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Boyar Ralcha
Boyar Ralcha Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Vassal Personal Details Gender Male Boyar Ralcha is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Family[] Spouse: Lady Myntha Children: Boyar Rudin, Lady Akilina 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. Gallery[] Boyar Ralcha in battle gear Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Boyar Rudin
Boyar Rudin Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Vassal Personal Details Gender Male Boyar Rudin is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Family[] Parents: Boyar Ralcha, Lady Myntha Siblings: Lady Akilina 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. Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Boyar Taisa
Boyar Taisa Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Vassal Personal Details Gender Male Boyar Taisa is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Family[] Parents: Boyar Doru, Lady Vayen Siblings: Lady Joaka 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. Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Boyar Valishin
Boyar Valishin Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Vassal Personal Details Gender Male Boyar Valishin is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Family[] Parents: Boyar Belgaru, Lady Tejina Siblings: Lady Olekseia 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. Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Boyar Vlan
Boyar Vlan Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Vassal Personal Details Gender Male Boyar Vlan is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Family[] Spouse: Lady Sepana Children: Boyar Kumipa, Lady Iarina 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. Gallery[] Boyar Vlan in battle gear Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Boyar Vuldrat
Boyar Vuldrat Appears in ClassicWarband Official Information Fiefs Khudan Culture Vaegir Personality Martial Character Background Spouse Lady Junitha Children Boyar DruliLady Katia Boyar Vuldrat is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. His starting fief is Khudan. 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. Gallery[] Boyar Vuldrat in battle gear Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Bread
Bread Classic/Warband Viking Conquest Games Base value 32 50 50 25 Weight 20.0 30.0 30.0 15.0 Item Quantity 50 50 50 150 Morale Bonus +4 +8 +3 +8 Spoils No Goods Type Food Made From... Grain Made Into... N/A Bread is produced to some extent in almost every town, making it readily available for reasonable prices. Given its high quantity, lack of spoilage, and the highest possible morale bonus in Warband, bread is one of the best food choices in the game. Even in classic Mount&Blade, where its bonus is moderate at best, bread is still a good choice. It does have a downside however, as it has high weight for food, which means an excess of bread can severely reduce the speed of your party. The Productive Enterprise option can be used to buy a mill and bakery to bake bread out of grain. A bakery's initial costs is 1,500 denars and the upkeep each week is 50 denars. It requires an input of 6 grain per week, producing 6 bread. However, it is generally better not to invest in bakeries as the competition from local bakeries (that exist in all cities) tends to raise grain prices and lower bread prices, effectively erasing your profit and pushing you into the red. In With Fire & Sword, the player starts with 2 bread and 2 Dried Meat. 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
Bribes
Bribes can be given to Deserters and Bandits to prevent them from attacking your party. However, Sea Raiders will attack without demanding money. While the amount demanded is generally small, it can be detrimental in a very early game. The more money the player has, the more money they will demand. If you have slain scores of bandits in your career, bandits will reject bribes, and will attack you out of revenge.
Brigand
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 17 denars/week Acquired from... Bandit Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 112 denars Brigands are bandit cavalry in Mount&Blade: Warband. Tactics[] Not naturally seen in-game at all, they can only be obtained by capturing Bandits - who only spawn during certain quests - recruiting them from your prisoners, and finally upgrading them into Brigands. 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. Brigand - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Leather Cap Body Leather Jerkin Hand None Foot Nomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Spiked MaceNordic SwordFalchion Ranged (Possible) Long Bow(Possible) Arrows Shield (Possible) Wooden Shield(Possible) Hide Covered Round Shield Mount Saddle Horse Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Brigand (Bannerlord)
For the classic version, see Brigand. For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Viking Conquest version, see Brigand (Viking Conquest). Brigand Troop Information Culture Bandits Wages ? denars/day Acquired from... Hillman Upgrades to... Highwayman- or -Vlandian Billman( Veteran's Respect) Upgrade Cost ? denars Ransom Value ? denars Brigands are tier-three Mountain Bandit infantry in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Mountain Bandit Troops Hillman Brigand Highwayman Boss
Brigand (Viking Conquest)
For the classic version, see Brigand. For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Reaver Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Brigands are tier-three bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head Battered Old Complete Helm Body Crude Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 4 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 110 Polearms 100 Archery 20 Crossbows 20 Throwing 175 Slings 180 Weapons Melee Chipped Short Battle Axe Ranged Fustibalus Shield Battered Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Brigand (With Fire & Sword)
For the classic version, see Brigand. For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Brigands are bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] Unlike in Warband, they are quite common but do not ride horses. Lightly armored and poorly armed, they do however carry broadswords and possibly firearms, making them dangerous in large numbers. They spawn in groups of 3-60. 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. Brigand - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Hat Body Village Dress Hand None Foot Village BootsBoots With Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee Old Short BroadswordOld SwordCarpenter Axe Ranged (Possible) Handmade Firearm(Possible) Light Bullets Shield None Mount None Trivia[] Brigands could, in a sense, be considered the With Fire & Sword equivalent of Sea Raiders, seeing as they typically roam northern Eastern Europe and speak in Sea Raider voice files. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Bring Back Runaway Serfs
Bring back runaway serfs Given by Vassals Time limit ? days Refresh rate 20 days Reward Relation +2, ? exp, ? denars Bring back runaway serfs is a quest given by a lord of a friendly faction. The lord will have a "Pitiless" personality type. Accepting this quest makes Marnid, Jeremus and Ymira unhappy. Contents 1 Briefing 2 Walkthrough 3 Tips 4 Transcript 4.1 Quest Briefing 4.2 Quest Failure Briefing[] (Lord) asked you to catch the three groups of runaway serfs and bring them back to (village), alive and breathing. He said that all three groups are heading towards (town). Walkthrough[] Upon exiting the town menu, three groups of peasants (called Serfs) will appear from the town. These small groups are trying to emigrate to another town mentioned by the quest giver, but you are forced to wait for an hour before you're able to do anything. When you talk to them, you get the options to let them go which will boost your relation with the village they originated from, or tell them to return which does the opposite. Be sure to keep fairly close to those you tell to return; if you wander too far, they will try to run again. Each of the three groups must be spoken to separately and each will give +1 relation for +3 total with the village if all three are let go. If you decline the quest, fail, or tell the lord you cannot complete it, then you will lose 1 relation with him. If you intentionally let the serfs go, you will lose 10 with him. Tips[] It is highly recommended to have a high Path-finding skill in order to catch them faster. When the serfs are out of sight, decent Tracking and Spotting skills are useful as well. If you don't wish to do this quest, the best option overall is to accept the quest, talk to and let all three serfs go, then return to the lord who gave you the quest and tell the lord you don't want to do it. The net result is -1 relation with the lord and +3 relation with the village. The drawback is it can potentially upset six companions. Transcript[] Quest Briefing[] Well, some of the serfs working my fields in (village) have run away. The ungrateful swine, I let them plough my fields and rent my cottages, and this is how they repay me! From what I've been hearing, they're running to (town) as fast as they can, and have split up into three groups to try and avoid capture, I want you to capture all three groups and fetch them back to (village) by whatever means necessary. I should really have them hanged for attempting to escape, but we need hands for the upcoming harvest, so I'll let them go odd this time with a good beating. You can count on me, sir. Excellent, (player), excellent. I have every confidence in you. I fear I cannot accept such a mission at the moment Is that so? Well, I suppose you're just not up to the task. I shall have to look for somebody with more mettle. Quest Failure[] (Player), I have been waiting patiently for my serfs, yet none have returned. Have you an explanation? Were you outwitted by simple fieldhands, or are you merely incompetent? Or perhaps you are plotting with my enemies, intending to ruin me... Forgive me, sir, those serfs were slippery as eels. Hmph, that is hardly an excuse for failure, (player). Now if you will excuse me, I need to recruit new men to work these fields before we all starve. Perhaps if you had treated them better...
Bring wheat to (village)
Bring wheat to (village) Given by Village Elder Time limit 30 days Refresh rate 20 days Reward Relation +5 (accept)Relation +5 (complete) Penalty Relation -5 (fail) Bring wheat is a quest given by Village Elder when the village is in a very poor or poor prosperity. Contents 1 Summary 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Quest Complete Summary[] The elder of the village of (village) asked you to bring them (amount) packs of grain. Walkthrough[] It consists of delivering 4 to 8 bags of grain to the village. Completing this quest will increase village prosperity by 4 points. You'll have to buy a certain amount of wheat and take it back to the village. Later in the game when you gain the ability to store items in your castles, shops, and household possessions (the inventory which you acquire while having a wife), it can be helpful to stockpile a few bags of grain for quick access to quickly solve this quest. Transcript[] Quest Briefing[] My good sir, our village has been going through such hardships lately. The harvest has been bad, and recently some merciless bandits took away our seed grain that we had reserved for the planting season. If we cannot find some grain soon, we will not be able to plant our fields and then we will have nothing to eat for the coming year. If you can help us, we would be indebted to you forever. Hmmm. How much grain do you need? I think (amount) pack of grain will let us start the planting. Hopefully we can find charitable people to help us with the rest. Then I will go and find you the grain you need. Thank you, sir. We'll be praying for you night and day. I am afraid I don't have time for this. You'll need to find help elsewhere. Yes, sir, of course. I am sorry if I had bothered you with our troubles. I can't be bothered with this. Ask help from someone else. Yes, sir, of course. I am sorry if I had bothered you with our troubles. Quest Complete[] Indeed, I brought you (amount) packs of grain. My good lord. You have saved us from hunger and desperation. We cannot thank you enough, but you'll always be in our prayers. The village of (village) will not forget what you have done for us.
Britons
The Britons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England Britons inhabited Great Britain for thousands of years and they were dominant across modern day England and Wales. They were close relatives of the Picts of Scotland and the Gaels of Ireland. After the Anglo-Saxons settled in England in the early 5th century, the Britons were either assimilated by the Anglo-Saxons or remained in their own independent clans to the west, forming the kingdoms seen in-game. Factions[] There are five Brittonic kingdoms: the Cumbrian Kingdom of Alt Clut, centered in what is now the Scottish Lowlands; the Welsh Kingdoms of Brycheiniog, Gwynedd, and Glywyssing; and the Cornish Kingdom of Cornubia. While the player does not go into any of the Briton lands for the main storyline, the Kingdoms of the Britons are usually small and not strategic places, making them easy targets for stronger factions. Banner Name Color Ruler Claimant Capital Kingdom of Alt Clut #88cc00 Ri Arthgal map Dumnagual - Dun Breatann Kingdom of Brycheiniog #ffff00 Ri Elisedd map Tewdr - Brycheiniog Kingdom of Cornubia #3355ff Ri Dunyart map Eferferdyn - Bosvenegh Kingdom of Glywyssing #ff88dd Ri Hywel map Rhys - Caer Dyf Kingdom of Gwynedd #007a00 Ri Rhodri map Merfyn Mael Elisedd ap Cyngen Ynys Mon Troops[] Briton Troops Serf Priest Freeman Skirmisher Spearman Warrior Archer Horseman Elite Spearman Standard Bearer Champion Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Broadsword
With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Brotherhood of the Woods
Brotherhood of the Woods Current v1.8.0 beta Official Information Faction Vlandia Leader Randomized Fiefs None Tier ? Wealth ? The Brotherhood of the Woods is a minor clan of Vlandia. They are a peasant rebel group based out of Jaculan that has since devolved into becoming brigands and bandits, effectively working as mercenaries available for hiring by any factions in Calradia willing to pay. Contents 1 Official Description 2 Members 3 Troop Tree 4 Trivia 5 References Official Description[] The Brotherhood of the Woods started out as a Vlandian peasant movement, hiding out in the forests, robbing from the rich and giving to the poor. However, they encountered the usual problems that any long-running rebel movement might face - they needed to ensure a steady supply of food, and also ensure that none of the poor would dare earn a bag of coin by informing on them. Slowly but surely, the movement began to make use of extortion, terror, and corrupt deals with the local authorities to survive, becoming little different from any other organized bandit group in Calradia.[1] Members[] Their leader and membership are randomly generated at the beginning of each game. Troop Tree[] Brotherhood of the Woods Troops Sprout Sapling Arboreal Trivia[] After the companion Rolf join the player's party in Mount&Blade: Warband, mentions she remembers encountering him as a part of a bandit gang called the "Brethren of the Woods". Rolf - and by extension the Brethren - is implied to be from around the border region between the Kingdom of Swadia (Ehlerdah) and the Khergit Khanate (Halmar, the possible Warband successor to the Western Empire town of Jalmarys) while the Brotherhood started in the Jaculan area (the possible Warband successor to the Rhodok town of Jelkala) - the geographical span between the two areas makes the possibility of both groups sharing a 173-year-old continuity debatable. References[] ↑ Encyclopedia Calradia, entry "Brotherhood of the Woods" 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
Brula Noyan
Brula Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Brula 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[] Spouse: Lady Nirvaz Children: Ulusamai Noyan, 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[] Brula Noyan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Khergit Guard Helmet Body Ragged Outfit, Khergit Lamellar Vest Hand Lamellar Gauntlets Foot Hide Boots, Mail Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 250 Two Handed Weapons 250 Polearms 250 Archery 250 Crossbows 250 Throwing 250 Weapons Melee Sabre, Lance Ranged ? Shield Elite Cavalry Shield Mount Steppe Charger Gallery[] Brula 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
Brunhild
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Viking Conquest 2.036Latest Version: 2.069 Brunhild Appears in Viking Conquest Official Information Culture Frisian Religion Christian Character Details Found in Kennemer in story mode, or random Mead Hall in sandbox Hire Cost Free Likes Clovis Liked by Solveig Dislikes Ailchu, Reginhard Connections Dorestad Character Background Parents Thonkrik (Doccinga local leader) Brunhild is one of the heroes (companions) in Viking Conquest. Contents 1 Cost and where to find 2 Tactics 3 Story 4 Introduction 5 Stats and Equipment Cost and where to find[] In both the campaign mode and the sandbox mode, Brunhild is free to hire. In the campaign mode, Brunhild can be recruited after saving Doccinga from the invading Vikings and being declared a traitor by the lord of Kennemer. In the sandbox mode, Brunhild can be found in the Mead Halls of any town. Tactics[] Brunhild can become a decent skirmisher or archer. Due to her high level first aid and intelligence, she can become a good healer and surgeon as support role. Story[] Before the campaign, Brunhild was the child of Thonkrik and lived in Doccinga. However, her mother passed away when she was young and her father was forced to give his daughter to the Jarl of Kennemer, Hrodulf Haraldsson as a slave. She suffered during her life as a slave to the Jarl and his people and grew hatred toward the Danish. She obtained freedom when the protagonist promised Thonkrik to bring the girl into their party for the boat. Introduction[] "I... I am sorry, but please understand. My life has been a living hell since I became a main in the house of the jarl of Kennemer." "I used to live in a small village, Doccinga. I was happy. My father, Thonkrik, cared a lot for me since my mother died. But, one day, the jarl of Kennemer stopped in our village, and he saw me. He, damn him, forced my father to send me to his house as a maid for his wife. He promised that he would respect me, but he lied. I don't like to speak of this.... Well, since then I had really become a slave. I had to give myself to him and then to his men." "I so desperately wanted to escape. If only I could start a new, free life... I know! You could take me with you! I could help mend the wounds of your warriors. I could even learn to be a warrior myself, if that's what it takes to be free again. Will you take me with you, sir?" "I am? Will you really help me escape and protect me? Well, I am in no position to be picky! I would be pleased to join you in exchange for my freedom." "I think you would find that I would be a most valuable addition to your ranks. I am well versed in the old traditions of the land and can declaim several of the epic poems of my people. I will also use everything my grandma taught me to keep my new companions healthy." Stats and Equipment[] Brunhild - Default Stats and Equipment Attributes Stat Points Level 5 Strength 9 Agility 10 Intelligence 14 Charisma 12 Health 52 Armor Head Veil Body Norse Dress Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh 4 Power Strike 3 Power Throw 4 Power Draw ? Weapon Maintenance 7 Weapon Master 1 Athletics 5 Riding ? Looting 5 Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 6 Wound Treatment 2 Surgery ? First Aid 7 Engineer ? Persuasion 6 Leadership 1 Trade 6 Proficiencies Weapon Type Points One Handed Weapons 91 Two Handed Weapons 72 Polearms 91 Archery 80 Crossbows 72 Throwing 91 Slings 100 Weapons Melee Hunting Knife Ranged ? Shield ? Mount ? Player's Companions Agathinos Ailchu Asbjorn Beda Bodo Brunhild Caio Ceawlin ClovisDonnchadh Dwywei Egil Helgi Morgant Reginhard Solveig
Brunwud Castle
Brunwud Castle is a multiplayer siege map featured in Mount&Blade: Warband. Layout[] Brunwud is a square castle with wooden walls and a Nord-style keep.
Brytenwalda
Brytenwalda is a total conversion mod for Mount&Blade: Warband. The mod is very popular with the Mount&Blade community and is rated highly due to its detail and immersion. Setting[] The mod is set in 7th century Britain where the wounds from the multitude of foreign invaders ravaging the country are still healing. The Roman Legions have long gone, Jutes, Saxons and Angles have invaded at a time of turmoil and are all but ready to take advantage of the current power vacuum, they have travelled from Northern Germania after being pushed west by the Huns and other peoples from the steppes. The remaining Celtic tribes have been pushed west into the area we now know as Wales and proud of their traditions continue to thrive albeit fragmented and awaiting a warrior king who will unite the warring tribes and build a strong resistance against the Germanic marauders. North of Hadrian's wall, the Picts after many battles and skirmishes had refused to bow down to Roman rule despite the Romans having built a second wall (The Antonine Wall) roughly 100 miles north of Hadrian's wall and retained their independence to this day carrying on with their own beliefs and tradition that they will fight for. Not all is as it seems the Picts themselves are not united and threats from the Germanics south and the Kingdom of Dál Riata from the north of Ireland threaten the resistance of the Pictish kingdoms. Across the sea, Ireland is ravaged by constant clan wars with no true victor, multiple kingdoms vie for the control for the heart of the green jewel. Only by gaining full control of Ireland can any king wish on taking his kingdom beyond the Irish sea and take on the many peoples of mainland Britain. To unite Britain and Ireland, a strong hero of legend is needed. They will be Brytenwalda, High King of Britain. Features[] Extensive alterations to provide accurate factions and geography Custom Quests 4 Religions Supply Wagon Hidden areas that act as 'dungeons' for the player (slavers' hideouts, druid cult etc). A huge number of clans to side with...or destroy Completely remodeled units for each tribe/nation More Heroes Unique Characters like Brytenwalda Oswald and Choncobor Special weapons like Hrunting Viking Conquest[] Brytenwalda became the official mod Viking Conquest, a total-conversion DLC pack created for Mount&Blade: Warband, made by the developers from Brytenwalda and TaleWorlds. External Links[] ModDB link For more information, visit TaleWorlds forums Sub-mod: Imperium Romanum Gallery[]
Buillin
Buillin Settlement Information Type Village Kingdom Nords Fortification TihrChalbek Castle World Map Mount&BladeBuillinTihrTemplate:World Map/Mount&BladeWarbandBuillinChalbek CastleTemplate:World Map/Warband Buillin is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, on the right side of the path, under a porch roof and next to some stools. Buillin is set in a valley with steep mountain ridges on either side and some trees scattered throughout. It has a total of six structures, one of which is a windmill, while stone walls encircle much of the village. There are several fields here growing wheat, cabbages, grapes, and squash. There are also some small trees in the wheat field which are probably apple trees with baskets of their fruit nearby, as well as a couple ovens and a large amount of bread. Hanging animal pelts and fur bundles also indicate hunting activity. On the left side of the village, through a pass between the mountains, is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building on the far end of the village from where the player enters, next to a covered table and oven. 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
Bulugha Castle
Bulugha Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages FisdnarUdiniad Sieges with... Ladders Port No World Map Mount&BladeBulugha CastleFisdnarTemplate:World Map/Mount&BladeWarbandBulugha CastleUdiniadTemplate:World Map/Warband Bulugha Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Bulugha Castle lies west of Rivacheg at the edge of the Vaegir territory and the Kingdom of Nords. Its village is Fisdnar which is to the northeast, near the northern oceanic shoreline. Warband[] Bulugha Castle lies west of Rivacheg in along the oceanic coast. It is on the border with the Kingdom of Nords and in Warband, is the northernmost castle on the map. Its village is Udiniad which is nearby to the east, within a small patch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Bulugha Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] <a href=" class="image"><img alt="Stickyend" src=" decoding="async" loading="lazy" width="180" height="143" class="thumbimage" data-image-name="Stickyend.png" data-image-key="Stickyend.png" data-relevant="1" data-src=" /></a> Planned assassination or domestic brawl? There is a skeleton sitting at the table in the lord's hall with a cup in its hand and a knife in its back. Gallery[] Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Bulugur
Bulugur Settlement Information Type Village Kingdom KhergitKhergit Fortification Distar CastleDistar Castle World Map Mount&BladeBulugurDistar CastleTemplate:World Map/Mount&BladeWarbandBulugurDistar CastleTemplate:World Map/Warband Bulugur is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located on the opposite side of the village from where the player enters, he stands on a balcony up a staircase. Bulugur is built in a narrow valley between high hills and steep ridges. It has a total of six structures. There don't seem to be any food crops growing, but there are two very long fields of haystacks on either side of the road into the village and a field of shrubs on the far side. Strings of garlic are the only visible food source found here. 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, behind a building in the shrub field. 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
Bunduk
Bunduk Appears in Official Information Culture Rhodok Character Details Hire Cost 200 denars Likes Katrin Liked by Katrin Dislikes Lezalit, Rolf, Nizar as Emissary, Hunger, Not Paid, Heavy Casualties, Robbing Villages Disliked by Lezalit and Rolf Connections Jelkala Noble No Character Background Home Jelkala Background Rhodok Sergeant Bunduk is a Rhodok crossbowman and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Bunduk was born near Jelkala. He is a veteran Rhodok soldier who was garrisoned in a town for 20 years until he had a conflict with a newly appointed commander, who was a young noble. When Bunduk unstrung his crossbow due to rain, the commander viewed it as dereliction of duty and had him horsewhipped. He soon deserted his post and got drunk in a nearby tavern, using the money he stole from the captain, until he met the player who can offer him employment. Personality[] Loyal and righteous in the laws of military. He has some dislike toward the noble bloods who tend to abuse their power, especially when they are in high positions. He still has his hatred to the blue-blooded nobles because of their punishments with no causes towards the common folk and would always give thought about equality of justice between all people. He also thinks for those lesser than him, for the sake of their lives, like children. He admires people who continue to show off great results in battles even in an old age and would also like to teach people who are younger than him about battles and such. In certain times of battle, he doesn’t like people forcing him to do things unless he respects them and has a loathing towards people who even act as royal blood even though they are not really one to begin with. He is also rational in terms of rewards from battle and doesn’t take lightly on having petty rewards like poems and songs. He has extreme concerns to those who are poor and would never take advantage of them. Relationships[] Katrin - He likes Katrin as she is one of the few old people he's able to get along with, she is also a veteran as he is. Lezalit - Bunduk hates Lezalit, not just because of his noble blood, but also his strictness in the battlefield, as Lezalit kept ordering him around and threatening to flog Bunduk. This led to Bunduk wishing he could kill Lezalit. Rolf - While he already hates nobles, he hates Rolf even more intensely, as Rolf is only a bandit pretending to be noble. To Bunduk, it was intolerable for a bad person becoming even worse by claiming nobility. Gameplay[] While initially armed with a crossbow, Bunduk can be turned to any role, as he is fairly proficient with all weapons and has some skill in riding, trainer, and first aid as well. Recruiting Bunduk costs 200 denars and his initial level is 9, which can make him somewhat slower to train, but helps him raise troops in the player's party. In Warband, should he be offered a fief and a lordly title, he will accept the fief, but demand that he be called Tribune Bunduk. Giving Bunduk a fief may cause a decrease in the player's relation with some of the nobility. If elevated to lordship, Bunduk will recruit Rhodok soldiers to fight for him and man his fiefs. Dialogue[] Main article: Bunduk/Interactions Stats and equipment[] Bunduk - Default Stats and Equipment Attributes Stat Points Level 9 Strength 12 Agility 8 Intelligence 9 Charisma 11 Health 53 Armor Head ? Body Padded Leather Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 3 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 1 Riding 2 Horse Archery ? Looting ? Trainer 2 Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid 2 Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 105 Crossbows 105 Throwing 105 Weapons Melee Pickaxe Ranged Crossbow, Bolts Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira
Bunduk/Interactions
This is a list of interactions with Bunduk. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Gathering Information 6 Right to Rule 7 Awarding a Fief 8 Story: Grunwalder Castle 9 Story Recap 10 Like Quotes 10.1 Katrin 11 Dislike Quotes 11.1 Lezalit (Battle Dislike) 11.2 Rolf (Map Dislike) 11.3 Right to Rule Objection: Nizar 11.4 Not Paid 11.5 Heavy Casualties 11.6 Robbing Villages 12 As an Enemy Introduction[] Greetings there, Brother! Here's to the doom and downfall of all hig-born lords and ladies! Why do you say that, sir? It's a long story, but if you get yourself a drink, I'll be glad to tell it. A sergeant I was, in the garrison here at (town). Twenty years I stood guard for the city, taking many a hard knock in many a tough fight, until they appointed a snot-nosed, downy-lipped princeling, barely out of his mother's cradle, as commander of the garrison. He came upon me standing watch atop the tower, with my crossbow unstrung -- on account of the rain, you see... Can't have the cord loosen... But Little Prince Snot-Nose tells me that an unstrung bow is dereliction of duty. Says he'll have me horsewhipped. And something in me snapped. So I walked off my post. Now I'm here getting drunk, and the Devil take tomorrow. If you're looking for work, I can use experienced fighters. Are you, now? Well, that's a sight better than swinging from a gibbet for desertion. You won't regret taking me on, Brother. I'm a dead eye with a crossbow -- a beautiful weapon, it can right punch through a nobleman armour and spill his blue blood upon the ground. And I've trained more raw recruits than you've had hot dinners, begging your pardon. I don't toadie to the high-born. Good man. We'll treat you with the respect you deserve. That's good news. But I'll ask for one last thing, captain. I have a woman her in (town), a tavern wench, and she says she has my child in her belly. I want to give her some money before I leave... for the child, you know. Do you think you can spare 200 denars? Of course. Here, 200 denars. Good! Give me a few moments to prepare and I'll be ready to move. Sorry. I can't afford that at the moment. On second thought, we value discipline pretty highly in our company. Good day to you. No doubt you'll wake up with your head in a noose, and you'll deserve it. Good day. That's rebel talk, and I'll hear none of it. Good day to you. Reencounter[] I don't know if I told you or not, but I deserted my unit after I struck a young noble who ordered me to be horsewhipped without cause. Since then I've been laying low. Thankfully I had the wit to pilfer my captain's purse before heading out, but the money is running low. Retirement[] I've had enough of tromping up and down the length and breadth of Calradia. I've got enough to buy a small bit of land somewhere, so I think I'll give that a try. So long, and best of luck to you. Rehire[] Captain! It's good to see you. You see, it turns out I'm not much of a farmer. Too soft on the hired hands, I figure. I let them rob me blind. I guess fighting is what I know best. So tell me, captain, are you still looking for good men? Gathering Information[] Captain -- I was thinking that some of my old mates in the garrison at Jelkala would be glad to see me. They are good lads and would never betray the city, but like me they have no particular affection for the bluebloods that command them, and may be willing to slip a little political gossip our way. The gentry are always falling out over one little thing or the other, but the lads might be able to know if there's real dissent brewing. Right to Rule[] Well, Brother, I suppose there must be kings, and if there must be kings, then you would be as good a king as any... Certainly, Brother. But I'd ask that you consider a thought of mine. If you became king, then I'd ask you to open your court to the common folks, and not just to the lords and blue-bloods. I'd ask you let it be known that should any man be judged and sentenced, that he have the right to appeal to you directly. Right now, the lords have the right -- I say every man in Calradia should have it, too. Well then, Brother, give me leave for a few weeks and I can go about this land, letting the common folk know that you will rule justly and equitably, and that lord and common alike should be one before your law. Men will speak of you as king, and that's a good start to becoming one... Awarding a Fief[] You'd make me a lord? Well, no thank you -- but if you would call me 'tribune' -- the tribunes being the people's servants in the old times -- then I suppose I could bring myself to run (fief) for you. I'd put food in the bellies of the hungry, and raise a fine force of Rhodok foot to fight on your behalf, {Brother/Sister}. But I can't promise that the real blue-bloods will enjoy rubbing shoulders with me in your councils. Story: Grunwalder Castle[] D'you smell that fresh air, Brother? This was my home, before I went abroad in search of coin. It's good to be up in the hills again. It's the smell of freedom. This is the cradle of Rhodok liberty, here under Grunwalder Castle. In my father's day the Swadians would come calling, thinking to make us knuckle our foreheads and call them their overlords. But Grunwalder, an old veteran of the wars from the hills, showed us how to form a battleline with spear and crossbow that could break a Swadian charge. He fell in battle, but the people gave his name to the castle that was built here, where he fell so that we would remember, and always stand firm against the horsemens' onslaught. We grow mulberry trees here for silk and kermes too for the dye. We take it to Jelkala where they weave it into the finest velvet -- not that I have ever had enough denars in my pocket to buy velvet, mind. But the craftsmen of Jelkala also make good crossbows, and for that I'll not begrudge them their little luxuries. Story Recap[] Born and raised in Jelkala, {Brother/Sister}, and I hope some day to buy land there. But I had a mind to see a bit of the world first, so I took my crossbow and went off to the wars. Like Quotes[] Katrin[] Ahoy, Brother! I wish you joy of your victory! Say, old Mother Katrin's not bad in a scrap, is she, for a woman of her years? Although I getting to be a bit of an old bag myself, now. Heh. It just goes to show that youth ain't everything, that experience also wins battles. I reckon she and I could teach the young puppies of the world a thing or two, couldn't we? Dislike Quotes[] Lezalit (Battle Dislike)[] Brother -- a question for you. Are you in charge of this company, or it is Lezalit? In that last battle he was shouting at me: 'Go forward, go back, hold the line.' When I told him to mind his own trimming he'd have me flogged. Captain, that man is looking for a crossbow bolt in his chest, begging your pardon. Rolf (Map Dislike)[] Excuse me, captain. I hate to trouble you with such things, but I just wanted to let you know that I can't abide that fellow Rolf, the one who calls himself a baron. He's just a simple brigand, as far as I can tell, House of Rolf, my arse. Genuine blue-bloods are bad enough, but those who pretend to be blue-bloods are bloody intolerable. Anyway, I might have said something a bit sharp to him a minute ago. He seemed to take offense, anyway. I just thought you should know. Right to Rule Objection: Nizar[] I hear that you've got Nizar spinning poems to justify your ascent to the throne. I can't say I approve, Brother. If men fight for a king, it should be because they know they're going to get something good out of it, not because they've taken a liking to a silly song. Not Paid[] Brother -- I can't say I like to see us not be able to pay the men. You should treat your men well, and they'll repay with interest. Heavy Casualties[] Brother -- I can't say I like to see us turn every battle into a bloodbath for our side. You should treat your men well, and they'll repay with interest. Robbing Villages[] Begging your pardon, captain. I can't say that I'm happy to see us steal from poor villagers. Those are just simple people, trying to make a living. If we could try to go easy on the poor wretches, captain, I'd feel much better. As an Enemy[] Well, it looks like the tides of fate have led me to make war on my old captain. Maybe things started to go wrong when you became my liege -- I suppose I was never much suited to vassalage. Anyway, here we are now. Maybe, when the world is changed and there are no more masters and servants, or lords and vassals, then we can meet together as friends.
Burglen
Burglen Settlement Information Type Village Kingdom Swadia Fortification PravenDhirim World Map Mount&BladeBurglenPravenTemplate:World Map/Mount&BladeWarbandBurglenDhirimTemplate:World Map/Warband Burglen is a village initially owned by the Kingdom of Swadia. Its link to either Praven (Mount&Blade) or Dhirim (Warband) means that this village is likely to increase its wealth. This makes it a ripe target for raiding. This village is rather difficult to defend against raids, as enemy reinforcements spawn directly within the village square while friendly forces spawn outside, across a small dip in the land. Layout[] Player Elder Fugitive The Village Elder is in the middle of the village to the left from where the player starts, standing in front of a wooden stool and broom. Burglen is built on a hill in very rough terrain with moderate tree cover. It has a total of five structures and a water well in a valley below the village proper. There are two fields here growing cabbages and squash. Harvested squash and marrow can also be found in baskets and sitting around the village. There is an outdoor oven which may be used to bake bread, though no loaves are visible. There is a single animal pelt hanging on one wall. If sent here during a Hunt Down Fugitive quest, the target may be found behind one of the buildings on the opposite side of the village from where the player starts, hiding inside some bushes. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Butchering Knife
Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Butchering Knife/Warband
Butchering Knife Butchering KnifeOne-handedBase value: 23 denarsWeight: 0.8Swing: 24cThrust: 17pSpeed rating: 108Weapon reach: 60Can't be used to blockWarband
Butter
Butter Classic/Warband Viking Conquest Games Base value 150 150 150 100 Weight 6.0 Item Quantity 30 30 30 90 Morale Bonus +8 +4 +2 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Butter is a food item that provides a high morale bonus in classic Mount&Blade, however this bonus was reduced in Warband and then further reduced in With Fire & Sword. In Viking Conquest, you can purchase cows from farmsteads or randomly win them in tournaments. Each week, they'll produce butter, which will be added into your inventory. 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
Buvran
Buvran Settlement Information Type Village Kingdom Rhodoks Fortification Ergellon CastleJelkala World Map Mount&BladeBuvranErgellon CastleTemplate:World Map/Mount&BladeWarbandBuvranJelkalaTemplate:World Map/Warband Buvran is a village initially owned by the Kingdom of Rhodoks. It is located in a strategically safe place, because it is far from other factions, and the town of Jelkala is nearby. Layout[] Player Elder Fugitive The Village Elder is located just within the village on the left side from where the player enters, standing next to a campfire. Buvran is built on mostly flat terrain alongside a dried up stream as well as rows of tall trees around it. It has a total of six structures protected on most sides by a wooden fence and wall surrounding the village. There are some obvious fields growing Cabbages, and an orchard presumably growing Apples, baskets of which may be found in storage, but there are also vast open area which may be harvested fields. There are two wells here to supply their water needs, and understandably due to their river being dry, there is no evidence for fishing activity here. If sent here during a Hunt Down Fugitive quest, the target may be found through the village on the right side from where the player enters, standing next to a campfire. 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)
CRPG
CRPG Version Mount&Blade: Warband 1.1xx Type Multiplayer Links Wikia cRPG is a multiplayer module for Mount&Blade: Warband that adds persistent character leveling to player-vs-player combat. Contents 1 Features 1.1 Game Modes 1.1.1 Strategus 1.2 Character creation 1.2.1 Leveling 1.2.2 Retirement 2 Reviews Features[] cRPG adds a host of new options to multiplayer combat. cRPG is similar in many respects to standard Mount&Blade: Warband multiplayer in that players do battle against one another in various settings and game types. The main difference in cRPG is that players can level their characters and buy new gear that will carry over into future multiplayer battles. Game Modes[] Players can engage in four different types of battles: standard battles, sieges, duels, and "Defend the Virgin." Players fight to the death in battle mode. Respawning only occurs after one side has completely eliminated the other. The cRPG wiki states that battles are typically for advanced players with high-level characters. During a siege, players respawn after a certain period of time, which differs between whether you are an attacker (3 seconds) or a defender (30 seconds). The game continues until the time limit expires or the attacking team captures the flag. Duels allow the player to practice the combat skills required to be successful in PvP through one-on-one battles. Items do not need to be repaired in duels, but players earn no experience while participating in this mode. In Defend the Virgin, players cooperate to defend an NPC against waves of computer-controlled attackers, with each round becoming progressively harder. Experience and gold are earned at the end of each round. Strategus[] Strategus expands cRPG to a browser-based, real-time map. Strategus is a multiplayer campaign for cRPG where players can aquire fiefs and land and gather armies on a real-time map. Strategus expands the world of cRPG character to a browser-based map of Calradia, where players take their armies into battle against other players or serve as a mercenary in scheduled battles on the cRPG servers. Character creation[] cRPG features some differences to character attributes, skills, and proficiencies from the standard Mount&Blade single-player campaign. Players can put ranks into only twoattributes: strength and agility. Strength increases damage and hit points and allows players to use items with higher strength requirements. Agility increases a player's movement speed. Skill points can be spent in the game's standard combat-related skills, such as Ironflesh, Power Strike, Power Draw, and Shield . A notable difference in weapon proficiencies from the cRPG to the standard game is that players can only put one point in the Horse Archery skill for every four points in Agility, instead of the usual one point per three agility points. Players can have multiple characters in cRPG, but can only have one character at a time designated as a "hero" character. Your hero may participate in Strategus and can trade with other players on the Strategus map. Leveling[] A web application allows players to purchase items and equipment for use in multiplayer games. Players earn 1,000 experience and 50 gold for each minute (or "tick," as it is sometimes called) on a cRPG server. There are two ticks in the first minute. Winning matches can increase the gold and experience awards by adding a multiplier to the reward amounts. For example, a player on a x2 modifier will earn 2,000 experience and 100 gold every tick. Also The highest multiplier you can go in cRPG is x5 which gives you 5,000 experience and 250 gold. Gold can be spent in cRPG's unique online application. From there, players can level up and spend gold on better weapons and armor, sell unwanted equiptment (it is recommended that you do this in the marketplace, as you will be able to give other players good deals, and get more gold in return. The Shop buys your items for 1/2 the price), trade with other players, and participate in a lottery. Players can respecialize their cRPG characters at any time for a penalty of half of their experience points, though they do get to keep all of their items and gold. This allows players to try out new builds or correct mistakes made during leveling. Retirement[] When a cRPG character reaches level 31, they have the option to "retire" that character, resetting experience to level 1. Retirement grants the player a "generation" which has certain bonuses, including a bonus multiplier to experience, 300 extra experience, as they level up again. A retired character also gains an "heirloom point" which provides can be used on an item that you own to increase its stats, or, optionally sold to another player on the marketplace. These also grant additional stats on items; for instance, an heirloomed sword will have bonuses to damage greater than that of the standard item. Reviews[] Altered Gamer named cRPG the best mod for Warband, calling it "the only multiplayer mod for Mount and Blade Warband you will ever need." Altered Gamer praised what it called cRPG's "deep and addicting grind" to gain levels and gear. "cRPG makes the inconsistent, buggy and hacker filled world of Mount and Blade Warband multiplayer mods take a 180-turn for greatness." User Created was "ridculously happy" to be able to permanently level characters in multiplayer and praised the "clever little web-application" where players can spend gold and upgrade their character's items.
Cabbages
Cabbages Games Base value 30 Weight 15.0 Item Quantity 50 Morale Bonus +4 +2 +3 Spoils No Goods Type Food Made From... N/A Made Into... N/A Cabbages are a food item that provides low to moderate morale bonus, based on the game in which they appear. While the rewards to morale may be lacking, cabbages are nonperishable and are generally quite cheap, making them a good choice if finances are more important than extra morale. In Viking Conquest, it is replaced with the consumable vegetables. 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
Calatild
Baroness Calatild Official Information Kingdom Vlandia Monarch King Derthert Title Baroness Fiefs Jaculan Clan dey Arromanc Personal Details Gender Female Age 45 Spouse Unthery Children ThomundSilvindLasand Calatild is a Baroness of Vlandia and the leader of House dey Arromanc. She is the owner of Jaculan, the wife of Unthery, and the mother of Thomund, Silvind, and Lasand. She is the only noblewoman in game to possess high Tactics skill at the beginning of the game, but not weapons skills. Description[] According to her Personality Traits, she is Closefisted (Generosity -1) and Honest (Honor 1). She is reputed to be just and honest, but ungrateful. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Tactics 60 Charm 100 Steward 140 Trade 120 Leadership 120 Trivia[] Calatild is the only noblewoman in game who was chosen to lead her clan in spite of the fact that she has a husband who is capable of leading the clan. This is never explained in-game, but historically this would usually occur due to the daughter being the only one with blood relation to the clan's line of succession, typically through her parents,
Caleus
Caleus Settlement Information Type Village Kingdom Vlandia Fortification Caleus Castle Caleus is a village of Vlandia owned by the baron, Servic of House dey Valant. The village is bound to the Caleus Castle and is known to produce Flax. Description[] Caleus lies on the misty coastal plain south of the Bay of Varcheg. Villagers speak a mix of the Vlandian, Sturgian and Battanian tongues. They grow flax in the lowlands here.[1] 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 ↑ Encyclopedia Calradia, entry "Caleus"
Caleus Castle
Caleus Castle Settlement Information Type Castle Kingdom Vlandia Villages Caleus and Deriat Caleus Castle is a castle of the Kingdom of Vlandia ruled by the baron Servic of the clan dey Valant. The castle sits upon the shores of the Bay of Varcheg far away from other Vlandian holdings and as such is more vulnerable to attack from Battanian or Sturgian attackers. The villages of Caleus and Deriat are bound to the castle. 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
Calioc
Calioc Settlement Information Type Village Kingdom Vlandia Fortification Sargot Calioc is a village in Vlandia owned by King Derthert of House dey Meroc. The village is bound to Sargot and is known to produce Flax. Calioc on a flat plain between the Epiric and Biscan hills of the central Vlandian lands. The people of this district grow flax on the marshy lands. 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
Calradia
Original map of Calradia in Mount&Blade. New map of Calradia in Warband. Map of Calradia in pre-release Bannerlord. <a href=" class="image"><img alt="Calradia Bannerlord release" src=" decoding="async" loading="lazy" width="300" height="188" class="thumbimage" data-image-name="Calradia Bannerlord release.jpg" data-image-key="Calradia_Bannerlord_release.jpg" data-relevant="1" data-src=" /></a> Map of Calradia in Bannerlord Calradia is a fictional continent and the main setting in the mainline entries of the Mount&Blade series. There are five factions in the original Mount&Blade and six in Warband, each with a ruler, a claimant, twenty vassals and a collection of fiefs that make up each faction's region. The land of Calradia is neither static nor affected only by the player's actions. Each faction is free to wage war, form alliances, or sign peace treaties with other factions. Nobles and kings lead their war parties across Calradia, attending tournaments, feasts, and collecting taxes from fiefs entrusted to them. During times of war, they plunder enemy villages, attack opposing armies in the field, and seek to conquer castles and towns through siege warfare. Law and order are the exception, rather than the rule, in Calradia. Deserters and bandits of all sorts harass trade routes and attack villagers whilst evading attacks from bands of manhunters seeking the bounties on their heads. Farmers traveling to market to sell their harvest and caravans traveling from town to town trading goods must fend off looters and thieves seeking to reap what they did not sow. Lords are also threatened by the chaos; fiefs regularly change hands during wartime. Even the kings of each faction are not safe. Claimants to the throne travel across the land, seeking brave and adventurous allies to back their claims and launch civil wars. Contents 1 Geography 1.1 In Mount&Blade 1.2 In Warband 1.3 In Bannerlord 2 History 3 Outside Calradia 4 Trivia Geography[] In Mount&Blade[] The land of Calradia resembles a continental terrain bordered by a mountain chain to the south and a snow plain to the east. It holds eight rivers, two that end in deltas, three dozen forests of varying sizes, and one lake. The earth is predominantly green except in the steppes, where it appears to be drier, and in the snow field, where it is covered with snow. In Warband[] Due to the fact that a new faction was added (Sarranid Sultanate) and there was no place to squeeze in the kingdom, the Warband map is completely redesigned from the vanilla map. Most notable is the addition of a southern desert, while still bearing similar climatic zones such as steppes and tundra. The new map turns Calradia more into a rounded peninsula, akin in a few ways to Middle-earth in The Lord of the Rings. Converting the map from a square to a more ball-shaped landmass has the advantage of making fewer parts of the map isolated and awkwardly detached, as areas like around Aldelen, Tulbuk, and Tebandra were in the original map. In Bannerlord[] Bannerlord's Calradia is somewhat similar to the general layout from Warband, but takes place 173 years earlier. It covers a larger area and has more mountains to create choke points. The new map has a much greater number of lakes and bays as well as a (at times) radically different coastline from that of Warband. History[] The true history of Calradia is quite vague. The only characters whose lives are described in any detail are monarchs, claimants, and companions. However, it is implied that the factions have been at war for a very long time, and that the player is the only person who has any chance of bringing about peace. An ancient Calradic Empire is frequently mentioned by the various companions as predating all the kingdoms. Matheld speaks of how the first Nords to arrive in Calradia were hired to man the Empire's galleys, for instance. Lezalit says the Empire utilized all the fighting styles represented in its territory but that, eventually, "the tribes" destroyed the Empire. The fourth game in the series, and third canonical, Bannerlord, features the Calradic Empire shortly before its fall. Other companions speak of how Praven was the largest city under the Empire, and of the Imperial heritage that suffuses the region around Suno. Overall, very little of its actual history is ever revealed, but it is obvious that the Calradic Empire fell apart and was split into several kingdoms. The second game shows that the empire split into three different factions in the 1070s after the Emperor was killed in battle. Outside Calradia[] It is apparent that there are other nations and realms in the Mount&Blade world. Examples include the County of Geroia, from which Lezalit claims his noble lineage as the Count's second son, and Marnid reveals as his place of origin; and Balion, a realm beyond Calradia's western coast, far over the sea described in the profile of Konrad, a Custom Battle character. There is also land called Jumne (or Nordland) to the north of Calradia, where the Kingdom of Nords claim their roots lie. There is also another place named Lokti, which is only mentioned once in Argo Sendnar's description. The player character is also described as a foreigner, and many companions speak of leaving their homelands to seek their destiny in Calradia. Trivia[] The layout of the map and the mountainous terrain within the map of Bannerlord, is seemingly inspired and closely reminiscent of Anatolia - modern-day Turkey - and its geographical features. Some of the villages and castle names are changed versions (or sometimes unchanged such as Dinar, Esme, Kiraz, or Karahalli) of actual Turkish villages or towns. To name a few: Akiser -> Akhisar, Usek -> Usak, Kaysar -> Kayseri The island south of Poros looks almost identical to the island of Cyprus. The southern part of Calradia, where the Aserai reside, is inspired by North Africa and parts of the African continent, like the Sahara Desert.
Calradic Empire
Calradic Empire Official Information Culture Imperial Calradian Capital Lycaron (possibly)Paravenos (formerly)Charasea (formerly) Ruler Disputed Claimant Lucon OsticosRhagaea PethrosGarios Comnos Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Calradic Empire in purple The Calradic Empire (also known as the Calradian Empire or the Calrad Empire) is a formerly unified nation in Mount&Blade II: Bannerlord. Since the death of Emperor Arenicos, the Empire has fractured and been embroiled in a civil war between its northern, southern, and western splinter regions. Contents 1 History 1.1 Calradios the Great 1.2 End of the Monarchy 1.3 Expansion 1.4 Peak and Decline of the Empire 1.5 Prelude to the Civil War 1.6 Mount&Blade II: Bannerlord 1.7 Mount&Blade: Warband 2 Economy 3 Military 4 Strengths 5 Weaknesses 6 Troop Tree 7 Clans 8 Trivia 9 References History[] Calradios the Great[] The Calradic Empire can trace its beginnings to a warlord named Calradios the Great, who led a band of exiles northwards into the land that would eventually be named Calradia in order to make a new home for themselves through conquest. His descendants, the Calradoi, became one of the many tribes living in the hills bordering the Southern Sea and the Battanian woodlands. It is believed Calradios or one of his descendants founded the first Calradoi settlement of Charasea, which would later be known as Charas.[1] From this place of Calradios' landfall, the Calradoi began to form colonies in the lands around them, such as Pravend and Ortysia.[2] Eventually, the Calradoi moved their capital to Pravend. During this early wave of expansion, the Calradoi subjugated their neighbors and forced them to join a confederation of city-states. End of the Monarchy[] The Calradoi were governed by a monarch until its last ruler, the tyrant Cypegos, was slain by Echerion. After this event, the Calradoi were governed by two bodies: an assembly of free citizens, who would meet occasionally, and a permanent Senate of elders, mostly comprised of the largest landowners. Only when military necessity required it, would the Calradoi appoint an emperor to serve as their supreme commander.[3] Expansion[] The Calradic Empire at its greatest extent Calradios and his descendants conquered many of the natives and incorporated them into the burgeoning nation under the Dragon Banner, many ancient tribes such as the Palaic, Ialoic[4], Laconians, and Dryatic [5] and assimilated as imperial citizens. The Empire came to stretch all the way from the western coast of Calradia to the Great Grass Sea in the east, the single greatest power on the continent for hundreds of years. During the years of expansion, emperors were appointed more frequently until they simply remained in office even after the military need was gone. The imperial capital was moved out of Pravend and based where ever the emperor was typically in an army camp. When the free assembly of citizens met with the emperor, the army's veterans could shout down dissenters. The senators grew wealthy and corrupt, moving out into the conquered territories to stake their claim on new landholdings. Peak and Decline of the Empire[] The Empire had a policy of keeping the border tribes in a state of disarray: creating clients and allies in the Nahasa Desert and reducing the power of any ambitious Battanian king or nomadic khan through bribes and assassinations. Despite this, the Calradic Empire still experienced its share of conflict with these foreign states, sending imperial legions and hiring Vlandian mercenaries from overseas to continue its expansion and protect their borders. However, for sometime before the reign of Drosios Neretzes, the Calradic Empire was in a state of decline. Matters of imperial succession often caused a crisis which had to be resolved on the battlefield.[6] A great interregnum struck the Empire in which the most eastern and most western territories fell away and were only ruled by petty kings, governors and generals while the center fought over the crown of the Emperor. Nearly a century before the events of Bannerlord, the Vlandian mercenaries who had settled within the Empire's borders declared their independence under Osric Iron-Arm, seizing control of the capital city of Paravenos (which was later renamed to Pravend) and the rest of the Western Coast. Meanwhile, the steppe and desert tribes united into the Khuzait Khanate and the Aserai Sultanate, respectively, with the Khuzait pushing west into the Empire and taking its eastern provinces. During the year 1077, the Empire experienced one of its worst defeats in all its history. An alliance of Sturgians, Battanians, and Vlandians had declared war against the Empire and its Aserai and Khuzait allies. Under Emperor Neretzes, the army marched into Battanian lands, culminating in the Battle of Pendraic , wherein the imperials were slaughtered by falxmen, Vlandian horsemen, and Sturgian warriors. Neretzes fell in battle as the imperial camp was stormed by the enemy, with the Dragon Banner lost and only a handful of soldiers escaping to the safety of imperial territory. Prelude to the Civil War[] The leader of the Imperial rearguard, Arenicos Pethros, was declared the new emperor by the Senate. Arenicos fought in several engagements along the border and restored order to an empire in fear. A charismatic leader known for his opposition to corruption, Arenicos was able inspire the people while placating both populists and the Senate. He spoke widely of a restored empire but was not forthcoming on the details. During his reign, Arenicos established the Vaegir Guard, who were loyal only to him and turned a blind eye to cults which made him the object of their worship. In a controversial move, Arenicos disbanded the Imperial legions, relieving the strained Imperial treasury. Military duties fell to the imperial archons who were charged with maintaining their own retinues. Those legionaries who opposed this call established the Legion of the Betrayed. Following one successful campaign, he returned to his palace in southern Lycaron to spend time to rest. But as his guards came in to check on him, Arenicos was found dead in his personal chambers. With his death, the Empire collapsed into civil war. Mount&Blade II: Bannerlord[] By the year 1084, the Calradic Empire has descended into a three-way civil war: the Northern Empire, led by Senator Lucon Osticos, seeks to reestablish the primacy of the senate in electing an emperor, all the while being opposed by General Garios Comnos and Empress Rhagaea Pethros. The former seized the Western Empire, desiring to have the imperial military choose the new emperor, while the latter sought to have her daughter Ira succeed her father from the Southern Empire. Despite the disunity, the Empire's armies continue to be feared. They are masters of combined arms warfare with cataphracts, spear-formations, and archers. Mount&Blade: Warband[] By the time the Player arrives in Calradia on the 23rd of March in 1257, the Empire is long gone. The varying monarchs of Calradia all lay claim to the throne of the old emperors, based on forgotten dynastic marriages and the Empire's unwritten constitution. Companions often tell stories of the empire: Lezalit mentions how they ruled all of Calradia and beyond, while Jeremus talks of how there was no formal imperial line of succession. Bunduk will tell you about how the Empire had tribunes, who were the people's representatives under the emperor. Economy[] Different for each of the three factions due to their initial positions, availability and cost of resources (including expensive ones), opponents on their borders; their number of villages, castles, and cities, etc. Military[] A force consisting entirely of Imperial soldiers stands a cut above the Empire's neighbors in two things: troop variety and armor. Their troop selection has the most versatile composition, enabling the three different types of ranged support options, two variants of infantry, and having access to the most powerful lancer cavalry in the game from their noble troop line. Along with their heavy armour, their troops will have little trouble with contending against their rivals. Their only true weakness in evenly matched battles is being unprepared for the most specialized opponents, such as Sturgian shield and axe advance, extremely long range Battanian volley fire, or becoming encircled and scattered by a horde of Khuzait horsemen. They have somewhat late access to cavalry forces as well, but since imperial villages are numerous, it's still possible to recruit and field their light lancers early on, even if the Empire's heartland sees more than its fair share of incursions by both foreign cultures and the ongoing civil war. Strengths[] Extremely versatile composition of troop tree; one of the only two cultures (Vlandia) that have access to crossbow troops. Top-tier units possess excellent armor and survivability. Early access to archers. Imperial forces are recruited from the large central region of Calradia, enabling their availability to all factions. Weaknesses[] Units require more training and upgrades to specialize fully. Early infantry lacks polearms, increasing vulnerability to cavalry. Many troops do not possess full loadout; lack of throwing weapons or extra quiver reduces skirmishing ability. Melee Troops dont have a real helmet until reach tier 4, which greatly reduces survivabillity and, thus, less Legionaries (tier 5) appear on the battlefield. The imperial region is surrounded by opposing factions and its villages are often exploited, weakening recruit availability and economic potential. 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 Calradic Empire Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Clans of the Southern Empire Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Trivia[] Although there are three different imperial factions in Bannerlord, their cultural bonus stays the same. The Calradic Empire is heavily inspired by the Late Roman Empire/Byzantine Empire.[7] Like the Battanians, they are not visible on the overland map by the time of Warband, 173 years later. All their territory has been conquered in that area. However, as Warband's overworld map is smaller than Bannerlord's, the possibility exists that the Empire did manage to keep some of its territory further to the south and east in the non-playable area, as its inspiration (the Byzantines) did in the year 1200. Leaders of imperial clans from all three sub-factions bear the title of Archon, a nobility title of Greek origin also used in the Byzantine Empire. References[] ↑ settlements.xml game file, entry for "Charas" ↑ settlements.xml game file, entry for "Pravend" ↑ ↑ settlements.xml game file, entry for "Galend" ↑ settlements.xml game file, entries for "Diathma" and "Argoron" ↑ ↑ 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
Camp
You can make camp at any time when on the map screen. Doing this allows you to perform the following actions: Camping on the beach Wait here for some time: You wait at the camp until you click on the screen. If you have selected a book to read, you will read it. Waiting will also recover health for all companions and the player if they are injured. This will speed up time (5x multiplier). You cannot camp for more than 7 consecutive days in classic Mount&Blade and With Fire & Sword, or 365 in Warband. Recruit some prisoners to join your party: Doing this will get you a few extra men, but will reduce morale (-3 to morale per troop that accepts). It is also likely that some, or all, of the recruited prisoners desert at night after being recruited if their morale is too low (the chance of some or all of them leaving is dependent on party morale, note that they will only try to escape the first night after being recruited, after that they are yours forever). Select a book to read: Reading will permanently increase your skill depending on the type of book. Retire from adventuring: You will stop your adventuring career. Game will show your game score and your corresponding retirement life. However, your game is not erased nor has it truly ended. The game saves and quits before showing you your score, allowing you to come back where you left off at any time. Change the name of your kingdom (Warband only): A function of the player's faction feature of Warband. Wagon Fort[] A Cossack fires from the shelter of his wagon fort. In With Fire & Sword, you also have the option to make a wagon fort. It is ideal when you have to fight a more powerful enemy on the plains. It decreases your map speed, but creates a defendable "D" shape with an entrance at the back made of carts. The size depends on the size of the army that it will contain. A very good tactic to use would be to make all the musketeers stand ground and use ranged weapons, and order your cavalry to dismount and have them and your infantry follow you to the wagon fort entrance. It is possible to jump over the wagon fort carts with horses, but the AI does not utilize this ability, so you can use this as an advantage as the enemy will only attack from one direction and it is very hard for your units to be routed or flanked.
Camp Defender
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Camp Defender Troop Information Culture Mercenaries Wages 13-7 denars Acquired from... Huntress Upgrades to... Sword Sister Upgrade Cost 80 denars XP for Kill ? xp Ransom Value 112 denars Camp Defenders are female mercenary infantry on the path to becoming Sword Sisters. Tactics[] Camp Defenders are the first rank of Peasant Women that you can take into battle without worrying that they will be immediately slaughtered. Despite being only one rank away from Sword Sister there is a significant gap in skill between the two units, so don't rush headlong into tough battles or sieges and expect your Camp Defenders to remain unscathed. Once promoted, Camp Defenders finally become Sword Sisters-- some of the best, and often overlooked, combatants in the game. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Camp Defender - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Skullcap Body Mail Shirt, Byrnie Hand ? Foot Wrapping Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Hatchet, Voulge Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts, Arrows Shield (Possible): Fur Covered Shield, Hide Covered Round Shield Mount ? Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Camp Follower
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Camp Follower Troop Information Culture Mercenaries Wages 1 denar Acquired from... Peasant Woman-or-Refugee Upgrades to... Huntress Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 37 denars Camp Followers are female mercenary infantrywomen on the path to becoming Sword Sisters. Tactics[] Camp Followers are not much better than Peasant Women and should be kept out of combat at all costs, as you could only expect them to hold their own against Looters (and even then only if the numbers aren't in the Looters' favor). Rely on your trainer skill to level these units up. Once promoted to Huntress, they can generally enter combat without getting themselves killed as long as they have plenty of support from superior troops. Once they reach Camp Defender or Sword Sister level, they can hold their own against most other troops. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Camp Follower - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Skullcap Body Dress, Woolen Dress Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Crossbows 70 Throwing 70 Weapons Melee Hatchet, Hand Axe, Voulge, Fighting Pick, Club Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts Shield (Possible): Nordic Shield, Hide Covered Round Shield Mount ? * They never get any Arrows, so they cannot use the Short Bow. 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
Can crush through blocks
The Black Mace bearing the trait. Can crush through blocks is special effect only some kinds of Melee weapons can deal in Warband and With Fire & Sword. With this effect, a weapon can literally break through blocks, dealing damage and stuns over a shield or weapon block. It does not always happen, however. It depends on your speed bonus, the resistance of the shield, and some luck. It tends to occur against a shield in most cases, and very rarely against weapons. When on foot, only the overhead swing can result in a crushing blow. Against chamber blocking, if the attack made would have crushed through a normal block, it will also ignore chamber blocking but the slow speed of most crushing weapons can still result in the attack being interrupted by the enemy's own blow landing first. The chance of a block crush depends on the damage and crush angle. For example, a 90 degree full-speed hammer charge slam into the target will result in full damage and stun to the enemy, but a near-miss done standing still will fail for sure. Additionally, the effect's chances are based on the weight difference between the two weapons that clash. For example, it is possible to block a Sledgehammer with a Great Hammer, which weighs more, whereas a Maul can easily crush the block of an opponent that uses a one-handed sword. It is possible for an attack that breaks through a block to fail to do any damage by simply missing your opponent entirely, passing through the empty air between the shield and its wielder. This is particularly common when riding on a horse, as the weapons capable of breaking through blocks are often short and can have trouble dealing with elevation issues on even slightly uneven terrain. Weapons Affected[] Warband[] Iron Mace (two-handed) Great Hammer Maul Morningstar Sledgehammer With Fire & Sword[] Pikes Lances Black Mace Mace Flanged Mace Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)
Can't be used to block
A weapon with the Can't be used to block trait. Can't be used to block is a trait given to One-handed weapons in Mount&Blade and Warband, which disallows the ability to block with the weapon. All weapons with this trait are short, with a reach no greater than 60. It is advised to have a shield when using a weapon with this effect due to the inability of the weapon to block by itself. However, while such weapons are incapable of normal blocking, they are still able to chamber blocking incoming melee attacks. Weapons Affected[] Mount&Blade/Warband[] Butchering Knife Cleaver Dagger Knife Sickle Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)
Cananc
Cananc Settlement Information Type Village Kingdom Vlandia Fortification Ostican Cananc is a village in Vlandia owned by Baron Hecard of House dey Molarn. The village is bound to Ostican and known to produce Grapes. Description[] Cananc lies in the wet wooded hills of the northern Rhennod, where cedars grow tall in the sea-mists. The villagers trap beaver, marten and rabbit for their pelts. 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
Cannot be used on horseback
A weapon with the Cannot be used on horseback trait. Cannot be used on horseback is a trait given to various oversized melee weapons, Crossbows, as well as the Board Shields, which disallows them to be used from horseback. In the case of Crossbows, this designation indicates that they actually can be shot from horseback, but can only be reloaded while dismounted. However all weapons can still be equipped, meaning a horse could be used purely for mobility and then dismounted to use the full array of heavy weapons. Weapons with this trait[] Mount&Blade/Warband[] Board Shield Heavy Board Shield Old Board Shield Plain Board Shield Crossbow Heavy Crossbow Pike Siege Crossbow War Hammer (Warband only) With Fire & Sword[] Pike Halberd Some firearms Some two handed swords/polearms Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)
Capital city
Capital cities are the towns within each of the factions of Calradia that are the capitals of those factions. Though the cities themselves are not particularly distinguished from other towns, they are different in that they are the fiefdom of the factions' leaders and the court of the realm is located there. These cities are usually some of the wealthiest, but others, like Dhirim and Durquba, get more visits from caravans and may eventually prosper above the capitals. During gameplay, it is possible for capital cities to be changed. This can happen if they are lost into enemy hands, or occasionally the leader may just move their court on a whim. Mount&Blade and Warband[] The capital cities in Mount&Blade and Warband are the same, excluding the Sarranid Sultanate which wasn't added until Warband. The six capitals are: Jelkala, the capital city of the Kingdom of Rhodoks, ruled by King Graveth Praven, the capital city of the Kingdom of Swadia, ruled by King Harlaus Reyvadin, the capital city of the Kingdom of Vaegirs, ruled by King Yaroglek Sargoth, the capital city of the Kingdom of Nords, ruled by King Ragnar Shariz, the capital city of the Sarranid Sultanate, ruled by Sultan Hakim Tulga, the capital city of the Khergit Khanate, ruled by Sanjar Khan With Fire & Sword[] In With Fire & Sword, three towns and two fortresses serve as capital cities. They are: The Fortress of Pereyaslav (Hetman Bogdan Hmelnitski) The Town of Warsaw (King Jan Kasimir) The Town of Moscow (Tsar Alexei Mikhailovich) The Fortress of Allenstein Castle (King Carl Gustaf) The Town of Bakhchisaray (Khan Islam Giray) Bannerlord[] In Bannerlord, none of the kingdoms have a city considered a "capital". With the exception of the Fen Gruffendoc, the ruling clan of Battania, all the ruling clans have at least two cities under their control at the beginning of the game.
Captain Rucas
Rucas Official Information Kingdom Kingdom of Swadia Monarch King Larec Title Captain Personal Details Gender Male Captain Rucas is a Swadian captain in Warrider, and an envoy of King Larec. He is tasked with negotiating with the rebelling peasants of Serrepa, to convince them to swear fealty to Swadia in exchange for military support and other benefits. After Rucas is escorted to Serrepa and back by the player, Count Rhudolg grants him leave. Dissatisfied with the Swadian nobles' decision to abandon the Serrepan rebels, he offers the player to at least warn the peasants that there will be no aid from the Swadians after all. Whether or not the player agrees, he goes back to Sargoth to report to the king. Stats and equipment[] Rucas wears a suit of plate armour and plate boots. He is armed with a sword. Trivia[] Although he claims not to have sympathy for the rebels of Serrepa, he still considers it just to warn them of the bad news. Rucas shares his appearance with Lord Paugard.
Capture enemy lord
Capture Enemy Lord Given by Vassals Time limit 30 days Refresh rate 80 days Reward 2000 Denars, 2500 Exp,Relation +1 (Accept)Relation +4 (Complete) Capture enemy lord is a quest you may receive from a friendly lord. After accepting the quest, you will have to capture and deliver an enemy lord to the quest giver. Once doing so, you are rewarded with denars and increased relationship. Although the quest giver says that he must have the prisoner so he can exchange him for a relative of his, it is not necessary for any of his listed relatives to be prisoners. If you decline the quest, the quest giver will say that he is disappointed, and that he thought you had a little more "fire" in you.
Capture prisoners
Capture prisoners Given by Vassals Time limit 90 days Capture prisoners is a quest given by lords. Summary[] (Lord) has requested you to bring him (amount) (unit) as prisoners. Walkthrough[] The easiest way to capture prisoners is to find any travelling party on the map that contains the required units, and facing them in battle. Tell your party to use blunt weapons only to prevent killing the enemies. Transcript[] A group of my soldiers were captured in a recent skirmish with the enemy. Thankfully we have a mutual agreement of prisoner exchange, and they will release my men, but they want us to give them prisoners if[sic?] equal rank and number. Prisoners I don't currently have. So I nee a good man to find me (amount) (unit) as prisoners, that I may exchange them. You can count on me, sir. Excellent, (player), excellent. I have every confidence in you. I fear I cannot accept such a mission at the moment. Is that so? Well, I suppose you're just not up to the task. I shall have to look for somebody with more mettle.
Car Banseth
Car Banseth Settlement Information Type Town Kingdom Battania Villages Geunat Nal, Tor Leiad, and Bog Beth Sieges with... Ladder, Siege Tower and Battering Ram Port No Car Banseth is a town within the lands of Battania owned by the chieftain Melidir of Clan fen Uvain. The villages of Geunat Nal, Tor Leiad, and Bog Beth are bound to the town. Description[] Car Banseth sits high on the cliffs of Ailta Druin. Staring north on a clear day, across lands that were once Battanian but are now held by the Sturgians and Vlandians, one can see the waters of the Bay of Varcheg. It is said that those who keep faith will one day witness from this high point the ships of the vanished High King Mon, who shall return to deliver his people from their enemies. But today, one is far more likely to see the sails of Nordic adventurers and mercenaries, coming to assist the foreigners in their relentless push into Battanian land. Tournaments[] No information is currently known about tournaments. Economy[] Nothing is currently known about the economy in relation to Car Banseth. 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
Caraf Castle
Caraf Castle Settlement Information Type Castle Kingdom Sarranid Sultanate Villages Mit Nun Sieges with... Ladders Port No World Map WarbandCaraf CastleMit NunTemplate:World Map/Warband Caraf Castle is a castle belonging to the Sarranid Sultanate. It is a new addition to Mount&Blade: Warband. Contents 1 Location 2 Layout 2.1 Siege 3 Gallery Location[] Caraf Castle lies east of Shariz on top of a sloping mound at the edge of the Sarranid desert. It is the southernmost castle on the map. Its village is Mit Nun and is nearby to the northwest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Caraf Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Its assault phase uniquely has two ladders adjacent to each other, both leading to the top of a tower. Caraf's two siege ladders 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
Caravan Guard
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Caravan Guard Troop Information Culture Mercenaries Wages 25-13 denars/week Acquired from... Watchman- or -Taverns Upgrades to... Mercenary Horseman- or -Mercenary Swordsman Upgrade Cost 40 denars XP for Kill 114 experience Ransom Value 96 denars Caravan Guards are tier-three mercenary cavalry in Mount&Blade and Warband. Tactics[] They are good starting cavalry but may be easily cut down by anyone stronger than looters and bandits, hence they are best used when upgraded as soon as possible. Besides taverns, they can be encountered if the player decides to raid caravans crossing the overland map, their parties consisting of 12-40 troops - usually a Caravan Master, 5-25 Caravan Guards, and a few tier-one-and-two troops from the kingdom the caravan belongs to. Caravan Guards do not use tactics when fought, usually charging straight into battle and giving the player little time to assemble whatever force they may have. 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. Caravan Guard - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Nasal Helmet(Possible) Footman's Helmet(Possible) Padded Coif Body Leather JerkinLeather Vest Hand None Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 85 Two Handed Weapons 85 Polearms 85 Archery 85 Crossbows 85 Throwing 85 Weapons Melee VoulgeSpearSwordFighting Pick Ranged None Shield Round ShieldPlain Round Shield Mount Saddle Horse 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
Caravan Master
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Caravan Master Troop Information Culture Mercenaries Wages 7 denars Acquired from... Prisoners Upgrades to... N/A Upgrade Cost N/A XP for Kill 72 xp Ransom Value 60 denars Caravan Masters are the leaders of caravans, and each caravan has only one. There is nothing special about these units, other than they are the only killable unit (non-killable units being the player, lords and companions) that can neither be upgraded nor is an upgrade path for any other unit. Tactics[] The only way to get Caravan Masters is either by capturing some and recruiting them into your party from the camp menu, or by rescuing some from an enemy who has taken them prisoner. In battle, their personal strategy is to charge straight at the enemy line far ahead of their caravan guards, despite their complete lack of armor. Caravan Masters do not usually survive battles. 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. Caravan Master - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible): Leather Cap Body Fur Coat, Leather Jacket Hand ? Foot Hide Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Arming Sword Ranged ? Shield ? Mount Saddle Horse 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
Caravans
Caravans keep the trade flow alive in the land of Calradia. There are caravans from every faction, and they travel to any and every town. If a caravan that you are escorting to a town gets attacked, you can help it fight off the attackers. Sometimes, if the caravan was fighting against overwhelming odds, you get an increase in relationship with the "Commoners" faction (this does not seem to have any impact on the game). This is only relevant to caravans that appear through a quest from the Guild Masters. Caravans usually have 25-40 mounted guards and one Caravan Master. They will employ several of their faction's low-mid tier footman and archer units, though the Khergit Khanate is an exception as they lack any infantry that qualify for the minimum tier requirements. Interactions[] "Tell me about your journey." - This option lets the Caravan Master tell you about his plans for trading. He'll tell you why he's going where, and what he's selling wherever he's going (this option is Warband only). "I demand something from you!" - This option gives you two choices: You can make him pay a toll for crossing the lands, making them give you a small amount of denars, depending on the player's level and troops in the party with a -1 penalty to the relation with the caravan's faction. You can also say "No, I want everything you have!" and attack the caravan. This option will give you -5 to your relation with the caravan's faction and -4 honor (unless your faction is at war with the faction). "I have an offer..." - If your relation with the caravan's faction is positive, this speech option appears. If you click it, the caravan will list an amount of denars that they will pay you for escorting them to their destination. Do not confuse this with the Guild Master's caravan escort quest. In this case, the caravan will not follow you, instead, you have to follow them. It's a relatively good form of income, considering that if you have enough troops, you can make easy denars by just chasing off intruders. Maximum Number Of Caravans[] The maximum number of caravans depends on the number of towns a faction has. Game 3+ Towns 2 Towns 1 Town 0 Towns 5 5 3 1 0 6
Carpenter Axe
With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Cartridges
Warband Mount&Blade See Also Flintlock Pistol Firearm Ammunitions (List) Ammunitions (List) Weapons (List)
Cartridges/Warband
Cartridges Cartridges (50 / 50)Base value: 41 denarsWeight: 2.3+1 to damage
Castles
For castles in With Fire & Sword, see Fortresses. Castles are fortifications found all over Calradia, and each one is linked to a nearby village. In order to take control of a castle away from an opposing faction, you must besiege it. Note that you must have a negative relationship and at least 10 troops before being given the option. When you enter a friendly castle you can enter either the courtyard or the Lord's Hall. In the courtyard, you can speak to the guard of the dungeon to open a dialogue where he might grant you entrance depending on your choices. If you do gain entrance into the dungeon, you can recruit heroes or rescue lords trapped inside. In the Lord's Hall you can talk to any visitors or the lord and lady if they are present at the time. Here, you can gain quests from the lord or lady to gain their favor. In a neutral or enemy castle you can also request an audience with a lord who is currently residing in the castle. Castle garrisons tend to number in the 100-150 region and, as such, are an easier target than towns. By mid-game, a player usually has a party capable of taking a castle unaided. Castles generate the lowest tax income, usually fewer than 1000 denars, though this can vary depending on the prosperity of the castle's attached village. Troops garrisoned in a castle are paid half of what they are paid in one's party. Thus, when training an army, one may leave their fully trained troops in a castle while going around picking up new recruits and training them, resulting in faster movement speed and cheaper upkeep. Warband Features[] Mount&Blade: Warband has mostly the same castles from the first game, simply adding the Sarranid Sultanate as a new faction, along with all of their castles that did not exist in the original game. Tilbaut Castle is the only other change, having belonged to the Kingdom of Vaegirs in Mount&Blade and the Kingdom of Swadia in Warband. Warband adds the ability for castles to hold feasts, and increases interaction with prisoners by adding missions where the player must rescue a prisoner (usually a quest-giver's relative) from the castle where he is being held. The player can bribe the guard to let him in or take the key by force, resulting in the castle guards becoming hostile to the player. There are other ways for a faction to capture a castle in Warband other than just besieging it. They can also wait for the food supply of the castle/town to run out, and then take control, or if a lord holding a castle/town defects without being indicted, it will go to the new faction defected to. Should the player conquer a castle without being sworn to a liege, he takes the castle for himself, and founds a new kingdom. When the kingdom is founded, the player is asked to appoint a minister who stays in the Lord's Hall and offers kingdom management options. If the player conquers a castle when they already have their own new kingdom, they are given a list of Vassals that are with the player's kingdom to take control of the castle, the option for the player to take control of it is available, and the option for the castle to have no Lord is available as well. If the player chooses one of their Vassals to become the Lord of the castle, relationship will be modified with all your vassals, depending on how well liked the chosen Vassal is, and how many fiefs they already own. The castle then will be automatically garrisoned by troops. In Warband, the castle will be a drop off point for villages with no major town to go to. This only happens if the castle or town that the village is connected to is captured, so that the castle and town are no longer part of the same faction. After taking over a castle and assigning it to a Lord or yourself, you can choose how to distribute the spoils. You can keep them (resulting in a decrease in relationship with all Vassals), share them with the Vassals accompanying you (larger increase of relationship with the Vassals accompanying you but decrease with the rest of your Vassals) or share them with all your Vassals (minor increase of relationship with all Vassals, around +1 to +3) Gallery[] Temperate CastleSnowy CastleDesert Castle See Also[] Fortifications List of castles
Cattle
Cattle are small parties of neutral troops that can be driven or brought along with you. Cattle can be bought or stolen from villages, although stealing them will reduce your relationship with the village. The price in that village will rise each time you buy cattle, but the cost will reset after some time. Cattle must be bought personally from the Village Elder - you can't buy the cattle directly from the trade menu. The number stolen and the chance to successfully steal them is based on your Looting skill. Cattle appears on the overland map once acquired, rather than going into your inventory. Upon encountering a herd, there will be three options: Unit render Leave it. If you leave it, the cattle will eventually despawn. Slaughter a given amount of cattle, giving you two pieces of fresh beef for every one head you slaughter. Herd them, driving them toward the location you want to go to. The best method is usually to move behind them and press space bar in order to wait. When they are far, then get close again. In With Fire & Sword and Viking Conquest, the cattle will follow you. Obtaining and |delivering cattle is a quest that can be given by village elders and marshalls. Guild Masters may give you a quest to drive a herd to another town. There is a glitch encountered by many Warband players where the ocean and oases (all water textures) have a cow graphic on them. There is a way to make cattle follow you in classic Mount&Blade and Warband. It is a simple task: all you have to do is change a number in one of the game's text files.
Chaeza
Chaeza Settlement Information Type Village Kingdom Rhodoks Fortification VelucaVeluca World Map Mount&BladeChaezaVelucaTemplate:World Map/Mount&BladeWarbandChaezaVelucaTemplate:World Map/Warband Chaeza is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is forward and to the left where the player enters, standing on a stone porch next to a table and stool. Chaeza is set in hilly terrain with significant elevation differences between peaks and valleys, and few trees spotted about. It has a total of five structures, as well as stone walls and what appears to be the stone foundation of a ruined building. There are four fields here, one is growing squash and cabbages, one has wheat, while the other two are empty and may be under construction as indicated by the number of loose rails. Within a storage shed can be seen fruit baskets, fish, and furs. There is also an outdoor oven which might be used for baking bread, but none can be seen nearby. If sent here during a Hunt Down Fugitive quest, the target may be found in the fields on the far left side of the village, standing next to some shrubs. 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)
Chalbek Castle
Chalbek Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Aldelen Buillin Sieges with... Ladders Port No World Map Mount&BladeChalbek CastleAldelenTemplate:World Map/Mount&BladeWarbandChalbek CastleBuillinTemplate:World Map/Warband Chalbek Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Chalbek Castle lies far to the west of Tihr, secluded on the northwest corner of Calradia surrounded by rivers, mountains, and the ocean. It is the northernmost castle on the map. Its village is Aldelen which is to the southwest, opposite a small forest. Warband[] Chalbek Castle lies northwest of Tihr on the western Nordic peninsula. It rests at the top of a mountain ridge with the ocean encircling it to the north. Its village is Buillin which is to the northwest at the bottom of the mountain ridge. Subject to a bug in 1.143 which prevents talking to prisoners. Layout[] Player Keep Dungeon Breach Siege[] Besieging Chalbek Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Besieging forces will spawn quite far away from the ladders. The keep is outfitted with several towers which archers will occupy during assaults. Due to it being in such an isolated corner of Calradia, it rarely gets besieged. Gallery[] 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
Chamber block
Chamber blocking is a semi-hidden combat mechanic added in Mount&Blade: Warband. It is the act of blocking an incoming melee attack by meeting it with your own weapon or even your bare fists as you ready, or "chamber", any melee attack. In point of fact, this mechanic is in-place to simulate the act of parrying and attacking with a single combined movement, which is well-documented in historical martial arts manuals and in modern practice. The mechanics are fairly simple. As you prepare your weapon to attack, it can stop other attacks that are being swung or thrust from the same direction. The sole exception is that both overhead and thrust attacks can be blocked by preparing an overhead attack of your own. Even if a weapon is normally unable to block, it can be used to chamber block as long as it can perform an attack to meet its opposite. While considerably more dangerous, couched lances can also be blocked by chambering in the same fashion as fending off a normal thrusting attack. This is the only way to block a couched lance without sacrificing the durability of a shield, or the life of a horse or ally. Another interaction in chamber blocking is against weapons that can crush through blocks. The chambering weapon must be sufficiently heavy to stop the crushing attack, but even a heavy weapon can't stop an attack with enough momentum behind it.
Character builds
Character builds are customized skills and equipment of the player character. Mount&Blade allows a high level of customization, but the many options and combinations can confuse new players. This article provides some guidelines on how to determine what equipment and skills you should pick for your character and companions. Contents 1 Combat Roles 2 Mounts 2.1 Heavy Horse 2.2 Medium Horse 2.3 Light Horse 2.4 No Horse 3 Armor 3.1 Heavy Armor 3.2 Medium Armor 3.3 Light Armor 4 Weapons 4.1 One Handed (+ Lance) + Shield + Throwing 4.2 Two Handed (+ Lance) + Bow + Arrows 4.3 One Handed + Shield + Bow + Arrows 4.4 One Handed + Shield + Crossbow + Bolts 4.5 One Handed + Cavalry Shield + Spear + Infantry Shield 5 Skills and Attributes 5.1 Support Roles Combat Roles[] During the game, your heroes will face a variety of combat situations. They will face infantry and cavalry on open terrain, fight in mountains to the detriment of cavalry, and get stuck in close quarters combat during sieges. On top of that, players need to protect themselves from melee and ranged attacks, and should have some way to fight on both distances as well. This is less vital for companions, but the main character will need a ranged weapon, if only to deal with those pesky horse archers you can't catch and enemies stuck in inaccessible places during a siege. While regular troops can afford the luxury to specialize on some roles, your characters waste much of their potential if they don't contribute to all of them. And you need to do this with a very limited amount of equipment slots and without bogging your characters down with too much heavy gear, so you will have to compromise at some point. Since most combat skills deal with using a specific type of equipment (or a combination thereof), and equipment slots are usually what limits your options most; you can afford to have a "field setup" and a "siege setup" for your main character, but carrying and switching secondary equipment for all your companions will quickly get tedious. The natural way to look at character builds is to decide on equipment first and then pick the skills to use it. These are the options you'll have, and the requirements in skills, attributes and equipment slots you need to make them effective. Mounts[] Having a horse and knowing how to use it well will give you a huge bonus in battles on open terrain. The added mobility will make it harder for enemies to hit you, allow you to escape from dangerous situations and help out where you are most needed. The additional height is not only a substantial advantage in melee, as enemies can only get at your feet while you can bash on their heads, but also gives you a better overview of the battlefield for commanding your troops (leading cavalry well while dismounted is especially hard). It does not come for free though, you will need to invest skill points in riding, points in horse archery if you want to use ranged weapons, and have some alternative plan to hold your own when dismounted (during sieges, in mountains, or should your horse get killed). Heavy Horse[] Probably the easiest choice to use. The heavier mounts can take lots of punishment when slugging it out in melee and do additional damage in a charge. They are, however, also the most expensive and have the highest skill requirements (4 points). Best choice is the Charger or the Sarranian War Horse, but the Steppe Charger or Warhorse are viable alternatives if short on cash (or if you happen to loot one after battle). Medium Horse[] There are only two horses in this category; the Hunter and the Sumpter Horse. The Hunter is reasonably fast and maneuverable, while still being able to take more than enough damage so long as you keep out of tightly packed infantry and don't charge headlong into spears. If you put a few more points into riding, it is even fast enough to catch up with horse archers most of the time. It is also a good substitute for the heavier horses if you don't have the skill and money for them. Sumpters have the lowest stats for movement, but reasonable health. Sumpters are actually cart horses which explains their poor stats. Light Horse[] While lighter horses do technically have the lowest skill requirements (usually 2), chances are you picked them for their speed and/or maneuverability, so you'll want a high riding skill anyway to get the most out of them. The Courser is the fastest horse in the game, and the Sarranid Horse is the most maneuverable. The Desert Horse, Steppe Horse and Saddle Horse are inferior options for cash-strapped characters, with the latter also only requiring one point in riding. No Horse[] You may also decide to fight dismounted which will save you money and skill points on the horse, but you will lack the extra mobility. Unless you want to have your enemies run circles around you, you'll need to put a few skill points in athletics (which is also based on agility). Also, encumbrance is much more of a concern when dismounted, so you might have to compromise more with weapons and armor. Even if you don't intend to fight from horseback, it may still be advisable to ride a horse, at least for scouting, issuing the initial orders and getting around quickly on the battlefield. However, dismounted warriors can potentially get more kills as they have no penalties for standing still. A footman can fight their way out of a tight spot, but cavalry need large open spaces. Horses are slower up hills, and some steep hills can't even be climbed by a horsemen. A footman is also much more useful in sieges as they are conditioned. Armor[] Armor can massively increase the survivability of your characters (especially the highest levels), so you should make the least compromises in this area. Luckily, you won't have to most of the time. Heavy Armor[] Since armor will slow you down much less when mounted, you should aim for the best armor in heavy cavalry builds: Plate Armor, Iron Greaves/Plate Boots, Plate Gauntlets and a Winged Great Helmet, which requires 10 STR. You can get by with 9 STR if you drop the Great Helmet, and with 8 STR if you settle for Mail Boots and a Coat of Plates or one of the Elite Armors (Khergit, Sarranid, or Vaegir) which will also let you keep some of your mobility on foot. In any case, you are well advised to invest heavily in athletics unless you don't care about being slowed down to a crawl when dismounted. Medium Armor[] A good compromise for light cavalry or heavy infantry is Heraldic Mail, which is considerably lighter than the plate armors, only needs 7 STR and still offers good protection. Cavalry should go for the version with Surcoat and the heaviest boots they can wear, while infantry is better off with the Tabard version and can skimp a little on the boots. You should still go for the best helmets and gauntlets you can use though, as they are relatively light and add a good bit of protection. Light Armor[] One of the best light armors in the game is the Brigandine, which still offers good protection, lets you keep most of your mobility and has no Strength requirements. Money should be the only reason to settle for less, unless you really know what you're doing. It is best complemented with Khergit Leather Boots, Leather Gloves (Hardened, if possible), a Nordic Warlord or Huscarl's Helmet (STR 7), a Bascinet (STR 8), or a Khergit Guard/Cavalry Helmet (no requirement). When strapped for cash, a Mail Shirt is quite nice for cavalry, and a Byrnie or Haubergeon, which are frequently dropped by Sea Raiders, are a solid choice for infantry. Weapons[] When it comes to weapons, there are a lot of different variations and combinations. You need to consider your choice carefully to get the most out of your four weapon slots in the situations you are likely to face. The options that get you the most for your slots are: One Handed (+ Lance) + Shield + Throwing[] This is probably the most defensive option, and thus combines well with medium or light armor. All weapons profit from using a shield, the lance allows you to deal massive damage when mounted and has enough range for cavalry duels, while the one handed weapon (especially a short one-handed axe) is a great choice in densely packed melee. Infantry can swap the lance for a different melee weapon (for more range, more damage and/or taking prisoners) or a second stack of throwing weapons. The best shield for infantry is generally the Huscarl's Round Shield, while cavalry is better off with Kite or Heater Shields. Smaller shields should only be considered if you expect them to take a lot of abuse in melee and/or plan to invest heavily in your shield skill (otherwise, they will leave you vulnerable to missiles). Two Handed (+ Lance) + Bow + Arrows[] This is the natural choice for horse archers and best combined with heavy armor because it lacks the protection of a shield. You can switch out the lance for a (preferably two-handed) polearm, a Great Hammer, a second stack of arrows, a short weapon for close quarters battle, or even a shield to strap to your back (Board Shields and Heater Shields are great for this). Hafted Blades are also worth considering as they are the only polearms that can be used to swing from horseback, and have a quite impressive range. One Handed + Shield + Bow + Arrows[] Infantry archers generally fare better with this build, as the shield offers some protection in melee and allows one to go for lighter armor. Since your bow prevents you from using the shield in ranged combat, a small, quick shield (like the Cavalry Shields) is probably the best choice. It also works for horse archers, but they need a longer one-handed weapon, which is a slight disadvantage during sieges. However, if your character has the money, it is wise to invest in a Balanced Bastard Sword, as this weapon is one handed and two handed, which means you can still hold your own if rushed by a heavier infantry unit. One Handed + Shield + Crossbow + Bolts[] This is pretty much the one and only build for infantry crossbowmen. It works in the early game and without any investment in combat skills, which makes it a good choice for companions in support roles. The shield should be as large as possible to provide protection while reloading (it does not need to be particularly strong, though). Mounted crossbowmen are an especially poor choice in the late game because they are limited to Light Crossbows (unless they dismount to reload) and don't have a skill to boost their damage. It should also only be considered for companions in support roles (the horse helps them keep out of trouble). One Handed + Cavalry Shield + Spear + Infantry Shield[] This is the most offensive option as it allows you to disrupt the enemy archers and infantry and deal horrendous damage, or snipe enemy knights before the charge command while keeping you alive even if you get surrounded. This build requires quite a bit of investment and levels for full use. It requires heavy armor and a heavy horse. For the spear, the cheaper version is the balanced light spear, and the best is the balanced long awlpike. While it cannot be couched like a lance, the spear benefits greatly from speed damage bonuses, making it easy to take out even heavy troops with one blow as long as there is some speed bonus. Its range makes it an adequate tool for dueling with enemy cavalry, though it is best used against enemy archers. The infantry shield (like a Heavy Board Shield) and the armor absorb any fire from the back 180° (with a 5 in shield), giving you much greater survivability against enemy crossbows and thrown weapons on the field and in sieges. The one handed Heavy Morningstar is best if dismounted, as it allows use of Shield, breaks through blocks, and deals decent damage. Add a 5 in riding to outrace enemy heavy Cavalry, and a 5 in Athletics to have a decent retreating move speed in the armor, and it becomes very difficult to kill you, even if you are dismounted or attacking in a siege. This usually nets you 20 to 50% of all enemies killed as your EXP, but carries a risk of a lucky shot taking you out if you are not paying attention to all the enemies in the front 180°. The build assumes a high power attack skill as well. Skills and Attributes[] Now that you've decided on your gear, you'll have likely candidates for combat skills. But not all are equally important: Ironflesh allows you to take a little more damage and is generally a poor choice compared to skills that allow you to end fights quicker (Power Strike/Draw/Throw) or avoid taking damage (Shield, Athletics). Power Strike gives a solid bonus to melee damage and is a good choice for all but specialized ranged and support builds. Try to keep it as high as your STR allows. Power Throw adds some damage to throwing weapons and is required for the better ones. Get it as high as you need for your preferred weapon (2-4 points). Any more is probably wasted as good throwing weapons have very little ammo and massive damage already. Power Draw adds damage to bows, is necessary for the stronger ones and gives you more time to aim. Absolutely vital for archers, so it should be at least two points and up to four points higher than what your preferred bow requires; raise STR if necessary. Weapon Master makes you learn proficiencies faster, allows you to raise them further and reduces the points you need to spend on them. Get 3-4 points as soon as possible, then only if you have points to spare or a low weapon proficiency you still want to train. Shield makes blocking faster and automatically draws missiles towards the center of your shield. It helps you compensate the poor speed of large shields in melee and the poor coverage of small shields against missiles. If you are ok with slower blocking, you can take a large shield like the Huscarl's Round Shield and put in more points until you find the speed acceptable. If you like having a quick, tough shield in melee, take a smaller, more sturdy one (Horseman's Shields or Steel Shield) and put in points until missiles no longer hit you when blocking. If you don't use a shield or only have one strapped to your back, ignore this skill. Athletics increases your mobility when dismounted. How many points you should put in is generally a matter of taste. If you feel your character is taking too many hits because you can't dodge quickly enough and don't want to switch to lighter armor/weapons, increase the skill. If you (or your companions) can't keep up with your troops, increase it. Otherwise, ignore. It also influences map speed when you don't have a horse, but the effect is minimal. Riding increases speed when mounted and allows you to use better mounts. Unless speed is absolutely vital for your build, and a Champion Courser isn't fast enough already, only raise it as high as you need for your favorite horse. Higher speed also increases couched lance damage, but Power Strike gives you more bang for your points. It also increases map speed a little, but the effect is minimal compared to the troops in your party or Pathfinding, so it's generally not worth it. Horse Archery reduces the penalty for shooting or throwing while riding. It does nothing while your horse stands still. Faster horses have a higher penalty and need a higher skill. Minimal skill investment for accurate shots is 3, and the accuracy doesn't increase much past 5. For characters not built around mounted skirmishing but still wanting to partake in tournaments, it's recommended to put a single point. This list shows that you rarely need combat skills above 4 in the early and mid-game and can usually get by with 3 or less if you don't want to specialize on combat. This means you should try to get STR and AGI to 9 for any character you expect to fight at all, and up to 12 if you want them to be useful in combat. More is still better, but it makes less of a difference. At that point, you can afford to raise INT and/or CHA put more points in support skills. Support Roles[] You should make sure that between you and your companions, every party skill you want to use is covered. There are also some skills you need to learn personally if you want to use them (namely Inventory Management, Persuasion, Prisoner Management and Leadership) and Trainer which stacks from multiple characters. Additionally, skill levels your leader has in party skills give a bonus to your companions' skills. This means that ideally your main character should: Max out Trainer, since they are likely the highest level character in the party Max out Leadership, since it is extremely powerful (lower wages, larger party, better morale) Raise Inventory Management and Prisoner Management until you're comfortable with the capacity Put two points in every important party skill for the +1 bonus (more is probably not worth it) Raise Persuasion if you want to engage in diplomacy, intrigue, or found your own kingdom Even doing this and maintaining somewhat decent combat skills is hard enough already, so you should delegate as many party skills to companions as you possibly can. One companion can completely ignore combat and keep up to six INT-based skills or three other skills at maximum, or multiple characters can take a smaller hit to their combat skills and specialize (three INT-based skills or Trade plus Looting is easily affordable). The companion choices in the game suggest to split these roles into a medic (First Aid, Surgery, Wound Treatment), a scout (Pathfinding, Spotting, Tracking), and a tactician (Trainer, Tactics, Engineer). This works well, but splitting these skills among four characters and having every one of them learn Trainer is also worth considering, as it lets you train new recruits incredibly fast. First Aid and Surgery are best learned by the same companion, who should be kept out of combat as much as possible (if they get knocked out, the skills wont help you for the rest of the fight), or learned by two characters for more redundancy. Teaching First Aid to your main character is almost a complete waste as its most important use is to restore your health if you get knocked out between two rounds of a battle or siege. All others can be mixed and matched freely.
Character creation/Transcript
Contents 1 Introduction 2 Father Background 2.1 Impoverished Noble 2.2 Travelling Merchant 2.3 Veteran Warrior 2.4 Hunter 2.5 Steppe Nomad 2.6 Thief 3 Early Life and Education 3.1 Page at a Nobleman's Court 3.2 Craftsman's Apprentice 3.3 Shop Assistant 3.4 Street Urchin 3.5 Steppe Child 4 Adulthood 4.1 Squire 4.2 Lady-in-Waiting 4.3 Troubadour 4.4 University Student 4.5 Goods Peddler 4.6 Smith 4.7 Game Poacher 5 Reasons for Adventure 5.1 Personal Revenge 5.2 Loss of Loved One 5.3 Wanderlust 5.4 Being Forced Out of Your Home 5.5 Lust for Money and Power 6 Arriving in Calradia 6.1 Praven 6.2 Reyvadin 6.3 Tulga 6.4 Sargoth 6.5 Jelkala 6.6 Shariz Introduction[] Welcome, adventurer, to Mount and Blade: Warband. Before beginning the game you must create your character. Remember that in the traditional medieval society depicted in the game, war and politics are usually dominated by male members of the nobility. That does not however mean that you should not choose to play a female character, or one who is not of noble birth. Male nobles may have a somewhat easier start, but women and commoners can attain all of the same goals -- and in fact may have a much more interesting if more challenging early game. Father Background[] You were born years ago, in land far away. Your father was... An impoverished noble A travelling merchant A veteran warrior A hunter A steppe nomad A thief Impoverished Noble[] You came into the world a (son/daughter) of declining nobility, owning only the house in which they lived. However, despite your family's hardships, they afforded you a good education and trained you from childhood for the rigors of aristocracy and life at court. Travelling Merchant[] You were born the (son/daughter) of travelling merchants, always moving from place to place in search of a profit. Although your parents were wealthier than most and educated you as well as they could, you found little opportunity to make friends on the road, living mostly for the moments when you could sell something to somebody. Veteran Warrior[] As a child, your family scrabbled out a meagre living from your father's wages as a guardsman to the local lord. It was not an easy existence, and you were too poor to get much of an education. You learned mainly how to defend yourself on the streets, with or without a weapon in hand. Hunter[] You were the (son/daughter) of a family who lived off the woods, doing whatever they needed to make ends meet. Hunting, woodcutting, making arrows, even a spot of poaching whenever things got tight. Winter was never a good time for your family as the cold took animals and people alike, but you always lived to see another dawn, though your brothers and sister might not be fortunate. Steppe Nomad[] You were a child of the steppe, born to a tribe of wandering nomads who lived in great camps throughout the arid grasslands. Like the other tribesmen, your family revered horses above almost everything else, and they taught you how to ride almost before you learned how to walk. Thief[] As the (son/daughter) of a thief, you had very little 'formal' education. Instead you were out on the street, begging until you learned how to pick locks, all the way through your childhood. Still, these long years made you streetwise and sharp to the secrets of cities and shadowy backways. Early Life and Education[] You started to learn about the world almost as soon as you could walk and talk. You spent your early life as... A page at a nobleman's court A craftsman's apprentice A shop assistant A street urchin A steppe child As a (boy/girl) growing out of childhood, Page at a Nobleman's Court[] You were sent to live in the court of one of the nobles of the land. There, your first lessons were in humility, as you waited upon the lords and ladies of the household. But from their chess games, their gossip, even the poetry of great deeds and courtly love, you quickly began to learn about the adult world of conflict and competition. You also learned from the rough games of the other children, who battered at each other with sticks in imitation of their elders' swords Craftsman's Apprentice[] You apprenticed with a local craftsman to learn a trade. After years of hard work and study under your new master, he promoted you to journeyman and employed you as a fully paid craftsman for as long as you wished to stay. Shop Assistant[] You apprenticed to a wealthy merchant, picking up the trade over years of working shops and driving caravans. You soon became adept at the art of buying low, selling high, and leaving the customer thinking they'd got the better deal. Street Urchin[] You took to the streets doing whatever you must to survive. Begging, thieving and working for gangs to earn your bread, you lived from day to day in this violent world, always one step ahead of the law and those who wished you ill. Steppe Child[] You rode the great steppes on a horse of your own, learning the ways of the grass and the desert. Although you sometimes went hungry, you became a skillful hunter and pathfinder in this trackless country. Your body too started to harden with muscle as you grew into the life of a nomad (man/woman). Adulthood[] Then, as a young adult, life changed as it always does. You became... A squire A lady-in-waiting A troubadour A university student A goods peddler A smith A game poacher Though the distinction felt sudden to you, somewhere along the way you had become a (man/woman), and the whole world seemed to change around you. Squire[] When you were named squire to a noble at court, you practiced long hours with weapons, learning how to deal out hard knocks and how to take them, too. You were instructed in your obligations to your lord, and of your duties to those who might one day be your vassals. But in addition to learning the chivalric ideal, you also learned about the less uplifting side -- old warriors' stories of ruthless power politics, of betrayals and usurpations, of men who used guile as well as valor to achieve their aims. Lady-in-Waiting[] You joined the tightly-knit circle of women at court, ladies who all did proper ladylike things, the wives and mistresses of noble men as well as maidens who had yet to find a husband. However, even here you found politics at work as the ladies schemed for prominence and fought each other bitterly to catch the eye of whatever unmarried man was in fashion at court. You soon learned ways of turning these situations and goings-on to your advantage. With it came the realisation that you yourself could wield great influence in the world, if only you applied yourself with a little bit of subtlety. Troubadour[] You set out on your own with nothing except the instrument slung over your back and your own voice. It was a poor existence, with many a hungry night when people failed to appreciate your play, but you managed to survive your music alone. As the years went by you became adept at playing the drunken crowds in your taverns, and even better at talking anyone out of anything you wanted. University Student[] You found yourself as a student in the university of one of the great cities, where you studied theology, philosophy, and medicine. But not all your lessons were learned in the lecture halls. You may or may not have joined in with your fellows as they roamed the alleys in search of wine, women, and a good fight. However, you certainly were able to observe how a broken jaw is set, or how an angry townsman can be persuaded to set down his club and accept cash compensation for the destruction of his shop. Goods Peddler[] Heeding the call of the open road, you travelled from village to village buying and selling what you could. It was not a rich existence, but you became a master at haggling even the most miserly elders into giving you a good price. Soon, you knew, you would be well-placed to start your own trading empire... Smith[] You pursued a career as a smith, crating items of function and beauty out of simple metal. As time wore on you became a master of your trade, and fine work started to fetch fine prices. With food in your belly and logs on your fire, you could take pride in your work and your growing reputation. Game Poacher[] Dissatisfied with the common men's desperate scrabble for coin, you took to your local lord's own forests and decided to help yourself to its bounty, laws be damned. You hunted stags, boars and geese and sold the precious meat under the table. You cut down trees right under the watchmen's noses and turned them into firewood that warmed many freezing homes during winter. All for a few silvers, of course. Reasons for Adventure[] But soon everything changed and you decided to strike out on your own as an adventurer. What made you take this decision was... Personal revenge The loss of a loved one Wanderlust Being forced out of your home Lust for money and power Only you know exactly what cause you to give up your old life and become an adventurer. Personal Revenge[] Still, it was not a difficult choice to leave, with the rage burning brightly in your heart. You want vengeance. You want justice. What was done to you cannot be undone, and these debts can only be paid in blood... Loss of Loved One[] All you can say is that you couldn't bear to stay, not with the memories of those you loved so close and so painful. Perhaps your new life will let you forget, or honour the name that you can no longer bear to speak... Wanderlust[] You're not even sure when your home became a prison, when the familiar become mundane, but your dreams of wandering have taken over your life. Whether you yearn for some faraway place or merely for the open road and the freedom to travel, you could no longer bear to stay in the same place. You simply went and never looked back... Being Forced Out of Your Home[] However, you know you cannot go back. There's nothing to go back to. Whatever home you may have had is gone now, and you must face the fact that you're out in the wide wide world. Alone to sink or swim... Lust for Money and Power[] To everyone else, it's clear that you're now motivated solely by personal gain. You want to be rich, powerful, respected, feared. You want to be the one whom others hurry to obey. You want people to know your name, and tremble whenever it is spoken. You want everything, and you won't let anyone stop you from having it... Become an adventurer and ride to your destiny. Arriving in Calradia[] You hear about Calradia, a land torn between rival kingdoms battling each other for supremacy, a haven for knights and mercenaries, cutthroats and adventurers, all willing to risk their lives in pursuit of fortune, power, or glory... In this land which holds great dangers and even greater opportunities, you believe you may leave your past behind and start a new life. You feel that finally, you hold the key of your destiny in your hands, free to choose as you will, and that whatever course you take, great adventures will await you. Drawn by the stories you hear about Calradia and its kingdoms, you... join a caravan to Praven, in the Kingdom of Swadia join a caravan to Reyvadin, in the Kingdom of the Vaegirs join a caravan to Tulga, in the Khergit Khanate take a ship to Sargoth, in the Kingdom of the Nords take a ship Jelkala, in the Kingdom of the Rhodoks. join a caravan to Shariz, in the Sarranid Sultanate Praven[] You came by caravan through the heartland of Calradia. Green shoots of wheat, barely and oats are beginning to push through the dark soil of the rolling hills, and on the lower slopes of the snowcapped mountains, herds of cattle and sheep are grazing on the spring grass. Occasionally, too, you catch sight of one of the great warhorses that are the pride of the Swadian nobility. The land here is rich -- but also troubled, as the occasional burnt-out farm bears witness. You keep a wide berth of the forests, where desperate men have taken refuge, and it is some relief when you crest a ridge and catch sight of the great port of Praven, its rooftops made golden by the last rays of the setting sun. Reyvadin[] You have come through the Vaegir highlands, a plateau exposed to the bitter winds from the north. The land here is frozen for most of the year, but the forests are rich with fur-bearing game, and the rivers are teeming with fish. The riches of the land draw the traders, but the traders in turn draw bandits. You saw the occasional dark figure mounted on a shaggy pony, watching the passage of your caravan from a snowy ridge, and were glad when the spires of Reyvadin came into view across the wide valley of the Boluk river. Tulga[] You came with a caravan crossing the mountains that border Calradia on the north and east, bringing spices from faraway lands to trade for wool and salt. The passes were still choked with snow, and it was hard going, but at last you crested a ridge and saw before you the Calradian steppes. On some hillsides the thin grass of spring was already turning yellow, but the lower slopes of the mountains were still a vibrant green. Herds of sheep and tawny steppe ponies drifted across them like clouds, testifying to the wealth of the Khergit khans. From time to time small groups of horsemen would follow your caravan from a distance, perhaps sizing up how well you could defend the wealth you carried, so it was with some relief that you saw the towers of Tulga rising up from the plains. Sargoth[] You took passage with a trading longship, carrying gyrfalcons from the furthest reaches of the north to be bartered for linen and wool. It sailed early in the season, but the master reckoned that the risks of drifting ice and later winter storms could be justified by arriving ahead of the Sea Raiders, who by April would be sailing forth from their island lairs to ravage Calradia's coasts. It was some relief when your ship came in sight of the delta of the Vyl and Boluk rivers, and a short while later, rowed past tidal flats and coastal marshes to the city of Sargoth, home to the Sea Raiders' distant kinsmen, the Nordic lords, who a few generations ago had carved themselves a kingdom in this rich but troubled land. Jelkala[] You came by ship, skirting the cliffs where the Rhodok highlands meet the sea. Much of the coastline was obscured by tendrils of fog that snaked down the river valleys, but occasionally you caught sight of a castle watchtower rising above the mists -- and on one occasion, a beacon fire burning to warn of an enemy warband. You knew that you were relatively safe at sea, as you were too far south to risk encountering the sea raiders who trouble the coasts of the Nordic lands, but it was still a relief to reach the Selver estuary, gateway to the port of Jelkala, and see a Rhodok galley riding at anchor, its pennants fluttering in the evening breeze. Shariz[] You came with a caravan, crossing the great desert to the east of Calradia. The bedouin guides chose your route carefully, leapfrogging through treacherous dune fields and across empty gravel plains to low-flying oases rich with orchards and date palms. Your great fear was that the caravan might lose its way and perish of thirst. The small bands of raiders who hovered just out of bowshot, waiting to pick off stragglers, were oddly a comfort -- at least water could be no more than a day's ride away. it was a great relief when the mountains came into view, and on the evening of the following day you crested a rocky pass and in the distance could make out the sea, and the towers of Shariz silhouetted against the sunset.
Charas
Charas Settlement Information Type Town Kingdom Vlandia Villages Savinth, Vesin Sieges with... Battering Ram, Ladders, and Towers Port Yes Charas is a town of the Kingdom of Vlandia. It is ruled by the Baron Ingalther of the Clan dey Cortain. Charas is the precursor of the town of Shariz, capital of the Sarranid Sultanate 173 years later as featured in Mount & Blade: Warband. Contents 1 Description 2 Territory 3 Points of Interest 4 Economy 5 Trivia Description[] The city known today as Charas is traditionally reckoned to be the first Calradian colony on the shores of their new continent. At the Empire's height, when the capital moved north to Paravenos, Charasea remained a key hub of sea-faring and trade, while imperial aristocrats built their summer homes on the warm shores of the nearby gulf and cruised their pleasure-boats around its islands. When the Vlandians came, Charas fell into the hands of the ruthless House of dey Cortain, and its wealth funds their ambitions. Territory[] The villages belonging to Charas are Savinth and Vesin, however the castle-bound village of Usanc also does its primary trade here. The town of Charas is the southernmost town of Vlandia lying south of the Epiric mountains. 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. Criminal gangs may be present at different locales such as the Backstreet or Waterfront. Economy[] Nothing is currently known about the economy. Trivia[] The village of Tubilis across the Gulf of Charas in Aserai territory mentions in its Encyclopedia article that the gulf's name in Aserai is the Gulf of Shariz. This fact further reinforces the theory that Charas and Shariz are the same settlement in different time periods. 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
Charger
A Charger. The Charger is the heaviest horse in the game: sky-high armor rating and hit-points, and high charge damage. If you are a heavy cavalryman, or if you like going into the fray, this is your best choice. It's very slow though, and because of this you won't be able to chase other cavalrymen effectively. In Warband, the new Sarranian War Horse is equally as heavy, meaning it must now share its title of heaviest horse. You can find this horse in both the Kingdom of Rhodoks and the Kingdom of Swadia. It is also commonly used by Swadian Knights and some Swadian lords (such as King Harlaus). Though, it is very rare to find this horse from looting, since there are usually only a few Swadian Knights in the armies of Swadian lords. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Charger 58 40 44 32 165 4 1811
Chaurka Noyan
Chaurka Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Chaurka Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Family[] Siblings: Lady Atjahan Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] note: Chaurka Noyan's elite cavalry shield is unable to be seen in game. This is probably because a two-handed weapon and a shield cannot be used at the same time. Chaurka Noyan - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Khergit Guard Helmet Body Nomad Robe, Khergit Lamellar Vest Hand Lamellar Gauntlets Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Two Handed Sabre Ranged ? Shield Elite Cavalry Shield Mount Hunter Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur
Cheats
Through the cheatmenu, you can see the debug and the things that cause behaviours of factions and vassals. To use cheats, you must configure your game to allow cheats: After opening up the game launcher, before you click Play Mount&Blade, go to Configure. From there, go to the Game tab and check the box next to Enable Cheats. However, it must be noted that playing with Cheats enabled will stop you from receiving Steam Achievements (Mount & Blade: Warband and With Fire & Sword). If cheats are used, you may disable them again at any time to re-enable Steam achievements since they are only disabled for the sessions in which they are used. It is an extremely useful tool for modders as it helps to "speed" gameplay time so features normally restricted to late game can be accessed far sooner. Contents 1 Battle Cheats 2 Non-Battle Cheats 3 Cheatmenu 4 Import/Export Exploitation Battle Cheats[] Hotkey Effect Ctrl+H Heals your character. Ctrl+Shift+H Refills your horse's health. Ctrl+F4 Delivers blunt damage to a random enemy (doesn't hurt horses). Ctrl+Shift+F4 Delivers blunt damage to all enemies. Ctrl+Alt+F4 Delivers blunt damage to all enemies. Ctrl+F6 Delivers blunt damage to a random ally. Ctrl+Shift+F6 Delivers blunt damage to all allies. Ctrl+F5 AI takes control of the player character. You can command yourself with the party command keys. Ctrl+F3 Delivers blunt damage to the player character. Ctrl+F9 Toggles slow motion. Ctrl+F11 Freezes time. Non-Battle Cheats[] Hotkey Effect Ctrl+X Gives you 1000 experience points while on the character screen. Ctrl+X Gives a selected soldier 100 experience points while on the party screen. Ctrl+X Gives 1000 denars while on the inventory screen. Ctrl+W Gives you 10 points to each Weapon Proficiency while on the character screen. Ctrl+Left Click Teleports the party to the cursor (when on the map screen). Ctrl+T Lets you see all parties and tracks on the map screen. Ctrl+L Automatic level up. Warning: Do not level past 62.* <a href=" class="image"><img alt="Level overflow" src=" decoding="async" loading="lazy" width="200" height="126" class="thumbimage" data-image-name="Level overflow.png" data-image-key="Level_overflow.png" data-relevant="1" data-src=" /></a> Level overflow glitch. * Warning: When going from level 62 to 63, the game overflows the level, instantly bumping you up by around 2000 levels. This may seem awesome at first, though quests that scale with your level will become impossible to complete such as Save the Village or clearing out Bandit Camps as there will be thousands of enemies. Every hostile party will also run from you, no matter the difference in numbers. It also causes the game to crash frequently, even on higher-end systems. Cheatmenu[] The cheatmenu is a feature added in Warband that allows many more cheat options. Pressing Ctrl+~ (tilde, next to the number row) opens the console. Entering "cheatmenu" will activate the cheatmenu, which allows for a wide variety of debug cheats (for those whose where tilde doesn’t work press ctrl+¬ [below escape]). To deactivate the cheatmenu, bring the console back up and enter "nocheatmenu". In Warband, alternative way to bring up cheatmenu, since that tilde key doesn't work on every computer, is to go to "mount and blade warband\modules\native" and open "menus" -txt. There, look for mno_tutorial_cheat 1 31 2 1 0, and change the last value from 0 to 1. Save the "menus" on your desktop, change the name of the original menus into "back up" or something as easily recognizable. Now move the new menu into your native dictionary. For this to work, you also need to start a new game. When creating the new character, you get the option "CHEAT!" when choosing the town as your first destination. Choose "CHEAT!". Using the cheatmenu you can raise your renown, honor and right to rule, instantly besiege towns and castles, get any item in the game, change the weather, change your banner, make kings and lords instantly like you, and do so much more. Import/Export Exploitation[] Note: This is not available for trial versions. Go to your character page and click on statistics Click "Export Character". Minimize the game screen. Go to your documents folder. Find the file "Mount&Blade Warband Characters" (or "Characters" in the Mount&Blade Warband folder). Open the file labeled the name of your character. Change what you want for the character, e.g. delete the money you have and type in a bigger sum. Save and exit. Maximize the game screen. Go back to the statistics page and click "Import Character". Click import and continue playing as that character - who should now have stats that you had specified.
Cheese
Cheese Classic/Warband Viking Conquest Games Base value 95 75 75 85 Weight 6.0 Item Quantity 30 30 30 90 Morale Bonus +5 +5 +3 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Cheese is a food item that provides a moderate morale bonus in Mount&Blade, Warband, and Viking Conquest, but not quite as much of a bonus in With Fire & Sword. 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
Chekan
With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Chelez
Chelez Settlement Information Type Village Kingdom Rhodoks Fortification YalenJelkala World Map Mount&BladeChelezYalenTemplate:World Map/Mount&BladeWarbandChelezJelkalaTemplate:World Map/Warband Chelez is a village of Yalen in classic Mount&Blade and Jelkala in Warband, initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located up the hill to the left from where the player enters, standing in front of an awning covered table and benches. Chelez is located in very hilly territory with moderate tree cover. It has a total of six structures, including a windmill at the top of a steep ridge. There are three fields here, two growing squash and one that is cleared with only heaps of straw remaining which, considering the mill, may be a harvested wheat farm. There are also several strings of garlic hanging on the side of one of the buildings. A large number of wagons and wheels can also be seen here, which could indicate carpentry as an industry from the village. If sent here during a Hunt Down Fugitive quest, the target may be found behind the shed next to the harvested field. 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)
Chicken
Chicken Classic/Warband Viking Conquest Games Base value 75 95 95 65 Weight 10.0 Item Quantity 50 50 50 150 Morale Bonus +6 +8 +3 +8 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Chicken is a food item that provides a good morale bonus, tying with bread for the highest available bonus in Warband, however this comes with the downside of spoilage. The bonus of this food is significantly less in With Fire & Sword. Chicken is fairly common. It may be found for sale in the marketplace or while raiding, but it is not often available when trading with villages. Spoilage[] Chicken will go through several stages over the course of five days before it becomes completely rotten: Chicken Fresh Chicken Day-old Chicken Two Days-old Chicken Smelling Chicken Rotten Chicken Despite the degradation of the food, the morale bonus remains constant until the chicken is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Chide
Chide Settlement Information Type Village Kingdom Swadia Fortification Rindyar CastleKelredan Castle World Map Mount&BladeChideRindyar CastleTemplate:World Map/Mount&BladeWarbandChideKelredan CastleTemplate:World Map/Warband Chide is a village initially under control of the Kingdom of Swadia, it is owned by Rindyar Castle in Mount&Blade and Kelredan Castle in Warband. Layout[] Player Elder Fugitive The Village Elder is standing in front of the first building on the left from where the player starts, near a campfire and set table. Chide is built in a valley with steep hills and moderate tree cover all around it. It has a total of six structures with low stone walls around some parts. There is one field here growing cabbages and squash. There are several baskets of fruit throughout the village, though no visible apple trees. Along with the baskets in storage are some bundles of furs. There are two outdoor ovens, one has loves of bread on a covered table next to it. 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 behind the straw house. 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
Chornad
Chornad Settlement Information Type Village Kingdom Vlandia Fortification Jaculan Chornad is a village in Vlandia owned by Calatild of House dey Arromanc. The village is bound to Jaculan and is known to produce Pigs. Chornad sits overlooking a pass through the Biscan hills. The villagers of this region, like many in the central Vlandian kingdom, specializing in the raising of pigs. 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
Claimants
Claimants may exist for certain factions, who all believe that they have been wronged and should rightfully be the ruler. They can be found randomly in castle or town keeps throughout the land, trying to raise support for their cause. With Fire & Sword being an exception, claimants will never be found within the borders of the faction for which they are the claimant. Talking to a traveller and paying a small fee will give you the current location of any claimant. Contents 1 Siding with a Claimant 1.1 The other side of the coin 1.2 Victory with a Claimant 2 Classic and Warband Claimants 3 With Fire & Sword Claimants 4 Viking Conquest Claimants Siding with a Claimant[] Once you find a claimant, they will tell you their side of the story and will ask you to take up their cause. If you have less than 200 renown, they will tell you that you need to gain more. With over 200 renown, the claimant will allow you to swear an oath of vassalage and your allegiance changes to the rebel faction. If you were starting your own kingdom, you have to give up your kingdom to become a vassal of the claimant. If you belonged to the faction that the claimant is trying to overthrow, the fiefs you currently own convert to the rebel faction of your claimant (temporarily under your control).Pledging fealty to a claimant increases your relations to 50. The other side of the coin[] Talking to the current leaders of each faction, you can ask for their side of the story. Both the claimant and the current leader have good reason for supporting their right to rule. Generally, the current sovereigns justify their right to rule with practical arguments (such as that the kingdom is better off under their rule), while the claimants justify their right to rule based on law or technicality (such as where their lineage places them in the traditional line of succession to the throne). As Mount&Blade is a sandbox game, it is never stated in-game who should be the rightful ruler of each faction - it is up to the player to decide. Victory with a Claimant[] Once you eliminate the original faction, your rebel faction becomes the "original" faction and you become the marshall of the new king or queen (permanently in classic; you can step down, but it can never be taken from you). Strangely, even with the claimant now on the throne, he/she does not get a title in front of his/her name, and the old ruler still retains his/her title. This is because the title is hard-coded inside the name string. In Warband, you also lose all the abilities associated with being a ruler such as assigning fiefs or sending emissaries. For this reason, beware of turning companions into lords during a claimant quest as they do not remain 'yours' when the original faction is defeated. Rather, they become lords of the new "original" faction led by the new monarch. If you'd like to have a companion as a prisoner, it may be easier to give them over during a claimant quest than force them to rebel during your own bid for kingship. Classic and Warband Claimants[] Dustum Khan Khergit Khanate Lethwin Far-Seeker Kingdom of Nords Lord Kastor of Veluca Kingdom of Rhodoks Lady Isolla of Suno Kingdom of Swadia Prince Valdym the Bastard Kingdom of Vaegirs Arwa the Pearled One Sarranid Sultanate With Fire & Sword Claimants[] Ivan Barabash Cossack Hetmanate Mehmed Giray Crimean Khanate Stepan Razin Muscovite Tsardom Janusz Radziwill Polish Commonwealth Former Queen Christina Kingdom of Sweden Viking Conquest Claimants[] Despite the large amount of factions, only a few of them have claimants. Tanist Bili Kingdom of Alban Jarl Thorgil Kingdom of Danmark Mael Elisedd ap Cyngen Kingdom of Gwynedd Aetheling Oswine Kingdom of Northhymbre Aetheling Ceorl Kingdom of West Seaxe Ard Tiarna Dungal Ui Neill of Aileach
Clan
Clans are groups of people within a kingdom in Mount&Blade II: Bannerlord. Roles[] Available Clan Roles Note: Roles are defaulted to the clan leader (the player) unless manually assigned to other members, thus defaulting role bonuses to the player's relevant skill values. Key party roles can be assigned to help its members - whether the player, their family members, or their companions - utilize their respective skills. While the player starts the game with all four roles assigned, any party members can only be assigned and fulfill one at a time but will be able to fulfill all roles should the player manually promote them to party leaders. Scout Scouting skill will apply to the party, giving a bonus to your parties ability to spot units at greater distances. Engineer Will allow the party to build siege engines faster as well as producing siege engines of higher difficulty provided the assigned companion has correct perks unlocked at Engineering skill. (Requires verification) Quartermaster Increases the troop size cap based on Steward level. Surgeon Applies healing benefits from Medicine skill to the party. Tiers[] Both the player character's and NPC clans are categorized into tiers. Tier 1 Requires 50 Renown +1 Workshop limit (2 max) Party size is increased by +15 for every party in the clan Can join a faction as a mercenary Tier 2 Note: The tooltip for Clan Tier 2 says "Eligible to create a Kingdom", but the quest actually requires Tier 4. Requires 150 Renown Can join a Faction as a vassal +1 Party limit (2 max) +1 Companion limit (4 max) +1 Workshop limit (3 max) Party size is increased by +15 for every party in the clan Tier 3 Requires 350 Renown +1 Party limit (3 max) +1 Companion limit (5 max) +1 Workshop limit (4 max) Party size is increased by +15 for every party in the clan Tier 4 Requires 900 Renown Can create your own Faction (as part of the Dragon Banner quest line) +1 Party limit (4 max) +1 Companion limit (7 max) +1 Workshop limit (5 max) Party size is increased by +15 for every party in the clan Tier 5 Requires 2350 Renown +1 Companion limit (8 max) +1 Workshop limit (6 max) Party size is increased by +15 for every party in the clan Tier 6 Requires 6150 Renown +1 Companion limit (9 max) +1 Workshop limit (7 max) Party size is increased by +15 for every party in the clan List of Clans[] Note: The player's clan will be their last name. Aserai Clans of the Aserai Major Banu Hulyan Banu Sarran Banu Qild Banu Qaraz Banu ArbasBanu Atij Banu Sarmal Banu Habbab Banu Ruwaid Minor Beni Zilal Ghilman Jawwal Battania Clans of Battania Major fen Gruffendoc fen Derngil fen Uvain fen Morcarfen Penraic fen Giall fen Eingal fen Caernacht Minor Wolfskins Khuzait Clans of the Khuzait Major Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Minor Karakhergit Sturgia Clans of Sturgia Major Gundaroving Kuloving Vagiroving Ormidoving TogarovingIsyaroving Vezhoving Ubroving Kostoroving Minor Forest People Lake Rats Skolderbroda Vlandia 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 Calradic Empire Clans of the Calradic Empire Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Clans of the Southern Empire Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios
Claymore
With Fire & Sword See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Cleaver
Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Cleaver/Warband
Cleaver CleaverOne-handedBase value: 14 denarsWeight: 1.5Swing: 24cSpeed rating: 103Weapon reach: 35Can't be used to blockWarband
Club
With Fire & Sword Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Club/Warband
Club ClubOne-handedBase value: 11 denarsWeight: 2.5Swing: 20bSpeed rating: 98Weapon reach: 70Warband
Clunmarr Keep
Clunmarr Keep Settlement Information Type Keep Kingdom Kingdom of Swadia (initially)The Undead (temporarily) World Map Near Mount Dhorak Clunmarr Keep is a location appearing in Warrider and very early versions of Mount&Blade classic. The Keep serves as the hideout to one of the game's main antagonists - Akhad Thell. Lore[] An ancient stronghold. Initially it was the capital of King Harlaus's state, and his seat of power. At some point, the King's noble subjects conspired to send a warrior, to infiltrate the keep, and assassinate him. Once the deed was done, the lords razed the keep to the ground and slaughtered Harlaus's descendants and anyone loyal to him. The keep lay abandoned for years, until one day the necromancer Akhad Thell entered its ruins and used the Hand of Tsannuh to resurrect Harlaus and his loyal soldiers with the purpose of reinstating him as ruler of Calradia. However, the talisman had lost its power, and Thell could not complete his plan. In order to recharge the talisman, a special human sacrifice was required. To this end Thell recruited Nuyukh Khan, a power-hungry Khergit chief, to kidnap the Khergit princess Uruzuge. Nuyukh failed in his assignment, but Thell still held the Hand of Tsannuh and was safe in the unassailable Keep. In order to be stopped, he had to be lured out. After these events, the Keep fell into obscurity. Trivia[] While the Keep is technically a castle, it cannot be besieged or captured, as siege mechanics did not yet exist in Warrider. It is possible that the location name was recycled and modified in later versions of the game, when villages were added, as the village Glunmar has a curiously similar name.
Coat of Plates
Coat of Plates Base Value 3,828 Weight 25 Armor 52 Body Armor, 16 Leg Armor Requirement 8 Strength Coat of Plates is one of strongest pieces of armor in the game, along with Khergit Elite Armor, Mamluke Mail and Plate Armor. It comes in either black or red, but both have the same stats. In the Kingdom of Swadia, Swadian Sergeants wear the black Coat of Plates, whereas Swadian Knights wear the red Coat of Plates. Both are the highest-tier troops in their respective trees. Swadian lords Count Haringoth and Count Ryis both also wear the black version, along with Nordic lords Jarl Gerlad and Jarl Turegor. History[] Historically, the coat of plates was the precursor to knightly plate armor. Most extant examples are from 14th century Scandinavia, consisting of between 10-100 plates sewn into cloth or leather. It worked in the same way as Lamellar armor did, protecting the wearer from being slashed, but still somewhat vulnerable to piercing. Blacksmiths from Italy later forged these into one solid case, creating plate armor. This armor was originally only worn by kings, but eventually became standard equipment for knights of all ranks. The style of coat of plates as depicted in Mount & Blade is based on the armor that St. Maurice is depicted wearing on the XIII-century statue in the Magdeburg Cathedral (this style is often informally called "the St. Maurice coat of plates").
Coldstream Regiment of Foot Guards
<a href=" class="image"><img alt="Coldstream Ranker" src=" decoding="async" loading="lazy" width="180" height="590" class="thumbimage" data-image-name="Coldstream Ranker.png" data-image-key="Coldstream_Ranker.png" data-relevant="1" data-src=" /></a> 2ndCSG Ranker The Coldstream Regiment of Foot Guards is a playable British Foot Guard regiment in the Napoleonic Wars DLC for Warband. The Coldstream guards are well known for being one of the oldest and most prestigious regiments in the British Army. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 145 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British 2nd King's Colour/British 2nd Reg. Colour Sword Officer Spyglass Pistol Officer Sword Drummer Drum Sword Fifer Flute Sword Gallery[] EnsignOfficerDrummerFifer2nd Coldstream in formation
Collect Five Men
Collect Five Men Given by Quest Merchant Time limit None Refresh rate Never Reward None This is the first quest given by the Quest Merchant in the beginning of a new game. Contents 1 Summary 2 Walkthrough 3 Quest Line 4 Transcript Summary[] Quest Merchant wants you to collect at least 5 men from nearby villages. After you collect these men, find and speak with him. He is in the tavern of (capital). Walkthrough[] This quest is simple enough, you have recruit 5 troops from nearby villages, companions are included as well. The party size must be at least 6 men. Once you done collecting the troops, go meet the merchant in the tavern where he will give you the next quest. Quest Line[] Collect Five Men Learn Where the Hostages are Held Attack the Bandit Lair Save Town from Bandits Transcript[] Main article: Collect Five Men/Transcript
Collect Five Men/Transcript
Contents 1 Introduction 1.1 Defeat Bandit 1.2 Player Defeated 2 Quest Briefing 2.1 Defeat Bandit 2.2 Player Defeated 3 After Decline Introduction[] You are exhausted by the time you find the inn in (capital), and fall asleep quickly. However, you awake before dawn and are eager to explore your surroundings. You venture out onto the streets, which are still deserted. All of a sudden, you hear a sound that stands the hairs of your neck on end -- the rasp of a blade sliding from its scabbard. Defeat Bandit[] "Are you all right? Well.... I guess you're alive, at any rate. I'm not sure that we can say the same for the other fellow. That's one less thief to trouble our streets at night, although Heaven knows he won't be the last.... Anyway, maybe you can help me with something. Let's talk more inside. Out here, we don't know who's listening" The merchant takes you to his house. Once inside, he stands by the door for a while checking the street, and then, finally convinced you have not been followed, comes near you to speak... Player Defeated[] You are struck down. However, before you lose consciousness, you hear shouts and a rush of footfalls... You awake to find yourself indoors, weak but alive. Quest Briefing[] Defeat Bandit[] "Now... Let me explain my proposition Player Defeated[] Ah -- you're awake. It's good to see that you can still walk. You're lucky that we came along. I had been speaking with the watch, when we heard the sounds of a fight and ran to see what was happening. We didn't arrive in time to prevent you getting knocked down, but we may have saved you from getting your throat cut... Now... Maybe you can help me... We always had brigands in the hills, driven to banditry by war, debt, or love of violence. Recently, however, they've been getting bolder -- leaving their camps in the wild and venturing into town, looking for unwary prey. The watch commander tell us it's because of all the fighting on the frontiers -- fewer men to keep an eye on the streets -- but I'm not sure what to make of that. It seems to me that the most logical explanation is that these bandits have an ally inside the walls, who helps them enter unnoticed and helps them identify particularly tempting targets... Last week, you see, they took my brother. I don't know what my brother was thinking -- a lad from a prominent house, out alone after dark in times like these... Well, I suppose you were too, but you're a stranger here, and didn't know how bad things have become. He had no such excuse. But he's family, so what can you do? If you don't protect your kin, then people will start thinking that you can't protect your investments, either, and I can't have that... No doubt the gang will soon send word about a ransom, but I don't care to pay it. So here's my proposition. You look like you've had a bit of experience with a blade -- and more importantly, you must have a bit of fire in your belly, or you wouldn't be coming to Calradia to seek your fortune. So here's what I'm asking you to do: gather a small party, track down these bandits to their liar, teach them a lesson they won't forget, and get my brother back safe. In return, you'll earn my lasting gratitude and a bit of silver. What do you say?" I am interested. "You won't be able to do this by yourself, though. If you try and take on the whole gang singlehandedly, the hunter will become the hunted, I'll warrant. You'll first want to round up a group of volunteers. There's always a few lads in the villages around here, looking for a bit of work that's more interesting than tiling the soil or hauling water. They'll follow you if you pay. So... Take this purse of 100 denars. Consider it an advance it an advance of your reward. Go round to the villages, and use the money to hire some help. I'll reckon that you need at least five men to take on these bandits." Player: "Very good, sir. I'll go collect some men from around the village" "Good. You can find me again in the tavern here in (capital) after you got your group together. Then we'll speak bout what we do next." I am not interested, have more important business to do. (Decline) After Decline[] You may do as you wish, sir, but I am disappointed. You would do well to reconsider. I am a rich men [sic], and would show you my gratitude in coin. You make a persuasive case. I will help you. As I say, I have more important business elsewhere.
Collect Taxes from (fief)
Collect Taxes from (fief) Given by Vassals Time limit 50 Days (to tax) Refresh rate 20 days Reward Relation +1 (Lord, Quest Accepted)Relation +2 (Lord, Quest Completed)1/5 of tax collected (Quest Complete)Relation +1 (Fief, Agree Half the Tax) Penalty Relation -2 (Fief, Quest Completed)No Monetary Reward (Lord, Agree Half the Tax) Collect Taxes is a quest given by various lords. This quest requires the player to head to a fief owned by the lord and collect taxes from the residents. Contents 1 Briefing 2 Walkthrough 2.1 Holding the money 3 Transcript 3.1 Collect Taxes 3.2 Quest Completed 3.3 Full Collection 3.4 Half Collection Briefing[] (Lord) asked you to collect taxes from (fief). He offered to leave you one-fifth of all the money you collect there. Walkthrough[] This process can take anywhere from a few hours to a few days and is similar to when the player waits on the map or in a town. During this time, the player will receive alerts for events that happen in-game and they will receive random sums of money. Occasionally, a message alert will appear, notifying the player that the peasants are getting restless and that further collection may incite them to rebel. The player is given the option to ignore them and continue with tax collection, or reduce the collection by half (the player is warned that this may cause a loss of relations with the quest giver). Upon ignoring the peasants, there is a chance (percentage unknown) that they will revolt against the player, forcing the player and a few members of their party to fight off several poorly armed peasants using only Quarter Staffs. You and your troops will also spawn without helmets, so be careful and try to not get hit in the head or you'll take massive damage even if you're heavily armored. Upon successful collection of taxes, the player will receive a notification that the quest has been completed, and they will lose relations with the fief that the taxes were collected from. To receive their reward, the player must speak to the quest giver to return the tax collections, at which time the lord will give a fifth of the money to the player as thanks and their relation will increase. Holding the money[] Once the taxes have been collected, there is no longer a time limit to deliver the money to the owner of the fief. This means that you can run off with the money with no penalty for as long as you never speak to the quest giver. This can be used as a sort of "loan" for an early game character when the amount collected is a very large sum and can be paid off much later once the player can make that much money on their own. Transcript[] You probably know that I am the lord of the (fief). However, it has been months since (fief) has delivered the taxes and rents due me as its rightful lord. Apparently the populace there has grown unruly lately and I need someone to go there and remind them of their obligations. And to...persuade them if they won't listen. If you go there and raise the taxes they owe me, I will grant you one-fifth of everything you collect. A fair offer, sir. We have an agreement. Welcome news, (player). I will entrust this matter to you. Remember, those peasants are foxy beasts, they will make every excuse not to pay me rightful incomes. Do not let them fool you. Forgive me, I don't have the time. Oh, yes. Well, good luck to you then. Collect Taxes[] The people of (fief) are outraged at your demands and decry it as nothing more than extortion. They're getting very restless, and they may react badly if you keep pressing them. Ignore them and continue Agree to reduce your collection by half. (Lord may be upset) Quest Completed[] Full Collection[] Well done, (character), very well done indeed! You were truly the right man for the job. I will promised you a fifth of the taxes, so amounts to (amount) denars. If you give me (amount) denars, you may keep the difference. A good result for everyone, eh? Half Collection[] What?! Is this some scheme of yours, (player)? That's less than half the taxes I'm owed! You have let them get away with murder as well as my money. What a farce! You can forget the money I promised you, I'm taking (amount) denars from what you collected, and you're lucky I'm leaving you a few coins for honour's sake.
Collect debt from lord
Collect debt from lord Given by Vassals Refresh rate 20 days Reward +1 relation (accept)+2 relation (complete) This quest is about getting one lord's debt even with another lord. You have to persuade the lord holding the debt to pay the lord he owes the debt to. You can do this in two ways: Bribe him, usually costs a lot of denars (5000 or more) Take advantage of a past favor (needs decent relations with lord, results in more than -5 relation with lord) If you feel the need to save some money or relation, you can persuade the lord to decrease the amount of denars you need to pay him or decrease how much relation you lose if you use favors. Be careful, because without much persuasion skill, you may end up having to pay the lord more than before, because he "isn't convinced".
Colonel Zagloba/Interactions
This is a list of interactions with Colonel Zagloba. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Wadowice 6 Story Recap 7 Like Quotes 7.1 Bakhyt 8 Dislike Quotes 8.1 Priest Spasokukotsky 8.2 Mamai Introduction[] Ho there, traveler. You wouldn't by chance be one of the warriors of Prince Yarema? No, you are mistaken. Anyhow, perhaps you have seen Colonel Zagloba here? I am looking for him. You're in luck, son. I am Colonel Zagloba! You could sooner count all leaves in the forest than all the enemies I have slain. Were my hair as numerous as the foes I've brought down by my own hand, the barbers would've made a fortune trimming my forelock! The devil take me if I lie... I see you prepare for war. And if you call me to your side, only should feet would grow into the ground like roots, would I not go. Even then I'd tear those roots from the ground! I have a mighty thirst for Swedish meat once more, like a wolf thirsting for a lamb! Oh, aren't they scoundrels! Fleas must've gotten into their tiny stockings and bitten their legs, so they can't sit still at home and keep intruding on lands which are not theirs..." I have long dreamt of having a famous warrior for counsel. Excellent, then. Let us dine and then make our way! Just remember this: soldiers must be well-fed and well-paid at all times. I never skimp on provisions, old man. Worry not. I will be very useful to you, {sir/madame}, you can bet on that. Just one more thing before we leave, would you mind lending me {reg3} denars? I am ashamed to say it, but I have made myself a bit of debt here, staying in this tavern over the last few weeks and the tavern owners no longer believe that I am loaded with gold as I used to tell them. You know, things could get ugly here if they see me leaving with you before paying them. War tightens our belts oftentimes. So, no, sorry... I would be glad to accept you, but not yet. Please wait just a little while. This is no time for heartfelt recollections. Reencounter[] Even though I am hoary with age, I am still full of strength. You must take me with you, truly you must! Retirement[] Oh, son! My aching bones are telling me that my days of jumping around and swinging my blade have passed. I've got myself a little money, and I've a mind to buy a homestead where I shall meet my old age. Rehire[] You know, son, I may no longer be a young man, but the peaceful life does not feel right by me. All the moreso when there's enemies swarming all around! So if you should order a jug of merry wine brought for me, well, I would be glad to return under your command. Story: Wadowice[] Wadowice! The lands of Great Poland, the lands of my childhood and my youth... This is the earth that gave birth to Poland. Our gentry is the most freedom-loving in God's great world. And our king has always been elected, and ruled as a first among equals. If I should die, bury me in the quiet grove near my home village. Story Recap[] I am of the great Polish gentry, and a relative to powerful magnates of the Polish Commonwealth. Like Quotes[] Bakhyt[] I like that Bakhyt. He's a heathen hangman all right, but he's brave in a fight, and knows how to show his respect. And if I'm sentenced to death someday, I hope he's the one holding the axe. Dislike Quotes[] Priest Spasokukotsky[] Here's what, son! Since that damned thievish Priest Spasokukotsky is with us, I cannot be in peace. He pretends to be a saint, but in truth he is a thief and a swindler. If that Priest Spasokukotsky tries preaching to me one more time, I swear I will beat him black and blue, just like any gentryman should! Mamai[] There's a troublemaking Cossack in the party. You know who I mean -- Mamai. That one is a hundred times more trouble than he's worth. If he's to stay with us any longer, then I shall have to bid you farewell, son. He always guzzles down the vodka and sets his mind to thinking whom he should rob...
Combat (Bannerlord)
Combat is quite different compared to earlier titles thanks to the new physics model introduced in Bannerlord. Everything from specific damage dealt, to whether a particular implement in a particular direction will block a blow from a particular weapon. Overview[] The new algorithms used in Bannerlord's combat system have a number of interesting effects that will determine your fighting style and choice of weapons. The following factors are all taken into consideration: The difference in vectors (velocity and direction) of attacker and target The impact point between target and weapon The actual portion of the target struck (arm, leg, body, head) and the amount of armor on each of those portions respectively The position and dimensions of the target's weapon or shield when parrying The distribution of a weapon's weight Whether or not the attacker is mounted (vector addition as well as - for melee attacks - the total kinetic energy of the rider, the weapon and the mount) Tactics[] (e1.6.3) Taking the aforementioned factors into account, there are a number of thing to keep in mind: As in previous titles, mounted attackers have incredible damage potential, but are equally vulnerable to damage if caught out. A lancer going full speed can easily incapacitate any enemy, even with a normal thrust, let alone if they couch the weapon. That said, a pikeman can brace at any time and a braced pike will almost certainly incapacitate any cavalryman. Lances in Bannerlord have an inherent reach disadvantage compared to any proper pike (one that can brace) and so attempting to deploy some types of heavy cavalry, such as Vlandian Banner Knights or Khuzait Heavy Lancers can be very risky if the enemy is prepared and wary. However, other heavy cavalry, such as Cataphracts use very long 'lances' that are functionally pikes; These can outreach most types of polearms in a thrust, but cannot couch for the charge. It's by no means a hard counter, but they could fair better circumstantially. Hits with two-handed weapons tend to exceed the listed base damage as a matter of course. This is because the wielder tends to end up closer to the centerline of the attack (having to hold the weapon in both hands), putting more of their weight into each blow. In many cases, the damage bonus can be quite substantial, even killing certain enemies in a single blow. This really widens the opportunities for two-hand weapons to shine from the rather niche cases in earlier titles, though as always, the wielder is still far more vulnerable to ranged weapons than if they were equipped with a shield. That said, for the player and heroes specifically, there is a perk late in the tree that allows them to deflect projectiles with a timed, two-handed parry. Weapon handling improves when a weapon is used without a shield. Transitioning between attacking and parrying is faster. Therefore, especially in duel scenarios, there is a very real choice for the combatant to make about the advantages and disadvantages. And as always, carrying a shield does decrease the movement speed and acceleration of the combatant due to the extra weight. And using a polearm with a shield confers substantial disadvantages in a duel compared to using them in a battle formation. However, it is very important to note that some polearms used without a shield actually have less reach, because of how the character holds the weapons (nearer to the center of the shaft). Projectile weapons provide a distinct tactical advantage, especially against unshielded targets, but shielded targets are very well-protected, even while not actively blocking; Any shield that is held in a hand is an impenetrable surface and a perk in the character skills also allows a shield worn on the back to block projectiles. Therefore, in particularly projectile-rich environments - say the middle of a siege assault - it can be beneficial to certain heroes and the player to be equipped with two shields at a time to increase their endurance. It's also worth mentioning another perk that increases not only the character's effective blocking area for a shield, but also troops under their command! Thrusts and overhead attacks limit the area threatened by the weapon during the swing. This means that occasionally, the player can entirely avoid an attack simply by moving to the side and can spend that time riposting to quickly take the initiative, perhaps even ending the fight then and there. Horizontal slashes have less reach than a thrust, so charging an opponent and then quickly sidestepping can place you outside their attack, leaving them exposed to a counterattack if one is quick enough. Parrying and blocking, even with a shield, must be done in conjunction with proper footwork and rotation. Just because the defense is aimed in the proper direction, this does not mean the attack will be deflected; If the weapon or shield is rotated away from the point of impact, the blow will still land successfully. This is doubly true when defending against certain weapons, such as the Bill, that actually have a curving point at the tip that can still do damage even if the attack is ostensibly deflected. That said, shields are more forgiving; As long as the block is held and the shield itself is interposing, the blow will be rebuffed. However, blocking in the wrong direction causes additional damage to the shield's integrity when struck. Proper shield handling can help improve overall mobility and cadence. For example, waiting to block until absolutely necessary allows the wielder to cover distance more quickly and stay aggressive. Of course, when being targeted by a number of projectile weapons, this tactic becomes decidedly dubious. Remember that blocking 'down' is the best way to cover the largest area with a shield when directly facing the attacker - very important when stopping projectiles. Trivia[] The combat system in Bannerlord was to some degree based on an ideas in an article written by George Turner[1][2]. ↑ Mount&Blade II: Bannerlord#cite note-physics1-2 ↑ Mount&Blade II: Bannerlord#cite note-3
Companion
This article is a disambiguation page for Companion 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. Companion may refer to: Companions Companions Companions Companions Angle Companion (Geneat) Norse Companion (Hirthmathr) Saxon Companion (Geneat)
Companions (Bannerlord)
Companions are unique characters that can be customized by the player and sent on tasks. Companions can be assigned to: Complete quests, given that they satisfy the skill requirements. They will leave for a period of days until the quest is completed, troops may also be required. Lead caravans, which will travel on the campaign map gaining income for the clan with their trade skill. Lead war parties, and they cost no influence when you ask them to join your army. Govern settlements, applying any "Governor" perks. Note if their culture does not match the settlement there is a loyalty penalty (can be negated with the right perks). "Diplomacy". Leaving a party member in a castle or town increases your relations with the owner (potentially notables in the town as well) over time. Contents 1 Recruitment 2 Stats 3 Companions 4 Companions for Different Roles Recruitment[] Companions can be recruited at major towns in the tavern. All companions have an occupation of Wanderer. To find all available companions in the game you open the in-game encyclopedia, go to Heroes, and then filter on the Wanderer occupation. From there, you can also see each companion's skill levels before recruiting them. Stats[] Companions with starting levels 8/12/16/etc. are bugged and have 1 less attribute point than other companions Attribute points may slightly & rarely vary "Major" skills (10+) included the spreadsheet below are defined in spspecialcharacters.xml & sandboxcore_skill_sets.xml files "Minor" skills (0 in the spreadsheet) actually have small random bonuses (+0-9) in the game A total of starting focus points is equal to level+4 Att 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 2 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 5 5 5 3 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 5 5 4 0 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 5 5 0 0 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 6 0 0 0 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 Starting focus points are distributed semi-randomly one by one based on which skill "needs" them the most (i.e. in the current iteration has the highest skill_value - learning limit score where learning_limit = (att-1)*10+skill_focus*30). The exact distribution is distorted by the randomness of "minor" skills and slightly varies from hero to hero. Usually you can expect the following distribution of focus points based on starting skills and attribute points (heroes with larger number of total skill points/level are more specialized in their major skills, while heroes with small number of skill points per level are likely to waste 2-3 of their skill points on random "minor" skills): Companions[] Every character has a name followed by a suffix, such as "Vasinya the Accursed", or "Mina the Black". The suffix determines the companion's starting skills. Below is a complete list of suffixes and their starting values. Suffix Σ Lvl M/F Age Traits Culture the Scholar(4/4/3/2/2/3) 80(2F) 30(1F) 40(1F) 50(1F) 60(2F) 80(2F) 15 80(3F) 30(1F) 0 0 0 0 0 0 0 0 120(4F) 58545/l 13 Male 29 MercifulClosefisted Empire the Bull(4/3/4/3/2/2) 105(3F) 95(3F) 60(1F) 20 60(2F) 80(2F) 40(1F) 120(3F) 0 0 80(2F) 0 0 60(2F) 0 0 0 0 72048/l 15 Male 29 DaringDeviousImpulsive Empire the Silent(4/3/3/3/3/2) 85(2F) 35(1F) 120(3F) 20 40(1F) 40(1F) 115(3F) 35(1F) 0 0 90(3F) 0 0 120(4F) 0 0 0 0 70047/l 15 Male 26 DaringMercifulGenerous Empire the Boar(5/2/3/3/3/2) 140(4F) 75(2F) 105(2F) 0 20(1F) 40(1F) 15 105(3F) 0 45(1F) 90(3F) 0 0 60(2F) 0 0 0 0 69546/l 15 Male 40 DaringHonestCruel Empire the Robber(3/4/3/4/2/2) 85(2F) 70(2F) 40(1F) 150(4F) 40(1F) 100(3F) 20 80(2F) 0 85(2F) 0 120(3F) 0 0 0 0 0 0 79049/l 16 Male 22 DeviousMercifulGenerous Empire the Butcher(4/4/3/3/2/2) 105(3F) 50(1F) 100(3F) 120(3F) 60(1F) 105(3F) 20 90(3F) 0 0 0 110(3F) 0 0 0 0 0 0 76048/l 16 Male 30 CruelDeviousClosefisted Empire of the Hills(4/4/3/3/2/2) 70(2F) 30(1F) 60(2F) 90(3F) 100(3F) 0 10 60(2F) 0 75(2F) 15 40(1F) 0 0 0 0 0 0 55042/l 13 Male 22 DaringHonestClosefisted Empire the Wanderer(4/3/4/2/2/2) 75(2F) 20 105(3F) 20(1F) 40(1F) 0 15 80(2F) 70(2F) 0 0 0 0 0 0 0 0 0 42535/l 12 Female 24 DaringCalculating Empire the Exile(3/3/3/3/3/3) 30(1F) 15(1F) 20(1F) 20(1F) 30(1F) 0 50(2F) 40(1F) 0 0 0 70(2F) 0 0 120(4F) 105(3F) 0 0 50038/l 13 Female 23 HonestCruel Empire the Black(3/4/4/3/2/2) 90(3F) 20(1F) 10 40(1F) 40(1F) 90(3F) 10 120(4F) 0 20(1F) 0 80(3F) 0 0 0 0 0 0 52040/l 13 Female 21 DaringGenerous Empire the Surgeon(3/3/3/3/2/3) 20(1F) 10 50(2F) 10 30(1F) 60(2F) 50(2F) 30(1F) 0 40(1F) 0 0 0 0 0 0 120(4F) 0 42038/l 11 Male 31 HonestCalculatingGenerousMerciful Empire the Dispossessed(4/2/4/2/3/3) 80(2F) 20 110(3F) 50(2F) 20(1F) 20(1F) 140(4F) 70(1F) 0 0 0 0 90(2F) 60(1F) 0 80(2F) 0 0 74049/l 15 Female 28 Honest Empire Willowbark(3/4/3/2/2/3) 40(1F) 10 25(1F) 35(1F) 15 60(2F) 15(1F) 40(1F) 0 0 0 0 0 0 0 0 90(3F) 0 33037/l 9 Female 28 CalculatingMerciful Sturgia Breakskull(5/3/3/2/2/2) 90(2F) 110(3F) 30 15(1F) 5 80(3F) 35(1F) 50(2F) 0 0 0 0 0 0 0 0 0 0 41535/l 12 Male 27 DaringImpulsiveCruel Sturgia the Lucky(4/3/3/2/3/2) 100(3F) 60(2F) 15 5 5 50(2F) 20(1F) 95(3F) 0 0 20(1F) 0 70(2F) 60(2F) 0 0 0 0 50042/l 12 Male 21 DaringGenerous Sturgia Bloodaxe(6/3/4/2/2/2) 150(4F) 210(5F) 95(2F) 15 5 75(2F) 20 155(5F) 0 15(1F) 55(2F) 0 0 0 0 0 0 0 79544/l 18 Male 35 HonestCalculating Sturgia the Fish(4/3/4/3/2/2) 90(3F) 25 20 10 5 120(4F) 55(1F) 130(4F) 0 90(3F) 45(1F) 0 0 0 0 0 0 0 59042/l 14 Male 23 GenerousDevious Sturgia Coalbiter(5/2/5/2/2/2) 90(2F) 140(4F) 35 10(1F) 5 40(2F) 35 125(3F) 70(2F) 0 0 0 0 0 0 0 0 0 55039/l 14 Male 30 DaringGenerousCruelImpulsive Sturgia Frostbeard(3/3/4/3/2/2) 50(2F) 20(1F) 10 90(3F) 20(1F) 25(1F) 90(3F) 50(1F) 0 110(4F) 0 0 0 0 0 0 0 0 46539/l 12 Male 24 DaringGenerousMercifulImpulsive Sturgia the Accursed(3/4/3/2/2/3) 20(1F) 20(1F) 10 35(1F) 25(1F) 70(2F) 25(1F) 70(2F) 0 0 0 0 0 0 0 0 0 70(2F) 34534/l 10 Female 24 DaringHonestMercifulClosefisted Sturgia the Shieldmaiden(6/3/4/2/2/2) 175(5F) 20 155(4F) 10 5 80(3F) 25 155(5F) 0 0 0 0 0 0 0 0 0 0 62537/l 17 Female 29 DaringHonestCruel Sturgia Longknife(4/3/3/3/2/2) 105(3) 10 70(2F) 10 5 65(2F) 35(1F) 70(2F) 0 50(2F) 0 85(3F) 0 0 0 0 0 0 50536/l 12 Female 26 DeviousCalculatingGenerous Sturgia the Healer(3/3/4/3/2/3) 55(2F) 40(1F) 35(1F) 95(3F) 5 5 30(1F) 115(4F) 0 45(1F) 25(1F) 0 0 0 0 0 95(3F) 0 54542/l 13 Female 30 CalculatingDevious Battania the Red(4/3/3/2/3/2) 45(1F) 110(3F) 15 85(3F) 5 15(1F) 5 75(3F) 0 0 0 0 65(2F) 45(1F) 0 0 0 0 46539/l 12 Male 28 DaringDeviousImpulsive Battania Fairhair(5/3/4/2/2/2) 125(3F) 70(2F) 50(1F) 25(1F) 5 120(4F) 25 140(4F) 0 0 0 0 0 0 0 0 0 0 56037/l 15 Male 28 DaringGenerous Battania Ironbelly(4/4/4/2/2/2) 105(3F) 55(1F) 30(1F) 75(2F) 5 130(4F) 25 115(3F) 0 0 25(1F) 0 0 45(2F) 0 0 0 0 61044/l 14 Male 35 DaringHonestCruel Battania Horsethief(4/3/4/3/2/2) 100(3F) 45(1F) 110(3F) 5 5 140(4F) 135(4F) 70(1F) 0 0 30 95(3F) 30(1F) 0 0 0 0 0 76548/l 16 Male 27 DeviousGenerous Battania the Ragged(4/4/3/3/2/2) 70(2F) 60(1F) 35(1F) 135(4F) 5 70(2F) 65(2F) 90(3F) 0 70(2F) 35(1F) 0 0 0 0 0 0 0 63545/l 14 Male 24 HonestMercifulImpulsive Battania Blacktooth(4/4/3/3/2/2) 75(2F) 60(2F) 50(1F) 90(2F) 5 120(3F) 25(1F) 90(3F) 0 90(3F) 30(1F) 0 0 0 0 0 0 0 63545/l 14 Male 22 CruelDeviousClosefisted Battania the Wanderer(4/4/3/3/2/2) 70(2F) 45(1F) 90(2F) 85(2F) 5 90(2F) 25(1F) 135(4F) 0 70(2F) 15 95(3F) 0 0 0 0 0 0 72548/l 15 Female 21 DaringCalculating Battania the Ill-Starred(4/3/5/2/2/2) 70(2F) 90(3F) 50(1F) 50(2F) 5 20(1F) 5 120(3F) 90(2F) 0 0 0 0 0 15(1F) 0 0 0 51540/l 13 Female 26 DaringHonestMerciful Battania Cowthief(4/3/3/2/3/3) 60(2F) 90(3F) 55(1F) 40(1F) 10 30(1F) 90(3F) 50(2F) 0 0 0 0 45(1F) 0 45(1F) 80(2F) 0 0 59546/l 13 Male 22 DaringGenerousCruel Battania Bitterdraught(3/3/3/2/3/3) 70(2F) 30(1F) 50(2F) 5 30(1F) 35(1F) 10 50(2F) 0 0 0 0 65(2F) 0 50(1F) 75(2F) 75(2F) 0 54545/l 12 Male 31 MercifulClosefisted Vlandia the Loud(5/2/4/2/3/2) 80(2F) 40(1F) 125(3F) 5 5 5 110(3F) 40(1F) 0 0 45(2F) 0 0 65(2F) 0 0 0 0 52040/l 13 Male 25 DaringClosefistedImpulsive Vlandia the Brave(4/2/4/3/3/2) 80(2F) 30(1F) 90(3F) 15(1F) 25(1F) 10(1F) 140(4F) 30(1F) 0 85(3F) 0 0 0 45(1F) 0 0 0 0 55039/l 14 Male 21 DaringHonest Vlandia the Grizzled(4/3/3/4/2/2) 95(3F) 60(2F) 120(3F) 5 115(4F) 5 50(1F) 90(3F) 0 50(1F) 85(2F) 0 0 0 0 0 0 0 67545/l 15 Male 27 HonestMerciful Vlandia the Shark(4/4/3/3/2/2) 95(3F) 35(1F) 70(2F) 20 45(1F) 105(3F) 20(1F) 120(4F) 0 30(1F) 0 80(2F) 0 0 0 0 0 0 62044/l 14 Male 27 DeviousClosefistedCruel Vlandia Barrelchest(4/2/3/2/3/3) 35(1F) 85(2F) 70(2F) 15(1F) 15(1F) 30(1F) 35(1F) 80(2F) 0 0 0 0 0 0 90(3F) 60(2F) 0 0 51543/l 12 Male 24 HonestGenerous Vlandia of the Hills(4/3/4/3/2/2) 85(2F) 45(1F) 80(2F) 5 135(4F) 25(1F) 40(1F) 150(4F) 0 110(3F) 60(2F) 0 0 0 0 0 0 0 73546/l 16 Male 27 MercifulCautious Vlandia the Huntress(4/4/3/3/2/2) 75(2F) 45(1F) 80(2F) 155(4F) 65(1F) 60(1F) 40(1F) 150(5F) 0 90(2F) 60(1F) 0 0 0 0 0 0 0 82051/l 16 Female 26 DaringCalculating Vlandia the Smith(4/3/4/2/2/2) 45(1F) 75(2F) 40(1F) 10 30(1F) 20(1F) 20 55(2F) 95(3F) 0 30(1F) 0 0 0 0 0 0 0 42038/l 11 Male 24 GenerousMercifulImpulsive Vlandia the Black(3/4/3/4/2/2) 20 30(1F) 55(2F) 55(1F) 85(2F) 35(1F) 30(1F) 90(3F) 0 95(3F) 0 110(3F) 0 0 0 0 0 0 60547/l 13 Female 24 DaringGenerousCruel Vlandia the Wainwright(3/4/3/2/2/3) 60(2F) 20(1F) 25(1F) 30(1F) 80(2F) 10 10 90(3F) 0 0 0 0 0 0 25(1F) 0 0 95(3F) 44537/l 12 Female 26 CalculatingGenerousCruel Vlandia Bellowsbreath(4/3/4/3/2/2) 80(2F) 110(3F) 20 10 100(3F) 20(1F) 45(1F) 70(2F) 55(1F) 0 65(2F) 0 0 35(1F) 0 0 0 0 61047/l 13 Male 39 DeviousCalculating Vlandia the Tracker(4/3/4/3/2/2) 95(3F) 55(1F) 110(3F) 10 75(2F) 55(1F) 45(1F) 110(3F) 0 120(4F) 35(1F) 0 0 0 0 0 0 0 71047/l 15 Male 39 Merciful Vlandia the Scholar(3/3/3/2/3/4) 50(2F) 10(1F) 10(1F) 10(1F) 20(2F) 10 20(1F) 70(2F) 0 0 0 0 0 0 50(2F) 0 180(5F) 0 43031/l 14 Male 26 MercifulClosefisted Aserai the Golden(5/2/4/3/3/2) 150(4F) 60(1F) 150(4F) 40(1F) 15 15 160(4F) 70(1F) 0 0 140(4F) 0 0 100(3F) 0 0 0 0 90050/l 18 Male 23 ClosefistedImpulsive Aserai the Falcon(5/2/4/3/3/2) 160(4F) 90(2F) 150(3F) 40(1F) 10 45(1F) 130(3F) 70(1F) 0 0 110(3F) 0 0 145(4F) 0 0 0 0 95053/l 18 Male 25 DaringGenerous Aserai the Swordsman(4/3/4/2/3/2) 110(3F) 70(2F) 50(1F) 15 15 70(2F) 15 120(4F) 0 0 0 0 70(2F) 0 0 0 0 0 53541/l 13 Male 33 DaringHonestCruel Aserai the Prince(4/3/3/3/3/2) 35(1F) 110(3F) 70(2F) 10 20 120(4F) 30(1F) 70(2F) 0 0 0 100(3F) 110(3F) 0 0 0 0 0 67545/l 15 Male 25 DeviousMercifulGenerous Aserai the Hyena 125 45 140 50 10 70 50 150 0 0 0 110 0 0 0 0 0 0 750 Male 27 CruelDeviousClosefisted Aserai of the Wastes(3/4/3/4/2/2) 70(2F) 20 60(1F) 125(3F) 50(1F) 110(3F) 70(2F) 80(2F) 0 170(5F) 0 0 0 0 30(1F) 0 0 0 78549/l 16 Male 31 DeviousClosefisted Aserai the Wanderer(4/3/3/3/3/2) 110(3F) 10 125(3F) 20 10 50(1F) 120(4F) 40(1F) 0 50(1F) 60(2F) 0 40(1F) 120(3F) 0 0 0 0 75550/l 15 Female 25 DaringCalculating Aserai the Spicevendor(2/4/3/2/4/3) 20(1F) 10(1F) 10(1F) 20 120(4F) 10 40(1F) 90(3F) 0 0 0 0 0 30(1F) 110(3F) 90(3F) 0 0 55039/l 14 Female 28 HonestMerciful Aserai the Leopardess(3/3/3/4/3/2) 50(2F) 10 60(2F) 30(1F) 10 80(3F) 10 70(2F) 0 0 0 120(3F) 0 40(1F) 90(3F) 0 0 0 57044/l 13 Female 22 DaringGenerous Aserai the Engineer(3/4/3/2/2/3) 20(1F) 10 30(1F) 60(2F) 20 30(1F) 40(1F) 20(1F) 0 0 0 0 0 0 0 0 0 100(3F) 33033/l 10 Male 26 DaringHonestImpulsive Aserai the Knowing(3/3/3/2/3/3) 45(1F) 20(1F) 10 50(2F) 10 10 95(3F) 30(1F) 0 0 0 0 0 0 65(2F) 0 0 90(3F) 42539/l 11 Male 29 ClosefistedMerciful Khuzait the Hawk(4/4/4/2/2/2) 95(3F) 20 95(3F) 165(5F) 5 10 145(4F) 75(2F) 0 0 0 0 0 0 0 0 0 0 61038/l 16 Male 27 DaringDeviousImpulsive Khuzait the Fatherless(3/3/4/2/3/3) 55(2F) 5 55(2F) 95(3F) 5 10 105(3F) 55(1F) 0 0 0 0 90(3F) 40(1F) 0 50(2F) 0 0 56543/l 13 Male 22 DaringMercifulGenerousCalculating Khuzait Ironeye(4/3/4/2/3/2) 115(3F) 5 95(23F) 75(2F) 5 50(2F) 55(1F) 95(3F) 0 0 40(2F) 0 0 55(2F) 0 0 0 0 59042/l 14 Male 32 DaringHonestCruel Khuzait the Outcast(3/3/4/2/3/3) 95(3F) 5 55(2F) 75(2F) 5 35(1F) 105(3F) 60(2F) 0 0 0 0 0 75(2F) 0 90(3F) 0 0 60043/l 14 Male 22 DeviousGenerous Khuzait the Mad(4/3/4/3/2/2) 85(2F) 5 95(3F) 75(2F) 15 50(2F) 135(4F) 60(1F) 0 30(1F) 0 85(3F) 0 0 0 0 0 0 63545/l 14 Male 21 CalculatingDevious Khuzait the Grey Falcon(4/3/4/3/2/2) 70(2F) 10 125(3F) 105(3F) 5 45(1F) 160(5F) 55(2F) 0 30(1F) 90(3F) 0 0 40(1F) 0 0 0 0 73546/l 16 Male 20 HonestClosefisted Khuzait the She-Wolf(5/2/4/3/2/2) 105(3F) 15 135(4F) 5(1F) 5 55(2F) 50(1F) 150(5F) 0 20(1F) 45(1F) 0 0 0 0 0 0 0 58539/l 15 Female 28 DaringDeviousCalculating Khuzait the Alone(3/3/3/3/2/2) 35(1F) 5 10 50(2F) 5 10 35(1F) 45(1F) 0 75(2F) 20(1F) 0 0 0 0 0 0 0 29036/l 8 Female 29 DaringHonestCruel Khuzait the Swift(4/3/4/2/3/2) 100(3F) 15 110(3F) 105(3F) 5 10 90(2F) 120(3F) 0 50(2F) 40(1F) 0 0 0 90(2F) 0 0 0 73549/l 15 Female 21 DaringGenerousMerciful Khuzait the Ragged(4/3/5/2/2/2) 75(2F) 5 85(2F) 85(3F) 5 10 140(4F) 105(3F) 40(1F) 0 0 0 0 0 60(2F) 0 0 0 61044/l 14 Male 40 DaringDeviousImpulsive Khuzait Companions for Different Roles[] Party Scout: Short-term: of the Wastes (Aserai) - the highest starting Scouting skill by far, good martial skills, but he will only reach 7 Cunning by lvl 28 Long-term: the Black (Vlandia) - young, average level, moderate martial skills, will reach 7 Cunning by lvl 24 Party Steward: Short-term: the Exile (Empire) or the Spicevendor (Aserai) - high Steward and Trade skills for quartermaster perks but will only reach 7 INT by lvl 28 Long-term: the Scholar (Aserai) - has 0 starting Steward skill, but young, has 50 Trade for Caravan Master perk and will reach 7 INT by lvl 24 Party Surgeon: the Scholar (Aserai) - young, has highest starting Medicine skill by far and will reach 7 INT by lvl 24 Party Engineer: the Engineer (Aserai) - young, has high Engineering skill, decent martial skills and will reach 7 INT by lvl 24
Company of the Golden Boar
Company of the Golden Boar Official Information Faction Vlandia Leader Randomized Fiefs None Tier ? Wealth ? The Company of the Golden Boar is a minor clan of Vlandia. They are levies and mercenaries specialized in ranged combat with crossbows. Contents 1 Official Description 2 Members 3 Troop Tree 4 Trivia 5 References Official Description[] The company are Vlandians, mostly local levies who don't adjust well to peacetime and opted for a life of constant warfare. They are probably the least disciplined and most brigandish of Calradia's mercenaries, and a scourge to any bit of countryside where they are allowed to run loose. Still, like all mercenaries, they know that their future earnings depend on their reputation, so they honor contracts and practice their skills, particularly with the crossbow, to ensure their employers receive their money's worth.[1] Members[] Their leader and membership are randomly generated at the beginning of each game. Troop Tree[] Company of the Golden Boar Troops Boar Novice Boar Veteran Boar Champion Trivia[] The Company's sigil is interestingly very similar to clan fen Giall's, who own the Battanian town of Pen Cannoc. References[] ↑ Encyclopedia Calradia, entry "Company of the Golden Boar" 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
Composite Bow
With Fire & Sword See Also Bows (List) Ranged Weapons (List) Weapons (List)
Connections
In Mount&Blade: Warband, each companion has connections in a particular town. You can ask the companion to go gather intelligence from them about the faction that owns the town. The information is generated when the companion returns, so if a town is captured, the information will cover the new faction instead of the original faction. It takes up to 5 days and provides information about: Instability in the faction (% of lords disgruntled, % restless) Rivals of each lord (lords having a quarrel) Relation of each lord with liege List of Towns by Heroes[] Town Hero Dhirim Lezalit Durquba Artimenner Halmar Jeremus Ichamur Borcha Jelkala Bunduk Khudan Klethi Praven Katrin Reyvadin Alayen Sargoth Marnid Suno Nizar Tihr Deshavi Tulga Baheshtur Uxkhal Firentis Veluca Rolf Wercheg Matheld Yalen Ymira NOTE: Artimenner says Narra at the start of the game, but it's impossible to get intelligence from there since it's fixed to Durquba within the first day. See Also[] Heroes Towns
Conquering Calradia
Conquering Calradia is a somewhat ambiguous goal, as the first Mount&Blade games were open-ended "sandbox" games, so there is no winning condition. The most obvious goal, therefore, is complete dominance over Calradia. This is achieved by eliminating all the other factions. A faction will be eliminated when you capture all their castles and towns. Usually, the faction will linger around for a while with their lords possessing very small parties. These can be a nuisance, as their small party size allow them to quickly run away from you when you approach, enabling them to raid all of your villages with minimal threat. Contents 1 Steps to Follow 1.1 Building a Steady Income 1.2 Creating a Soldier Farm 1.3 Founding a Kingdom 1.4 Beating other Factions 1.5 Get Lords to Join You 1.6 Control the Enemies 1.7 Conquer 2 Items and Skills 2.1 Player 2.1.1 Skills 2.1.2 Equipment 2.2 Companions 2.2.1 Skills 2.2.2 Equipment Steps to Follow[] There are a number of things that you can do before beginning your journey to becoming the King of Calradia. They are not necessary but will greatly help in the long run. These steps are just a rough outline of strong strategies you can use to try to win. Building a Steady Income[] Find a way to gain large amounts of money at any time you need it. Ultimately, you want to buy a Productive Enterprise in every town in the game. The best places to start are Curaw and Dhirim, since you can buy an ironworks at each of them for 3500 denars and make about 300-500 every week from them. Once you have all the enterprises, you will get somewhere around 8000 denars every week. The best bandits to kill for money are Sea Raiders. If your faction is not at war, it is ideal to kill these bandits. However, if your faction is at war, you can try to defeat enemy lords with the hope that you will capture them and sell them for ransom. They can be worth anywhere from 1500-6000 (kings are worth 9000-17000). Trading can also be surprisingly lucrative, especially if you have a party member with a high trade skill, have expanded your inventory several ranks, and have identified several profitable trade routes. For instance, salt in Wercheg is especially cheap, available in high volumes, and sells for 3-4x in nearby Rivacheg. A good trade route will net 1000-3000 denars per run, more if you can cash in on the return trip. Talk to villagers if you want some tips on profitable trade route in the area. Creating a Soldier Farm[] You need to be able to easily replenish soldiers while you are at war so that you can protect your kingdom from enemy armies. Being able to recruit a lot of new soldiers quickly creates room for casualties during fights. You won't have to worry about losing a lot of troops during a tough fight. If you have a negative reputation with a village, they will not give you recruits. If you have somewhere between 0 and 10 reputation, they will give you 0-7 recruits when you go to them and 0 if you are at war with the faction that owns the village. If you are above 10, however, they will give you recruits even if you are at war and you will get more recruits than before. At 20, you have a chance to get tier 2 units, 40, tier 3, etc. Note that if your reputation with the village improves at all at any time, and you just recruited soldiers, more soldiers will be available for recruitment right away. A handy trick is to talk to the villagers and see if any of them are out of a job. If they are, you can give them 300 denars and your reputation will increase by 1, allowing you to recruit volunteers again. Some of the best soldiers in the game are: Infantry: Nord Huscarls Archers: Vaegir Marksmen Cavalry: Swadian Knights Horse Archers: Khergit Veteran Horse Archers Any units you wish to use, however, can be used to replace these units. You should just aim to have a good top tier unit for each role. Swadian Sergeants, Rhodok Sergeants, Rhodok Sharpshooters, and Sarranid Mamlukes would be a very powerful set of units as well. Any units can be used in your army, it is sometimes very beneficial to hire the prisoners of lords you defeat, especially to augment your garrisons. However, don't bother hiring units that are not the correct type of unit for your current army or tactical style. For example, hiring Khergit Lancers when you are using knights is a very good idea; you can even put them in the front of your army by moving them up in the party list so they can absorb the damage in the initial charge. Founding a Kingdom[] Founding a new kingdom opens up a lot of new gameplay opportunities in Warband. You can choose any name for it that you want and you can get a banner if you don't already have one. You will need to acquire a castle or town to start your new kingdom. One way to defeat a castle is to create an army of Rhodok sharpshooters. Attack any castle (preferably a castle only requiring a siege ladder unless you have really high Engineering) and tell your sharpshooters to hold position at a good distance from the castle. Let them fire all their bolts and then charge up the ramp with your companions and fight until you die. When you die, you will automatically retreat and lose some sharpshooters so you can go replenish them at your soldier farms if you like. Repeat this process until you are victorious. Keep in mind that castles that have been taken recently will have a weak garrison. You are very likely to lose this castle to the faction's army. So be prepared to just leave it for them to take. You can take it back easily because the garrison will be weak. Eventually, the faction will be at war with another faction and will leave you alone. An alternative strategy is to help a claimant take their kingdom. Make sure the kingdom is already really small. Ask for a castle that you think will be a good starting place for your kingdom. When you are done taking the kingdom, empty your castle and siege it. It will instantly lose as soon as you finish building the ladders. (Note that when using the sharpshooter strategy you don't actually have to charge the castle when you run out of bolts. As long as you have a good kill ratio you can retreat without consequence and come back again with all your ammunition restocked. The only limit is time, as enemy relief forces may show up while you are waiting to attack again.) Beating other Factions[] The faction that you took the castle from is very likely to declare war on you even after they failed to take the castle back multiple times, so try to eliminate them first. A castle is necessary because you can put troops in them and they will only cost half wages. This allows you to switch your army at any time without disbanding all your troops. When a faction declares war on you (or you declare war on them), hunt down their lords. Keep in mind that all enemy units are dismounted when fighting in villages but your units won't be (making knights significantly better). If you find their ruler, try to take them out so their tactics level won't affect your battle advantage in the next fight. If their army groups up and sieges your castle and there is no way you can fight the whole thing, just wait for them to enter your castle. But catch the last bunch of lords that enter. Enemy kings often enter last and they always have the most troops. After defeating them, help your castle win the battle. With your massive income from your enterprises, your castle can hold easily about 300 top tier units (you should have powerful units such as Huscarls and sharpshooters in your castle). When you assault a castle that has a lot of troops inside, don't worry about any number over 300, since after that, reinforcements cease arriving, and all the extra troops are killed. The best units for attacking a castle are the Nord Huscarls, as they are perfectly able to take the hailstorm of arrows that fly during most sieges, and are also able to retaliate with thrown weapons. If you have any cavalry units in your army, make sure to place them at the back of your battle list, as they will be dismounted during the battle and won't be able to fight as effectively (not that they'll be entirely useless, they just won't be able to match up against higher ranked units) Get Lords to Join You[] You need at least one Lord on your team. As for lords, don't get too many because they will start to hate you as more fiefs are given away. The easiest thing to do is just keep one town that you like and give away all the villages for that town and all the castles and towns you capture. To get more Lords to join your team, you can send out all the companions in your party to go try stir up things in the other factions. This will usually get a Lord or two for you - provided that you have enough land. You don't need very many Lords since you can defeat every team in the game with the above strategy. Keep in mind that Lords that have joined you are very unlikely to participate in campaigns because they will be busy defending their fiefs. You mostly just need them for a little defense for your villages and to fill up the garrisons of castles. Another thing to note is that if you capture a lord and then their faction falls while they are still in your custody, they will not be freed and will always be in your custody. To prevent this, before you conquer a faction, make sure you ransomed them off. This way you can have all lords if you would prefer. An easy way to get Lords to like you is breaking them out of prison, travel past towns and castles looking at the captives that are being held at in them. If a Lord is being held captive, enter the town or castle and walk up to the Prison Guard. Do exactly what you would do if you were freeing the Lord as a quest, the best part of this is you don't lose approval from any other Lords or Factions. The only difference is you will only get approval from the Lord(s) you rescued. Control the Enemies[] It is ideal that all the other factions remain small and weak. To achieve this, avoid eliminating factions - save them if you need to by attacking a faction that is attacking the weak faction. This way, the lords will never all be together and a bunch of weaker armies will try but fail to take your castle. Conquer[] Begin declaring war on factions. Use knights to wipe out their armies and then sharpshooters (and maybe some Huscarls if you want) to capture all their towns. Target towns first since they have your enterprises. Use the same tactics that were used to start your kingdom. The hardest faction to defeat with the sharpshooter strategy is the Nords. Then next being the Rhodoks. These may require more brute force so use a lot of Huscarls or just keep farming up a new army to attack with. Keep in mind that once you eliminate a faction's main army, they will take a long time to rebuild it. The lords will run around with small parties of tier 1 to tier 3 units and can be easily defeated with any army you have. You should aim at their campaign army first, try to lure them out, once their campaign army is beaten, repeat it every two weeks. This should keep the other faction down hard enough for your lords to win most fights on their own. Another way to keep your enemies weakened after defeating their main army is to split up your force, attacking and burning down as many villages as possible. This affects the enemy's recruitment and income. Repeating the attack/raids every two weeks should make your enemy's beg for peace within a month or two, ending the war in your favor. Keep in mind that you will lose relations with your current lords when you assign a new fief, so don’t be too greedy and instead conquer bits at a time, keeping your internal relations at an all time high. If you conquer too fast, you will see deserting lords, which will harm you even more than your enemy will. Items and Skills[] The equipment and skills you choose are entirely up to you because they are not too important if you use the above guidelines and your skills should be chosen to fit your play style. A more in-depth analysis can be found here. However, there are some specific suggestions that may be advisable for characters intending to conquer Calradia, which are listed below. Player[] In the beginning when setting up your player it is easiest to choose being a noble over a street urchin or other such lowly citizen. This is, however, entirely up to you. Being a noble will just make the game slightly easier due to increased starting funds and renown as a noble. Skills[] Basically any skills will be good to have, but some skills that are especially handy as a king/queen: Training: Allows you to get new top-tier troops quickly, and without risk of losing recruits; especially if given to multiple party members. Leadership: Good for getting a larger army and keeping it happy. Prisoner Management: Good for making a bit more money. Sea Raiders are worth about 100 denars. Path-finding: Gets you out of sticky situations on the map, and makes large armies move less sluggish. Persuasion: Allows you to convince other nobles to switch sides and resolve conflicts among your vassals. Tactics: Increases your battle advantage by 1 every 2 points and allows you to get more units into the battle per spawn. A higher battle advantage does however reduce the renown you get for the battle. Engineer: You will often have to initiate sieges yourself, and being able to build siege engines quicker can give you a significant strategic advantage Note: All the 'party' skills can be given to your companions. Party skills receive a bonus depending on the leader's skill level; so if your medic has Wound treatment of 5 and you have none, it's effectively 5 points. If he's got 5 and you've got 2, then it's an effective 5+1 = 6 points. The leader skill bonus (+1 if the skill is 2-4, +2 if it's 5-7, +3 if it's 8-9, and +4 if it's 10) also applies if the highest level skill is owned by the Leader. Equipment[] Get anything you want that suits your play style. You should however keep in mind that you will fight a lot of sieges, as well as large battles, both of which will sometimes take multiple rounds. This requires a build that is able to last long without running out of hit points or ammunition. Usually it is a good idea to get a ranged weapon so you can use it in castle sieges but you can just leave it in your inventory for other fights. You can go for a bow with the Power Draw skill or you can just use a crossbow. Thrown weapons are not the best choice since they generally have less ammunition but they can still be useful if you use throwing daggers and have a lot of power throw and throwing proficiency. Keep in mind that any skill points you spend on Power Draw or Throw are ones you cannot spend on Leadership, Persuasion, or other leader-specific skills; only crossbows do not require skill points. In general, the game is easier if you just buy strong armor since it is really hard to avoid getting hit in close combat, and it will allow you to stay in combat and help your troops longer. It is also easier to use a Charger or Sarranian War Horse over any other horse since it will almost never die before you do - even when you have Plate Armor. Heavy armor makes your character run slower on the ground but since you will want to be mounted most of the time, you will be better off with it anyway. Companions[] The companions page contains a section suggesting how to best use all 16 companions in the first and second 'halves' of the game. Basically, you level up your nobles while you are building your own skill, and then switch over to using peasant companions (who cause problems if they are given fiefs) after you have your own kingdom. Of the two commoners in the first party, Artimenner makes for a good minister (who can be reactivated as trainer or engineer in a pinch), and Borcha should best be dismissed. If your Persuasion is high, you can also keep your first party and only use lords from other kingdoms. Having too many lords may actually put you at a disadvantage as it will be increasingly difficult to keep their relations high and prevent jealousy when awarding fiefs. Skills[] The nobles in the first party should all have a few points in Trainer, Tactics and Leadership if you want to grant them fiefs later on, as this will help them field better armies and win more battles. Even pure combat characters should get 9 or 12 points in INT and CHA and raise these Skills to 3-4. And having many characters in your party with the Trainer skill is beneficial anyway. Prisoner Management is best avoided for companions, as it will only slow their party down. Remember that your companions will have the same AI as your other soldiers, so they are bound to fail in combat. If you give them a lot of strength, you can expect them to kill more enemies before going down. Equipment[] Since the AI does not allow soldiers to do clever moves such as kiting, it is best just to give them the strongest armor that you can find. This will help them last during fights and they will kill a lot more enemies. The AI is also particularly bad at using polearms so avoid giving them spears of any kind. You should give them a ranged weapon as well since they will be very effective in castle sieges with them. Since they can't die, they are ideal for taking castles without casualties. In this case, having a party member with a high First Aid skill is very valuable, so wounded companions can get healed again for a second round of the battle. For sieges, they do best with a ranged weapon, a shield, and a one-handed melee weapon. You want them with this equipment so you can use them like your Rhodok sharpshooters (shield until in position then start firing) and so that they can fight in close combat when they run out of arrows or when you are using knights. They also do well with this equipment if you stand them in front of your archer army so enemies that come close will be taken care of by them while your archers keep firing.
Controls
The default controls of the game (Warband) The controls in the Mount&Blade series can be classified into Movement, Orders, Equip Items, and more. The default controls of the game (Warband) (continued) All the controls can be changed by pressing on the button next to the button explanation and then pressing the button you want to replace for the button explanation. These are the default controls of the game. Map Controls[] The map controls and the 'Take Screenshot' hotkey. The map controls are the controls used when you are in the overworld. These keys cannot be changed. All the controls can be replaced by the mouse, except the "Wait" button. Under the map controls there is the "Take Screenshot" button. The keys are Ctrl + Insert. Undocumented/'hidden' Controls[] Ctrl+Space: makes you move a lot faster in the overworld. Space+Ctrl: If you press Space first and Ctrl second, you will wait on the spot on the map you're in but time will also pass much faster. Ctrl+J: 'Stuns' the horse you're riding (as if it just hit a wall). Ctrl+Left Click: Holding Ctrl while left clicking on an "upgrade to..." button upgrades all eligible troops simultaneously, rather than just one. You can also use this for garrisoning, selling prisoners, and disbanding troops. Shift+Left Click: Functions similarly to Ctrl+Left Click, as explained above, but changes the amount to 5 troops at once. Using cheats can unlock a big multitude of hidden controls. Visual Maps[] <a href=" class="image"><img alt="Kbd-mount-blade" src=" decoding="async" loading="lazy" width="640" height="233" class="thumbimage" data-image-name="Kbd-mount-blade.svg" data-image-key="Kbd-mount-blade.svg" data-relevant="1" data-src=" /></a> Visual map of the original Mount&Blade controls. Click for a larger view. <a href=" class="image"><img alt="Kbd-mount-blade-warband" src=" decoding="async" loading="lazy" width="640" height="232" class="thumbimage" data-image-name="Kbd-mount-blade-warband.svg" data-image-key="Kbd-mount-blade-warband.svg" data-relevant="1" data-src=" /></a> Visual map of Mount&Blade: Warband controls. Click for a larger view.
Controversy
Controversy is a new feature in Warband. Lords and the player can gain controversy. Oddly, ladies will sometimes have controversy. You gain controversy by: Asking for fiefs Losing a vassal Leaving soldiers behind Joining in or starting arguments with other vassals Betraying someone As Marshall: Any loss, such as having a village raided, caravan destroyed, peasants attacked, a lord losing a battle, a castle captured, or town captured will add to controversy in often large measures. If you face war on multiple fronts or have a large kingdom to defend, you can expect to reach near 100 controversy very quickly. The only solution is to give up being marshall in that case. You lose controversy by: Defeating enemies Conquering territory, particularly towns (which reduces it by 120) Resolving disputes between vassals Over time The more controversy you have, the higher the chance the soldiers will desert you and lower the chance vassals will join you. High controversy will prevent your king or queen from awarding you a fief. Very high controversy for a marshall makes it likely that they will be replaced. Controversy is maxed out at 100.
Cossack Hetmanate
Cossack Hetmanate Banner Troops Official Information Ruler Hetman Bogdan Hmelnitski Claimant Ivan Barabash Faction Location Cossacks in light red “ The Cossacks fight for their freedom and dream of one day forging their own state, one like the Polish Commonwealth, and just as powerful. But in this new nation, the Catholic Pole - the lyakh, as the Cossacks call him - he would no longer find himself among the gentry. Instead, all titles would be held by Orthodox Cossack leaders. Some years ago, the Zaporozhian Host, in a series of bloody battles, forced the Polish crown to grant them limited sovereignty, but now the times have changed. Today the Ukrainian Hetman fights under the hand of the Tsar of Moscow. ” — Jaques de Clermont The Cossack Hetmanate is a Ukrainian state that existed from 1649 to 1764. The Cossack Hetmanate was also called the Zaporozhian Host. The nation, located in the middle to southern region of Eastern Europe, is comprised of wild-spirited independent fighters lead by Hetman Bogdan Hmelnitski. The Cossacks fight against the Polish Commonwealth for their freedom. According to Jaques de Clermont, the Cossacks earned limited sovereignty in a series of bloody battles some years ago. Catholic Poles, however, still dominate the nobility. Those same Polish nobles fear losing titles to Orthodox Cossacks if Hmelnitski's rebellion leads to the establishment of a Cossack state. Cossack leader Bogdan Hmelnitski is forced to seek help from Russia in order to combat the powerful Poles. Together the Cossack Hetmanate and Muscovite Tsardom march on the Polish Commonwealth and the Crimean Khanate. The Secret of the Black Mace is the main questline for the Cossack Hetmanate. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Hetman Bogdan Hmelnitski Initial Ruler Ivan Barabash Claimant Vassals[] Army Chief Pavlo Gomon Company Commander Ivan Hmara Company Commander Lavrin Sinonos Company Commander Les' Gritsenko Colonel Anton Zhdanovich Colonel Bogdan Popovich Colonel Filon Jalaliy Colonel Fyodor Loboda Colonel Ivan Bogun Colonel Ivan Fedorenko Colonel Ivan Sirko Colonel Lukyan Mozyra Colonel Maksim Nesterenko Colonel Martyn Pushkarenko Colonel Matviy Gladkiy Colonel Petro Doroshenko Colonel Prokop Shumeiko Colonel Timofiy Nosach Colonel Vasil Zolotarenko Headquarters Clerk Ivan Vygovsky Tactics[] Strengths[] Best Musketeers in the game. Best Dragoons in the game. Reliable light cavalry. Weaknesses[] Low armor across the board. Few and subpar anti-cavalry units. Smallest unit roster. The Cossack Hetmanate is similar to the Kingdom of Rhodoks from Mount&Blade: Warband. Hetmanate Cossacks are firearm masters on foot and on horse but their roster is small, lacking heavily armored units and good anti-cavalry units. Hetmanate militia tier units Countryman, Poor Cossack and Poor Cossack Pikeman all perform average or above average for their class. The Countryman and Poor Cossack Pikeman are unfortunately the only anti-cavalry infantry units available to the Hetmanate but they are so poorly equipped (scythe, pitchfork or short lance) it is not advisable to use them any more than necessary. Hetmanate mainline troops are Zaporozhian Infantryman and Netyag. The Zaporozhian Infantryman is the best mainline musketeer in the game outperforming or equivalent to rival nation's elite musketeers. The Serduk is an upgrade being the best musketeer in the game with the best stats and equipped with Miquelet Muskets. The Netyag is equipped with a pistol and have good firearm stats however they are best suited for a light or medium infantry role due to their medium-high armor, 1H stats and lack of infantry alternatives for the Hetmanate. Finally, the mercenary Tatar Infantryman is equipped with a bow and is unremarkable, best used as a meat shield or filler. The Hetmanate Cossacks have three great units to fulfill a dragoon role: Djura, Watchman and the elite Zaporozhian Cavalryman. You will quickly and easily have access to the Djura and then the Watchman over time, both also serving as light cavalry for the Hetmanate. The Zaporozhian Cavalryman is the elite of the Hetmanate, the best dragoon equipped with medium-heavy armor spawning with either a Lance, saber or AP weapon able to counter inferior cavalry or infantry. The Pike Watchman is quite useful and capable of charging enemy cavalry but exceedingly average and lightly armored so expect them to die in numbers. Finally the Tatar Cavalryman suffers a similar fate to the Tatar Infantryman, outclassed by better alternatives but can be used as filler. Troop Tree[] Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Territory[] The territory of the Cossack Hetmanate starts with the following towns, fortresses, and villages. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name ukr_man_insult_1.wav ukr_man_insult_2.wav ukr_man_insult_3.wav ruk_man_insult_4.ogg ukr_man_insult_5.ogg ukr_man_victory_1.wav Trivia[] The Ruin was a period of time from Bogdan Hmelnitski's death in 1657 to the election of Hetman Ivan Mazepa in 1687, which was full of continuous strife, civil war, and foreign intervention. It ended when Hetman Ivan Mazepa was elected and brought stability and order to the state. The Hetmanate was incorporated into the Russian Empire in 1764. In the game's code, the Cossack Hetmanate is referred to as rhodok, the Kingdom of Rhodoks being similar in that it also historically revolted against the "main" faction - the Kingdom of Swadia in the lore of classic Mount&Blade - compared to the Polish Commonwealth in With Fire & Sword. Wikipedia has an article on this subject at:Cossack Hetmanate Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed