jelind Baron Ecaranddey Folcun Baron Bericandey Rothad Official Description[] “ They came from overseas, mercenaries and adventurers, speaking the tongues of many lands, taking the empire's silver to guard the frontiers against the unsubdued tribes of the interior. They took their name from one of their first warlords, Wilund the Bold - Valandion, in Calradic - and became known as the Vlandians. Their heavy cavalry, second to none, ran down the Emperor's foes from the Aserai wastes to the distant steppes. But the empire never had as much silver as it needed, and treasury officials soon learned that it could pay its mercenaries with land grants and titles. This was perhaps not the most far-sighted of policies. The Vlandians settled, married, planted farms, and built fortresses. It was not difficult, during the recent interregnum, for Osric Iron-Arm to declare himself king, independent in all but name. He seized the imperial capital of Paravenos and the lands along the coast, and that was how the west was lost to the empire. ” Lore[] The Vlandians originated overseas and came to Calradia as mercenaries and adventurers. They take their name from one of their first warlords Wilund the Bold (Calradic: "Valandion"). The Vlandians were employed by the Calradic Empire primarily for the use of sieges, utilizing their skill in crossbows and board shields, and paid in land grants and titles, predominately located along the western coast. During a period of instability in the Empire, Osric Iron-Arm declared himself king of Vlandia, leading to de facto independence. He in turn recognized his lieutenants as barons and counts, granting them suzerainty over their lands in exchange for rallying to his banner in war. Some Vlandian kings have sought to expand the powers of the kingship; others have allowed the barons to feud amonst themselves so long as the money and manpower is there when needed. The Battle of Pendraic[] When King Derthert, great-grandson of Osric Iron-Arm, ascended to power, the Vlandian realm still paid lip service to the Empire and was in a shaky alliance with it. Osric Iron-Arm negotiated this alliance in return for the Empire leaving Vlandia alone, and had received a crown from the then-emperor as a gift of good-will. Derthert promised Emperor Neretzes he would aid him in war when he took the throne, not suspecting that war would actually come under Neretzes' rule. But in 1077, when the Sturgians raided the Empire's border, Neretzes called the Vlandians to march with him on the Sturgians and Battanians. Derthert was reluctant to do so, and the Emperor insulted him, calling him and all of Vlandia cowards. The Barons were furious and Derthert was forced to march against the Empire, maintaining the illusion of alliance until the last minute. While the Vlandians played a great part in the Battle of Pendraic, they also sustained the most casualties. A great deal of Vlandian knights fell to Imperial cataphracts. Many Lords and Barons still blame Derthert for their heavy losses; Derthert himself calls Pendraic "a battle with no victors". Tactics[] Strengths[] Powerful lancer cavalry available from both common branch and the noble troop tree. Dedicated branch of crossbowmen provides early access to well-equipped and powerful ranged troops. All infantry options include access to polearms, reducing vulnerability to enemy cavalry. Economically balanced and densely settled home region. Weaknesses[] Complete lack of horse archers. Light Cavalry troops are particularly fragile and can therefore be a source of high attrition, including the mounts unless carefully deployed and managed. It is recommended to take special care so they may survive long enough to upgrade to Vanguards. Relying completely on crossbows instead of bow archers reduces effectiveness against numerous infantry. Some troops lack alternative equipment options like throwing weapons despite having room for them. Mounts native to their home territory (Saddle Horse, Vlandian Courser) are costly compared to other cultures, even when supply is plentiful. Several Vlandian towns are chronically short on mounts. Economy[] 8 cities 8 castles 36 villages Main products: olives (main producer), iron (1/6 of all deposits), grain, fish, sheep, pigs, grapes (a little of all this). Summary[] Vlandian forces pack a powerful one-two punch delivered by their crossbowmen and heavy cavalry charge. Since Vlandian troop lines have access to lancers by both the common troop tree and the noble recruits, they always have access to either elite or regular lancers. However, in Vlandian lands, there is only a single horse farm in the south, meaning that Vlandian barons and mercenaries probably need to travel to other lands to replenish their supply of war horses. Fortunately, their chosen mounts are of sturdy stock and the knights' average speed and protection and long lances allow for relatively high survivability and reduced casualties. Curiously, conventional military troops of Vlandia do not train in the use of bow and arrow. They rely exclusively on infantry crossbowmen, which reduces their mobility (as opposed to horse archers) and capability of continuous rain of fire, but allows for powerful, synchronized volley fire to be used against enemy lines. Vlandian crossbowmen are also available very early and higher tier variants can possess large shields to protect themselves in close combat. Together with their billmen (which are effective against shields), sergeants and voulgiers (who all possess polearms and backup weapons), Vlandian defensive formations can be a tough nut to crack – but they may be unable to act decisively if their heavy cavalry support or crossbow fire is disrupted by horse archers or other multi-pronged attacks. A good strategy for Vlandia when faced with superior foes is defense and counter offense. The Vlandian defensive line should be three formations, one behind another. The first is a two-row formation of Pikemen and/or Sergeants, which are capable of bracing their pikes; this should decimate and stop enemy cavalry charges. The second formation should be Billmen and Voulgiers, their role is to finish the remaining enemy cavalry that was stopped and decimated by pikemen. The third formation, preferably on elevated ground, should be Crossbowmen providing fire support to the first two. Once the enemy's first wave of attackers is thwarted, use your shock lance cavalry to launch a counteroffensive, break the ranks of the advancing enemy infantry and scatter them. Then order your pikemen, billmen and crossbowmen to march ahead; the goal is to bring the enemy into range of the Crossbowmen and provide fire support to the cavalry. Troop Tree[] Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight Clans[] Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar Territory[] 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 Trivia[] Vlandia owns the highest number of settlements and occupies the largest amount of territory in-game. The inspiration for the Vlandians in Mount&Blade II: Bannerlord comes from the Normans of Normandy (a region in northern France), particularly the conflicts involving William the Conqueror, Robert Guiscard of Sicily, and the crusader Bohemond I of Antioch.[1] Leaders of Vlandian clans bear the title of Baron, a nobility title of Old French origin. Pravend and Ocs Hall are perhaps the old names for the cities of Praven and Uxkhal. Sargot is perhaps the old name for the city of Sargoth, initially owned by the Kingdom of Nords in Warband. However, it should be taken into account this cannot be the same city, as it is placed much further south than Sargoth in Warband. Galend and Jaculan correspond to Yalen and Jelkala. Encyclopedia entries hint Charas corresponds to Shariz, owned by the Sarranid Sultanate by the time of Warband. Gallery[] Vlandian cultural style exampleVlandian soldiers in shield wall formationVlandian cavalry chargeVlandian troop treeVlandian noble troop treeBrotherhood of the Woods troop treeCompany of the Golden Boar troop tree References[] ↑ 1.0 1.1 Dev Blog - Vlandia. TaleWorlds Entertainment (30 November 2017). Retrieved on 2 March 2018. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Vles Inge | Vles Inge Settlement Information Type Castle Kingdom Kingdom of Friese Villages Vles Inge Terp Vles Inge is a castle in Viking Conquest, located on South-Western Friese. Its original Jarl is Jarl Gotrik Haraldsson of the Kingdom of Friese. Contents 1 Layout 1.1 Exterior 1.2 Interior 1.2.1 Jarl's Hall 2 Government 3 Religious Presence 4 Villages 5 Trivia Layout[] Exterior[] The exterior of Vles Inge is identical to Kennemer, due to the limitations of the game, the company could not afford to make unique settlements for every settlement due to lack of funds at the time. The castle is split into two parts by a river running through the middle. The southern half is mostly farmland and a several houses. To get to the main section of the settlement, one must cross a bridge. The main section of the fort has a dock on the western side and a marketplace in the middle, though neither of the merchants can be interacted with. The main section has wharfs on two sides, while the other two sides have tall wooden fences forcing attackers to funnel onto the bridge or to bust open the fence. There is a single tower overlooking the sea. The main section is patrolled by the Jarl's guards. The Jarl's hall is located on the right side of the marketplace, next to the Fort Reeve. Interior[] Jarl's Hall[] The Jarl's hall is a small longhouse in the middle of the fort. This is where one can find any Jarls or important characters that are currently in the fort. Upon entry, there are two thrones to the right where Jarls will gather. In front of the entrance is a table with a bench that is usually occupied by a guard. To the left is a fireplace and two guards. Beyond the guards is a storage area with a chest, beds, and the Jarl's religious figure. It can either be a priest or a gothi, depending on the Jarl's religious preference. Government[] The fort is occupied by the Kingdom of Friese at the beginning of the game and is patrolled by Frisian guards. The original Jar; of the fort is Jarl Gotrik Haraldsson. Religious Presence[] Like all settlements in Friese, most of the population is Christian while their Danish puppet rulers are Pagan. Villages[] Vles Inge has one village associated with it; Vles Inge Terp. Trivia[] Vles Inge was a real port city and survives into the modern day as Vlissingen. Wikipedia has an article on this subject at:Vlissingen Territory of the Kingdom of Friese TownsDorestad CastlesKennemer Vles Inge VillagesKennemer Terp Vles Inge Terp Dore Ham West Dore Ham East Doccinga |
Vles Inge Terp | Vles Inge Terp Settlement Information Type Village Kingdom Kingdom of Friese Fortification Vles Inge Vles Inge Terp is a village of the Kingdom of Friese. Territory of the Kingdom of Friese TownsDorestad CastlesKennemer Vles Inge VillagesKennemer Terp Vles Inge Terp Dore Ham West Dore Ham East Doccinga |
Vyincourd Castle | Vyincourd Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Rduna Yaragar Sieges with... Ladders Port No World Map Mount&BladeVyincourd CastleRdunaTemplate:World Map/Mount&BladeWarbandVyincourd CastleYaragarTemplate:World Map/Warband Vyincourd Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Vyincourd Castle lies east of Dhirim at the base of a very steep mountain that seperates Swadia from the Kingdom of Vaegirs. Its village is Rduna which is nearby to the northwest. Warband[] Vyincourd Castle lies west of Uxkhal. It is on the other side of the river separating Swadia from the Kingdom of Rhodoks, but is also divided from the Rhodok territory by a mountain range to the south. Its village is Yaragar which is to the northeast on the opposing side of the river. Layout[] Player Keep Dungeon Breach Siege[] Besieging Vyincourd Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Wadar | Wadar Settlement Information Type Village Kingdom Aserai Fortification Barihal Castle Wadar is a village of the Aserai owned by Emir Aqar of the Banu Ruwaid. The village is bound to Barihal Castle and known to produce Horses, specifically Desert Horses. Description[] Wadar sits in the rocky wadis at the inland edge of the Jarjara Escarpment, before it gives way to barren gravel plains and dunes. Clouds from the Bahr al-Yeshm drop their last reserves of water here in the spring and winter, giving the land just enough grass to support horse-rearing.[1] References[] ↑ Encyclopedia Calradia, entry "Wadar" 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 |
Walrus Ivory | Walrus Ivory Games Base value 400 Weight 7.0 Item Quantity N/A Morale Bonus +0 Spoils No Made From... N/A Made Into... N/A Walrus Ivory is a good exclusive to Viking Conquest, which is almost exclusively used in trade. It is one of the rarest goods in the game, however it can be found in both towns and villages whenever available. Aside from trade, ladies may occasionally ask you to bring them a few pieces of walrus ivory. 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 |
Waltas | Deir Hawa Settlement Information Type Village Kingdom Aserai Fortification Hubyar Waltas is a village of the Aserai owned by Emir Tais of the Banu Qild. The village is bound to Hubyar and known to produce Flax. Description[] Waltas sits by the Bahr al-Yeshm, the Jade Sea, in lowlands well suited to the growing of flax.[1] References[] ↑ Encyclopedia Calradia, entry "Waltas" 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 |
Wandering Bard (Viking Conquest) | An example of an Wandering Bard. Wandering Poets (generally Wandering Bards or Wandering Skalds) are masters of romance in Viking Conquest. You can meet them in towns, in Mead Halls. Bard functions[] They teach you the intricacies of wooing and eventually marriage through the "I have some some questions about courtship in this land" line. They can teach you poems. The poems cost penningas and map time. Poets provide you with all of a kingdom's gossip on courtships. They provide details on the personality of prospective spouses, as well as news on courtship developments in a kingdom. Both personalities and news are recorded in the player character log along with the relevant date. Married ladies leave the poet's list of newsworthy maidens. They can tell you about ongoing feasts and roughly how much time you still got to join ("just begun", "at least another day" and "about to end"). |
Wandering Poet | Wandering poets are the masters of Calradian romance. There are a total of five that go by various titles and can be found in specific regions: Wandering Poets Khergit Khanate Kingdom of Nords Kingdom of Rhodoks Kingdom of Swadia Kingdom of Vaegirs Sarranid Sultanate Ashik Skald BardMinstrelTroubadour BardMinstrelTroubadour BardMinstrelTroubadour Ashik In Viking Conquest, four of them are called Wandering Bard and the fifth is the Wandering Skald. Poet Functions[] Poets provide all of a kingdom's gossip on courtships. They provide details on the personality of prospective spouses, as well as news on courtship developments in a kingdom. Both personalities and news are recorded in the player character log along with the relevant date. Married ladies leave the poet's list of newsworthy maidens. From this courtship news, male players may issue duel challenges to lords rivaling for their ladies' affections. Poets also teach new players the intricacies of wooing and eventually marriage in Calradia. Poets teach players poems based on their specific poem set that are used during courtship. These poems cost 300 denars and map time. There are only a total of five poems. |
War | In Mount&Blade, war is the primary game mechanic. The end goal of every faction, as well as the player's goal should they found a faction in Warband, is to conquer all of Calradia. As a result, all factions are in an uneasy peace when not at war or in a truce. Wars do not last for a set number of days, and can even go on indefinitely. When a kingdom is at war with another, the marshall will frequently summon all vassals in a kingdom to go on campaign in which they besiege towns or castles or raid villages. Contents 1 Reasons for Declaring War 2 Prosecution of War 2.1 NPC Campaigns 2.2 War Damage 2.3 States of War 3 Effects of War 3.1 Debellatio 4 Trivia Reasons for Declaring War[] Unlike the original Mount&Blade, in Warband, kingdoms declare war for a variety of reasons. They are as follows: In response to a border provocation: random events occur in-game that allows a faction to declare war against another with justification. For example, a notification will appear stating that farmers were killed in a dispute over the diversion of the river, making it easier for one faction to go to war with another. As a player, declaring war in response to a border provocation is the only way to go to war without losing honor. Note that ignoring provocations results in a loss of relation with certain lords. Martial (-2-3) and Sadistic (-7) lords in particular lose relation with their liege. This effect is global, and affects NPC kingdoms. Convinced vassals: If the player convinces a vassal to defect to another kingdom, this is treated as a provocation and will enable kingdoms to declare war against the player's. To regain lost territory: If a faction lost a fief to another during a war, the ruler may be anxious to reclaim it and thus declare war to get it back. Religious differences: If two kingdoms have different religions, they may declare war on each other out of distrust. Out of personal enmity: Two rulers may dislike each other personally and declare war on each other as a result. This can occur even when a faction is already at war with two others. When asking a town's Guild Master for a king's policy toward another faction (or if cheat menu is enabled and viewed on the Faction page), he will have a unique response for this situation: "{King} considers {enemy king} to be dangerous and untrustworthy, and {king} wants to bring him down," will appear if the faction is more powerful. If they are evenly matched to or weaker than the enemy faction, the Guild Master instead says, "{King} distrusts {enemy king}, and fears any deal struck between the two realms will not be kept." Uniquely, these wars go on much longer than any others, as the rulers detest and mistrust each other and are thus reluctant to make peace. They are also immensely difficult to end if the player is at war with a ruler who hates them. To control all of Calradia: if a faction is not only the strongest kingdom but significantly stronger than others, they may attack without pretext in order to control all of Calradia. To curb the other realm's power: a companion to declaring war to control Calradia, weaker kingdoms often declare war on the strongest if the latter is at war with another to curb their chances of controlling all of Calradia. In this situation, the Guild Master may say, "{King} is alarmed at the growing power of {enemy king}." Note that this is also an intended mechanic to prevent one faction from dominating all of Calradia without the player's involvement. Prosecution of War[] Wars are prosecuted in a variety of ways, with the main goal in every war being to conquer as much of the enemy's territory as possible, even all of it (though this is not possible in Native Warband absent the player's involvement), resulting in debellation, while minimizing losses or villages raided. Defeating enemy vassals will force the kingdom onto the defensive, as they need time to rebuild their armies if released (or escaped). Taking all lords prisoner and putting them in a town with a Prison Tower reduces their chances of escaping to 5% every two days, an effective way of crippling a kingdom's ability to make war. NPC Campaigns[] Compared to the player, NPC marshalls can appear incompetent. When the player directs a military campaign, they may focus on conquering towns and castles, quickly swallowing enemy territory before they have the opportunity to recover. This can result in such severe damage that an enemy is functionally powerless to resist further advances. NPC campaigns, however, often result in the conquering one or two towns before the campaign ends and the lords return home to collect their dues or attend a feast. As a result, this enables the enemy to recuperate and reconquer their lost territory. They can also waste time repeatedly raiding villages, doing war damage and hampering the enemy's economy but not dealing lasting, irrevocable damage. This can make evenly-matched factions appear as though they are not making any real progress in war. As a ruler, an easy way to exploit this loop is to declare war when a faction is having a feast. All vassals will be in one place, enabling the player, if they can travel fast enough, to deal a crushing and decisive blow by besieging and conquering the fief they are at, causing all lords to spend time respawning and rebuilding their armies if not captured. This puts the enemy on the backfoot for the rest of the war as they constantly attempt to recoup at their remaining fiefs, only for the player to conquer them and destroy their progress. NPC campaigns prioritize several factors in deciding which fief to besiege, such as proximity to other fiefs, the garrison, its overall value (which itself is determined by a variety of factors). They often target lost territory first, followed by the enemy king's court, then towns, and finally castles. Heavily garrisoned stolen territory or courts will dramatically slow the enemy, or force them to prioritize less valuable assets, such as castles, instead. War Damage[] Within Warband, there is a hidden mechanic called war damage. War damage determines who is winning a war and how soon a war may be brought to an end. Unless a faction is at war with three or more factions, it cannot be persuaded to make peace if the war damage to its enemy is under 100. When talking to the Guild Master, he will say, "{King} feels {he/she} must pursue the war against {enemy king} for a little while longer, for the sake of honor." However, if the kingdom is at war with three or more factions, peace is assured, and the Guild Master will say, "{King} is at war on too many fronts, and eager to make peace with {enemy king}." War damage is accumulated in a variety of ways: A day passes in the war (1 point for both factions) Defeating a vassal in battle (10 points) Raiding a village (15 points) Besieging and taking a castle (60 points) Besieging and taking a town (120 points) For NPC kingdoms, the amount of war damage dealt to each other when besieging is lessened. Besieging a castle or town results in 40 points of war damage for NPC kingdoms. All others are the same. Because a faction will refuse to make peace unless war damage on their enemy is above 100, wars must last a certain period of time and a faction must either take a few losses, eradicate a faction, or allow the war to proceed for 100 days while taking no actual damage. States of War[] For players who choose to use Cheat Menu, all information, including war damage ratio, will be on the Faction page, but for players who prefer to play with it off, Guild Masters are helpful guides to gauging how far along a war is and if it can be brought to an end. Below are a number of responses the Guild Master may say in response to asking for a monarch's policy to another kingdom, along with what they indicate about the state of a war. Dialogue Meaning Make Peace? {King} feels {he/she} must pursue the war against {enemy king} for a little while longer, for the sake of honor. War damage on enemy under 100 No Even though {he/she} is fighting on two fronts, {king} is inclined to continue the war against {enemy king} for a little while longer, for the sake of honor. At war with two factions; damage on enemies under 100 No {King} feels {he/she} is winning the war against {enemy king}, and sees no reason not to continue. Lopsided war damage (high ratio inflicted vs. suffered) No {King} is frustrated by {his/her} inability to strike a decisive blow against {enemy king}. War damage on enemy over 100, long time since last decisive event Yes {King} has suffered enough in the war with {enemy king}, for too little gain, and is ready to pursue a peace. War damage on enemy over 100; even or losing WD ratio Yes {King} considers {enemy king} to be dangerous and untrustworthy, and {he/she} wants to bring {enemy king} down. Negative relationship with enemy king, more powerful faction[1] No {King} distrusts {enemy king}, and fears any deal struck between the two realms will not be kept. Negative relationship with enemy king, weaker or evenly-matched faction[2] No {King} is anxious to reclaim old lands such as {fief}, now held by {enemy king}. Enemy faction has stolen a fief Depends (war damage) {King} is at war on too many fronts, and eager to make peace with {enemy king}. At war with three or more factions Yes (regardless of war damage) {King} is currently on the offensive against {fief}, now held by {enemy king}, and reluctant to negotiate. Attacking enemy fief No {King} is alarmed by the growing power of {enemy king}. Enemy is strongest faction Usually no (if war damage is very high, peace may be pursued) {King} would like to firm up a truce with {enemy king} to respond to the threat from {second enemy faction}. At war on two fronts; war damage on enemy above 100, losing WD ratio Yes {King} has no particular reason to continue the war against {enemy king} and would probably make peace if given the opportunity. War damage on enemy above 100, either weaker faction or insufficient gains to justify war Yes {King} cannot negotiate with {claimant}, as to do so would undermine {his/her} own claim to the throne. This civil war must almost certainly end with the defeat of one side or another. At war with claimant or rebellious player No The Guild Master is also helpful for gauging whether a war will soon come during peacetime. Below are possible responses and their meanings: Dialogue Meaning War Likely? War Likely With Provocation? {King} seems to be willing to improve relations with {other king}. No reason to declare war No Moderate possibility {King} wishes to be at peace with {other king} so as to pursue the war against {enemy faction}. At war with different faction that is not a common enemy or faction holds fief No Moderate possibility {King} may attack {other king} without pretext, as a bid to extend control over all of Calradia. Strongest faction, 30 point advantage over other faction Yes Strong possibility {King} seems to think {other king} and {he/she} have a common enemy in {enemy faction}. Both at war with same faction, no reason to declare war No Low possibility {King} faces too much internal discontent to feel comfortable ignoring recent provocations by {other king}'s subjects. Disgruntled and restless lords in faction, recently provoked Yes N/A {King} seems to be intimidated by {other king}, and would like to avoid hostilities. Other faction significantly stronger No Very low possibility {King} is alarmed by the growing power of {other king}. Potential enemy is strongest faction and already at war Yes Almost certain Vassals are also useful guides for assessing the progress of a war. In addition to the above dialogue, they will tell the player the war damage ratio through dialogue: Dialogue Meaning We've been hitting them very hard, and giving them little chance to recover. War damage ratio at least 2; inflicted double the war damage suffered The fighting's been hard, but we have definitely been getting the better of them. Positive war damage ratio below 2 The war has barely begun, so and it is too early to say who is winning and who is losing. Both factions have war damage under 100 No clear winner has yet emerged in the fighting, but I think we are getting the better of them. War damage under 100, winning war damage ratio No clear winner has yet emerged in the fighting, but I fear they may be getting the better of us. War damage under 100, losing war damage ratio Both sides have suffered in the fighting. Even war damage ratio The fighting has been hard, and I am afraid that we have been having the worst of it. Losing WD ratio, WD over 100 They have been hitting us very hard, and causing great suffering. Catastrophic war damage ratio; double suffered than inflicted Effects of War[] Although war is the primary game mechanic of Mount&Blade, it can have a number of deleterious and beneficial effects. Consequently, going to war constantly, or rapidly declaring war after one faction has been defeated, may be inadvisable. War necessitates careful consideration unless a player is in so strong a position that victory is assured. Some potential negative effects of war in-game include: Loss of honor: declaring war without justification results in a loss in honor. Loss of relation: chivalrous lords (martial, good-natured, and upstanding) will become upset if war is declared without justification. This effect is global and affects both the player's vassals and other factions'. Lessened prosperity: during war, enemy vassals, particularly sadistic, pitiless, and bad-tempered lords, raid villages, destroying their prosperity and significantly penalizing the prosperity of nearby towns. Castles and towns also lose five points of prosperity when besieged. Destroyed trade: caravans will almost assuredly be attacked during war, meaning that trade can often become difficult. The result is that the prosperity of towns cannot regenerate as trade grinds to a halt. Captured and defeated vassals: when vassals are defeated in battle, they lose one point of relation with their liege. This affects both the player and NPC sovereigns. Vassals who are repeatedly beaten may become disgruntled over time. Loss of territory: the most obvious effect of war is that enemy factions will attempt to conquer each other's territories, which will weaken a kingdom. Some potential positive effects of war in-game include: Gain of honor: declaring war with justification (a border provocation) results in an honor gain for the player. Gain of relation: similarly, declaring with in response to a provocation raises relation with martial, good-natured, and upstanding lords by 1. Crippling a faction's prosperity: war can often permanently reduce a faction's fighting ability for the rest of the game via village raiding and attacking caravans. Economic disaster will make it much more difficult for vassals to raise troops, and thus can quickly become a spiral of decreasing military might. Capturing vassals: war enables a player to remove troublesome vassals from the equation for a period of time, particularly if a Prisoner Tower has been built. An honorable player may wish to imprison bad-tempered and sadistic lords indefinitely, functionally removing them from the game. However, refusing a ransom offered for a prisoner results in a loss of honor, thus, dishonorable players may wish to remove honorable and chivalrous lords from the game. Expanding territory: as conquering Calradia is the primary goal of Mount&Blade, the most obvious benefit to war is the ability to besiege and conquer enemy territory. The more castles and towns are successfully stormed, the greater the war damage and more ineffective a fighting force the enemy becomes. This will multiply over time, as conquering all of one faction's territory will give a stronger advantage over other factions within the game. Debellatio[] Debellatio (or debellation) refers to the complete eradication of a hostile state through warfare. It is a game mechanic in Mount&Blade and the primary goal of every war within the game. This occurs when all vassals have been defeated and all of a faction's territory has been conquered. When a faction has no territory, vassals can no longer raise armies, and future resistance becomes futile. No minimum war damage is required for this to occur, and even if a faction is on the brink of destruction, a ruler will still refuse to make peace if war damage on their enemy is under 100. However, after a certain period of time of where all vassals are despawned and no territory remains, the player will receive a notification declaring that a faction is no more. The faction page is cleared out, and the king will leave the realm (they will cease to spawn). After a period of time the defeated vassals will respawn, and they will all realign to a new kingdom unless they remain captive in a dungeon or a party. However, due to Mount&Blade's relations system, potential quirks exist following a faction's defeat. Even if a faction is defeated, the victor is still at "war" with the remnants of that faction, and as a result, NPC marshals will still begin campaigns. Parties of 1 may also travel across Calradia raiding enemy villages before they realign. This can also occur if the vassals respawn after all territory is conquered, but before the faction is declared vanquished. This may become obnoxious for the player, but in due time, all vassals will realign and this should cease to occur. Trivia[] If a player attempts to make peace with a king who dislikes them in-person, the king will refuse and give a humorously unique reply: "Do you, {Player Name}?" Then go and fall on your sword. Give us all peace." However, the faction may still offer the player peace agreements when not in-person. There appears to be a bug where the pronoun in the phrase, "{King} considers {enemy king} to be dangerous and untrustworthy, and {he/she} wants to bring {enemy king} down" instead refers to the player's gender, not the king's. ↑ Also applies to dishonorable player. Checks honor and relation to equal -20. Consequently, if the player has honor above 100, they will never see this as a king's policy toward them, even if their relation with the king is -100. ↑ Also applies to dishonorable player. |
Warrior | This article is a disambiguation page for Warrior The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Warrior may refer to: A Mount & Blade Wiki Achievement Nord Warrior Angle Warrior (Cempa) Briton Warrior (Cadwr) Frisian Warrior (Wigand) Irish Warrior (Cliarnach) Pictish Warrior (Gaithlennach) Saxon Warrior (Cempa) Young Warrior Svear Warrior Cantabrian Warrior Battanian Clan Warrior Battanian Trained Warrior Battanian Picked Warrior Battanian Highborn Warrior Khuzait Tribal Warrior Sturgian Warrior Sturgian Warrior Son Sea Raider Warrior Tribal Warrior (Multiplayer) Clan Warrior (Multiplayer) Mounted Warrior (Multiplayer) Warrior (Multiplayer) |
Warsword Conquest/Character Creation | This page aims at providing the list of options for character creation in Warsword Conquest. Freelancer Edition[] Base character: 6 STR, 5 AGI, 6 INT, 5 CHA. Gender: (except elves) Male (all races): STR +2 AGI +1 CHA +2 Female (only humans): STR +1 AGI +2 INT +1 CHA +1 Homeland (traditional humans and skeletons only): The Empire of Sigmar: INT +2, CHA +1, Trade +1, Engineer +2, Tactics +1, Leadership +1, 1HWP +10, 2HWP +10, FaWP +10, Gold +50 The Kingdom of Bretonnia: AGI +1, CHA +2, Weapon Master +1, Riding +2, Shield +1, Leadership +1, 1HWP +10, PoWP +20, Gold +20 The Kingdom of Araby: INT +2, AGI +1, Riding +1, Power Draw +1, Trade +1, Inventory management +1, Weapon Master +1, 2HWP +10, ArWP +10, Gold +100 The Tsardom of Kislev: Gold +30 The Empire of Nippon: AGI +2, INT +1, Power Strike +2, Weapon Master +2, Athletics +1, Trainer +1, 2HPW +42, Gold +80 The Brotherhood of Pirates: AGI +1, CHA +2, Looting +2, Path-finding +1, Spotting +1, Trade +1, 1HWP +14, FaWP +42, Gold +200 Any Elf: High, Wood or Dark Elf (M/F) a son of ...elves: STR +2, AGI +1, CHA +2 a daughter of ...elves: STR +1, AGI +2, INT +1, CHA +1 Father: The Empire of Sigmar: A Warrior Priest: CHA +2 STR +1 Leadership +1 Persuasion +1 2HWP +15 A Witch Hunter: INT +1 STR +1 First Aid +1 Spotting +1 FaWP +45 An Engineer: STR +1 INT +1 Engineer +2 1HWP +15 A Reiksguard Knight: STR +1 AGI +1 Ironflesh +1 Power Strike +1 PoWP +20 A Greatsword: STR +1 AGI +1 Power Strike +1 2HWP +40 A Peasant: INT +1 CHA +1 Inventory management +1 Trade +1 The Kingdom of Bretonnia: A Grail Knight: AGI +1 CHA +1 Riding +1 Shield +1 PoWP +50 Gold +100 A Horse Breeder: CHA +1 AGI +1 Riding +1 Trade +1 Gold +50 1HWP +45 A Yeoman Warden: STR +1 INT +1 Spotting +1 Shield +1 1HWP +15 A Scribe: CHA +1 INT +1 Persuasion +1 Leadership +1 PoWP +10 A Blacksmith: STR +1 INT +1 Power Strike +1 Trade +1 1HWP +40 A Tournament Master: INT +1 CHA +1 Persuasion +1 Tactics +1 The Kingdom of Araby: A Rich Travelling Merchant: INT +1 CHA +1 Trade +1 Inventory Management +1 Gold +1000 A Horse Breeder: CHA +1 AGI +1 Riding +1 Trade +1 1HWP +45 An Imam: CHA +1 INT +1 Persuasion +1 Leadership +1 2HWP +15 A Janissary: STR +1 AGI +1 Power Draw +2 ArWP +50 A Mameluk: STR +1 AGI +1 Power Strike +1 Riding +1 PoWP +40 Sultan's Bodyguard: STR +1 AGI +1 Ironflesh +1 Weapon Master +1 1HWP +40 The Tsardom of Kislev:: Priest of Ulric: STR +1, AGI +1, Ironflesh +1, Power Strike +1, 2HWP +70 A Member of the Tsarina's Secret Police: INT +2, Tracking +1, Prisoner Management +1, CrWP +42, Gold +30 A Boyar: STR +1, CHA +1, Tactics +1, Leadership +1, 1HWP +126, Gold +70 A Kossar: STR +1, AGI +1, Constitution +1, Power Draw +1, 1HWP +56, ArWP +56, Gold +10 A Kyazak Nomad: AGI +1, INT +1, Riding +2, Path-finding +1, PoWP +84, Gold +20 A Hunter: AGI +1, INT +1, Power Draw +1, Tracking +1, ArWP +112, Gold +20 The Empire of Nippon: A Wako Pirate: INT +1, CHA +1, Looting +1, Inventory Management +1, Gold +200 A Shinobi: AGI +1, INT +1, Weapon Master +2, 2HWP +22 A Firework Maker: INT +1. CHA +1, Engineer +1, Trade +1, FaWP +14, Gold +200 A Gardener: INT +2, Persuasion +3, 1HWP +14, Gold +600 A Calligrapher: INT +1, CHA +1, Persuasion +1, Leadership +1, PoWP +28, Gold +150 A Hatamoto: AGI +2, Power Strike +1, Weapon Master +1, PoWP +56, Gold +50 The Brotherhood of Pirates: A Swashbuckler: AGI +1 CHA +1 Weapon Master +1 Power Strike +1 1HWP +30 FaWP +30 A Drunk: STR +1, CHA +1, Constitution +1, Inventory Management +1, Gold +20 A Navigator: INT +2 Pathfinding +1 Spotting +1 1HWP +10 A Captain: INT +1 CHA +1 Leadership +1 Tactics +1 Prisoner management +1 Gold +300 A Merchant: CHA +2 Trade +1 Inventory management +1 1HWP +10 Gold +500 A Cook: INT +2 Constitution +2 Gold +150 Beastman: A Bray Shaman: INT +2, CHA +1, Tracking 1, Spotting +1, Persuasion +2, Leadership +1, Gold +250 A Tactician: STR +1, INT +2, Tactics +3, Path-finding +1, Spotting +1, 1HWP +14, Gold +300 A Bestigor: STR +2, AGI +1, Ironflesh +1, Power Strike +1, Shield +1, Athletics +2, 2HWP +28, Gold +50 A Huntmaster: STR +1, INT +2, Athletics +1, Trainer +2, Tracking +1, Inventory Management +1, 1HWP +14, Gold +80 A Chariot Rider: Nothing! A Warlord: STR +1, CHA +2, Tactics +1, Prisoner Management +2, Leadership +2, 2HWP +56, Gold +200 Chaos Warrior: A Chaos Warrior: STR +2 AGI +1 Power Strike +3 Athletics +2 Shield +1 1HWP +30 Gold +50 A Chariot Rider: AGI +2 INT +1 Weapon Master +1 Riding +2 Engineer +1 Pathfinding +1 1HWP +10 PoWP +20 Gold +75 A Berserker: AGI +2 STR +1 Athletics +3 Power Strike +1 Weapon Master +1 2HWP +30 Gold +10 A Lumberjack: STR +2 INT +1 Inventory management +1 Power Strike +3 Trade +2 Athletics +1 2HWP +30 Gold +80 A Fearless Barbarian: STR +2 AGI +1 Pathfinding +1 Power Strike +1 Looting +2 Athletics +1 2HWP +30 Gold +80 A Chieftain: CHA +2 STR +1 Leadership +2 Prisoner management +1 Riding +1 Tactics +1 1HWP +10 FaWP +30 Gold +100 Lizardman/Saurus: A Temple Guard: STR +2 AGI +1 Weapon Master +1 Power Strike +1 Shield +2 Ironflesh +1 1HWP +30 Gold +30 A Tactician: CHA +1 INT +2 Tactics +2 Spotting +1 Trainer +1 Leadership +1 1HWP +10 Gold +30 An Old Blood: STR +1 CHA +2 Tactics +1 Leadership +2 Trainer +1 Ironflesh +1 2HWP +40 ThWP +30 Gold +50 A Champion Cold One Rider: AGI +2 STR +1 Shield +1 Riding +2 Athletics +1 Weapon Master +1 PoWP +30 Gold +40 An Architecht: INT +2 CHA +1 Inventory management +1 Trade +1 Engineer +2 Persuasion +1 1HWP +10 Gold +70 A Kroxigor Trainer: STR +1 INT +2 Tactics +1 Trainer +2 Prisoner management +1 Persuasion +1 1HWP +10 Gold +30 Orc: Rocky Terrain: STR +3, Ironflesh +1, Power Strike +2, Weapon Master +2, 1HWP +126, Gold +30 Volcanic Terrain: STR +2, INT +1, Ironflesh +1, Power Strike +1, Weapon Master +1, Engineer +1, PoWP +14, Gold +10 Arid Terrain: STR +1, AGI +2, Power Strike +1, Athletics +1, Riding +2, Tracking +1, 1HWP +14, Gold +10 Forest Terrain: AGI +2, INT +1, Power Strike +1, Power Draw +1, Tracking +1, Spotting +2, 1HWP +7, 2HWP +7, Gold +30 Lush Terrain: AGI +3, Power Strike +1, Power Throw +1, Riding +2, Path-finding +1, 1HWP +14, Gold +30 Snowy Terrain: STR +2, AGI +1, Power Strike +1, Ironflesh +3, Shield +1, 1HWP +14 Goblin: Rocky Terrain: STR +1, AGI +2, Ironflesh +1, Weapon Master +1, Athletics +2, Trainer +1, TrWP +126, Gold +50 Snowy Terrain: STR +2, AGI +1, Ironflesh +2, Power Strike +2, Athletics +1, 1HWP +56, Gold +20 Forest Terrain: AGI +2, INT +1, Power Throw +1, Power Draw +1, Athletics +1, Riding +2, 1HWP +14, Gold +40 Arid Terrain: STR +1, AGI +1, CHR +1, Power Strike +1, Power Draw +1, Athletics +2, Riding +1, 2HWP +98, Gold +10 Steppe Terrain: STR +2, INT +1, Ironflesh +1, Power Strike +2, Riding +2, 1HWP +14, Gold +150 Lush Terrain: AGI +3, Power Strike +1, Athletics +3, Looting +1, 1HWP +14, Gold +30 Chaos Dwarf: A Daemon Binder: STR +3, Constitution +1, Ironflesh +1, Magic Control +1, Engineer +2, 1HWP +14, Gold +60 A Torturer: STR +1, INT +1, CHR +1, Constitution +1, Power Strike +2, Wound Treatment +1, Persuasion +1, PoWP +14, Gold +20 A Slave Master: STR +2, CHR +1, Ironflesh +1, Power Strike +1, Prisoner Management +2, Leadership +1, 1HWP +28, Gold +130 A Legionnaire: STR +2, AGI +1, Ironflesh +2, Power Strike +1, Weapon Master +1, Shield +1, 1HWP +70, Gold +40 An Ironsworn: STR +1, AGI +1, CHR +1, Ironflesh +1, Weapon Master +1, Trainer +1, Tactics +1, Leadership +1, 1HWP +70, Gold +30 A Trader: AGI +1, CHR +2, Path-finding +1, Inventory Management +1, Trade +2, FaWP +70, Gold +240 High Elf: A Dragon Prince: STR +1 AGI +2 Weapon Master +1 Power Strike +1 Riding +2 Ironflesh +1 PoWP +30 1HWP +10 Gold +60 A Ranger: AGI +2 INT +1 Pathfinding +1 Power Draw +1 Tracking +1 Spotting +1 Athletics +1 1HWP +10 ArWP +40 Gold +30 A Tournament Hero: STR +1 CHA +2 Weapon Master +1 Ironflesh +2 Athletics +1 Power Strike +1 1HWP +30 ArWP +30 Gold +100 A Sword Master of Hoeth: AGI +2 STR +1 Ironflesh +1 Power Strike +2 Athletics +1 Weapon Master +1 2HWP +30 Gold +20 A Charioteer: INT +1 AGI +2 Pathfinding +1 Riding +2 Engineer +1 Spotting +1 ArWP +30 Gold +20 A Noble: CHA +1 INT +2 Leadership +1 Tactics +2 Prisoner management +1 Persuasion +1 1HWP +10 Gold +200 Dark Elf: A Bodyguard: AGI +1, INT +2, Weapon Master +2, Tactics +1, Tracking +2, PoWP +30, 1HWP +40, Gold +40 A Corsair: AGI +2, INT +1, Pathfinding +2, Spotting +1, Prisoner management +2, 1HWP +10, CrWP +40, Gold +70 An Executioner: STR +3, Weapon Master +2, Power Strike +2, Ironflesh +1, 2HWP +70, Gold +30 An Assassin: AGI +2, STR +1, Power Strike +1, Tracking +2, Athletics +1, Weapon Master +2, 1HWP +100, Gold +70 A Crossbow Expert: INT +1, STR +1, AGI +1, Spotting +2 Weapon Master +2 Inventory management +1 CrWP +80 Gold +20 A Dread Knight: STR +1, AGI +2, Riding +2, Power Strike +1, Ironflesh +1, Shield +1, PoWP +60, Gold +40 Wood Elf: A Blacksmith: STR +2, INT+1, Power Strike +1, Weapon Master +1, Engineering +2, Trade +1, 1HWP +14 Gold +100 A Pathfinder: AGI +2, Tracking +1, Pathfinding +2, Spotting +2, PoWP +14 A Soldier: STR +2, AGI +1, Power Draw +1, Ironflesh+1, Shield +1, Athletics +1, 1HWP +28, Gold +20 A Lorekeeper: INT +2, Tactics +1, Spotting +1, Wound Treatment +2, Surgery +1, 1HWP +14, Gold +40, a Book An Ambasador: INT +1, CHA +2, Riding +1, Persuasion +1, Trade +1, 1HWP +14, a Book A Minor noble: STR +1, CHA +1, Riding +2, Weapon Master +1, Horse Archery +1, Leadership +1, ArWP +52, Gold +40 Dwarf: A Master Brewer: CHA +1 INT +2 Trade +2 Inventory management +1 Engineer +1 Pathfinding +1 1HWP +10 Gold +200 A Ironbreaker: STR +2 AGI +1 Ironflesh +2 Power Strike +1 Shield +1 Athletics +1 1HWP +30 Gold +30 A Gyrocopter Pilot: STR +1 INT +2 Riding +1 Engineer +2 Spotting +1 Inventory management +1 FaWP +30 Gold +100 A Runesmith: STR +2 INT +1 Trainer +1 Leadership +2 Trade +1 Weapon Master +1 2HWP +20 Gold +100 A Dungeon Adventurer: AGI +1 STR +2 Ironflesh +1 Looting +2 Power Strike +1 Athletics +1 1HWP +30 Gold +50 A Scribe: CHA +1 INT +2 Leadership +1 Persuasion +2 Tactics +1 Inventory management +1 1HWP +10 Gold +30 Skaven: A Stormvermin: AGI +1 STR +2 Ironflesh +2 Power Strike +1 Athletics +1 Weapon Master +1 PoWP +50 Gold +30 A Plague Priest: INT +2 AGI +1 Inventory management +2 Trade +1 Power Strike +1 Athletics +1 1HWP +30 Gold +60 A Blood Bowl Star: STR +1 AGI +2 Ironflesh +1 Athletics +2 Trainer +1 Power Throw +1 ThWP +90 Gold +60 A Gutter Runner: AGI +2 INT +1 Pathfinding +1 Athletics +2 Tracking +1 Spotting +1 1HWP +40 Gold +40 A Jezzail Runner: INT +1 STR +2 Athletics +1 Tactics +1 Spotting +1 Weapon Master +1 Inventory management +1 FaWP +60 Gold +50 An Assassin: INT +1 AGI +2 Tracking +1 Weapon Master +2 Tactics +1 Power Strike +1 1HWP +80 Gold +50 Halfling: An Innkeeper: INT +1, CHR +2 Inventory Management +2, Trade +3, Gold +150 A Quinsberry Councillor: INT +1, CHR +2, Persuasion +2, Leadership +1, Trade +2, 1HWP +14, PoWP +28, Gold +320 A Master Thief: AGI +2, INT +1, Athletics +1, Looting +3, 1HWP +14, ArWP +14, Gold +300 A Ranger: STR +2, INT +1, Power Draw +2, Weapon Master +2, Athletics +1, ArWP +70, Gold +30 A Sheriff: STR +1, CHR +2, Ironflesh +1, Inventory Management +1, Persuasion +1, Leadership +2, 1HWP +14, FaWP +42, Gold +200 A Dungeon Adventurer: STR +1, AGI +2, Ironflesh +1, Power Strike +1, Athletics +2, Looting +1, 1HWP +14, FaWP +70, Gold +80 Vampire: A Treasure Hunter: STR +3, AGI +2, INT +1, Constitution +2, Ironflesh +1, Athletics +2, Riding +1, Looting +1, Path-finding +1, Spotting +1, Inventory Management +1, 1HWP +14, 2HWP +14, ArWP +14, Gold +350 An Exiled Heretic: INT +1, CHR +2, Path-finding +1, Surgery +1, Persuasion +3, PoWP +14, Gold +20 Deformed Mutant: INT +3, Looting +1, Spotting +2, First Aid +2, Gold +20 A Sylvanian Noble: STR +1, INT +1, CHR +1, Power Strike +1, Power Draw +1, Weapon Master +1, Riding +2, 1HWP +56, Gold +40 A Vampire Servant: STR +2, AGI +1, Ironflesh +1, Power Strike +2, Weapon Master +1, Tactics +1, Gold +30 A Stirland Merchant: INT +1, CHR +2, Inventory Management +2, Persuasion +1, Trade +2, 1HWP +14, Gold +100 Early life The Empire of Sigmar: A Member of the Militia: STR +1 AGI +1 Athletics +1 Power Strike +1 Shield +1 Pathfinding +1 Gold +20 PoWP +30 CrWP +25 A Bailiff: STR +1 AGI +1 Looting +2 Power Strike +1 Ironflesh +1 1HWP +15 Gold +80 A Merchant: CHA +1 INT +1 Riding +1 Trade +1 Pathfinding +1 Inventory management +1 Gold +700 A Gunsmith: AGI +1 INT +1 Weapon Master +1 Trade +1 Inventory management +1 Surgery +1 Gold +100 FaWP +100 A Blood Bowl player: STR +1 AGI +1 Athletics +1 Ironflesh +1 Power Strike +1 Tactics +1 Gold +30 ThWP +90 Gold +100 A Messenger: CHA +1 AGI +1 Riding +1 Pathfinding +2 Horse Archery +1 Gold +20 1HWP +20 CrWP +20 The Kingdom of Bretonnia: An Outrider: INT +1 AGI +1 Riding +1 Tracking +1 Spotting +1 Pathfinding +1 Gold +20 1HWP +30 CrWP +25 A Blood Bowl Player: STR +1 AGI +1 Athletics +2 Power Strike +1 Ironflesh +1 2HWP +15 Gold +100 A Rat Catcher: AGI +1 INT +1 Athletics +2 Looting +1 Inventory management +1 Gold +10 A Trebuchet Crewman: STR +1 INT +1 Engineer +2 Tactics +1 Trainer +1 Gold +100 FaWP +30 A Peasant Bowmen: STR +2 Athletics +1 Spotting +1 Power Draw +2 Gold +20 ArWP +90 A Bard: CHA +1 INT +1 Riding +1 Persuasion +2 Inventory management +1 Gold +80 1HWP +20 The Kingdom of Araby: Corsair: INT +1 AGI +1 Spotting +1 Prisoner management +1 Pathfinding +1 Looting +1 Gold +60 1HWP +30 CrWP +50 A Physician: INT +2 Surgery +2 First Aid +1 Wound Treatment +1 1HWP +15 Gold +160 A Flying Carpet Maker: CHA +1 INT +1 Trade +2 Riding +1 Inventory management +1 Gold +400 A Merchant: CHA +1 INT +1 Trade +2 Pathfinding +1 Inventory management +1 Gold +500 ArWP +30 A Jailer: STR +2 Athletics +1 Spotting +1 Prisoner management +2 Gold +20 PoWP +50 A Desert Rider: STR +1 INT +1 Pathfinding +1 Riding +2 Spotting +1 Gold +30 1HWP +20 The Tsardom of Kislev: Hearth Hand: STR +2, Power Strike +1, Engineer +2, Trade +1, Gold +50 A Wanderer of Ursun: AGI +1, INT +1, Athletics +2, Spotting +2 An Ice Witch Familiar: INT +2, Inventory Management +2, Wound Treatment +2, Gold +50 An Ataman Couselor: INT +1, CHA +1, Persuasion +2, Trade +2, Gold +230 A Kyazak Raider: STR +1, AGI +1, Power Strike +1, Athletics +1, Path-finding +1, Spotting +1, Gold +70 A Dhruzhina Squire: AGI +1, INT +1, Weapon Master +2, Riding +2, PoWM +28, Gold +120 The Empire of Nippon: The Ashiwara Clan: INT +1, CHA +1, Power Draw +1, Persuasion +2, Trade +1, ArWP +42, Gold +85 The Uruchi Clan: STR +2, Ironflesh +1, Power Strike +2, Prisoner Management +1, 2HWP +16, Gold +20 The Batake Clan: INT +2, Inventory Management +1, Engineer +2, Trade +1, Gold +300 A Shinzei Clan: AGI +2, Power Throw +2, Athletics +2 The Mushagi Clan: CHA +2, Trainer +1, Tactics +1, Leadership +2, Gold +30 The Daimatzu Clan: STR +1, AGI +1, Weapon Master +2, Athletics +2, PoWP +28, Gold +120 The Brotherhood of Pirates: An Envoy: INT +1 CHA +1 Persuasion +2 Riding +1 Pathfinding +1 Gold +20 1HWP +20 A Grave Robber: AGI +2 Looting +3 Inventory Management +1 2HWP +10 Gold +450 A Gunsmith: AGI +1 INT +1 Weapon Master +1 Inventory Management +1 Trade +2 FaWP +100 Gold +300 A Medic: INT +1 CHA +1 Surgery +1 First Aid +2 Wound Treatment +1 Gold +170 A Mercenary: STR +1 AGI +1 Ironflesh +1 Power Strike +1 Athletics +2 1HWP +36 Gold +130 A Slave: STR +1 AGI +1 Ironflesh +1 Athletics +2 First Aid +1 1HWP +20 Beastman (worships): Khorne: STR +2, Power Strike +1, Riding +1, 2HWP +49 Slaanesh: AGI +2, Athletics +2, 1HWP +49 Nurgle: STR +2, Constitution +1, Ironflesh +1, 1HWP +14 Tzeentch: INT +2, Weapon Master +2, PoWP +49 Chaos Warrior: A Pitfighter: AGI +2 Weapon Master +1 Power Strike +1 1HWP +30 PoWP +30 A Longboat Navigator: INT +2 Pathfinding +1 Spotting +1 Gold +20 A Raider: STR +1 INT +1 Looting +1 Spotting +1 1HWP +10 Gold +50 A Horse Breeder: INT +1 CHA +1 Riding +1 Trade +1 Gold +70 A Nomad: AGI +2 Riding +1 Pathfinding +1 ArWP +30 Gold +10 Saurus: A Scout: AGI +1 INT +1 Pathfinding +1 Spotting +1 ThWP +20 A Spy: INT +1 CHA +1 Persuasion +1 Inventory management +1 Gold +100 A Fight School Student: STR +1 AGI +1 Power Strike +1 Ironflesh +1 A Prison Guard: INT +1 STR +1 Prisoner management +1 Spotting +1 PoWP +30 An Interpreter: INT +1 CHA +1 Persuasion +1 Riding +1 A Caravan Guard: STR +1 AGI +1 Pathfinding +1 Spotting +1 1HWP +20 Gold +100 Orc: A Hunter: STR +1, AGI +1, Power Draw +1, Tracking +1, Gold +30 An Rock Lobber Engineer: STR +1, INT +1, Engineer +2, PoWP +14, Gold +50 A Boar Rider: AGI +2, Athletics +1, Riding +1, 1HWP +14, Gold +80 A Snotling Thrower: STR +2, Power Throw +2, Gold +50 A Tactician: INT +1, CHR +1, Tactics +1, Persuasion +1, Gold +30 A Shaman: INT +2, Magic Control +2, Gold +50 Goblin: A Loota: AGI +1, INT +1, Looting +1, Inventory Management +1, PoWP +70, Gold +200 A Stikka Git: AGI +1, INT +1, Power Strike +1, Shield +1, 1HWP +14 Squig Bait: AGI +2, Athletics +1, Path-finding +1, 1HWP +14, Gold +70 A Mushroom Farmer: STR +1, INT +1, Trainer +1, First Aid +1, Gold +20 A Builder: STR +2, Ironflesh +1, Engineer +1, Gold +50 A Spider Kultist: STR +1, AGI +1, Riding +2, Gold +30 Chaos Dwarf (changed by): A Battleground: STR +2, Ironflesh +1, Power Strike +1, 1HWP +42 A Runemap: INT +1, CHR +1, Tracking +1, Path-finding +1, FaWP +42, Gold +90 A Ritual: INT +2, Magic Control +1, Surgery +1 A Great Feast: STR +1, CHR +1, Constitution +1, Leadership +1, 1HWP +14 A War Host: CHR +2, Prisoner Management +1, Trade +1, 1HWP +14 A Ships Graveyard: AGI +1, INT +1, Looting +1, Engineer +1 High Elf: A Student: INT +2 Leadership +1 Tactics +1 1HWP +10 An Armourer's Apprentice: INT +1 STR +1 Power Strike +1 Engineer +1 1HWP +10 A Member of the Militia: STR +1 AGI +1 Shield +1 Athletics +1 PoWP +20 A Lord's Emissary: INT +1 CHA +1 Persuasion +1 Riding +1 PoWP +10 A Musician: CHA +1 INT +1 Inventory management +1 Persuasion +1 1HWP +10 Gold +100 A Sentry: STR +1 AGI +1 Prisoner management +1 Shield +1 1HWP +20 Dark Elf: Agility Training: AGI +3 Weapon Master +2 PoWP +80 A Student: INT +2 Tactics +2 Leadership +1 PoWP +20 A Scribe: INT +2 Persuasion +1 Inventory management +1 PoWP +10 Gold +60 A Healer: INT +2 Surgery +1 Wound Treatment +1 1HWP +10 A Repeater Crossbow Engineer: STR +1 INT +1 Engineer +1 Spotting +1 CrWP +40 A Sentry: STR +1 AGI +1 Prisoner management +2 PoWP +30 Wood Elf: Tree Singer: INT +2, Engineering +2, 1HWP +14, Velvet Forest Warden: AGI +2, Power Draw +1, Horse Archery +1, Gold +40, Extra Arrows Highborn: STR +1, CHA +1, Tactics +1, Leadership +1, PoWP +28, Gold +90 Beastmaster: AGI +1, INT +1, Training +1, Tracking +1, 1HWP+21, Quality Spear Spirit Waker:INT +1, CHA +1, Persuasion +2, 1HWP +7, A Book Wild Rider: Str +1, AGI +1, Power Strike +1, Riding +1 Dwarf: A Miner: STR +2 Power Strike +1 Spotting +1 2HWP +20 A Merchant: INT +1 CHA +1 Trade +1 Inventory management +1 Gold +300 A Tunneller: STR +1 AGI +1 Shield +1 Athletics +1 1HWP +20 A Weaponsmith's: Apprentice INT +1 STR +1 Power Strike +1 Trade +1 1HWP +30 A Thug: STR +1 AGI +1 Looting +1 Tracking +1 1HWP +10 A Caravan Guard: STR +1 AGI +1 Pathfinding +1 Spotting +1 1HWP +20 Skaven: A Burrower: STR +1 INT +1 Pathfinding +2 1HWP +20 A Warpstone Miner: INT +1 STR +1 Power Strike +1 Inventory management +1 Gold +40 A Shield Maker: STR +1 INT +1 Shield +1 Trade +1 1HWP +20 Gold +50 A Slave: AGI +1 STR +1 Ironflesh +1 Athletics +1 1HWP +30 A Dungeon Runner: STR +1 AGI +1 Athletics +1 Spotting +1 1HWP +10 A Mole: INT +1 CHA +1 Persuasion +1 Leadership +1 Gold +100 Halfling (diet): Stew and Potatoes: STR +1, AGI +1, Ironflesh +2, 1HWP +14 Fish and Steam Vegetables: STR +1, INT +1, Constitution +1, Ironflesh +1, ArWP +14, Gold +20 Red Meat and Gravy: STR +2, Constitution +1, Ironflesh +1, 1HWP +14, Gold +20 Cheese and Sausages: STR +1, CHR +1, Ironflesh +1, Riding +1, Gold +20 Beer and Wine: CHR +2, Inventory Management +1, Trade +1 Vampire: A Field Worker: STR +2, Ironflesh +1, Power Strike +1, 1HWP +28 A Scholar's Pupil: INT +2, Wound Treatment +1, Surgery +1, Gold +40 An Apprentice Merchant: CHR +2, Persuasion +1. Trade +1, 1HWP +28, Gold +90 A Mindslave: AGI +2, Ironflesh +1, Athletics +1, 1HWP +42 A Street Urchin: AGI +1, CHR +1, Tracking +1, Leadership +1, 1HWP +14 A Graverobber: STR +1, AGI +1, Looting +1, Inventory Management +1, Gold +300 Young Adult (everyone except traditional humans and skeletons) Beastman (known for): Drinking the Blood of an Entire Empire Patrol: STR +1, INT +1, Constitution +2, Power Strike +1, Athletics +1, Gold +50 Taking a Runefang to the Chest and Surviving: STR +2, Ironflesh +2, First Aid +2, Gold +20 Murdering a Bretonnian Princess: STR +1, INT +1, Tracking +2, Path-finding +1, Spotting +1, Gold +50 Pestilent Flatulence: CHR +2, Constitution +2, Wound Treatment +2 Undefeated Headbutt Champion: STR +2, Ironflesh +2, Trainer +1, Leadership +1 Taming Razorgors: AGI +1, INT +1, Riding +2, Inventory Management +2, 1HWP +28, Gold +120 Chaos Warrior: A Hunter and Skinner: INT +1 STR +1 Tracking +1 Spotting +1 Pathfinding +1 Athletics +1 Gold +75 ArWP +30 A Blood Bowl Player: STR +2 Ironflesh +2 Athletics +1 Power Strike +1 ThWP +95 Gold +40 A Raid Scout: AGI +1 INT +1 Athletics +2 Spotting +1 Power Strike +1 2HWP +45 ThWP +45 Gold +30 A Wanderer: STR +2 Constitution +2, Athletics +2 A Reaver: STR +1 CHA +1 Spotting +1 Trade +1 Prisoner management +2 Gold +120 1HWP +30 A Shieldsmith: CHA +1 INT +1 Trade +1 Shield +2 Inventory management +1 Gold +200 1HWP +20 Saurus: A Blood Bowl Player: STR +2 Tactics +1 Athletics +2 Power Throw +1 Gold +130 ThWP +50 A Cold One Herder: INT +2 Riding +2 Spotting +1 Tracking +1 1HWP +20 Gold +80 A Weaponsmith: STR +1 INT +1 Inventory management +1 Trade +1 Weapon Master +2 2HWP +60 Gold +70 A Devout: STR +1 INT +1 Trade +1 Shield +3 1HWP +20 Gold +100 An Arena Master: STR +1 CHA +1 Ironflesh +1 Power Strike +1 Trainer +2 Gold +130 1HWP +30 A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +200 Orc: A Boss: STR +2, Ironflesh +1, Power Strike +1, Leadership +2, Gold +70 A Prophet: INT +1, CHR +1, Wound Treatment +1, Surgery +1, Persuasion +1, Leadership 1, PoWP +56, Gold +50 A Quartermaster: STR +1, INT +1, Power Strike +1, Inventory Management +1, Engineer +1, Trade +1, 2HWP +14, Gold +60 A Teeth Hoarder: AGI +1, CHR +1, Looting +2, Inventory Management +1, Trade +1, Gold +60 A Tunnel Dweller: STR +1, AGI +1, Power Strike +1, Shield +1, Path-finding +1, Spotting +1, 1HWP +28, 2HWP +28, Gold +30 A Pirate: AGI +2, Power Strike +1, Athletics +2, Looting +1, Gold +60 Goblin: A Shaman: INT +2, Magic Control +2, Wound Treatment +1, First Aid +1, Gold +20 A Drug Addict: STR +1, AGI +1, Constitution +4, Athletics +4 A Doom Diver: STR +2, Ironflesh +4 A Nasty Skulker: STR +1, AGI +1, Power Strike +2, Athletics +2, Gold +30 A Wolf Rider: AGI +2, Power Strike +1, Riding +2, Looting +1, 1HWP +42, Gold +30 A Kunnin Git: CHA +2, Trainer +1, Tactics +2, Leadership +1, 1HWP +28, Gold +40 Chaos Dwarf: An Infernal Commander: STR +1, CHR +1, Ironflesh +1, Power Strike +1, Weapon Master +1, Leadership +1, Gold +50 A Daemonsmith: STR +1, INT +1, Power Strike +1, Magic Control +1, Engineer +1, Leadership +1, Gold +70 A Scolar of Hashut: INT +2, Magic Control +2, Surgery +1, First Aid +1, Gold +70 A Forgemaster: INT +1, CHR +1, Weapon Master +1, Engineer +2, Trade +1, Gold +20 A Pit Lord: CHR +2, Trainer +1, Prisoner Management +1, Leadership +2, Gold +60 A Roving Raider: STR +1, AGI +1, Power Strike +1, Looting +1, Path-finding +1, Tracking +1, FaWP +28, Gold +90 High Elf: A Guildmaster: INT +2 Leadership +1 Persuasion +2 Trade +1 Gold +200 PoWP +50 A Blood Bowl Player: AGI +1 STR +1 Athletics +2 Ironflesh +1 Tactics +1 ThWP +50 Gold +50 A Dungeon Adventurer: STR +1 AGI +1 Athletics +1 Inventory management +1 Looting +2 ArWP +50 Gold +200 An Archer: STR +2 Weapon Master +1 Power Draw +3 ArWP +20 Gold +20 A Horse Trainer: STR +1 AGI +1 Trade +1 Inventory management +1 Riding +2 Gold +70 ArWP +30 A Bolt Thrower Crewmen: INT +2 Tactics +1 Engineer +2 Weapon Master +1 1HWP +20 Gold +40 Dark Elf: A Torturer: INT +2 Surgery +2 Power Strike +2 Gold +40 1HWP +50 A Blood Bowl Player: AGI +1 STR +1 Athletics +2 Ironflesh +1 Tactics +1 ThWP +50 Gold +160 A Navigator: INT +2 Tracking +1 Spotting +1 Pathfinding +2 CrWP +30 Gold +40 A Herald: CHA +1 INT +1 Leadership +1 Persuasion +3 PoWP +60 Gold +150 An Arena Master: STR +1 CHA +1 Weapon Master +1 Leadership +1 Trainer +2 Gold +150 PoWP +40 A Knight's Apprentice: AGI +1 STR +1 Power Strike +1 Riding +2 Weapon Master +1 PoWP +90 Gold +50 Wood Elf: Hoeth, Lord of Wisdom: INT +2, Spotting +2, Inventory Management +1, Wound Treatment +1, Oil Isha, The Mother: STR +1, CHA +1, First Aid +1, Persuasion +1, Leadership +2, 3 Food items Vaul, The Maker: STR +1, INT +1, Power Strike +1, Engineer +2, Trade +1, Iron Lileath, The lady: INT +1, CHA +1, Looting +2, Spotting +2, Gold -20, Velvet Loec, The Shadow Dancer: AGI +2, Athletics +1, Pathfinding +2, Spotting +1, Quality Boots Anath Raema, The Savage Hunter: STR +1, AGI +1, Horse Archery +1, Power Draw +2, Tracking +1, ArWP +28 Dwarf: A Blood Bowl Player: STR +2 Tactics +1 Athletics +2 Power Throw +1 Gold +30 ThWP +50 A Tattoo Artist: INT +2 First Aid +2 Athletics +1 Trade +1 1HWP +20 Gold +190 A Sniper: STR +1 INT +1 Spotting +1 Tracking +1 Weapon Master +2 FaWP +100 Gold +30 A Shieldsmith: STR +1 INT +1 Trade +1 Shield +3 1HWP +20 Gold +150 An Anvil Guard: STR +1 AGI +1 Ironflesh +1 Power Strike +1 Shield +2 Gold +200 1HWP +30 A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +200 Skaven: A Poison Maker: STR +2 Inventory management +2 Trade +2 Gold +500 1HWP +30 A Gunsmith: INT +2 Trade +2 Inventory management +1 Weapon Master +1 FaWP +80 Gold +90 A Henchrat: STR +2 Persuasion +1 Power Strike +1 Ironflesh +2 PoWP +30 Gold +30 A Packmaster: STR +1 INT +1 Trade +1 Prisoner management +3 PoWP +20 Gold +100 A Weapons Specialist: STR +1 AGI +1 Weapon Master +1 Power Throw +3 Power Strike +2 Gold +30 ThWP +100 A Seneschal: INT +2 Persuasion +1 Leadership +1 Inventory management +2 1HWP +20 Gold +400 Halfling: A Bard: CHR +2, Riding +1, Path-finding +1, Persuasion +2, Gold +150 A Hound Trainer: STR +2, Riding +2, Horse Archery +2 A Fletcher: STR +1, INT +1, Power Draw +1, Inventory Management +1, Trade +2, Gold +50 A Cook: STR +2, Constitution +2, Athletics +2, Gold +30 A Member of the Militia: STR +2, Ironflesh +1, Weapon Master +1, Shield +1, Athletics +1 A Scout: AGI +1, INT +1, Riding +2, Path-finding +2, 1HWP +28, Gold +20 Vampire: A Vampire Lord: STR +1, CHR +1, Power Strike +1, Weapon Master +1, Leadership +2, Gold +100 A Blood Knight: STR +1, AGI +1, Weapon Master +1, Shield +1, Riding +2, Gold +20 A Vampire's Squire: AGI +1, CHR +1, Shield +1, Athletics +1, Inventory Management +1, Leadership +1, Gold +50 An Undead Master: INT +1, CHR +1, Wound Treatment +1, Surgery +2, Leadership +1 A Pillager: STR +2, Power Strike +1, Looting +1, Prisoner Management +1, Gold +120 A Mist Haunter: STR +2, Power Throw +1, Power Draw +1, Athletics +2, 1HWP +28 The reason for becoming an adventurer Personal Revenge: STR +2 Power Strike +1 The Loss Of A Loved One: CHA +2 Ironflesh +1 Wanderlust: AGI +2 Pathfinding +1 A Prophecy: CHA +1 Power Strike +1 Being Forced Out Of Your Home: STR +1 INT +1 Weapon Master +1 Lust For Money and Power: AGI +1 INT +1 Looting +1 A Blood Oath: STR +1 Leadership +1 |
Watchman (Viking Conquest) | For other uses, see Watchman (disambiguation). Watchman Troop Information Culture Mercenaries Wages 22 peningas/week Acquired from... Farmer- or -Mead Halls Upgrades to... Spearman Upgrade Cost 288 peningas XP for Kill ? experience Ransom Value ? peningas Watchmen are mercenary infantry in Viking Conquest. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Watchman - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 61 Armor Head None Body Tunic Hand None Foot Rawhide Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 5 Power Strike 3 Power Throw 2 Power Draw 2 Weapon Maintenance 0 Weapon Master 6 Athletics 4 Riding 2 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 145 Two Handed Weapons 80 Polearms 130 Archery 30 Crossbows 30 Throwing 130 Slings 110 Weapons Melee Light SpearSeax Ranged None Shield Rawhide Shield 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 |
Watchman (disambiguation) | This article is a disambiguation page for Watchman (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Watchman may refer to: Watchman Watchman (veteran) Pike Watchman (veteran) Watchman Watchman |
Wercheg | Wercheg Settlement Information Type Town Kingdom Kingdom of Nords Villages JayekUdiniadOdasanRuvar Sieges with... Ladders Port no World Map Mount&BladeWerchegJayekUdiniadTemplate:World Map/Mount&BladeWarbandWerchegOdasanRuvarTemplate:World Map/Warband Not to be confused with Varcheg. Wercheg is a Nordic town located on the northern coast. Wercheg is initially owned by Jarl Irya. It is possible that Wercheg has a connection to, or even may be the successor to the Sturgian town of Varcheg as depicted 173 years earlier in Mount & Blade II: Bannerlord, given their similar names and close location on the map. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] The Streets of Wercheg in Mount&Blade Its villages are Jayek and Udiniad. Warband[] Wercheg is located on a penninsula across the bay from Sargoth, the capital. The fact that it is one of the more distant cites can make it a prime prospect for besiegers. Its distance means that reinforcements will take longer to get to it. Also, like Rivacheg, Wercheg can be afflicted with sea raiders, making the region between them a good hunting ground. Its villages are Odasan and Ruvar. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Wercheg can be located by initially heading as if to go to the castle after selecting 'Take a walk around the streets', but instead turning left before passing by the guards. He is located on a terrace overlooking the main entrance. Siege[] Besieging Wercheg requires the construction of Siege Ladders. Tournaments[] Tournaments hosted in Wercheg feature the following equipment: Axe & Shield Not all participants are on horses. Economy[] <a href=" class="image"><img alt="2013-10-31 00002" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00002.jpg" data-image-key="2013-10-31_00002.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Wercheg sells Salt, Smoked Fish and Wine low. Whether Wercheg produces wine is random at the start of every new game, potentially making it profitable to invest in a Wine Press instead. In Mount&Blade, Wercheg functions normally, being pretty well off as far as location goes. However, in Warband Wercheg is a lower production city, as it is isolated by terrain and water from surrounding towns, with only two villages nearby. Wercheg produces: Ale Bread Leatherwork Oil Pottery Salt Smoked Fish Tools Wool Cloth Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Western Empire | Western Empire Official Information Culture Calradic Empire Capital Jalmarys Ruler Emperor Garios Claimant Unknown Ruling Clan Comnos Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Western Empire in wine purple The Western Calradic Empire is a kingdom in Mount&Blade II: Bannerlord ruled by Garios Comnos, a war hero and military populist who believes the armies should choose the emperor. Contents 1 Overview 2 Ruler 3 Vassals 4 Economy 5 Troop Tree 6 Clans 7 Territory 8 Gallery Overview[] The Western Empire was formed after the death of Emperor Arenicos, when the Imperial Legions under the command of Garios proclaimed him to be the new emperor. With the financial backing of Apys Varros, Garios has planned to ensure the loyalty of his army veterans through generous land distribution plans. The Western Empire shares a border with Battania, Vlandia, and the two other splinter states resulting from the fracturing of the Calradic Empire (Northern and Southern). All three imperial sub-factions specialize in armored cataphracts and skilled archers. Ruler[] Emperor GariosComnos Vassals[] Archon ApysVarros Archon CrotorDionicos Archon TynopsElaches Archon DesporionLonalion Archon SaratisSorados Archon AchiosCorenios Archon ViponManeolis Archon VincantiosPalladios Economy[] Medium 6 cities 8 castles 31 villages Main products: A sufficient number of almost all goods (but the most valuable silver mines around Ataconia Castle and Ortysia as well as iron mines around Gersegos Castle and Oristocorys Castle) Troop Tree[] Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Clans[] Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Territory[] Territory of the Western Empire TownsAmitatys Jalmarys Lageta Ortysia Rhotae Zeonica CastlesGarontor Castle Gersegos Castle Hertogea Castle Onica Castle Oristocorys CastleThorios Castle Thractorae Castle Veron Castle VillagesAegosca Alsasos Arpotis Bergum Carphenion Dradios Elvania Elipa GamardanGarontor Gersegos Goleryn Garengolia Hertogea Leblenion Lysia MontosNeocorys Nideon Onica Oristocorys Phasos Primessos Tarcutis Thersenion ThoriosThractorae Vathea Veron Vinela Zeocorys Gallery[] Map of the Western Empire at the release of Early Access (created by Vesper) Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Weyyah Castle | Weyyah Castle Settlement Information Type Castle Kingdom Sarranid Sultanate Villages Hawaha Sieges with... Ladders Port No World Map WarbandWeyyah CastleHawahaTemplate:World Map/Warband Weyyah Castle is a castle belonging to the Sarranid Sultanate. It is a new addition to Mount&Blade: Warband. The Kingdom of Rhodoks considers it stolen territory and claims that it's rightfully theirs. Contents 1 Location 2 Layout 2.1 Siege 3 Gallery Location[] Weyyah Castle lies north of Shariz at the edge of the Sarranid desert. To the west is the Kingdom of Rhodoks and to the northeast is the Khergit Khanate. Its village is Hawaha and is to the southwest, bordered by trees and grassland to the west and the vast desert sands to the east. Layout[] Player Keep Dungeon Breach Siege[] Besieging Weyyah 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 |
Wine | Wine Classic/Warband Viking Conquest Games Base value 220 220 220 780 Weight 30.0 30.0 30.0 60.0 Item Quantity 50 50 50 40 Morale Bonus +0 +0 +5 +0 Spoils No Goods Type House Made From... Grapes Made Into... N/A Wine is mainly used as a trade good, though it is also used in feasts, where it will be served to nobles alongside ale. In every game other than With Fire & Sword, it is not a food source and provides no bonus to morale. However, in With Fire & Sword, it provides the highest bonus, equaled only by beer. Players can produce wine in Warband by buying a wine press with an initial cost of 5,000 denars. It will produce two units of wine from four units of grapes per week. the cost of upkeep is 60 denars per week, the average profit is 80 denars and the rate of return is 1.6%. Since grapes come in such small quantities and provide a small morale boost, producing wine is generally a much more profitable use for grapes. Wine can be bought cheap in Sargoth, Tihr, Wercheg, Yalen, and Veluca. It can be sold for a profit in all of the towns initially owned by the Sarranid Sultanate, Shariz, Durquba, Ahmerrad, and Bariyye. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Witan Ceaster | Witan Ceaster Settlement Information Type Town Kingdom Kingdom of West Seaxe Villages Witan Ham NorthWitan Ham South Port No Witan Ceaster is a town of the Kingdom of West Seaxe. It is ruled by Aetheling Aelfred Athelwulfing. Territory[] Witan Ceaster is located in the south of modern day England. Its villages are Witan Ham North and Witan Ham South. Siege[] Economy[] Witan Ceaster produces: Bread Barley Ale Tools Wool Cloth Linen Mead Wikipedia has an article on this subject at:Winchester Territory of the Kingdom of West Seaxe TownsCippanhamm Cantwaraburh Witan Ceaster CastlesHrofae Ceaster Dornwara Ceaster Searoburh Dorce Ceaster Wiltun Ham TunBadon Escan Ceaster VillagesHrofae Ham Dornwara Ham Searo Ham Dorce Ham Wil Ham Ham Ham Badon HamEscan Ham Cantwara Ham North Cantwara Ham South Cippan Ham East Cippan Ham WestWitan Ham North Witan Ham South |
Witan Ham South | Witan Ham South Settlement Information Type Village Kingdom Kingdom of West Seaxe World Map East of Witan Ceaster Witan Ham South is a village in Viking Conquest, belonging initially to the Kingdom of West Seaxe and subordinate to Witan Ceaster. You can sometimes find cheap Wool here. Territory of the Kingdom of West Seaxe TownsCippanhamm Cantwaraburh Witan Ceaster CastlesHrofae Ceaster Dornwara Ceaster Searoburh Dorce Ceaster Wiltun Ham TunBadon Escan Ceaster VillagesHrofae Ham Dornwara Ham Searo Ham Dorce Ham Wil Ham Ham Ham Badon HamEscan Ham Cantwara Ham North Cantwara Ham South Cippan Ham East Cippan Ham WestWitan Ham North Witan Ham South |
Wool | Wool Classic/Warband Viking Conquest Games Base value 130 130 130 230 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Wool Cloth Wool is a non-consumable trade good. In Mount&Blade: Warband, it is used with a wool cloth weavery to produce wool cloth. To do this you must speak to your master weaver and give him the items, doing this may increase your profit. In Viking Conquest except trading, wool is needed to build larger types of Boats. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Wool Cloth | Wool Cloth Warband Viking Conquest Games Base value 250 250 320 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Wool Made Into... N/A Wool Cloth is a non-consumable trade good. It is produced by a wool cloth weavery from wool. A possible trade route for this item may be found between the towns of Ahmerrad and Dhirim. Wool cloth can be purchased in Ahmerrad for under 200 denars and then sold in Dhirim for around 270 denars, depending on the player's trade level and Dhirim's current economic situation. You can buy a wool cloth weavery for an initial cost of 6,000 denars and the weekly cost is 120 denars. The input is 2 wool (can be bought by the player) per week and the out put is 2 wool clothe per week. The average profit is 120 denars and thus has a profit margin of 2.0%. All towns in Warband produce Wool Cloth. 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 |
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