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Fenada | Fenada Settlement Information Type Village Kingdom Nords Fortification TihrSargoth World Map Mount&BladeFenadaTihrTemplate:World Map/Mount&BladeWarbandFenadaSargothTemplate:World Map/Warband Fenada 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, however buildings stand in between, so a direct route to him is not possible. He is on a covered porch next to a stool and bench. Fenada is set in an wide valley closely encircled by low hills with a few scattered trees, while farther away are great mountainous peaks and the coast. It has a total of seven structures, one of which is some sort of watch tower overlooking the shore. There are several fields here growing cabbages, grapes, and squash, as well as one mostly-barren field with a few shrubs. There are several animal pens, but no animals inhabit them. There is a large number of pelts, furs, and dried meat within the village, as well as fishing nets next to the coastal tower. Three ships sit moored just offshore, but they lie beyond the edge of the map and cannot be reached. If sent here during a Hunt Down Fugitive quest, the target may be found standing in front of the tower near the coast. 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 |
Fenon Etir | Fenon Etir Settlement Information Type Village Kingdom Battania Fortification Pen Cannoc Fenon Etir is a village in Battania owned by Mormaer Aeron of clan fen Giall. The village is bound to Pen Cannoc and known to produce Grapes. Fenon Etir sits on an outrop overlooking the source of the Etir river, a tributary of the Trand. Villagers here raise grapes, producing strong Battanian wines that are highly valued in the Empire and among the Vlandians. 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 |
Ferton | Ferton Settlement Information Type Village Kingdom Vlandia Fortification Hongard Castle Ferton is a village in Vlandia owned by the baron, Vartin of House dey Jelind. The village is bound to Hongard Castle and is known to produce Olives. Ferton near a curve of the meandering Trand river, not far from a pass leading seaward over the Biscan Hills. The villagers grow olives on the warm, dry landward side of the hills. 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 |
Fiefs | Fiefs are the villages, towns, and castles scattered about the overland map. Each fief is owned by a vassal or, in the case of the capital city of a faction, the ruler of that faction. Fiefs can change hands in several ways, the most common way being during wartime. Villages, unlike castles and towns, cannot be captured directly. Instead, villages are associated with a nearby castle or town and when the castle or town is captured, so is the village. Contents 1 Initial Lords 2 Acquiring a Fief 2.1 Personal Fiefs 2.2 Becoming a Vassal 2.3 Faction Fiefs 3 Owning a Fief 3.1 Taxes 3.2 Reputation 3.3 Wealth 3.4 Interesting Facts 4 Bugs Initial Lords[] Every time you start a new game, the ownership of villages and castles is randomized with only a few exceptions. Towns are typically assigned to powerful lords and do not change unless the lord that owned it defects or is exiled. In With Fire & Sword, due to the game's historical setting, fortresses as well as towns are given to fixed lords, while villages are still randomly distributed. Acquiring a Fief[] Fiefs can be acquired in several ways, most of which involve capturing fiefs after a siege. Personal Fiefs[] Personal fiefs can be obtained by capturing a town or castle while not a vassal of any lord. This can be difficult as defenders of towns and castles are generally hundreds strong and if you are not a member of a faction, you will not have any allies to help you. A good strategy can be to wait until a castle or town has just been captured and then besiege it, as it will only have a small garrison of around 50-60 troops for castles and 80-90 troops for towns. Once captured, keeping a fief under your control can be difficult because you will most likely have insufficient numbers. Contrary to popular belief, right to rule does not affect the likelihood that others will declare war on and attack you (right to rule only affects the chances of other lords defecting to you). Factions may decide to declare war on you at any time, as your claim would be weaker than theirs, leading to an attack on your petty castle (or town, but it's unlikely you can capture one by yourself) with huge armies. In some cases, you may be faced with over a thousand men (in a cohesive realm), attacking villages one by one until they reach your capital castle/town, which is extremely difficult to stop. Unfortunately, the only way to decrease wars against you is to have a lot of power and land. This catch-22 is what makes starting your own faction exceedingly difficult for new players. But if you've spent enough time in Calradia as a mercenary for a faction, you can raise a large army and quit the faction at the end of your contract without penalty. If you have been sending companions to spread your claim (beware as some companions' claims for you conflict) then you will usually only have to deal with the kingdom you attacked. Becoming a Vassal[] When you become a vassal, you will be granted the poorest village in the faction you have joined, usually a village that has recently been looted. Sometimes, the lord who owns the castle associated with that village will dislike you and deny you entry to his castle. Once your relation with that lord improves, you will gain access to his castle. If you are playing a female character, the king of your chosen faction will say that giving a fief to a woman will cause other nobles to think he has been 'bewitched'. You can choose to fight fiefless for the king or reconsider taking your vows of allegiance. However, when a female character with high renown (over 700) becomes a vassal, she will have no trouble receiving a fief like a male character. Having lower renown is not a hindrance if you are on good terms with your liege. In Warband, a vote is cast to decide which lord gets the property every time a castle or town is captured by your faction. By telling a vassal that you support his choice, you will be rewarded with some points in relation towards them, unless for some reason they deny your support. This can be done once for each village, town, or castle your faction acquires, which should net you a lot of friends in the long run. Another way is to work as a mercenary against the faction you'd like to join, and any time you capture a lord (especially the king), you will usually gain a bonus to your relationship with that lord along with bonus honor when you release him from captivity. Once many of the lords in that faction like you (again, especially the king), you should have no trouble gaining fief after fief once you swear fealty. A king may ask you to become his vassal. This may occur after winning all tournaments, or after achieving a certain level of renown while having an overall positive standing with that faction. Faction Fiefs[] Capturing fiefs as a member (vassal) of a faction can only happen when your faction is at war with another faction (never provoke a war as a vassal). The marshall of your faction will summon lords of the same faction, then ride into enemy territory, possibly capturing castles and towns along the way. Keeping a captured fief for yourself (even if you captured it without the help of allies) is not guaranteed. The calculation to decide who gets a captured fief is based on renown, the current number of properties they own, and an element of luck: R = renown.t = number of towns.c = number of castles.V = number of villages.? = random number from 50-99.Bonus = 1.5 (for leader of party that took the fief).K = relationship with king (just for player). Take renown and add 500 as a base value. Divide by the 'ownership factor' which is 1+(owned towns*4)+(owned castles*2)+ owned villages. If you own two castles and three villages, the score would be 1+(0*4)+(2*2)+3=8 Multiply by a random integer number between 50 and 99 inclusive. The one who conquered the fief gets his score multiplied by 1.5. Add twice the relationship value with the king to the score, just for the player, this is not added for other vassals. In Warband, the effective relationship (K in the image) is capped to a minimum of -100 and a maximum of 100. In Warband, if the fief is a village, the score of vassals that don't have any fief is multiplied by 10. If you captured the fief yourself and did not request that the fief be awarded to you, your score is reduced. The player is only given the fief if they get the highest score of all lords in their faction. In Warband, you can try to persuade other vassals that you deserve the fief. If successful, their renown may be added to yours in the calculation. You can also recommend other vassals for fiefs, and this sometimes seems to have the odd reverse effect increasing the likelihood of the recommending player getting the fief, rather than the lord they recommended. Owning a Fief[] Once you have a fief, there are a few things to remember. Taxes[] Owning a fief generates taxes from the populace each week. In Warband, taxes from every fief you own add to your profits at the end of each week, so you do not have to visit your fiefs to collect them. Towns earn the most base taxes, villages second, and castles the least. The prosperity of each fief also affects the amount of taxes they produce, meaning a rich village will generate more in taxes than a very poor town will. The prosperity of a castle is affected by the prosperity of the villages that are geographically attached to that castle, even if the villages are not owned. Usually the player will not own a connected castle and village, unless they have large numbers of both villages and castles. You can raise the prosperity of a town by ensuring that its caravans reach their destinations and by completing quests from its Guild Master. You can raise village prosperity by stopping it from being raided, killing bandits if they invade, building improvements, and completing quests from its Village Elder. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods, and they will no longer be available until trade has returned them, which can take a long time. For castles, the same methods can be employed on adjoining villages, but improvements cannot be built unless the adjoining village is owned. The profitability (net income) of a castle can be improved by reducing the size of the garrison. Reputation[] Once a village belongs to you or to your faction, you cannot loot and burn it, although you can still force the peasants to give you supplies. If you are already disliked by a village that becomes your fief, the villagers will remember and hate you, but you can still collect taxes. However, you will be unable to get recruits from this village. You can see your reputation in brackets in the description at the top along with a word describing how much they like or hate you, for example "acceptive", "resentful", "hate you with a passion", etc. If you intend to take part in sieges to earn further fiefs for yourself, you should avoid raiding nearby villages so that they will still like you when you own them. Burning villages also decreases their prosperity, which affects the taxes and recruits you can collect, so you should ensure any villages you may come to own remain in good condition. Wealth[] The taxes a fief generates are linked to its wealth, ranging from very poor to very rich. Improving a fief's wealth increases taxes and the amount of recruits you can obtain there. Improving a fief's wealth is difficult; once a fief is looted, the wealth will drop back to very poor for a long time. Improving the wealth is done by a range of actions. Increasing Reputation: This represents how happy the residents are with your rule. When your people hate you, they will leave first chance they get and the village will not grow beyond average, so you must improve the reputation to 0 or higher to gain any real wealth in your fiefs. Patrolling: Villagers need to go to a nearby town to obtain new resources and to sell their own surplus. Patrolling your territory to make sure your villagers are not attacked and taken prisoner along the route is needed if you wish to improve the fief's wealth, which can pose a problem to lords who have a wide range of fiefs. Trade: If the town the villagers trade in is poor, prices will be high, resulting in less affordable goods. Your villagers notice this too, as the wealth of the town influences the wealth of the villages and vice versa. A town with two poor villages and one average will tend to become poor after some time, due to the lack of production in the villages, and therefore lack of production in the town itself. The town will increase back to average if its villages are at average too, as this allows the town to produce more trade goods which will attract traders who will bring new goods. After some time, this will increase the town's wealth and give your village a chance to increase its own wealth, as it is directly linked to the town. A town will sometimes get besieged and conquered, which lowers its prosperity by -20. To prevent this, you can garrison rescued prisoners, no matter how weak (watchmen, camp followers, etc.) in the town so that enemies hesitate to attack it. To successfully improve the wealth of your fiefs, you should do all of the above, and for an extended amount of time. Depending on your goals, it might not be worth the effort to increase your fiefs' wealth as it takes a long time to do so. If you stop patrolling the region for a short amount of time, bandits will return and rob your villagers. A village requires 3000 denars to buy 1 unit of prosperity, but will only buy it when it has 3500 so that it still has a surplus should something happen, e.g. looting, change-of-hands, etc. Interesting Facts[] New goods appear in the emptied market of the village every 5 days Bugs[] Subject to a bug in 1.143 which shows troop names instead of fief names in dispute dialogs. |
Field by the River | Field by the River is a multiplayer battle map featured in Mount&Blade: Warband. Layout[] The center of the action is an empty hay field surrounded by a wooden fence broken in several places. At a corner of this field is a farm building. At the edge of the map is a castle wall across the river. |
Fighting Axe | The Fighting Axe is the slowest one-handed weapon, however it is also the longest one-handed axe available and may be a good choice for use on horseback. Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Fighting Axe/Warband | Fighting Axe Fighting AxeOne-handedBase value: 77 denarsWeight: 2.5Swing: 31cSpeed rating: 92Weapon reach: 90Requires strength: 9Bonus against shieldsWarband |
Fighting Pick | Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Fighting Pick/Warband | Fighting Pick Fighting PickOne-handedBase value: 108 denarsWeight: 1.0Swing: 22pSpeed rating: 98Weapon reach: 70Warband |
Firearms | Firearms are gunpowder-based ranged weapons in Mount&Blade: With Fire & Sword and Napoleonic Wars. Contents 1 Gameplay 1.1 Advantages 1.2 Disadvantages 2 With Fire & Sword 2.1 Muskets 2.2 Carbines 2.3 Pistols 3 Napoleonic Wars 3.1 Muskets 3.2 Rifles 3.3 Pistols 3.4 Other 4 Trivia 5 Gallery Gameplay[] Gameplay-wise, firearms function very similarly to crossbows - they can inflict very high damage but have a slow reloading rate - which they replace in With Fire & Sword as the counterpart to bows. Advantages[] Fast projectile speed reduces target dodging. High striking power disables targets in fewer shots. Less physical fitness/training required to use (as opposed to bows or melee weapons). Disadvantages[] Slow loading speed limits overall damage and can be interrupted. Difficult to see projectile trajectory. Less ammunition can be carried compared to bows. With Fire & Sword[] During the mid-17th century, firearms have been mass produced in European armies and have thus been highly augmented in both numbers and varieties in With Fire & Sword. By this time, the outdated Matchlock variant is still used by some Ottoman armies and militias, the Wheelock variant is very common in European armies, and the Miquelet variant has started to become more prominent but is only used by elite soldiers. There are three types of firearms in With Fire & Sword: Muskets[] Slowest to reload but most accurate yet cannot be used on horseback due to its heavy weight, there exists three variations: Matchlock (worse stats), Wheellock (commonly used by all nations except the Crimean Khanate), and Miquelet (better stats). There are also the Simple (slightly worse stats) and Good (best stats) subvariants and Handmade Firearms (worst stats of all but can be used on horseback) yet no double-barreled variant. Muskets can carry the Balanced, Tempered, or Masterwork modifiers. All nations have musketeer-infantry troops: Countryman and Poor Cossack wield Handmade Firearms; Seymen, Posad Marksman, Musket Militiaman, Militia Musketeer wield Matchlocks; Marksman, New Order Marksman, Zolnier, Musketeer, Lithuanian Musketeer, German Infantry Musketeer and Scottish Musketeer wield Wheelocks; Serduk, Janissary, German Infantry Musketeer (veteran), Lifeguard, and Mercenary Marksman wield Miquelets. Muskets are recommended for infantry-type companions skilled with Firearms (e.g. Fedot). Carbines[] Faster to reload than a musket - but less accurate - and more accurate than a pistol - but slower to reload There exists the same three variations and two subvariants as muskets as well as Dutch and Double-barreled Wheelock varieties, which are strangely less accurate than their pistol counterparts. All nations except the Crimean Khanate - which only uses horse archers - have medium-cavalry troops armed with carbines: Djura wield Matchlocks while Moscow Reiter, Polish Dragoon, and Swedish Dragoon wield Wheelocks. Pistols[] Fastest to reload but least accurate due to its short barrel, there exists three variations: Old (worst stats), "Regular" (commonly used by some cavalry troops), and Good (best stats and commonly used by Reiters and Generals. Each variation, in turn, has two subvariants: a shorter-barreled, faster-reloading one and a longer-barreled, more-accurate one. There is also the Double-barreled Miquelet (Flintlock) and the Dutch (both "Regular" and Double-barreled) varieties, which are strangely more accurate than their carbine counterparts. Due to its inferior stats, pistols are wielded only by a few cavalry troops - Djura, Watchman, Zaporozhian Cavalryman, Volunteer, Polish Reiter, Swedish Reiter, and Moscow Reiter - as well as non-cavalry - Netyag and Generals. Napoleonic Wars[] Firearms make a return in the Napoleonic Wars DLC. Muskets with bayonets are very common and are typically used by most infantry, while pistols, cavalry muskets, and rifles are used by other units. Muskets[] Muskets are the primary weapon of the backbone of each Napoleonic nation; the line infantry. They're cheap to mass produce, which makes them great military firearms for the time. Muskets in Napoleonic Wars are reasonably inaccurate and take a fair amount of time to reload. There are two variants of muskets, the infantry musket and the cavalry musket. The infantry musket is the ultimate equilibrium weapon: providing a fair reload time, accuracy and melee capability. It takes approximately 12 seconds to reload and cannot be used on horseback whatsoever, only put on the user's back to use if they are dismounted. The cavalry musket is less accurate, but is faster to reload. Its lack of a bayonet may be seen as a large disadvantage to many, as the bayonet is a very deadly weapon in the hands of a good player, while using the stock of a cavalry musket can be daunting. Cavalry muskets can be fired on horseback but only reloaded while the horse is stationary. Rifles[] Rifles of the time had rifling technology. Grooves cut into the interior of the barrel meant that cartridges would spin, which would give the advantage of superior long range accuracy over their musket counterparts. In game, this does have its drawbacks. Rifles have a slower reload time than muskets, at 16 seconds, and rifles can only melee with its stock which has its aforementioned problems. France does not have a rifleman class, their closest to a skirmisher class being their light infantry, which can only spawn with muskets. Rifles can be fired, but not reloaded on horseback. Pistols[] Pistols are the sidearms of officers in Napoleonic Wars, packing a decent amount of punch in a small package. Pistols should never be relied upon however, as they will only kill a full health opponent in one hit if it's a headshot, not to mention they're frighteningly inaccurate. However pistols do have the fastest reload time, and are the only firearm in the game to allow the user to move while reloading. Other[] Other less conventional choices are available for use. These are carbines and musketoons. The musketoon is available to very few troops, and is useful in very few situations. Essentially acting as a shotgun, the musketoon spreads out many shots in a large area at closer ranges. It has no bayonet and a slow reload time, on par with the rifles. It should be used carefully around teammates. Carbines are another choice for cavalry troops, acting very similarly to cavalry muskets, but are better at closer ranges for quick strikes, fitting perfectly for dragoon regiments. Trivia[] Firearms have existed since classic Mount&Blade in the form of a hidden Flintlock Pistol powered by Cartridges, both only accessible via the cheat menu. Gallery[] The original Flintlock PistolThe original Cartridges Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Firentis | Firentis Appears in Official Information Culture Swadia Character Details Hire Cost Free Likes Jeremus Liked by Jeremus Dislikes Katrin, Nizar, Rolf as Emissary, Robbing Villages, Failing Quests, Too Much Fighting Disliked by Katrin and Nizar Connections Suno Noble Yes Character Background Home Suno Background Mercenary Firentis is s Swadian mercenary and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Trivia Biography[] Firentis was born and raised in Suno. He was a mercenary cavalry captain along with his brother. They fell in love with a courtesan who both brothers fought over for, this resulted in a drunk quarrel and Firentis killing his brother. Firentis felt guilty for his actions and sought redemption for his crimes. He is met by the player in a random tavern and offer services provided that he use his skills not against the innocent. If he retires from your party, he will wander Calradia for other means of redemption. Personality[] Firentis is an idealistic and passionate man who is prone to fits of extreme anger. He holds strong beliefs in honor, justice, and redemption. Relationships[] Jeremus - Firentis and Jeremus share their views of peace and tiredness of war. Katrin - He dislike Katrin's fear of him for his fratricide. Nizar - Firentis dislike Nizar for his immoral actions in the battle, while confronting him, Nizar later insult Firentis for his fratricide which cause Firentis to attack Nizar. Gameplay[] He has a few initial combat skills and can function well either as an infantryman or a cavalryman. If elevated to lordship, Lord Firentis will hire Swadian troops to fight for him. Dialogue[] Main article: Firentis/Interactions Stats and equipment[] Firentis - Default Stats and Equipment Attributes Stat Points Level 6 Strength 10 Agility 12 Intelligence 10 Charisma 5 Health 47 Armor Head ? Body Tabard Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 2 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer 1 Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? 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 Sword Ranged ? Shield ? Mount ? Trivia[] Though Firentis introduces himself as 'a captain of horse' who served the lord of the town he is met in, he has more skill in athletics than riding. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Firentis/Interactions | This is the list of interactions with Firentis. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Gather Information 6 Right to Rule 7 Awarding a Fief 8 Story: Suno 9 Story Recap 10 Like Quotes 10.1 Jeremus 11 Dislike Quotes 11.1 Katrin (Map Dislike) 11.2 Nizar (Battle Dislike) 11.3 Right to Rule Objection: Rolf 11.4 Failing Quests 11.5 Robbing Villages 12 As an Enemy Introduction[] "I am lost... Lost..." Why so gloomy, friend? "I have commited [sic] the greatest of sins, (sir/madame), and it is to my shame that I must appoint you my confessor, if you should like to hear it. I was a captain of horse in the service of the lord here in (town), and my brother served with me. But we were both in love with the same woman, a courtesan -- a temptress, who played upon our jealousies! My brother and I quarreled. I had drunk too much. He slapped me with his glove, and I spit him upon my sword... My own brother! My sword-arm was stained with the blood of my kin! Do you believe there is hope for a man like me? Can I find the path of righteousness, or am I doomed to follow the demons that dwell inside of me?" You could join us. Right wrongs, fight oppressors, redeem yourself, that kind of thing. "Yes! You must have been sent by divine providence! Lead me -- lead me away from darkness! I am well practiced in the arts of war -- but I beg you, sir. I wish to use my skills to defend the innocent, the pure, and the defenseless, not to be a common brigand and wreak more misery than I have already wrought." Happy to be of service! get your things together, and we shall be on our way. Good! Give me a few moments to prepare and I'll be ready to move On second thoughts, maybe a mercenary company is not what you need right now. (Decline) Away with you, accursed fraticide [sic]! (Decline) No doubt. Well good luck getting found. (Decline) Reencounter[] I have been wandering Calradia, but have yet to find redemption. Retirement[] "I joined this company in the hope that you would lead me out o darkness, and indeed I have found a measure of peace here. But I have some qualms about your leadership and have begun to suspect that the path to redemption can be found elsewhere" Rehire[] It is good to see you, (sir/madame). Everywhere I go, men are in awe of your deeds. I have not had it so well since I left. Wherever I go, I feel my demons returning. My soul is in turmoil. For reasons that I cannot fully explain, I had found peace in your company, even if I had questions about your leadership. Will you allow me to serve with you once again? Gather Information[] Captain -- while I am not strictly welcome in Uxkhal, I would be able to make contact with some former tenants of an estate of mine nearby. I granted them ownership after my abrupt departure, and they are now well-placed in society, and also less inclined than most to hold my crime against me. If you give me a few days, I may be able to collect some interesting information about (faction). Right to Rule[] I cannot judge the legal merits of your claim. However, I think that unlike the other kings here, you have the capacity to unify this land -- and that would put a stop to these endless wars, between kingdom and kingdom, noble and noble, and brother and brother, that have brought us all into disgrace in the eyes of the heavens. I would, I would tell anyone who listens of your deeds on behalf of the weak and helpless, of your ability to lead men against great odds and triumph, and tell them that if you were to become king, there would be one law and one peace -- from the Rhodok highlands to the Vaegir wastes, from the high steppe to the Nordic shore. Very well. Although I am now a stranger to my family, I have entered many a noble hall in your train, and I reckon I would be welcome again. I shall go about this land and tell the nobles that when you are king, you will strive your hardest to protect the weak and to crush discord. so that no man will raise his hand against another with impunity, and one day, perhaps, the sin of fraticide [sic] will be no more. Awarding a Fief[] {Sir/Lady} -- I am surprised that you find me worthy to govern men, as I am just beginning to learn to govern myself. But if you indeed wish it, I would be most honored to hold (fief) in your name, and dedicate myself to the protection of those who live there. Story: Suno[] I can see by the vines and terraces on the hillside that I am near home. I have no wish to see my family, so I will linger outside the walls if you go into town. I am sure that you will understand. Here in the Vale of Suno, our dialect and customs are closer than anywhere else in Calradia to those of the old Calrad Empire. We grow olives and wine, both crops brought to this land from overseas by the emperors, and also follow the old Calradic ways. We keep our pledges and pay our debts. We men of Suno also never forget an insult, and avenge any wrong done unto us. Old-fashioned Calradic honour [sic], I dare say, has brought me to my current fallen state. But despite that, I am proud to be from this region. Our lord is a vassal of the Swadian king in Praven, but as far as we are concerned he is just yet another barbarian chieftain, and we are the Empire's true heirs. Story Recap[] My family lives in Suno, but I cannot bear to face them. Like Quotes[] Jeremus[] Captain. Sometimes I am troubled by all this bloodshed, although I know that proud warlords must be humbled, and cruel bandits tamed, if we are to restore peace to Calradia. I must say that Jeremus is a source of great comfort to me. I have told him of my sin, and he said to me that Heaven will forgive my transgression, if I truly repent and truly desire such forgiveness. He is wise, and I am glad that he is with us. Dislike Quotes[] Katrin (Map Dislike)[] Your pardon, sir, but I cannot keep my tongue stilled any longer. That harlot, Katrin -- every time she sees me she points the five fingers of her hand at me -- a peasant's sign to ward off evil. I know the crime I committed was an abomination, but I am seeking repentance, and I deserve better than to be the object of some witch's superstition. I just thought you should know. Nizar (Battle Dislike)[] My lord. Did you see Nizar during that last battle? He taunts the fallen foe as they lay stricken and helpless on the battlefield, mocking their parentage, their foolishness for having fought us. My lord -- such hubris will not be overlooked by Heaven, and I fear we shall all of us pay the price. Right to Rule Objection: Rolf[] I understand that you have dispatched Rolf to fabricate a claim of royal descent. I have to tell you, sir -- I do not think that the heavens will smile on such an attempt to take the throne by fraud. Failing Quests[] Sir -- you may choose to fail a quest which we undertook on word of honour, but would prefer to have no part in it. Such is not the path to my redemption. Robbing Villages[] Excuse me, sir. As you know, I joined with you to right wrongs, protect the innocent, and make amends for my sin. I did not expect to steal from poor villagers. As an Enemy[] It grieves me more than anything I can say to meet you like this, {playername}. I shall not dwell on the circumstances that have led us to this point. I can only hope that we may one day be reconciled. |
Fisdnar | Fisdnar Settlement Information Type Village Kingdom Vaegir Fortification Bulugha CastleRivacheg World Map Mount&BladeFisdnarBulugha CastleTemplate:World Map/Mount&BladeWarbandFisdnarRivachegTemplate:World Map/Warband Fisdnar is a village initially owned by the Kingdom of Vaegirs. When the game starts out, this village's prosperity is Rich. This village is the farthest frontier of the Vaegirs to the northeast. Its remote position safeguards it against attacks from enemy lords, as they would either have to go through the Sea Raider infested coast, several fortifications and the city of Rivacheg to reach it from the west, or travel through the harsh tundra, avoiding Vaegir patrols. Their location, however, is both a blessing and a curse - since they're so far away from their town of Rivacheg, it is very hard for their farmers to reach the town, and those same Sea Raiders often prey on the peasants trying to get to to Rivacheg to sell their wares. Layout[] Player Elder Fugitive The Village Elder is located up the path to the left from where the player enters, in front of the large building overlooking the village. Fisdnar is built on top of a hill with mountainous terrain all around it with moderate tree coverage. It has a total of seven structures within the village, including a windmill. There are three fields here, growing wheat, cabbages, and squash. If sent here during a Hunt Down Fugitive quest, the target may be found behind the village straw house on the opposite side from where the player starts. 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 |
Fishara | Fishara Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Bariyye World Map WarbandFisharaBariyyeTemplate:World Map/Warband Fishara is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive The Village Elder is located in front of a building on the far side of the village, almost straight forward from where the player enters, standing next to a wooden bench. Fishara is built in a shallow valley in the middle of a sandy ring-shaped hill with palm trees growing mostly on the ring. It has a total of eight structures as well as a tent. There are three fields here growing cabbages, squash, and wheat. A well with a shadoof is positioned in the middle of the village in front of the tent. Several hunters and coursers are kept in a stable. 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, hiding in a wedge between two buildings. 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 |
Fisnar | Fisnar Settlement Information Type Village Kingdom Khuzait Fortification Baltakhand Fisnar is a village of the Khuzait owned by Mesui Begum of the Khergit. The village is bound to Baltakhand and known to produce Sheep. Description[] Fisnar sits alongside the Zakhan, a tributary of the Karakaz river. Though this valley is snowbound for much of the year, the spring grasses nonetheless sustain sizeable herds of sheep, the thick wool of which protects them from this land's icy winds. Territory of the Khuzait TownsAkkalat Baltakhand Chaikand Makeb Odokh Ortongard CastlesAkiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar CastleKhimli Castle Simira Castle Tepes Castle Usek Castle VillagesAkiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy IspantarKamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk MazenMivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira TepesTismil Ulaan Urunjan Usek |
Flanged Mace | The Flanged Mace is surprisingly effective at knocking people over, as it is tied with the Spiked Mace as the heaviest one-handed weapons in the game. The weight of the Flanged Mace makes it more effective at blocking weapons capable of crushing through blocks as well as staggering enemies that successfully block attacks from it. In With Fire & Sword , the Flanged Mace is a lighter, slower weapon that possesses the ability to crush through blocks as well. With Fire & Sword Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Flanged Mace/Warband | Flanged Mace Flanged MaceOne-handedBase value: 122 denarsWeight: 3.5Swing: 24bSpeed rating: 103Weapon reach: 70Warband |
Flax Bundle | Flax Bundle Games Base value 150 150 280 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Linen Flax Bundles are a trade good used in Mount&Blade: Warband as a raw material for a linen weavery to produce linen. Flax can be cheaply purchased in Sargoth and sold for high amounts in Durquba. A much faster, but less profitable endeavor, is to buy flax from Praven and sell it to Suno. If you own a linen weavery you can buy flax and give it to your master weaver to cut down on the weekly cost of the business. In With Fire and Sword, flax bundles can be bought for under 100 thalers at villages and sold at fortresses for upwards of 300 thalers. 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 |
Flintlock Pistol | For firearms in With Fire & Sword, see Firearms. The Flintlock Pistol is a hidden weapon, inaccessible in a normal game without cheating or editing. It uses cartridges as ammunition, just like bows use arrows or crossbows use bolts. It is a very powerful weapon that uses the hidden Firearms proficiency and can shoot bullets at an incredible velocity, faster than any arrow. However, the Flintlock is wildly inaccurate and the bullet cannot be seen in order to adjust one's aim, making this weapon very difficult to use at range. Like other ranged weapons, the Pistol has reduced accuracy when on horseback, but the targeting reticule stays perfectly still while aiming. On the downside, this weapon is very slow to reload. Cleaning the barrel and loading a cartridge takes longer than reloading any crossbow. The Player or a Companion equipped with the Flintlock is able to use a shield and the Flintlock at the same time, since the user only needs one hand to operate it. Note that this weapon is not the same as the firearms featured in With Fire & Sword, which are actually crossbows under the hood. However, the Flintlock Pistol is a likely source of inspiration for them. Warband Mount&Blade See Also Firearms (List) Ranged Weapons (List) Weapons (List) |
Flintlock Pistol/Warband | Flintlock Pistol Flintlock PistolBase value: 230 denarsWeight: 1.5Damage: 45pAccuracy: 65Speed Rating: 38 |
Flour | Flour Games Base value 91 85 Weight 50.0 Item Quantity 50 Morale Bonus +0 +1 Spoils No Goods Type Trade / Food Made From... N/A Made Into... N/A Flour was a consumable trade good in the original Mount&Blade. It was removed from Warband and then re-added as a basic food source in With Fire & Sword. In With Fire & Sword, its high weight and higher-than-average price makes flour less desirable than other provision goods, such as bread or apples, which offer a better morale boost. However, flour won't spoil, so it still provides a good stand-in when no better option is available. It is readily available in many towns and villages, particularly within the Polish Commonwealth and Cossack Hetmanate and can be purchased cheaply in Krakov, Warsaw, and Chernigov. 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 |
Flying Squirrel Entertainment | Flying Squirrel Entertainment logo. Flying Squirrel Entertainment is a small independent game development company based in Europe. They originally formed from the team behind the Mount & Musket modification for Mount&Blade: Warband and went on to make the official downloadable content expansion for the same game, Napoleonic Wars. Games[] Napoleonic Wars External links[] Flying Squirrel Entertainment website |
Follow Marshall | Follow Marshall Given by Marshall Follow Marshall is a generic quest given to the player by the current marshall. You will be asked to follow the marshall or leader; first you will be given a notice, then you will have five days to meet up with them. You will be told where he is, and how many men you need to bring, which may be around 10 or more. Be prepared however, as the marshall may participate in massive sieges, or punishing field battles involving two armies. When you join him, he will say what he wants doing, he might say "we will be moving shortly" you can right click his army on the world map, and left click on accompany. He will then move, and your army will automatically follow his army. He will eventually besiege an enemy castle, you need to join the assault. When the campaign is over, the quest will be completed. While following him, you may be given other missions as well. After completing them, you will generally need to rejoin him again. |
Food | Food is very important for your party. Each type of food which you have in your inventory gives your party morale, and consequently, if you run out of food, you will lose morale. Food can be bought at goods merchants in towns, or from the Village Elder at villages. Gradually, your party will eat the food, reducing its quantity. Food that is reduced in quantity also sells cheaper. Contents 1 Consumption 2 Quality 3 List of Food 3.1 Mount & Blade 3.2 Warband 3.3 With Fire & Sword 3.4 Viking Conquest 4 Unobtainable Food Consumption[] Your party will eat every 14 hours, with every unit of food quantity feeding 3 troops. In With Fire & Sword, these numbers have been adjusted slightly to every 6 hours and 10 troops per quantity. If you have multiple types of food in your inventory, your party will split the consumption between the available foods. So if you have 15 men (needing 5 quantities of food), and had one item of Bread and one item of Smoked Fish, then it will be split between the two items as evenly as possible. For example, consuming 2 quantities of bread and 3 of fish. Quality[] Certain foods are perishable. In classic Mount&Blade beef goes 'rotten' after five days, making it inedible. In Warband, pork and chicken are also affected by deterioration, though it takes a total of six days. The stages are: <Meat> (Warband only) Fresh <Meat> Day-old <Meat> Two Days-old <Meat> Smelling <Meat> Rotten <Meat> Despite the degradation of the food, the morale bonus does not decease until the meat is fully rotten, at which point it is no longer edible. Food that can rot is best used when traveling with a large army, where its large morale bonus is most useful and where it can be consumed before it spoils. Though it is possible to sell rotten food elsewhere, it returns little money and is best discarded if the player has just finished a battle in the field, in order to make space for captured items, which the player can use for himself, or get even more money by selling. List of Food[] The following is a list of foods that appear in each game. Mount & Blade[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Apples 44 20.0 50 +5 No Beef 103 20.0 70 +7 Yes Bread 32 20.0 50 +4 No Butter 150 6.0 30 +8 No Cabbages 30 15.0 50 +4 No Cheese 95 6.0 30 +5 No Chicken 75 10.0 50 +6 No Dried Meat 72 15.0 50 +5 No Flour 91 50.0 50 - No Honey 136 5.0 30 +10 No Pork 85 15.0 50 +6 No Sausages 60 10.0 40 +5 No Smoked Fish 59 15.0 50 +5 No Wheat 77 50.0 50 - No Warband[] In Warband, some foods can be used as a raw ingredient to make other food or trade goods through a Productive Enterprise. List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Made from... Made into... Beef 80 20.0 50 +7 Yes Cattle - Bread 50 30.0 50 +8 No Grain - Butter 150 6.0 30 +4 No - - Cabbages 30 15.0 50 +2 No - - Cheese 75 6.0 30 +5 No - - Chicken 95 10.0 50 +8 Yes - - Dried Meat 85 15.0 50 +5 No - - Fruit 44 20.0 50 +4 No - - Grain 30 30.0 50 +2 No - BreadAle Grapes 75 40.0 10 +3 No - Wine Honey 220 5.0 30 +6 No - - Olives 100 40.0 10 +1 No - Oil Pork 75 15.0 50 +6 Yes - - Sausages 85 10.0 40 +5 No - - Smoked Fish 65 15.0 50 +4 No - - With Fire & Sword[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Apples 44 20.0 50 +3 No Beef 80 20.0 50 +2 Yes Beer 120 30.0 50 +5 No Bread 50 30.0 50 +3 No Butter 150 6.0 30 +2 No Cabbages 30 15.0 50 +3 No Cheese 75 6.0 30 +3 No Chicken 95 10.0 50 +3 Yes Dried Meat 85 15.0 50 +2 No Flour 85 50.0 50 +1 No Grapes 75 40.0 10 +2 No Honey 220 5.0 30 +3 No Olives 100 40.0 10 +1 No Pork 100 15.0 50 +3 Yes Sausages 85 10.0 40 +4 No Smoked Fish 65 15.0 50 +2 No Wheat 30 30.0 50 +1 No Wine 220 30.0 50 +5 No Viking Conquest[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Barley 18 30.0 150 +3 No Beef 120 20.0 150 +7 Yes Boar Meat 110 20.0 120 +8 No Bread 25 15.0 150 +8 No Butter 100 6.0 90 +4 No Cheese 85 6.0 90 +5 No Chicken 65 10.0 150 +8 Yes Dried Meat 150 20.0 150 +5 No Fruit 40 20.0 150 +4 No Honey 220 5.0 90 +6 No Pork 89 15.0 150 +6 Yes Sausages 35 10.0 120 +5 No Smoked Fish 90 15.0 150 +4 No Vegetables 40 15.0 150 +2 No Wheat 20 30.0 150 +2 No Unobtainable Food[] Some foods exist as objects in the environment and cannot be obtained or eaten. These are most often seen in taverns, but may also decorate keeps and villages. A field of beansStrings of garlicA basket of marrowsA field of squash 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 |
Footpad | Footpad Troop Information Culture Bandits Wages 22 peningas/week Acquired from... Ruffian Upgrades to... Brigand- or -Robber Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Footpads are tier-two bandit infantry in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Footpad - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 61 Armor Head Phrygian Body Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 5 Power Strike 3 Power Throw 2 Power Draw 2 Weapon Maintenance 0 Weapon Master 6 Athletics 4 Riding 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 110 Slings 100 Weapons Melee Short Axe Ranged None Shield Cracked Rawhide 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 |
Forest Bandit | This article is a disambiguation page for Forest Bandit 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. Forest Bandit may refer to: Forest Bandit Forest Bandit |
Forest Bandit (classic) | 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 Forest Bandit Troop Information Culture Bandits Wages 6-3 denars/week Acquired from... Looters- or -Prisoners Upgrades to... Swadian Recruit Upgrade Cost 40 denars XP for Kill 88 experience Ransom Value 73 denars Forest Bandits are bandit archers in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Inhabiting and roaming the dense forests of Calradia - mainly around the Kingdom of Swadia - they spawn in groups of 4-52. Forest Bandits are lightly armored and carry ranged weapons. They can be quite effective when attacking, as the large number of archers enables them to destroy most enemies at range. Even with their strength in numbers, Forest Bandits are ineffective against heavily armored soldiers, as their attacks are absorbed by their targets' armor. In close quarters, Forest Bandits have no chance versus most foot troops due to their poor melee skills, weak weapons, and lack of decent armor. Despite this, avoid fighting them with tier-one-or-two troops. You should kill Looters to level up your party members before trying to defeat Forest Bandits. Heavy cavalry is suggested against bigger groups of Forest Bandits, and Mercenary Cavalry, Swadian Knights, or Sarranid Mamlukes work well. Other highly effective units are heavy but fast infantry, such as Nord Huscarls. They can be upgraded to Swadian Recruits for 40 denars. This is recommended as it is the beginning of their journey to becoming Swadian Knights, some of the most powerful cavalry in the game. However, avoid upgrading if you need Forest Bandits as expendable skirmishers while on a prolonged campaign. Quotes[] Forest Bandits will say things like: "Everything has a price... even your life!" 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. Forest Bandit - Default Stats and Equipment Attributes Stat Points Level 11 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Black Hood(Possible) Hood (a) Body Padded LeatherLeather JerkinRagged OutfitShirt Hand None Foot Leather BootsHide 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 Quarter StaffAxeHatchet Ranged Short BowHunting BowArrows Shield None Mount None Trivia[] Being of Swadian origin, their usage of bows can be considered somewhat odd since their parent faction's troops employ only crossbows - yet it may be intentional, though, as crossbows were historically employed by professional soldiers only, meaning Forest Bandits would have to be Swadian deserters to get them. While they carried Longbows in classic Mount&Blade, they carry Hunting and Short Bows in Warband, making them a bit weaker. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Fortresses | Fortresses for the purposes of this wiki include all non-town Fortifications in Mount&Blade: With Fire & Sword and may be thought of as a combination of the previous games' castles and towns, adding marketplace and mayor functions to castles but lacking the importance of towns. The primary difference between Fortresses and towns in With Fire & Sword is still the typical size of the garrison. Towns usually feature about 3 times the garrison size as lesser fortifications. Towns can also receive caravans while fortresses may not. Fortresses Cossack BratslavCherkassyKamenetsKorsunLadyzhyn FortressPereyaslavPoltava Crimean Izmail FortressKafaKalanchak FortressKezlev FortressKilburun FortressKyzyl-yar FortressPerekop Muscovite Bryansk FortressIzum FortressKurskNovgorodRyazanRzhev FortressTulaTver' Polish Bar FortressBerestye FortressDubensk CastleKovno FortressLida CastleLodz CastleLublin MinskMyadzelsk CastlePolotskSlutskZbarazh Fortress Swedish Allenstein CastleDorpat FortressDynaburg FortressDzvinsk CastleNarvaVyborg Notes[] Fortresses are still called castle in the game files but will be called "fortresses" on this wiki to segregate them from Mount&Blade and Warband. Some Polish and Swedish fortresses are still called "castle", such as Allenstein Castle. Unlike in Mount&Blade and Warband, some fortresses have the suffix "Castle" or "Fortress" despite not sharing a name with a related village. See Also[] List of castles Towns Fortification |
Founding a new kingdom | A player's own kingdom, consisting of Sargoth, Tehlrog Castle, Alburq Castle and their respective villages. Founding your own kingdom is a feature new to Warband. It is the ability to set yourself up as a king or queen of your own fully fledged faction. Trying to conquer land in the original Mount&Blade while being unaffiliated with a leader shows a long text stating that you are a "commoner" and have no right to be "treated as a king". All monarchs have a claim to the throne of Calradia. In addition to the player's struggles to become the supreme ruler of their own territory, should they wish to do so, they must also compete for the title of King/Queen of Calradia. In With Fire & Sword, there is no way to found a new kingdom, but rebelling against a monarch for a claimant will create a temporary faction with the claimant as the ruler. Once the rebellion succeeds, the claimant faction will disappear, and the new monarch will rule the original nation. Contents 1 Becoming a Monarch 2 Ruling 2.1 Your Court 2.2 The Minister and Ruling Options 2.3 Vassals Joining the Kingdom 2.4 Relations With Your Vassals 3 Tips and Tricks Becoming a Monarch[] Before you start your own kingdom, make sure you have a lot of renown, either honor or dishonor (depending on your liking and desired relations), and especially, a lot of right to rule. When starting the game, it is best to first be a vassal of another kingdom, and when you are powerful, revolt and start your own kingdom. This gives you a chance to make friends, who will become your vassals. Also, it will give you a fair fight when you start; a level 5 king is not going to be popular or effective, at least level 20 is recommended. The first requirement of ascending to the throne is that you cannot be tied to another claimant. In other words, you must not be part of a rebellion or a vassal of one of the current factions. If you already are, there are three ways out: ask to be released from your oath, be denied a fief you requested and dispute the judgment by force, or ask your husband to join you in a rebellion (female characters only). If you are currently questing for a claimant, you can convince the claimant to abandon the rebellion, and you will take over the entire territory you conquered for them at the cost of honor (you will receive the ability to rename your faction and give fiefs to your heroes). If you did not manage to secede from your liege with lands and are a landless unaffiliated person, all that is required is to start conquering. You need negative relations with a faction to conquer its fiefs. Having solved a dispute over a fief by force or starting a rebellion will lead to war with the faction you're in. If you're not currently at war or in any faction, you can attack a lord or monarch to go to war with the faction; consider that you will lose a lot of relationship points with the monarch, making him your enemy. It is advisable to extort tolls of a caravan from the faction you wish to conquer, this will decrease your relation with that faction by -1, avoid unnecessary relationship penalties with lords/villages, and allow you to besiege that faction's fiefs once you reach negative relations. Once you have a castle or town, you will be given the opportunity to name your new faction and begin your rule. A good strategy can be to wait until a castle or town has just been captured and then siege it, as it will only have a small garrison of around 50-60 troops for castles and 80-90 troops for towns. This is useful as you will be fighting with no allies for your first siege. Note: You cannot attack the castles or towns of a faction with which you do not have a negative relation. If you attack a lord, village, peasant, or attack/extort tolls from a caravan, you will lose relation with their faction and will then have the option to besiege castles and towns of that faction. Ruling[] Your Court[] When you start your own kingdom, you will be told that a court has been set up in your kingdom's capital. This capital is automatically assigned to the first town or castle you obtained and still possess. If you do not have any towns, the court will be held in the first castle you obtained. The court can be moved at any time, though certain materials are required (Tools and Velvet). The court is where your main affairs are conducted, where your minister stays, where your feasts are held, and where vassals go if they wish to join your kingdom. The court is where all decisions are made, from giving fiefs to vassals to choosing a new marshall to conquer foreign lands. The Minister and Ruling Options[] As a ruler, you have many new options. Your first task is to appoint a minister to look after your lands; this can be a hero, a wife, or even a prominent local (randomly generated NPC). However, it is not advisable to choose the prominent local, as you will be unable to take full advantage of minister features (heroes are automatically chosen if you have them in your party). By talking to this minister, you can conduct different affairs of state. Diplomats can be dispatched to the other factions to declare war or attempt to get other monarchs to recognize your legitimacy. Fiefs can be distributed amongst your vassals, and the current marshall and minister can be changed. If you chose the prominent local, you will only have the option to change the marshall and minister. If you choose one of your heroes as a minister, you may swap them back into your party at any time. It is common amongst players to appoint a hero that doesn't get along well in the group as a minister, as they will no longer quarrel with other heroes. It is also possible to hire a new hero at the tavern just to make them a minister, as there is no difference between a high-level and low-level hero as minister. This can be useful if the player wants to keep their current heroes. Vassals Joining the Kingdom[] Lord Doru wishes to join the players faction. Note the change in Lord Doru's prefix before you even allow him in the kingdom. As a ruler, you will often find landless lords from other kingdoms in your court, hoping to become your vassal. This can happen at random for the most part, but it is also heavily influenced by their personality, their experience with their last kingdom, your renown, and how many unassigned fiefs you have. You can try to get other nobles to defect to your cause by talking to them privately and asking how they feel about their liege, but do not expect a high success rate; while the nobles may dislike their current ruler, most dislike being branded a traitor even more. Much like recruiting lords for a claimant's cause, trying to get other lords to join your kingdom is heavily dependent on renown, number and location of fiefs, kingdom's total troop size, affection, your charisma, your persuasion level, and mere chance. A notable exception is your husband when playing a female character, an option appears when talking to him that instantly makes him join your faction regardless of your relations with him. You may also grant one of your heroes a fief, automatically making them one of your vassals. They will leave your party. While heroes can become your most loyal lords, you are also making the choice to remove a customizable, powerful ever-growing troop from your party. On the other hand, you will have that powerful hero with another army in the field at your disposal. Be careful when appointing heroes as lords, as two who don't like each other may carry their grudges into the field, allowing one to possibly defect to another kingdom. Also, appointing a commoner hero as a vassal will cause a large, retroactive penalty in relations to most of your current and even future vassals. It is recommended to make someone of noble blood a vassal. However, most of them will only recruit faction-specific troops (e.g. Matheld will only recruit Nordic units), so if you don't want a vassal recruiting say, Khergits only, and you think it is worth it, appoint a commoner instead. You could also consider Rolf and Lezalit as vassals: they are both non-faction-specific nobles. Relations With Your Vassals[] As a ruler of your newly founded kingdom, you will find the game even more challenging. As a vassal, one of your ally lords defecting to an enemy can be a positive thing, allowing you to capture their fiefs and possibly claim them for yourself. When you are king/queen this changes dramatically - you'll need to keep a watch on your vassals' "relation to their liege" (open "notes", go to characters and select the lord). You cannot keep every and all lords happy, as some will like honor while others will dislike honor. You must choose carefully. Even former heroes may defect to another kingdom, and with this, you lose the fiefs they hold to the kingdom they defect to. However, taking action and preemptively removing the vassal from his post will anger the other lords of your kingdom, so the more lords you have, the harder it becomes to rule your kingdom. When you are at the near-end of the game and have only one or two kingdoms left to conquer, the number of vassals of the rival kingdom(s) will be incredibly high compared to the early start. At this point, you must be ready to face armies of 4000+ men, but when done correctly you can easily muster a force of 6000+ men, depending on the number of vassals you have. Capturing other lords is not recommended, as this will lower relations with these lords and make it harder for you to convert them to your cause. Not all lords like this idea, but the majority will thank you, and when you reach +50 relations with a given lord getting them to defect to your side will be fairly easy, but it is also dependent upon the relationship they have with their current liege. The more vassals you have, the more your vassals will fight amongst themselves, weakening your nation from within. Try to resolve fights amongst your vassals and hold regular feasts to improve your relations with the lords of your realm. Listen to your current lords when giving out new fiefs to your vassals. Each time you give away fiefs your relation with all the lords who disagree with your decision will drop by 1 to 3, and in the long run, this can destroy your nation by causing your vassals to defect to your rivals. Since the size of a lord's army is directly proportional to the number and wealth of his fiefs, it can be beneficial to only have a few lords, but give them several fiefs each. This avoids the problem of taking massive relation drops with the entire realm when assigning a fief, without sacrificing the strength of your realm too much. Managing the relationship with your lords is difficult but can be coordinated with a little thought. Giving a lord (not a hero) a fief will increase the relationship with the lord by 10 and slightly increase relations with that lord's friends by 1 or 2 points, but reduce your relationship with most other Lords by 1 to 3 depending on their relationship to the receiving lord. If a lord is defeated in battle, you will lose one or two relationship with him as well. Giving yourself fiefs gives no negative or positive relationship with any lord. Certain Lords with unpleasant personalities will lose relationship points faster than others: it is a good idea to give any 'danger' Lords only village fiefs, so that if they defect there is no loss of land, as the village is tied to its castle or town. All of these factors are dependent upon vassal personalities. The more you learn about the quirks of every vassal personality, and the more easily you are able to identify them, the easier it will be to manage your kingdom. For example, a kingdom full of good-natured and upstanding lords will not only be harmonious, with no new rivalries, but they do not become upset when someone else is granted a fief, and their relationship with the player cannot decrease below 100 if the player's honor is 300 or more. However, they are very difficult to convince to defect from their kingdom. On the contrary, pitiless, sadistic, and quarrelsome lords are easy to make defect; a relation of -10 with their liege may be all that is required to get them to renounce their oath, while with more chivalrous lords the bar is higher. Despite this, they are much more difficult to manage, and quick to betray the player (as well as other rulers). Tips and Tricks[] Use opportunities! If you find a castle/town with a garrison of around 100 or less, take it! If the faction owning the town is being ripped to shreds by other factions, even better! Know the flow of war, and when factions are weak, use that opportunity to get a head-start on your kingdom. However, you may be at war with two factions, as the faction it is originally from will declare war to "regain lost territory" (shown below). When taking your first settlement, target a location in which the current owner was also the initial owner at the start of the game. This will make other kingdoms less likely to invade you. For example, if you take Sargoth from the Kingdom of Rhodoks, the Rhodoks will retaliate, but the Kingdom of Nords will probably also declare war against you to take their city back or "regain lost territory", leaving you at war with two factions. Also, the Nords are known to declare war to cleave power from another faction. There is a chance you can persuade a lord to defect to your kingdom before you have a kingdom at all, if you can persuade a lord who owns a town, you can defend a +300 garrison town instead of the 0 garrisons you get when you conquer a town, making your early kingdom easier to defend. Try to convince a lord who owns a strong town, likes you, and has a negative relationship with the current liege. If you have lords seeking to join your faction whom you don't want to accept (e.g. because their personality makes them more trouble than they are worth), instead of telling them their service is not needed and driving them to another faction, just ignore them at least until your throne room is so full that you have to talk to some of them to make room for lords you want to let into the faction. The more potential enemies you can keep off the field, the better. |
Four Ways Inn | The Four Ways Inn Settlement Information Type Tavern Kingdom Neutral The Four Ways Inn was a location featured in older versions of Mount&Blade. It first appeared in Warrider (version 0.202) and was removed in version 0.894. Overview[] The Inn's map marker was that of a village, and when accessed, the player had the option of entering the 'outside' scene, and the inn itself. On the inside, the Inn functioned as a tavern, but it was unaffiliated to any kingdom. The 'outside' scene featured a lake with a small island, and the inn itself located on its bank; the inn was a small two-story, farmhouse-like building, similar to the one represented by the map icon. Trivia[] The name probably comes from its location somewhere in the middle of the world map. The Inn is still present in the game files and can be activated via editing. Based on the code still found in Warband, dismissed companions were to travel to the Four Ways Inn instead of appearing in random taverns. In Warrider's game dialogues, it is implied that Marnid at some point became either the Inn's owner, or cook serving pork stew as one of its more famous dishes. Gallery[] The scene overviewThe lakeThe Inn itself The location makes a comeback in several mods. |
France | The banner of France. France, or Empire Français, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 3 Voice commands & Battle cries 4 Youtube Gameplay Video Background[] Led by Napoleon Bonaparte himself, the French Empire in 1812 is the most powerful continental state in Europe. Two decades of Revolutionary and Napoleonic warfare have strengthened her huge armies and expanded her borders and spheres of political influence. In 1812 the French armies fight all across the continent - from the mountains of Portugal to the endless steppes of Russia. The French tricolour was already raised over Berlin, and Vienna has been captured - for the first time in the city’s history. All major European nations have already suffered defeats against Bonaparte’s Grande Armée, but the widely stretched French nation is now literally surrounded by the enemies. France will have to battle against the whole of Europe. Again... Units[] Infantry 45e Regiment d'infanterie de ligne - Line Infantry 84e Regiment d'infanterie de ligne - Line Infantry Legion de la Vistule - Line Infantry 1er Régiment de Grenadiers á pied de la Garde Impériale - Guard Infantry 15eme Regiment d'infanterie Ligere - Light Infantry Cavalry 2e Regiment de Hussards - Hussar Regiment de Chevau-Legers Lancers de la Garde - Lancer Regiment de Dragons de l'Imperatrice - Dragoon 9eme Regiment de Cuirassiers - Cuirassier 1er Regiment de Carabiniers - Carabinier Regiment de Grenadiers a Cheval de la Garde - Heavy Cavalry Specialists L'Artillerie - Artillery Sappeur - Engineer Ship Crew - Infantry (Intrepide) L'Empereur Napoleon Bonaparte - Commander Voice commands & Battle cries[] Battle cries "Vive l’Empereur!" - Long live the emperor! "En avant!" - Forwards! "Ecrasez les!" - Crush them! "On va leur percer le flanc!" - We will pierce their flanks! "Vive la France!" - Long live france! "A l'attaque" - To the attack! "A la bataille" - To the battle! "Vive la patrie" - Long live the Mother/Fatherland Surrender "Je me rends!" - I surrender! "On se rend!" - We surrender! "La Garde meurt mais ne se rent pas!" - The old guard dies but never surrenders ! "Ne tirez pas!" - Do not shoot! "Sauve qui peut" - Save me! Officer "Armes!" - Weapons ready! "Aux armes!" - To arms! "En joue!" - Aim! "Feu!" - Fire! "Chargez!" - Charge! "Chargez les baionnettes" - Bayonet charge! "Baionettes au canon!" - Bayonets and cannons! "Compagnie, avancez!" - Company, Advance! "Compagnie, En avant marche!" - Company, Forwards march! "Compagnie, en avant!" - Company, Forwards! "Tenez la position!" - Hold the position! "Tenez cette position!" - Hold this position! "Défendez cette position!" - Defend this position! "Feu à volonté!" - Fire at will! "Compagnie, avec moi!" - Company, with me! "Avec moi!" - With me! "Compagnie, suivez moi!" - Company, follow me! "Compagnie, derrière moi!" - Company, behind me! "Compagnie, sur moi!" - Company, on me! "Reculez" - Fall back! "Retirez-vous!" - Get out of here! "Retraite!" - Retreat! Youtube Gameplay Video[] Mount & Blade Napoleonic Wars - Part 2: Attack Of The Frogs 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 |
Freelancer | In the words of the creator of the Freelancer mod: "Freelancer adds the option to a mod to serve a Lord as a soldier, as you gain experience in your commanders army you will gain rank better gear, if you're hungry the quartermaster will feed you. You will gain followers and have the option to Rebel against the commander, Desert your post or even take some personal leave." Contents 1 Enlisting (Joining an Army) 1.1 Rebelling against the Lord 1.2 Abandoning the Lord's army 2 Change List 3 External Links Enlisting (Joining an Army)[] Joining an army is done by talking to any Lord and telling him that you want to "Join his army". Being accepted gives you all the gear of the lowest rank in the faction that Lord is a vassal of. For example, talking to a lord from the Kingdom of Rhodoks makes you a Rhodok Tribesman. You will then automatically be made a part of the Lord's army, and you'll move around the map with him. You will be put into battle when your commander goes up against another Lord. If you are captured during a battle and set free you are on your own and will have to find your own way back to the same Lord, or join the army of a different Lord. Keep in mind that moving to the army of a Lord of a different faction will reset your rank in the army, so you will start as a peasant again. If you join an army of any faction you were previously a soldier for, you will regain your old rank. If you want to leave the army, all equipment that you were given will be taken away from you. If you do not like this there are two other options: Rebelling against the Lord[] If you choose to rebel against your Lord you will keep all of your armor and items, and you will have some of the army follow you away. However, they will not stay with you for long, and will leave at some point, but they will be loyal to you for a few days to a week. Abandoning the Lord's army[] If you choose to abandon your Lord you will keep all of your armor and weapons but your relation with that Lord, the Lord's faction and other factions will become take a big hit, and you will be hunted down by other factions as a deserter. These penalties are even more severe if you abandon a faction leader's army. Change List[] This is all of the different types of aspects the game changes and adds: Opportunity to gain ranks Carry your lords heraldry on armor and shields In-Game Report on Commanders Party The ability to go to the town the Lord has entered Factions remember what your last rank was with them. When you return they will remember you and your previous status. (unless you desert or rebel) Players kill count at the end of battles. Ability to go on personal leave and remain part of commanders army. You only have a 14 day grant of leave, after 14 days you will be branded a deserter. (Thanks to DrTomas for the main idea) Opportunity to gain different soldier tiers New equipment & higher pay for each tier Ability to desert the army and take followers with you. Ability to revolt against the lord and release prisoners (with a chance of prisoners joining the battle on your side) Interact with commander in a meeting scene Ask commander personally to retire from service No need to hold space bar while commander travels Quartermaster hands you food when you are low. You can no longer have prisoners as a common soldier A few more bug fixes, ie complete removal of "that was a good fight" bug Relations change when you are not in lords army (vacation) Player being able to pick up items from the battlefield and keeping them. Player unable to ride a horse in battle unless his/her troop tier uses them Revamped and detailed equipment system so player get everything they are meant to (yes and helms) Also have all items taken back from previous tier when promoted. Troops will get a guaranteed shield if their troop tier usually has them. Same goes for horses. Your original equipment is returned when you leave. (These are only with Freelancer 1.5) External Links[] Freelancer Forum Mod Post |
Fregian | Fregian Settlement Information Type Village Kingdom Vlandia Fortification Ocs Hall Fregian is a village in Vlandia owned by the baron, Belgir of the House dey Fortes. The village is bound to Ocs Hall and is known to produce Flax. Fregian sits on the flatlands north of Pravend, where the warmth of the Vlandian south begins to give way to the chills of the north. Villagers plant flax here amid the bogs and pastures. 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 |
Freydis | Freydis Official Information Kingdom Kingdom of Northhymbre Monarch Jarl Halfdan Ragnarsson Title Lady Religion Pagan Personal Details Gender Female Freydis is a married noblewoman of the Kingdom of Northhymbre. Family[] Husband: Hersir Guthred Knutr Children: Sigrunn Kingdom of Northhymbre Monarch: Claimant: Jarl Halfdan Ragnarsson Aetheling Oswine Vassals: Cyning Egbert Jarl Rathbarth Ragnarsson Ealdorman Ealdred Jarl Sidroc the Elder Ealdorman Ricsige Ealdorman Egbert the Second Jarl Bjorn Ragnarsson Hersir Guthred Knutr Hersir Rognvald Hersir Harald Hersir Sidroc the Young Hersir Fraena Jarl Ivarr Inn Beinlaussi Jarl Hubbi Ragnarsson Konungr Bagsecg Ladies: Aebbe Alof Ragnarsdottir Eanflaed Freydis Gudrun Sigrid Sigrunn Svanhild Turid |
Friese | The Frisians are a Christian culture in Viking Conquest. During the storyline campaign, the player begins in the Kingdom of Friese and starts slightly northeast or northwest of the tutorial village of Doccinga. Contents 1 History 2 Factions 3 Troops 4 Trivia History[] Prior to the game's events, Friese was a Frankish territory. The Danes later freed the disgruntled Frisians but gave the monarchy to a Danish puppet king, Hrorek Hemmingsson. This once again sparked the rebellious fury of the Frisians. Factions[] There is only one Frisian kingdom: Friese. When the Woden Ric is sunk, you wash up near Doccinga and will meet with Thonkrik, the village elder. Once he sends you on the quest to Kennemer, the Jarl quests begin. Once on To Kill a King you have a choice: help the Jarl and kill the Konungr or rush to the coast and help Doccinga defend against Sven Bull-Neck. Banner Name Color Ruler Claimant Capital Kingdom of Friese #ff0088 Konungr Hrorek Hemmingsson - Dorestad Troops[] Frisian Troops Frisian Warrior Horseman Veteran Trivia[] Even though Friese is a puppet state of the Kingdom of Danmark, they still go to war against Northhymbre, another puppet state. Most of the Frisians are Christians, although their rulers are mostly pagan. There is a monastery named Willibrod in the north of Friese. Wikipedia has an article on this subject at:Frisian Kingdom 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 |
Frisian Warrior (Wigand) | Frisian Warrior (Wigand) Troop Information Culture Friese Wages 24 Acquired from... Frisian (Husmo) Upgrades to... Frisian Veteran (Werand) Upgrade Cost ? XP for Kill ? Ransom Value ? The Frisian Warrior (Wigand) is a second-tier unit of the Friese troop tree. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Frisian Warrior (Wigand) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head (Possible): Simple Helm, Simple Helm with Mail, Complete Helm, Helm with Mail, Decorated Phrygian Body Elite Frisian Tunic, Frisian Tunic, Frisian Light Armor Hand ? Foot Ankle Boots, Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 7 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Maintenance ? Weapon Master 7 Athletics 5 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 170 Polearms 170 Archery 170 Crossbows 170 Throwing 170 Slings 170 Weapons Melee Seax, War Spear, Heavy Spear Ranged (Possible): Javelins Shield Rawhide Round Shield Mount ? Frisian Troops Frisian Warrior Horseman Veteran |
Fruit | Apples / Fruit Classic/Warband Viking Conquest Games Base value 44 44 44 40 Weight 20.0 Item Quantity 50 50 50 150 Morale Bonus +5 +4 +3 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Fruit is a food item that provides a moderate morale bonus. This item is called Apples in the original game and in With Fire & Sword. Fruit is very cheap and ideal for low level players. Apple trees can be found in a few villages. <a href=" class="image"><img alt="Apples" src=" decoding="async" loading="lazy" width="320" height="130" class="thumbimage" data-image-name="Apples.jpg" data-image-key="Apples.jpg" data-relevant="1" data-src=" /></a> Red and green apples seen growing in Kwynn. 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 |
Fur Covered Shield | Fur Covered Shields are a unique type of shield that offers maximum coverage. Fur Covered Shields offer the largest size attribute of any shield, surpassing even the massive Board Shields, however, unlike Board Shields, the Fur Covered Shield can be used on horseback. Its durability is also incredible, coming in just behind the Steel Shield. Its downsides include very low resistance and speed, meaning it is easily damaged, is easily pierced by faster projectiles at short range, and will be easily smashed though by weapons that can crush through blocks. Therefore it is the best choice to use when carrying it on back, since shields slung over your back don't take damage when blocking projectiles (they only get damaged if held in hands). Overall, it's toughness is good, but in a way somewhat different from most high-level shields, as it relies on Durability and Size without Resistance - mathematically speaking and in comparison to other shields, Fur Covered Shield, while held in hands, is worse against normal attacks; but against incredibly powerful attacks and attacks with Bonus against shields it fares better than most shields. Take into account what it's "worse" against normal attacks only in comparison to other high-tier shields like Huscarl's Round Shield, Heavy Board Shield and Steel Shield - even against normal attacks it's better than more typical shields like Heater Shield, Kite Shield and low-quality Round Shield. The catch is, usually attack types are mixed, so you should check the enemy's roster to determine what you will face. Another good tactic with it is to use it primarily for back protection, and take it in hands in case of emergency. The Fur Covered Shield may also receive Modifiers. Stats[] Shield Durability Weight Resistance Size Speed Base Value Fur Covered Shield 600 3.5 1 162 76 227 |
Furbec | Furbec Settlement Information Type Village Kingdom Vlandia Fortification Galend Furbec is a village in Vlandia owned by King Derthert of House dey Meroc. The village is bound to Galend and is known to produce Grapes. Furbec sits on a shelf overlooking the rocky Biscan coast of central Vlandia. The climate is warm most of the year, and grapes do well on the slopes of the Biscan hills. 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 |
Furnhard | Lord Furnhard Official Information Kingdom Vlandia Monarch King Derthert Title Nobleman Clan dey Tihr Personal Details Gender Male Age 26 Parents AldricElthild Siblings LienaMegenhelda Furnhard is a nobleman of Vlandia and a member of House dey Tihr. He is the son of Baron Aldric and Elthild, and the brother of Liena and Megenhelda. Contents 1 Description 2 Skills 3 Trivia 4 References Description[] Furnhard is "as debauched as his father".[1] He is considered depraved and is almost as greatly feared as the Sturgian and Battanian raiders he allows to rampage through the northlands as he pursues his desires. Similar to his father, he neglects his duty and relies on his sister Liena to carry out the clan's responsibilities.[2] According to his Personality Traits, he is Closefisted (Generosity -1), Devious (Honor -1), Cautious (Valor -1), and Cruel (Mercy -1). He has the reputation of being sadistic. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 150 Two Handed 150 Polearm 150 Bow 120 Crossbow 100 Throwing 100 Riding 120 Athletics 100 Tactics 40 Charm 100 Leadership 100 Trade 60 Steward 80 Trivia[] Furnhard is rare among Calradian noble NPCs in having all four negative personality traits - a very stark constrast to his sister Liena's four positive ones, making the siblings complete opposites. His name is spelled as "Furenhard" in the spclans.xml game file. Despite being described as shirking his duties, he still leads a war party and may join army campaigns. References[] ↑ Description found in lords.xml game file ↑ Description found in spclans.xml game file, located in Sandbox Moduledata folder |
Furs | Furs Classic/Warband Viking Conquest Games Base value 391 Weight 40.0 Item Quantity N/A N/A N/A 30 Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Furs are a non-consumable trade good. In Warband, furs are sold for a significantly lower price at Khudan and Rivacheg as well as the nearby villages of Fisdnar, Udiniad, Uslum, Shapeshte, Shulus, Tismirr, and Vezin. They can be sold for between 95% and 105% base value across most of Calradia, with the exception of Curaw, Ichamur, Reyvadin, Suno, Tulga, and Uxkhal where it is sold for between 65% and 85% base value. In With Fire & Sword, furs are available in the marketplaces of Smolensk, Moscow, and Pskov. 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 |
Gaels | The Gaels are a Christian culture in Viking Conquest. History[] Gaelic tribes in Ireland The Gaels have been in Ireland for thousands of years and had never broken to invaders. During the Roman Era of British history, the Gaels never thought of conquering the Roman lands since they were much stronger than them. After the collapse of the Roman Empire and the subsequent retreat of the Roman administration and army from Britain, the Gaels, along with the Picts, began raiding Britain. These raids were ultimately stopped by Anglo-Saxon mercenaries hired by King Vortigern for this express purpose, with the added side effect that this eventually triggered the Anglo-Saxon settlement of Britain. Although prevented from conquering Britain, the Gaels did not completely stop their raids on the island. In particular, Gaelic raiders begun settling in Scotland, and ultimately merged with the Picts to create the Kingdom of Alban. Factions[] There are seven Gaelic kingdoms: Connachta, Laigin, Mide, Mumain, Uladh, the Tribe of Osraige, and the Ui Neill of Aileach. The Norse Kingdom of Laithlind also controls territory in Ireland. Like the Brittonic areas, the Gaelic kingdoms rarely come into play in the main storyline. However, with the exception of Laithlind, all Irish factions are decently strong when it comes to war with other factions. Banner Name Color Ruler Claimant Capital Kingdom of Connachta #66bbff Ruire Mugron mac Cothaid - Cruaghan Kingdom of Laigin #e2007c Ruire Dunlaing mac Muiredaig - Maistiu Kingdom of Mide #3b3eb4 Ruire Donnchad mac Eochocai - Temair Kingdom of Mumain #ddffcc Ruire Cenn Faelad hua Mugthigirn - Caiseal Kingdom of Uladh #dddd00 Ruire Lethlobar mac Loingsig - Rath Celtair Tribe of Osraige #d7a554 Ruire Cerball mac Dunlainge - Ceall Cainnigh Ui Neill of Aileach #dd2244 Ard Ruire Aed mac Niall Ard Tiarna Dungal Aileach Troops[] Gaelic Troops Serf Priest Laborer Skirmisher Freeholder Warrior Veteran Skirmisher Veteran Standard Bearer Champion Elite Skirmisher Horseman 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 |
Galend | Galend Settlement Information Type Town Kingdom Vlandia Villages FurbecMerocNogrent Sieges with... Battering RamLaddersTowers Port No Galend is a town in and the capital of Vlandia, owned by King Derthert of House dey Meroc. Given the similar names and location, Galend is presumably the precursor of the Rhodok town of Yalen, as seen 173 years later in Mount&Blade: Warband. Contents 1 Description 2 Territory 3 Points of Interest 4 Economy 5 Scene Description[] Galend overlooks the wave-beaten Biscan coast. It takes in the catch from the Biscan's intrepid fishermen who venture out far into the western ocean, as well as the wool of sheep from the green fog-covered hills. The current line of Vlandian kings comes from the clans who settled in this region during Osric Iron-Arm's invasion. Territory[] The villages bound to Galend are Furbec, Meroc, and Nogrent. 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 any town notables looking for those willing to earn some denars for a job. 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 are often patrons of 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[] At its starting point, the town is of average Prosperity. Scene[] Galend with level 2 fortifications 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 |
Gamara | Gamara Gamara is one of the eleven characters playable in the Custom Battle mode of Mount&Blade: Warband. In-game description[] "Growing up with one of the nomadic tribes deep in the desert beyond Sarranid lands, Gamara learned early on how to hunt with sling and spear. However, the simple life and pitiless conditions in the desert did not satisfy her, and she burned with a desire to see the great world beyond that she had heard so many wondrous tales about. Life is not easy for an adventuring young woman, and Gamara had to learn the ways of Calradia quickly. Taking the weapons and armor of a soldier who had attacked her after a dispute, Gamara now hides her beauty under thick Sarranid garb, and many never even suspect she is a woman –- certainly as a force on the battlefield she is as dangerous as any man. She has gathered about her a group of followers, and together they wander the war-torn land in search of glory." Stats[] Gamara - Default Stats and Equipment Attributes Stat Points Level 18 Strength 12 Agility 15 Intelligence 12 Charisma 12 Health 51 Armor Head Desert turban Body Skirmisher armor Hand Leather gloves Foot Sarranid leather boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 4 Power Draw 2 Weapon Master 4 Shield 2 Athletics 5 Riding 2 Horse Archery 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 40 Polearms 100 Archery 85 Crossbows 15 Throwing 130 Weapons Melee Scimitar Ranged 2x Throwing spears Shield Leather covered round shield Mount ? |
Gameplay mechanics | While the majority of the Mount&Blade series' gameplay centers on combat aspects, the larger game has a deep, strategic element, especially if played without cheats. Mount&Blade is a sandbox game, however, to achieve whatever objectives the player sets for him or herself - be they military, political, role-playing, or something else - the player must make careful choices. These choices basically revolve around the careful balance and management of four concepts: Money, Renown, Honor, and a register of Relationships. These four concepts intersect with and are backdropped by the constraints of Time, Geography, Player Character, Combat Success, Military Expedience, and Risk. This article's goal is to be a jumping point for each concept as well as to explain the balance between them. Contents 1 Money 2 Renown 3 Honor 4 relationship 5 Politics 6 Time 7 Geography 8 Player Character 8.1 Combat Success Money[] Money (denars/thalers/peningas) is made from quests, taxes, trade, pillaging, battle, tournaments, and from prisoners as ransoms. Different players can use character strengths to increase income - a player with a high Trade skill can earn more from trading whereas a player with high Looting may consider battle or pillaging, while a player who is a lord may rely largely on taxes, and a player with high Persuasion might rely on quests. Money is spent most expensively on troop upkeep and equipment for the player and heroes, but also on recruitment, certain quests, food, bribes to bandits, lords, commoners, and feasts. When making strategic decisions, money is most commonly a trade-off for honor, relationship, and military expedience. In Calradia, as in the real world, money also buys time - hiring a mercenary party at a premium may be better than training a recruit from scratch. Renown[] Renown is the player's personal fame. Almost all actions will yield renown, but renown also degrades with time, and with certain failures. And renown is not easy to earn rapidly. Renown becomes harder and harder to earn the higher the player's level. While no game situations demand renown to be given up, many situations are out of the reach of players without a certain level of renown - namely the abilities to become a lord or lady, the ability to woo, ask for, and marry a lady, the ability to become a marshall, and the ability to lead a claimant's rebellion. NPCs also react differently to players with high renown, and life, in terms of time, money, fief-owning, kingdom building, and relationship are all lubricated with renown. Just as importantly, a player's party size is closely tied to renown. Since almost all players will earn renown at some point or another, the greatest trade off for renown is the costly time needed to attain it and the largely combat risks associated with trying to build renown faster. Risk Greater Risk typically generates greater rewards, particularly so with combat and renown. Winning when at a severe numerical disadvantage tends to yield large amounts of renown quickly. However, such engagements can quickly wear down your troops and your character's health. Losing fights usually costs both money and time. Honor[] Honor is the player's "karma". Honor is gained when enemy lords are let go, when certain quests are completed without pay, and when political quests are handled in a certain manner. Honor is lost when enemy lords are captured for ransom and upon completion of certain "dishonorable" quests. Honor is also lost if you refuse to give up a lady's suit after losing a duel. Having honor affects the relationship gain of a certain subset of lords' personalities that are also honorable quite rapidly if you have never met them. While honor can provide relationship gains with that segment, maintaining honor by refusing certain quests can degrade your relationship with others. Honor costs money, time, and military expedience. Maintaining and building honor can eat away at quest income, which also raises the specter of time. Setting enemy lords free brings them quickly back as a military power, again raising time as a specter. Military Expedience Military Expedience typically operates at odds with honor. In the short term it is advantageous to hold enemy lords as it decreases the number of troop stacks wandering the map. However, by releasing them you gain honor which has long term benefits. relationship[] Not only is relationship balanced against considerations of time, money, honor, and military expedience, each relationship must be balanced against other relationships. Few relationship gains are truly free - even the military rescue of an embattled lord carries combat risk. Some relationships are set up to be diametrically opposed - relationship gains and losses from political intrigue or affronted suitors and the ladies you woo. Others carry subtler trade-offs. Again, time, money, and geography might affect your decision to gather favor with a particular town or village instead of a lord. Time and money might cause a player to raid a village for money and food at the expense of relationship. Money may cause a player to sink thousands of denars into improving his relationship with an uncooperative lord. The passage of time might soften a lord's stance. relationship can have the following effects: Monarchs: Increases the chance you will be awarded fiefs. Lords: Extremely negative (at least -10) relationship precludes the lord from coming to your military assistance or improving relationship by acting in concert in combat. High relationship increases their political support for you, their support for your inclusion into their family through marriage, and increases the chance they'll defect to your kingdom. Towns: Increases tax revenue and lowers prices. Villages: Increases the number of, quality of, and willingness of the population to be recruited into your army. Also increases tax revenue and lowers prices. Ladies: Increases their likelihood to accept you for marriage. A positive relationship with an ever married Lady will allow you to ask favors of her (like increasing relationship with another Lord, in Warband). Politics[] Main article: Politics Main article: Marriage Time[] Events in Calradia reset on daily and weekly timers. Almost all actions take map time. The longer a player is unable to act, the stronger his opponents become, the more renown they gain, the larger bandit parties grow and respawn, the more trade bogs down, the more likely a lady will be wooed away, and the more likely a fief is raided or lost. Additionally, every week, the player must pay troop wages, placing a very real cost on time. While quests usually offer enough time to complete, some delivery quests are on tight schedules. And time forces a player to choose between quests and other priorities such as making money, recruiting and training, building relationship, or participating in Military campaigns. Unlike classic Mount&Blade, Warband's Calradia is not easily traversed in a few hours. Time is not a great issue early in the game but becomes more important the more entangled the player becomes with Calradia. Additionally, night offers advantages and hazards different from those of day. The change of seasons affect caravans, and combat weather patterns. Geography[] In Warband, geography plays a much larger role in controlling the movement of players and NPCs alike. Bandit Camps easily bog down trade in locales, and mountains and woods provide dangerous chokepoints that can force a player to choose between an inescapable ambush through a fast route, or a safe route that takes too much time. Fiefs too far away to be defended might not be worth accepting. Low coastal regions are also more likely to become fogged in the morning - providing both visual impairments for a player's party as well as during combat. Player Character[] The specific characteristics a player chooses can affect the strategies and relative trade-offs between other considerations. Recruitment Party size Party composition Fiefs Attributes Skills Equipment Combat Success[] Combat Success is perhaps the most common way to collect renown. Victory in combat often depends on the player character, as unsupervised battles become pure numerical contests often with costly losses. |
Geography | Geography is one of the gameplay mechanics, referring to the topographical features of a region. The Mount&Blade games create notional regions inhabited by various factions. Mount&Blade and Warband take place in Calradia. With Fire & Sword takes place in Eastern Europe. Types of Terrain[] Terrain varies widely through both worlds ranging across: Mountains feature extreme altitude changes and steep inclines. Cavalry is impaired here. Steppes are mostly flat with little vegetation, excellent cavalry terrain. Plains feature varied but mostly flat terrain, often featuring low hills, sparse trees and a shallow creek. Forests are typically hilly with denser trees. Archers are often impaired by the limited sightlines and cavalry is hindered by the trees and inclines. Tundras are usually flat or hilly, with a few trees here and there. Deserts are similar to steppes, but with even less vegetation. |
German Infantry Musketeer (veteran) | German Infantry Musketeer (veteran) Troop Information Culture Polish Commonwealth Acquired from... German Infantry Musketeer Upgrades to... N/A German Infantry Musketeer (veteran) looks similar to regular German Infantry Musketeer, but has a better Miquelet Musket. They are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Tactics[] In battle, German Infantry Musketeer can be considered an equivalent of Swadian Sharpshooter. 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. German Infantry Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level 16 Strength 11 Agility 9 Intelligence 0 Charisma 0 Health 52 Armor Head Morion, Cabasset Body German Musketeer Line Uniform Hand Infantry Gloves Foot Shoes With Stockings Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 145 Throwing 0 Weapons Melee Good Sword Ranged Miquelet Musket, Bullets Shield ? Mount ? Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
German Infantry Pikeman (veteran) | German Infantry Pikeman (veteran) Troop Information Culture Polish Commonwealth Acquired from... German Infantry Pikeman (upgrade) Upgrades to... N/A German Infantry Pikeman (veteran) is the heaviest infantry unit in Polish Commonwealth and Muscovite Tsardom. They are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Tactics[] In battle German Infantry Pikeman can be considered an equivalent of Swadian Infantry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 16 Strength 11 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Morion, Cabasset Body German Infantry Line Uniform Hand Leather Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh 1 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged ? Shield ? Mount ? Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
Geroia | Geroia is a land located beyond Calradia. Contents 1 Descripion 1.1 Georgraphy 1.2 Politics 2 Notable Geroians 3 Trivia Descripion[] Almost nothing is known of the region. In Warband, several companions claim Geroia as their homeland. Georgraphy[] Geroia seems to be located to the east of Calradia, as, according to Lezalit, it is "over the hills". This is also confirmed by Marnid, who claims to have been travelling from there through Khergit lands when he was robbed. Geroia also seems to have access to the sea, as ransom brokers in Bannerlord state that some of the prisoners that fail to get ransomed will be sold there as galley slaves. Politics[] Geroia seems to be a land consisting of several polities, known collectively as the "republics of Geroia", at least during the time of Bannerlord. It is unclear how these republics function, but it seems that the merchant class thrives there, and at least one of the republics has a Count. Lezalit - the second son of the apparently well-known Count of Geroia - claims that only the firstborn of Geroian nobles inherit their father's wealth, whereas all other children are left with nothing. It also seems that Geroia is, in general, a peaceful land, as, according to Lezalit, noble children without inheritance have few opportunities of obtaining fiefs. Another point to suggest peacefulness is the fact that Artimenner - a siege engineer - chose to travel to Calradia in search of work. Notable Geroians[] Artimenner Count of Geroia Lezalit Marnid Trivia[] Geroia was first mentioned in Mount&Blade v0.202 - AKA Warrider - as a location beyond the game's southeastern borders, as per Marnid's backstory. In Warband, the world map was expanded and slightly changed. If one were to compare Calradia to real-life Europe, Calradia would now be the equivalent of Western and Central Europe, suggesting that Geroia is somewhere father east, beyond Khergit lands. In Bannerlord, the map of Calradia was again expanded, now stretching from Western Europe to Central Asia - if made equivalent to Eurasia - yet Geroia is still nowhere to be seen, which makes its location rather confusing. |
Ghilman | Ghilman Official Information Faction Aserai Culture Darshi Leader Randomized Fiefs None Tier ? Wealth ? The Ghilman are a minor clan of the Aserai. They are a brotherhood of slave-warriors. Contents 1 Official Description 2 Members 3 Troop Tree 4 Trivia 5 References Official Description[] The Ghilman are a band of mercenaries who recruit from the tribes of southern Calradia and the lands to the east. They are legally their own slaves and masters: each "sells" himself to the order and, in the process, becomes a part-owner. They are known for their fine horses and fine clothes. But no one should assume from their oiled locks, perfumes and peacock feathers that they spend more time preening than training. Their skills as mounted archers are second to none, and as lancers are close behind the Vlandians and the imperial cataphracts.[1] Members[] Their leader and membership are randomly generated at the beginning of each game. Troop Tree[] Ghilman Troops Koleman Ghilman Ghulam Trivia[] Their culture is listed as Darshi and separate from the Aserai, indicating even more distinctiveness from the Sultanate's disparate major clans. "Ghilman" (singular: "Ghulam") were slave-soldiers and/or mercenaries of Turkic and Caucasian origin that served in armies throughout the Islamic world between the 9th and 19th centuries. This makes sense, seeing as the setting of Bannerlord is based on the early 11th century and the Ghilman are a mercenary clan of slave-soldiers under the Aserai Sultanate. An alternate meaning for "Ghilman" can be found in the Quran, where it means "boys that will serve the righteous in Heaven", though this is inapplicable in-game. References[] ↑ Encyclopedia Calradia, entry "Ghilman" 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 |
Ghouls | <a href=" class="image"><img alt="Ghoulface" src=" decoding="async" loading="lazy" width="128" height="128" class="thumbimage" data-image-name="Ghoulface.png" data-image-key="Ghoulface.png" data-relevant="0" data-src=" /></a> The Ghoul face texture. Ghouls were a bandit type and playable race appearing in early versions of Mount&Blade, AKA Warrider. They were removed alongside the undead in early-to-mid versions of Mount & Blade due to the game's focus shifting away from dark fantasy. Contents 1 Description 2 Lore 3 Activating quest 4 Trivia 5 Gallery Description[] Ghouls were actually normal people that have been cursed, either by magic, or by their own inhuman actions. The player would first encounter ghouls during the quest to obtain the hand of a god. The ghouls here were servant-guardians of Ecatha, the witch that held the artefact in question. Later on ghouls were meant to appear as bandit parties, roaming the map. The player would have received a quest where they would hunt down ghoul parties and either bring them in as prisoners, or convince them to peacefully go to Kaga, an asylum-like location, where the ghouls were meant to be treated from the curse. Lore[] “ I had heard about the curse of the ghoul years ago, when I was a child. The legend says that when a man feeds with the decaying flesh of a fellow human his soul gets corrupted and he turns into a creature of darkness. ” — Darsu the Healer Activating quest[] To activate this quest, you need to enable cheats. Press Crtl-F for all locations to show up. Go to Khergit Camp. Talk to the Uruzuge and her father. Her father will tell you to ask Akhad Thell for something to heal her. Go to Serrepa and talk to Akhad. And so the quest begins. Trivia[] Like the Undead, Ghouls would only appear on the map when the respective quest was initiated. The player could also choose to be a Ghoul during character creation. This did not affect anything, as the ghoul face was merely a skin. Gallery[] Talking to UruzugeThe necromancer EcathaGhouls charging into battle |
Gisim | Gisim Settlement Information Type Village Kingdom NordsSwadia Fortification TihrPraven World Map Mount&BladeGisimTihrTemplate:World Map/Mount&BladeWarbandGisimPravenTemplate:World Map/Warband Gisim is a village initially owned by the Kingdom of Nords in Mount&Blade, and the Kingdom of Swadia in Warband. Layout[] Player Elder Fugitive The Village Elder is located in front of the building on top of the steep hill on the left side from where the player enters, standing before a wooded chair. Gisim is built on a relatively flat spot in very mountainous terrain with moderate tree cover. It has a total of six structures. There are two fields here growing wheat and squash, and a third fenced area which may be an empty farm or animal pen. Garlic strings hang on the wall of one building while another building is surrounded by wagons and wagon wheels, possibly indicating the home of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the first building on the left from where the player enters, standing between the building and the squash farm. 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 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 |
Glaive | The Glaive is a polearm consisting of a single-edged, sword-like blade on the top of a wooden shaft. When properly used, the glaive is effective at attacking opponents while keeping out of their reach. It cannot be used with a shield. Warband Mount&Blade See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Glaive/Warband | Glaive GlaivePolearm (No shield)Base value: 352 denarsWeight: 4.5Swing: 39cThrust: 21pSpeed rating: 90Weapon reach: 157 |
Gloves | For gloves featured in Mount&Blade:With Fire & Sword, see Gloves (With Fire & Sword). Leather Gloves from Mount&Blade and Warband, showing the style change. Gloves are a minor type of Armor that offer small bonuses to the Body Armor statistic. They can be quite expensive for the minimal benefits they provide, even more so in the original Mount&Blade as their prices were decreased for Warband. When modifiers are applied, the price of gloves can increase drastically. Gloves give such a small bonus that sometimes, negative modifiers can completely annul their benefits (e.g.: Tattered or Ragged Leather Gloves will not grant armor, only encumbrance). Despite the high cost, it may be a good idea to buy a set of leather gloves in the early game, as this will noticeably decrease damage taken from Looters and Forest Bandits, the main concern of a player who has just begun a playthrough. In contrast, Viking Conquest only has Leather Gloves, which remain at a low price and have had their body armor rating improved to +6 from +2. They are inexpensive and are upgraded cheaply at armorers, making them a good early investment for extra protection. List of Gloves[] The following is a complete list of all gloves available in Warband: ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Gloves (With Fire & Sword) | For (Mount & Blade) Gloves, see Gloves. Similar to others games in the series, Gloves in With Fire and Sword are a minor type of Armor that offer small bonuses to the Body Armor statistic. They are usually expensive for minimum benefits. In the latest version of the game (v1.143), gloves' appearance seems to change from the one presented in the original Mount & Blade to the style adopted in Warband when equipped by the main character. Like other items in Mount&Blade: With Fire & Sword, there are different gloves with the same name or appearance although distinct statistics. List of Gloves[] The following is a complete list of all gloves available in With Fire & Sword. Note not all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Gloves Body Armor Weight Base Value Cavalry Gloves 3 0.25 300 Infantry Gloves 1 0.25 100 Armor Gauntlets 5 1.00 2000 Leather 2 0.25 200 Reiter Gauntlets 6 1.25 2500 Armor Gauntlets 6 1.25 2500 Battered Gloves 1 0.25 100 Leather Gloves 3 0.25 200 Fur Gloves 5 0.25 300 Gauntlets 8 1.00 500 Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment This article is a stub. You can help out by expanding it. |
Glunmar | Glunmar Settlement Information Type Village Kingdom Rhodoks Fortification YalenYalen World Map Mount&BladeGlunmarYalenTemplate:World Map/Mount&BladeWarbandGlunmarYalenTemplate:World Map/Warband Glunmar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located just within the village, standing at the corner of the building directly through the main entrance. Glunmar is built in a valley with hilly terrain all around and many tall pines in a semicircle to the back. It has a total of seven structures, including a tall look out tower, all surrounded by a high stone wall with only two entrances. Food sources appear somewhat diverse here with fields growing Cabbages and Grapes, a fenced orchard presumably growing the Apples that can be seen in baskets, an oven with sacks of Flour and Bread nearby, stored Beef, several hanging animal skins and a pile of bones, and there is a well located within the village walls. Glunmar has a foreboding atmosphere however, as the front entrance is decorated with many weapons and human skulls. What may be a partially-collapsed mine shaft can be found just to the right from where the player enters, although the interior graphics are semi-transparent and one can see through what should be solid rock. If sent here during a Hunt Down Fugitive quest, the target may be found under a roof on the opposite side of the building from where the Village Elder stands. 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) |
Goleryn | Goleryn Settlement Information Type Village Kingdom Western Empire Fortification Veron Castle Goleryn is a village of Western Empire owned by by Achios of the Corenios. The village is bound to Veron Castle and it is know for the production of Sheep. Goleryn sits in the warm, oak-covered Epiric hills, near both the Vlandian and Battanian frontiers. Sheep-raising is a way of life in these parts, as is sheep-rustling. Territory of the Western Empire TownsAmitatys Jalmarys Lageta Ortysia Rhotae Zeonica CastlesGarontor Castle Gersegos Castle Hertogea Castle Onica Castle Oristocorys CastleThorios Castle Thractorae Castle Veron Castle VillagesAegosca Alsasos Arpotis Bergum Carphenion Dradios Elvania Elipa GamardanGarontor Gersegos Goleryn Garengolia Hertogea Leblenion Lysia MontosNeocorys Nideon Onica Oristocorys Phasos Primessos Tarcutis Thersenion ThoriosThractorae Vathea Veron Vinela Zeocorys |
Good Broadsword | With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Good Chekan | With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Good Crowbill | With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Good Hatchet | With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Good Short Broadsword | With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Good Sword | With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Goods | Goods are a type of item that can be purchased at villages and towns, or found as loot from caravans, bandit camps and raiding villages. Goods serve several roles in Mount&Blade, including trade, food and production. Contents 1 General 1.1 Weight 1.2 Prices 2 Type of Goods 2.1 Food 2.2 Household Goods 2.3 Trade Goods 3 Goods Table 4 Notes General[] Goods cannot be directly used, although food is consumed automatically, but you can buy them and sell them at other towns or villages for a profit, or if you own a Productive Enterprise, you can give your master craftsman raw materials instead of having him buy them from the market (although he will usually be able to get them for a good price). Likewise, you can tell your master craftsman to hold onto the goods the enterprise produces so that you can trade them yourself for higher profit. Weight[] All goods have a weight and are typically quite heavy, which can slow down your Party Speed. It is worth taking along some extra horses to serve as pack mules to maintain your overland speed if you want to trade and still hunt down bandits, or outrun them, during your trips between towns. Prices[] The prices of goods are highly variable, and based upon an abstract model of Supply and Demand, which is covered in the trade page. All goods have a True Price, this is the game-assigned value of each good. This is rarely ever what the actual price of the goods will be, buy/sale price is modified based upon the local abundance or scarcity of that product. You can purchase goods where they are abundant and cheap, and sell where they are scarce and valuable to earn a profit. If you wish to engage in trade, only purchase goods when they are notably less than the True Value listed unless you are sure that there is a town where the scarcity of the good will drive up the value even further. Type of Goods[] Many goods are not used directly by towns or villages, and are used only as a raw material for the creation of another type of good. Finished products, meanwhile, consume those raw materials in their creation, and part of trade is based around moving supplies of raw materials to the places where they are turned into finished products. Most food items are already a "finished product" as soon as they are created. Grain is unique it can be made into two finished products, and velvet is unique in that it requires two different raw materials. The player can also own a Productive Enterprise which allows the player to convert a small amount of those raw materials into finished products in their cities, as well. Food[] For more info on food, see Food. While all food can be eaten, some, like grain, can be used as raw ingredients to make other items by craftsmen at a Productive Enterprise. Household Goods[] Household goods include food, oil, spice, ale and wine. You should maintain a supply of these goods in your court if you own a fief, so they can be used in Feasts to raise relations to other lords. Trade Goods[] Some goods have no use except in trade, and are just Trade Goods. Goods Table[] The following is a list of household and trade goods, for a complete list of foods, see the food page. For more specific information, see individual good pages. Name Weight Type Made from... Base Values Ale 30 House Grain 84 120 - 280 Date Fruit 40 Trade - - 120 120 - Dyes 10 Trade - - 200 200 - Flax Bundle 40 Trade - - 150 150 280 Furs 40 Trade - 391 391 391 391 Hemp 40 Trade - - - 125 - Hides 40 Trade - - 120 120 320 Iron 60 Trade - 264 264 264 304 Leatherwork 40 Trade Hides - 220 220 - Linen 40 Trade Flax Bundle 250 250 250 365 Oil 50 House Olives 484 450 450 - Pottery 50 Trade - 126 100 100 - Powder 40 Trade - - - 400 - Raw Silk 30 Trade - - 600 600 - Salt 50 House - 255 255 255 305 Shag 40 Trade - - - 400 - Spice 40 House - 880 880 880 - Tools 50 Trade Iron 410 410 410 410 Velvet 40 Trade Dyes, Raw Silk 1025 1025 1025 - Vodka 40 Trade - - - 350 - Wine 30 House Grapes 220 220 220 780 Wool 40 Trade - 130 130 130 230 Wool Cloth 40 Trade Wool - 250 250 250 Notes[] Some trading goods may be requested by nobles of a realm to improve relations. (collect velvet and furs to make a robe for a noble whom you have bad relations with) Some village elder or guild master quests will require the player to either purchase/find goods (e.g. wheat for a village) and deliver them to the village or to carry some goods (e.g. wine) to a tavern in another city. Date Fruit seems to have been intended to have been a type of food, as it has a food quantity, but lacks a morale bonus, and is not actually consumed as food is. 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 |
Grain | Wheat/Grain Classic/Warband Viking Conquest Games Base value 77 30 30 20 Weight 50.0 30.0 30.0 30.0 Item Quantity 50 50 50 150 Morale Bonus +0 +2 +1 +2 Spoils No Goods Type Food Made From... N/A Made Into... Bread, Ale Grain (or Wheat in classic Mount&Blade, With Fire & Sword, and Viking Conquest) is the most common and basic food source. Its high quantity, low weight, and even lower price make this food ideal in many stages of the game. Grain is readily and cheaply available in almost all towns and villages, but some places (like Reyvadin) will sell it much cheaper than others (Bariyye, Tulga). Buying prices can be as low as 3 in villages, especially around Dhirim. The grain may then be sold for up to 50 in nearby towns, making this process a low-risk way of getting a few hundred denars. The Productive Enterprise option can be used to buy either a mill or a bakery that produces bread from grain at a one-to-one ratio, or to buy a brewery that produces two barrels of ale per one sack of grain. This may boost your profit temporarily depending on how many sacks of grain you use. ( A mill requires 6 sacks of grain each week and has a profit margin of 4.6%. A brewery requires 1 sack of grain each week and has a profit margin of 6.4%.) The ability to have two types of productive enterprise come from grain, and that it is produced in nearly every village and town, makes this item incredibly valuable for money making. Any towns without bread or grain will yield a lot of money for the player if they start an enterprise based on grain. Ale and bread have different values from place to place, so beware of which enterprise is chosen in a city before starting to ensure maximum profit. As with any food, grain is used to feed one's army or other lords during feasts. The Bring wheat to (village) quest is sometimes available from Village Elders, and it involves bringing the village a certain amount of grain/wheat. 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 |
Grapes | Grapes Games Base value 75 Weight 40.0 Item Quantity 10 Morale Bonus +3 +2 Spoils No Goods Type Raw material Made From... N/A Made Into... Wine Grapes are a food item with both a low quantity and morale bonus. In Warband, they are generally more beneficial as raw materials for a wine press to produce the much more profitable wine. As this feature was removed in With Fire & Sword, grapes became much less useful. 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 |
Great Axe | Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Great Axe/Warband | Great Axe Great AxeTwo-handedBase value: 316 denarsWeight: 4.5Swing: 47cSpeed rating: 94Weapon reach: 96Requires strength: 10Bonus against shieldsWarband |
Great Bardiche | The Great Bardiche is a powerful two-handed weapon effective at destroying shields. The high base damage and long reach of this weapon make it appropriate for use on horseback. Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Great Bardiche/Warband | Great Bardiche Great BardicheTwo-handedBase value: 617 denarsWeight: 5.0Swing: 50cSpeed rating: 89Weapon reach: 116Requires strength: 10Bonus against shieldsWarband |
Great Hammer | The Great Hammer is a powerful two-handed weapon. It boasts the highest blunt damage in the game of 45 and can crush through blocks, making it extremely deadly against armoured opponents. However, this weapon is unbalanced, very short, very slow, and has a strength requirement of 14. It is the heaviest weapon in the game, which means it can defeat any other weapon's block. This makes it effective during sieges, as it can break through the human walls. Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Great Hammer/Warband | Great Hammer Great HammerTwo-handedBase value: 290 denarsWeight: 9.0Swing: 45bSpeed rating: 79Weapon reach: 75Requires strength: 14Can crush through blocksWarband |
Great Horde | The Great Horde is a yet-to-be-seen faction mentioned in lore residing somewhere east of Calradia. History[] Two generations before |1084, something happened far away to the east that pushed new tribes westward towards Calradia. Clans nearest to the Calradic Empire didn't want to get crushed between the empire and the fleeing tribes further from the east began to form a confederacy under Urkhun the Khuzait. They annihilated a force of Empire legions and took over trading cities forming into the Khuzait Khanate.[1] In 1257, Baheshtur stated that, during his grandfather's day, the Khergit resided beyond the mountains in the east of Calradia, but were forced to move towards the west when their homeland was taken over by the Great Horde. The Khergit then took over land held by the Vaegirs at the time. Trivia[] The Great Horde might be inspired by or in reference to the Mongol Empire that was created by Genghis Khan. However, considering it pushed the Khuzaits to the west, the Great Horde may instead be inspired by either the Rouran Khaganate or the Göktürk Khaganate, as their large empires have pushed many nomadic tribes westwards to get away from them and seek greener pastures and new lands to settle. This happened with the Pannonian Avars (though their origins are currently unknown), who settled in what is modern day Hungary and Romania, and the Bolgars, who settled in what is today modern Bulgaria. Another inspiration for the Great Horde might be the Oghuz Confederacy, due to the fact that the Khuzait fled from the Great Horde westwards towards the lands east of Empire territory, similar to how the Seljuks fled from the Oghuz Confederacy westwards and began forming their own empire in the lands of modern day Iran and Turkey. References[] ↑ Dev Blog 09/11/17 |
Great Lance | The Great Lance is the longest lethal weapon that can be used on horseback. It is also the slowest weapon that can be obtained in an unmodded game. Warband See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Great Lance/Warband | The Great Lance is not made to be an excellent polearm, but it is a really long lance. When couched, this will be a deadly lance, especially with its pike-like range, but it can be thrusted if necessary. Great Lance Great LancePolearmBase value: 410 denarsWeight: 5.0Thrust: 21pSpeed rating: 55Weapon reach: 240Requires strength: 11 |
Great Long Axe | The Great Long Axe is the strongest melee weapon that deals cutting damage. Investing points into Power Strike increases the damage of this weapon to where it may kill nearly any enemy in one hit, even lords or horses. Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Great Long Axe/Warband | Great Long Axe Great Long AxePolearm (No shield)/Two-handedBase value: 660 denarsWeight: 5.5Polearm (No shield)Swing: 54cThrust: 19bSpeed rating: 91Two-handedSwing: 54cSpeed rating: 85Weapon reach: 127Requires strength: 10Bonus against shieldsUnbalanced |
Great Long Bardiche | The Great Long Bardiche is a polearm that combines the shield-smashing ability of an axe with the length of a polearm, making this weapon effective against both enemy horses and the soldiers who ride them. Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Great Long Bardiche/Warband | Great Long Bardiche Great Long BardichePolearm (No shield)Base value: 660 denarsWeight: 5.0Swing: 50cThrust: 17pSpeed rating: 88Weapon reach: 155Requires strength: 12Bonus against shieldsUnbalanced |
Great Sword | There are two weapons known as the Great Sword. The first is available in multiplayer and is very valuable. The second, less expensive weapon shares its model with the Sword of War, does slightly less swing damage, but has longer range. Warband Mount&Blade See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Great Sword/Mount&Blade | Great Sword Great SwordTwo-handedBase value: 1123 denarsWeight: 2.8Swing: 42cThrust: 29pSpeed rating: 96Weapon reach: 120Requires strength: 10Mount&Blade Great Sword Great SwordTwo-handedBase value: 423 denarsWeight: 2.8Swing: 39cThrust: 31pSpeed rating: 95Weapon reach: 125Requires strength: 10Mount&Blade |
Great Sword/Warband | Great Sword Great SwordTwo-handedBase value: 1123 denarsWeight: 2.8Swing: 42cThrust: 29pSpeed rating: 96Weapon reach: 120Requires strength: 10Warband Great Sword Great SwordTwo-handedBase value: 423 denarsWeight: 2.8Swing: 39cThrust: 31pSpeed rating: 95Weapon reach: 125Requires strength: 10Warband |
Grunwalder | Grunwalder Official Information Kingdom Kingdom of Rhodoks Title War veteran Personal Details Gender Male Grunwalder was a Rhodok hero who taught the Rhodoks how to defend themselves against the Swadians, as explained by Bunduk. He has a castle built in his name. |
Grunwalder Castle | Grunwalder Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Saren Serindiar Sieges with... Ladders Port No Grunwalder Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Grunwalder Castle lies southeast of Jelkala at the tip of the mountain ridge that divides the Khergit Khanate. Its village is Saren which is to the southwest. Warband[] Grunwalder Castle lies east of Veluca. It is on the border with the Kingdom of Swadia further to the east. Its village is Serindiar which is to the northwest at the edge of a forest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Grunwalder Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. The assault of the castle will prove difficult, as it is designed in a manner that gives the defenders a clear ranged advantage, with three points of view looking at the assailants. Besides its design, it is uphill, so the ascent to the actual castle will be slow. Trivia[] According to Bunduk, Grunwalder Castle was named for a war veteran that taught his people how to resist the Swadians that demanded submission from them. Grunwalder was killed, but the castle that was built where he died was named in his memory. Gallery[] 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) |
Gudonhelda | Lady Gudonhelda Official Information Kingdom Vlandia Monarch King Derthert Title Noblewoman Clan dey Molarn Personal Details Gender Female Age 22 Parents HecardAdaltrud Siblings IngundeIrmgard Gudonhelda is a noblewoman of Vlandia and a member of House dey Molarn. She is the daughter of Hecard and Adaltrud, and the sister of Ingunde and Irmgard. Description[] According to her Personality Traits, she is Generous (Generosity 1) and Cruel (Mercy -1). She has the reputation of being a good friend but a dangerous enemy. 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 Trade 40 Steward 60 |
Gudrun | Gudrun Official Information Kingdom Kingdom of Northhymbre Monarch Jarl Halfdan Ragnarsson Title Lady Religion Pagan Personal Details Gender Female Gudrun is a married noblewoman of the Kingdom of Northhymbre. Family[] Husband: Jarl Sidroc the Elder Children: Turid Kingdom of Northhymbre Monarch: Claimant: Jarl Halfdan Ragnarsson Aetheling Oswine Vassals: Cyning Egbert Jarl Rathbarth Ragnarsson Ealdorman Ealdred Jarl Sidroc the Elder Ealdorman Ricsige Ealdorman Egbert the Second Jarl Bjorn Ragnarsson Hersir Guthred Knutr Hersir Rognvald Hersir Harald Hersir Sidroc the Young Hersir Fraena Jarl Ivarr Inn Beinlaussi Jarl Hubbi Ragnarsson Konungr Bagsecg Ladies: Aebbe Alof Ragnarsdottir Eanflaed Freydis Gudrun Sigrid Sigrunn Svanhild Turid |
Guild Master | Guild Masters can be found in every town where they are able to provide several services for the player. Guild Masters could be thought of as the Village Elders of towns. Although any townsperson can tell you where the Guild Master is through conversation, they do not actually give useful directions, merely stating he is "over there". This means you will have to hunt them down yourself. Just look for someone standing still who is also not in armor or next to a stall of merchandise. You can speak with the Guild Master concerning several topics: Asking what he does Ask about available jobs Talk about politics Inquire about local trade Learn the wealth of the town compared to the rest of Calradia Buy land for a Productive Enterprise |
Gundar | Gundar Official Information Kingdom Sturgia Title Lord Reign Unknown Clan Gundaroving Personal Details Gender Male Gundar was the legendary founder of the eminent Sturgian clan which took his name, the Gundaroving. According to legend, Gundar was among a group of migrants from Nordland who landed near the spot which would one day be the town of Balgard. The Nord settlers demanded tribute of the native Sturgian and Vakken tribes, but the tribes formed an alliance and drove the Nords back to their ships. In the aftermath of the Sturgian and Vakken victory, the allies turned on one another and began to squabble over the loot they took in their battle. This is when the legend says that Gundar landed his ship and served as an arbitrator in dividing the spoils. The natives recognized Gundar's capacity for leadership and was given lordship over the region. From that nascent alliance of Sturgians and Vakken, the Grand Principality of Sturgia would eventually spring and through intermarriages with the natives, Gundar and his descendants continued to play a central role in the affairs of the realm.[1] References[] ↑ Encyclopedia Calradia, entry "Balgard" |
Gundig Hairy-Breeks | Gundig Hairy-Breeks Official Information Kingdom Kingdom of Nords Title Ex-Monarch Personal Details Gender Male Gundig Hairy-Breeks was a Nord leader that landed in Calradia sometime after The Calradic Empire fell, to claim a Nord birthright to the whole Calradian Continent. But this was just a fabrication by the Skalds. Gundig Hairy-Breeks would be killed attempting to attack the Rock of Rivacheg. |
Gyda Eirikdottir | Gyda Eirikdottir Official Information Kingdom Kingdom of Northvegr Monarch Konungr Harald Halfdanarson Title Lady Religion Pagan Personal Details Gender Female Gyda Eirikdottir is a noblewoman initially of the Kingdom of Northvegr. She is 16 years old. Family[] Father: Konungr Eirik Kingdom of Northvegr Monarch: Claimant: Konungr Harald Halfdanarson None Vassals: Jarl Guthorm Haraldrsson Konungr Eirik Jarl Kjotvi Hinn Audgi Hersir Ketill Bjornsson Hersir Bjorn Ketilsson Ladies: Gyda Eirikdottir Hallbera Thorunn Ketilsdottir Yngvild |
Habba | Habba Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Samarra Castle World Map WarbandHabbaSamarra CastleTemplate:World Map/Warband Habba is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive The Village Elder is standing inside the warehouse to the left from where the player enters, in front of a large metal grate. Habba is built in the middle of flat, open desert, only broken up with scattered clusters of palm trees. It has a total of five structures. There are three fields here, growing beans, cabbages, and wheat. There is also a horse-driven well in the middle of the village. One building may the home of a carpenter as it has several wooden objects around it, including a cart and spare wheel, two shelf-style beds for dungeons, and a large door. If sent here during a Hunt Down Fugitive quest, the target may be found wedged between the two buildings on the right side of the village from where the player enters, standing in front of a leafy desert plant. 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 |
Haen | Haen Settlement Information Type Village Kingdom Nords Fortification Tihr World Map Mount&BladeHaenTemplate:World Map/Mount&BladeWarbandHaenTihrTemplate:World Map/Warband Haen is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located on the far side of the village from where the player enters, in front of the last building to the left standing next to some empty baskets. Haen is situated on a narrow strip of relatively flat land with a mountainous peak on one side and a valley with a brook at the bottom on the other. There is also fairly heavy tree coverage here. It has a total of six structures, one of which is tall and thin and may be a grain silo. There is also a small stone bridge crossing the stream. There are some fields here growing grapes and squash, while a couple other fields have been harvested and only stacks of hay or straw remain. Slightly to the right from where the player enters and up the hill behind the village, there is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found on the other side of the building behind the Village Elder, standing next to a tree and a shed full of logs. 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 |
Hafted Blade | The Hafted Blade is the only polearm that may be swung from horseback. The reach of this weapon makes it highly effective against both infantry and mounted enemies. While on horseback, the player character will appear to hold the Hafted Blade with both hands while attacking, but in reality only one hand will remain in contact with the weapon during the swing. Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Hafted Blade/Warband | Hafted Blade Hafted BladePolearm (No shield)Base value: 185 denarsWeight: 2.8Swing: 37cThrust: 20pSpeed rating: 95Weapon reach: 135 Hafted Blade Hafted BladePolearm (No shield)Base value: 350 denarsWeight: 3.3Swing: 39cThrust: 19pSpeed rating: 93Weapon reach: 153 |
Hailes Castle | Hailes Castle is a multiplayer siege map present in Mount&Blade: Warband. Layout[] Hailes Castle can be attacked via ladders, siege ramp, and by breaking down postern gates. Trivia[] There exists a real Hailes Castle in Scotland, though it looks different from the Warband one. |
Halberd | With Fire & Sword See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Halisvust | Halisvust Settlement Information Type Village Kingdom Vlandia Fortification Rovalt Halisvust is a village of Vlandia owned by the baron, Servic of House dey Valant. The village is bound to Rovalt and it is known to produce Grain. Halisvust was once a marshy wasteland, but Vlandian settlers drained the waters and sowed wheat and rye in the valley. 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 |
Hallbera | Hallbera Official Information Kingdom Kingdom of Northvegr Monarch Konungr Harald Halfdanarson Title Lady Religion Pagan Personal Details Gender Female Hallbera is a noblewoman initially of the Kingdom of Northvegr. She is 45 years old. Family[] Husband: Jarl Guthorm Haraldrsson Kingdom of Northvegr Monarch: Claimant: Konungr Harald Halfdanarson None Vassals: Jarl Guthorm Haraldrsson Konungr Eirik Jarl Kjotvi Hinn Audgi Hersir Ketill Bjornsson Hersir Bjorn Ketilsson Ladies: Gyda Eirikdottir Hallbera Thorunn Ketilsdottir Yngvild |
Halmar | Halmar Settlement Information Type Town Kingdom Khergit Khanate Villages DusturilZagushPeshmi Sieges with... Ladders Port No World Map Mount&BladeHalmarDusturilZagushTemplate:World Map/Mount&BladeWarbandHalmarPeshmiTemplate:World Map/Warband Halmar is a town initially controlled by the Khergit Khanate. Its initial lord is Alagur Noyan. It is speculated that Halmar is the successor settlement of the town of Jalmarys, given their similar name and close proximity on the map as featured in Mount&Blade II: Bannerlord. Should Jalmarys indeed be the precursor of Halmar, the town's known history would be defined by its status as a provincial stronghold of the Western third of the Calradic Empire. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Dusturil and Zagush. Warband[] Its village is Peshmi Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Halmar can be found by immediately facing right after selecting 'Take a walk around the streets'. Siege[] Besieging Halmar requires the construction of a siege ladder. Tournaments[] If you take part in a Tournament in Halmar, you will be given the standard equipment and one of the random equipment sets: Standard equipment: Horse Arena Tunic Steppe Helmet Random equipment sets: 10/31 - Lance & Shield 10/31 - Bow & Arrows, Practice Dagger 6/31 - Javelins & Shield 5/62 - Sword & Shield 5/62 - Heavy Sword Economy[] Halmar sells Pottery cheaply. Halmar produces: Ale Bread Leatherwork Oil Pottery Tools Wine Wool Cloth 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 |
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