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List of villages
The following is a list of villages throughout the Mount&Blade series. Mount&Blade[] Villages in classic Mount&Blade: Khergit Khanate Ada Kulun Amashke Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr Tulbuk Uhhun Zagush Kingdom of Nords Aldelen Ambean Buillin Fearichen Fenada Gisim Haen Jayek Jelbegi Kulum Kwynn Odasan Rizi Ruvar Udiniad Vayejeg Kingdom of Rhodoks Buvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles Ilvia Istiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar Kingdom of Swadia Amere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Ibiran Iyindah Nemeja Nomar Rduna Ruluns Ryibelet Tahlberl Tosdhar Tshibtin Ushkuru Yalibe Yaragar Kingdom of Vaegirs Ayyike Bazeck Bhulaban Fisdnar Hanun Ismirala Karindi Mazen Mechin Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh Tebandra Ulburban Uslum Vezin Warband[] Villages in Mount&Blade: Warband: Khergit Khanate Ada Kulun Amashke Bhulaban Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tulbuk Uhhun Zagush Kingdom of Nords Aldelen Ambean Buillin Fearichen Fenada Haen Jayek Jelbegi Kulum Kwynn Mechin Odasan Rizi Ruvar Vayejeg Kingdom of Rhodoks Buvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles Ilvia Istiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Kingdom of Swadia Amere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim Ibiran Iyindah Nemeja Nomar Rduna Ruluns Ryibelet Tadsamesh Tahlberl Tosdhar Tshibtin Ushkuru Veidar Yalibe Yaragar Kingdom of Vaegirs Ayyike Bazeck Fisdnar Hanun Ismirala Karindi Mazen Rebache Shapeshte Shulus Slezkh Sumbuja Tebandra Tismirr Udiniad Ulburban Uslum Vezin Sarranid Sultanate Aab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti Mazigh Mijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat Tilimsal Unriya Uzgha With Fire & Sword[] Villages in Mount&Blade: With Fire & Sword: Cossack Hetmanate Boguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets Kryliv Leschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod Pavoloch Pohrebysche Pologi Potoki Snovsk Zolotonosha Crimean Khanate Ak-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash Sinelnikovo Sivash Tumnek Muscovite Tsardom Klin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa Tarusa Valuiki Yefremovo Polish Commonwealth Amere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi Ludinovo Molodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow Rudnya Sambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai Vendau Vydzy Wadowice Widawa Yartsy Zamoshye Kingdom of Sweden Elbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau Torma Weissenstein Wesenberg Viking Conquest[] Villages in Viking Conquest: Kingdom of Alban Bal Duim Bal Foither Bal Tauro Bal Averte Bal Onlaigh Bal Muirchol Bal Rigmonaid North Bal Rigmonaid South Bal Scuin East Bal Scuin West Kingdom of Alt Clut Tref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West Kingdom of Brycheiniog Tref Brycheiniog East Tref Brycheiniog West Kingdom of Connachta Bal Chomain Bal Luighne Bal Fiachrach Aidne Bal Berchna Bal Cruaghan East Bal Cruaghan West Kingdom of Cornubia Tref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West Kingdom of Danmark Skyfa By Vebjorg By Huhelstath By Heida By Ribe By North Ribe By South Kingdom of East Engle Nor Ham Haegelis Ham Rendlaesham Grante Ham Dun Ham North Dun Ham South Kingdom of Friese Kennemer Terp Vles Inge Terp Dore Ham West Dore Ham East Doccinga Kingdom of Glywyssing Tref Ceincoed Tref Went Tref Dyf East Tref Dyf West Kingdom of Gwynedd Tref Bych Tref Bran Tref Arth Tref Erth Tref Seniont Tref Sws Tref Mon East Tref Mon West Tref Meguaidd East Tref Meguaidd West Kingdom of Laigin Bal Dara Bal Liamhain Bal Bolg Bal Ros Mhic Treoin Bal Maistiu East Bal Maistiu West Kingdom of Laithlind Tref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa By Dubh Linn By North Dubh Linn By South Kingdom of Mide Bal Mor South Bal Eachadha Bal Breacain Bal Crannoc Bal Tara Bal Temair North Bal Temair South Kingdom of Mierce Snotingaham South Lincylene Ham Ham Hreapan Ham Oxena Ham Colne Ham Gegnes Ham Stan Ham Lunden Ham North Lunden Ham South Tom Ham East Tom Ham South Cirren Ham East Cirren Ham West Kingdom of Mumain Bal Grian Airbh Bal Les Mor Bal Ciarraighe Luachra Bal Muscraighe Bal Na Mbarc Bal Caiseal East Bal Caiseal West Kingdom of Northhymbre Ligualid Ham Mame Ham Donne Ham Middels Ham Denises Ham Ad Gefrin Ham Baer Ham Wics Ham Eidyn Ham East Eidyn Ham West Eofer Ham East Eofer Ham West Bebban Ham North Bebban Ham South Kingdom of Northvegr Skiringssalr By Horda By Agdir By Rogaland By Tuns By East Tuns By West Kingdom of Uladh Bal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Kingdom of West Seaxe Hrofae Ham Dornwara Ham Searo Ham Dorce Ham Wil Ham Ham Ham Badon Ham Escan Ham Cantwara Ham North Cantwara Ham South Cippan Ham East Cippan Ham West Witan Ham North Witan Ham South Tribe of Osraige Bal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Ui Neill of Aileach Bal Clochair Bal Fearnmhaigh Bal Macha Bal Dumai Bal Aileach East Bal Aileach West Bannerlord[] Villages in Mount&Blade II: Bannerlord: Aserai Abba Abghan Abu Khih Ain Baliq Asmait Barihal Baq Bir Seif Bunqaz Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa Jahasim Kuqa Lamesa Mabwaz Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Zalm Battania Ab Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig Ban Dalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat Nal Glenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig Pendraic Rhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim Khuzait Akiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy Ispantar Kamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk Mazen Mivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira Tepes Tismil Ulaan Urunjan Usek Sturgia Alebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh Forin Glavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan Nevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala Ustokol Visibrot Vladiv Yangutum Zhemyan Vlandia Alantas Alorstan Arromanc Caleus Calioc Cananc Chornad Drapand Deriat Etirburg Ferton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Mot Ormanfard Oritan Palisont Rodetan Rulund Savinth Sirindac Talivel Tirby Usanc Valanby Verecsand Vesin Northern Empire Aeoria Agalmon Alatys Alosea Ataconia Atrion Avasinton Boreagora Crios Dyopalis Epinosa Enoisa Gaos Gymos Hetania Jeracos Lochana Marathea Masangara Mecalovea Nortanisa Orthra Pons Potamis Rhesos Samatha Stathymos Syratos Tememos Themys Varagos Vealos Southern Empire Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea Western Empire Aegosca Alsasos Arpotis Bergum Carphenion Dradios Elipa Elvania Gamardan Garontor Gersegos Goleryn Garengolia Hertogea Leblenion Lysia Montos Neocorys Nideon Onica Oristocorys Phasos Primessos Tarcutis Thersenion Thorios Thractorae Vathea Veron Vinela Zeocorys Maps[] These maps show the relationship between villages and their fortifications. With Fire & Sword See Also[] List of towns List of castles
Llanoc Hen
Llanoc Hen Settlement Information Type Village Kingdom Battania Fortification Llanoc Hen Castle Llanoc Hen is a village in Battania owned by Mormaer Pryndor of clan fen Morcar. The village is bound to Llanoc Hen Castle and known to produce Hogs. Description[] Llanoc Hen sits in a ridge in the heights of the Uchalion massif. The villagers, known as skilled pig-farmers, look down two passes, the western one leading up from Vlandian lands and the eastern one leading up from the Empire.[1] References[] ↑ Encyclopedia Calradia, entry "Llanoc Hen" 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
Local Merchant
The Local Merchant. The Local Merchant is the target during the Kill local merchant quest. He can only be found in the streets of the town where the quest takes place where you will be automatically sent after you accept the quest. The merchant is poorly geared for combat and can be murdered quite easily. If you only injure him without killing him too quickly, he will plead for mercy. You can let him go with a threat, or kill him anyway. Following through with the execution will grant a better relation bonus with the lord who gave you the quest. Default Stats[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Local Merchant - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health Armor Head ? Body Leather Apron Hand ? Foot Leather Boots Skills Skill Points Ironflesh ? Power Strike 1 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Horse Archery ? 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 40 Two Handed Weapons 40 Polearms 40 Archery 40 Crossbows 40 Throwing 40 Weapons Melee Butchering Knife Ranged ? Shield ? Mount ?
Lokti
Lokti is a location outside Calradia. Overview[] No information about Lokti is known other than that Argo Sendnar traded there before travelling to Calradia.
Long Arming Sword
The Long Arming Sword is tied with the Sarranid Cavalry Sword as the longest one-handed weapon in-game, making it ideal for use on horseback. Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long Arming Sword/Warband
Long Arming Sword Long Arming SwordOne-handedBase value: 550 denarsWeight: 1.8Swing: 33cThrust: 28pSpeed rating: 96Weapon reach: 105Warband
Long Awlpike
The Long Awlpike is the longer version of the Awlpike. Warband See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long Awlpike/Warband
Long Awlpike Long AwlpikePolearmBase value: 385 denarsWeight: 2.25Swing: 20bThrust: 32pSpeed rating: 89Weapon reach: 185
Long Axe
Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long Axe/Warband
Long Axe Long AxePolearm (No shield)/Two-handedBase value: 390 denarsWeight: 4.8Polearm (No shield)Swing: 46cThrust: 19bSpeed rating: 93Two-handedSwing: 46cSpeed rating: 88Weapon reach: 120Requires strength: 10Bonus against shieldsUnbalanced
Long Bardiche
Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long Bardiche/Warband
Long Bardiche Long BardichePolearm (No shield)Base value: 390 denarsWeight: 4.8Swing: 48cThrust: 17pSpeed rating: 89Weapon reach: 140Requires strength: 11Bonus against shieldsUnbalanced
Long Bow
The Long Bow, despite its name, fires arrows at the same velocity as the Nomad Bow, tying the two as the third-shortest ranged bows. This weapon also has the lowest rate of fire of any bow, so troops using them can be found firing long after most other archers have expended their ammunition. Warband Mount&Blade See Also Longbow (similar name) Bows (List) Ranged Weapons (List) Weapons (List)
Long Bow/Warband
The long bow is a decent weapon in warband, mired only because it has a slower fire rate than other bows and its inability to properly use on horseback. Statistically speaking, it does more damage than some other bow variants (because of its need for many points in power draw) over longer ranges but is rather ineffective at close ranges due to it being a slower bow to draw. Khergit bows specifically are designed for mounted combat where as longbows are better for defensive approaches. Long Bow Long BowBase value: 145 denarsWeight: 1.8Damage: 22pAccuracy: 99Speed rating: 79Requires Power Draw: 3Warband
Long Hafted Knobbed Mace
Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long Hafted Knobbed Mace/Warband
Long Hafted Knobbed Mace Long Hafted Knobbed MacePolearmBase value: 324 denarsWeight: 3.0Swing: 26bThrust: 23bSpeed rating: 95Weapon reach: 133
Long Hafted Spiked Mace
Warband See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long Hafted Spiked Mace/Warband
Long Hafted Spiked Mace Long Hafted Spiked MacePolearmBase value: 310 denarsWeight: 3.0Swing: 28bThrust: 26bSpeed rating: 94Weapon reach: 140
Long Spiked Club
Warband See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long Spiked Club/Warband
Long Spiked Club Long Spiked ClubPolearmBase value: 264 denarsWeight: 3.0Swing: 23pThrust: 20bSpeed rating: 96Weapon reach: 126
Long War Axe
Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Long War Axe/Warband
Long War Axe Long War AxePolearm (No shield)/Two-handedBase value: 510 denarsWeight: 5.0Polearm (No shield)Swing: 50cThrust: 18bSpeed rating: 92Two-handedSwing: 50cSpeed rating: 87Weapon reach: 125Requires strength: 10Bonus against shieldsUnbalanced
Longbow
With Fire & Sword See Also Long Bow (similar name) Bows (List) Ranged Weapons (List) Weapons (List)
Looter
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Looter (With Fire & Sword). For the Bannerlord version, see Looter (Bannerlord). Looter Troop Information Culture Bandits Wages 1 denar/week Acquired from... Prisoners Upgrades to... Forest Bandit- or -Mountain Bandit Upgrade Cost 10 denars XP for Kill 38 experience Ransom Value 32 denars Looters are tier-one bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] They can be found all over Calradia in groups of 3-45 and are among the weakest enemies in both Classic and Warband. They are also the most common outlaws, similar to Forest and Mountain Bandits - at least during early game. Armed with cheap blades, clubs, and stones, Looters only pose a threat to the weakest, most unprotected, and inexperienced player. They will throw stones from afar until approached or out of ammo, and/or then charge and swarm. Some will throw stones at you again if you move out of melee range while they still have ammo. Looters will always try to swarm you and knock you out to capture you. Looters who hold throwing stones will stay back from the rest of the group and attempt to pummel you with their weak projectiles. A well-armored adventurer will be effectively invulnerable to thrown rocks, allowing you to ignore them until you get closer or they run out of stones while dealing with the others. On higher difficulties, thrown stones can be dangerous to players without a helmet though, as a well-aimed rock can do quite a bit of damage, sometimes even knocking the player out. As commonly available weak troops, Looters are often used to train low-tier recruits and can be engaged confidently even without support troops. Once engaged, Looters highlight the power a horse gives a combatant, allowing mounted troops to move freely in and out of reach of their weapons. The rocks they throw tend to be inaccurate and inflict extremely limited damage to even the most poorly-armored of troops. These attacks can instead be considered more of an annoyance than a threat. However, Looters can also demonstrate some of the potential weaknesses of mounted troops. If they can stop the horse, a cluster of them can bring down a horseman. The better armor the horseman has, the longer their incapacitation will take. Against lone players on foot, Looters present somewhat more of a problem as it becomes important to control how many of them are in range. Players with low Athletics should avoid engaging large groups of Looters, as they will likely be swarmed and overcome much like a stopped horseman. When soloing Looters, the least risky tactic is to employ a horse and ranged weapon. Simply ride into range, stop and fire, then move when they get too close. If the Looters are particularly tightly bunched, firing into the mob while at a full gallop can quickly raise ranged proficiencies. A slightly riskier tactic is to engage them in melee from horseback. Ideally, you never stop moving, and use a lance to attack from a relatively safe distance. The primary risk is that you get stopped by misjudging your course and then get swarmed. As a melee attacker, you will be exposed to both missile and melee attacks. The primary advantage of a melee engagement is speed, and combat will be decided far more quickly with a horse and a skilled rider. Looters can only be recruited from prisoners. This can be done if you have taken them as prisoner and recruit through the camp menu, though this way will inflict a morale penalty on your party and a good percentage will flee from your army during the first night. The second and more reliable way is to recruit them from prisoners held by your enemies. When Looters gain enough experience, they can be upgraded to Forest or Mountain Bandits - since Forest Bandits upgrade to Swadian Recruits and Mountain Bandits upgrade to Rhodok Tribesmen, this gives you a rare chance to determine the type of troops to which they can upgraded. As can be discovered when fighting them, they are otherwise practically useless without upgrades. Quotes[] Looters will say one of the following if they attack your party - like all bandits other than Sea Raiders, you'll only hear their dialogue if they chase after you rather than viceversa. "I'll tear you limb from limb!" "You'd better not be a manhunter!" "I'm going to break your legs... nice and slow!" "What's this, then, eh?" "Your money or your life." "My men would like a word with you about your personal belongings." 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. Looter - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Woolen Cap Body (Possible) Nomad Armor(Possible) Rawhide Coat Hand None Foot (Possible) Nomad Boots(Possible) Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 20 Two Handed Weapons 20 Polearms 20 Archery 20 Crossbows 20 Throwing 20 Weapons Melee HatchetClubButchering KnifeFalchion Ranged (Possible) Stones Shield None Mount None Trivia[] They were called "River Pirates" in Warrider. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Looter (With Fire & Sword)
For the classic version, see Looter. For the Bannerlord version, see Looter (Bannerlord). Looter Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... Bandit Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Looters are tier-one bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] They can be found all over Eastern Europe in groups of 3-60 and are the weakest, most common, and lowest-tier outlaws in With Fire & Sword. Almost nothing has changed about these rough bunches from Warband except their clothes and weapons they are somewhat less common to encounter, however, and should not be confused with the much more dangerous Rebels. These Looters are moderately stronger than their previous counterpart due to the fact they use somewhat stronger weapons - such as Carpenter Axes and Pitchforks - and are also guaranteed to wear armor and boots whereas previous Looters could spawn with neither. Looters can only be recruited from prisoners. This can be done if you have taken them as prisoner and recruit through the camp menu, though this way will inflict a morale penalty on your party and a good percentage will flee from your army during the first night. The second and more reliable way is to recruit them from prisoners held by your enemies. When Looters gain enough experience, they can be upgraded to Bandits, who carry firearms. As can be discovered when fighting them, they are otherwise practically useless without upgrades. 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. Looter - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head None Body Broadcloth DressSvitkaCaftan Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Firearms 40 Throwing 40 Weapons Melee BludgeonPitchforkScytheCarpenter Axe Ranged None Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Lord Kastor of Veluca
Lord Kastor of Veluca Official Information Kingdom Kingdom of Rhodoks Monarch King Graveth Title Claimant Personal Details Gender Male Lord Kastor of Veluca is initially the claimant to the throne of the Kingdom of Rhodoks. He believes that he is the rightful king of the Rhodoks, as they have no hereditary ruler. Kings are voted in by a council, which meets in a no-man's land where weapons are forbidden. During the previous vote, Lords Kastor and Graveth were the two candidates. While the council was deciding, Graveth appeared wielding a sword, saying that a Swadian raiding party was on its way and that he would leave the council members to their fate if they did not elect him as king. The council elected Graveth as king of the Rhodoks, and he then saved them. Kastor believes he should be king by default, as Graveth broke the sacred tradition by coming to the field while armed. King Graveth sees the matter differently, saying that the election is a farce where the patricians have no thought for the kingdom and vote for whoever gives the best bribes. Graveth however, had spent years with the army, living on salted fish, sleeping on the steppes, and shedding blood in defense of the Rhodok people. Gallery[] Lord Kastor of Veluca in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: Count Etrosq Count Falsevor Count Fraichin Count Fudreim Count Gerluchs Count Gharmall Count Gutlans Count Kurnias Count Laruqen Count Matheas Count Nealcha Count Raichs Count Reichsin Count Reland Count Rimusk Count Talbar Count Tarchias Count Tellrog Count Tribidan Count Trimbau Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth
Lord Needs Horses/Camels
Lord Needs Horse/Camels is a quest in Bannerlord, given by lord notables. The quest giver needs more mounts for their troops and requests a specific breed which their men are accustomed to. Quick Walkthrough[] Acquire the specific type and quantity of mounts requested. Return to the quest giver. Hand over the mounts. Horses[] Horses that a lord requests depend on their culture and are tier 2 or 3 horses: Aserai - Darshi Horses / War Camels - can be usually bought in Husn Fulq/Hubyar/Iyakis/Askar/Quyaz Battania - Battanian Hobbies / Glintor Ponies - can be usually bought in Seonon and Car Banseth Khuzait - Steppe Hunters - can be usually bought in Baltakhand/Ortongard/Akkalat/Odokh Empire - Canterion Chargers - can be usually bought in Saneopa/Myzea/Poros/Lycaron/Jalmarys/Amitatys/Zeonica/Ortysia Sturgia - Revyl Chasers - can be usually bought in Varcheg and Omor (but not necessarily in Revyl) Vlandia - Valanby Coursers - can be usually bought in Charas/Pravend/Ostican Notes[] This quest is very straightforward; You either have the mounts and can immediately speak to the quest giver again to complete the quest or you do not, in which case you must go purchase or loot them. For normal mounts, it is actually a fairly profitable trade in most cases, especially if you acquired some or all of the horses from looting - or incidental perk bonuses. The most efficient way to approach this quest is as an outlet for mounts when you have already exceeded the optimal number for your 'foot troops with mounts' speed bonus; You get a great price for the mounts and you can avoid a herding penalty. The reward for this quest depends on the type and quantity of mounts, but is usually quite profitable; Often, the amount promised is significantly greater than the average purchase price of the mounts and you get a big boost to relation with that noble as well. However, sometimes the quest giver requires war mounts and in these cases, the amount offered can easily be less than a fair trade. Be sure to carefully read the quest requirements and consider the likely price of the mounts before accepting. If the quest giver asks for war camels, just say 'No'. Trust me.
Lord Paugard
Paugard Official Information Kingdom Kingdom of Swadia Monarch King Larec Title Lord Fiefs Army Camp Religion Christianity (implied) Personal Details Gender Male Lord Paugard is a Swadian noble in Warrider, and the overseer of the Swadian Army Camp. Stats and equipment[] He wears a suit of plate armour and plate boots. Trivia[] His exact noble rank is unknown, he is referred to as a 'Lord' Sir Lagein is his bodyguard. It is unknown if he merely oversees the 'Army Camp' location, or if it's his fief. He shares his appearance with Captain Rucas. Kingdom of Swadia (Warrider) Monarch: Claimant: King Larec King Harlaus Vassals: Duke Taugard Count Nourbis Count Haxalye Count Grimar Count Belicha Count Rhudolg Lord Paugard Sir Lagein
Lord Pelagnar
Lord Pelagnar Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Vassal Personal Details Gender Male Lord Pelagnar was a Swadian Lord in early Versions of Mount&Blade but was later removed. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno Vassals: Count Beranz Count Clais Count Deglan Count Delinard Count Devlian Count Despin Count Grainwad Count Haringoth Count Klargus Count Meltor Count Mirchaud Count Montewar Count Plais Count Rafarch Count Rafard Count Regas Count Rochabarth Count Ryis Count Stamar Count Tredian Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera
Lord Prescan
Lord Prescan Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Vassal Personal Details Gender Male Lord Prescan was a Swadian lord in early versions of the original Mount&Blade, and was later removed. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno Vassals: Count Beranz Count Clais Count Deglan Count Delinard Count Devlian Count Despin Count Grainwad Count Haringoth Count Klargus Count Meltor Count Mirchaud Count Montewar Count Plais Count Rafarch Count Rafard Count Regas Count Rochabarth Count Ryis Count Stamar Count Tredian Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera
Lord Regos
Lord Regos Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Lord Personal Details Gender Male Lord Regos was a vassal of the Kingdom of Swadia in early versions of the original Mount&Blade but was later removed. He may have been re-added as Lord/Count Regas later on. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno Vassals: Count Beranz Count Clais Count Deglan Count Delinard Count Devlian Count Despin Count Grainwad Count Haringoth Count Klargus Count Meltor Count Mirchaud Count Montewar Count Plais Count Rafarch Count Rafard Count Regas Count Rochabarth Count Ryis Count Stamar Count Tredian Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera
Lords (Bannerlord)
All NPCs also have random 0-10 bonuses to all skills. Those random points are not shown here but 5 points were added to all skills for the purpose of total sum calculation. Except for those random points, none of the lords currently have any points in Smithing, Scouting, Roguery, Medicine and Engineering so for the sake of optimization the respective columns are not included. Name M/F Age Culture Sum Lvl SP/lvl Traits Lucon Lord 62 Empire 160 150 170 95 70 70 170 110 80 120 160 120 140 1705 22 77 Daring, Honest, Closefisted, Oligarchic Zerosica Lady 52 Empire 0 0 0 0 0 0 100 0 0 60 0 140 160 550 15 36 Generous, Honest Susada Lady 32 Empire 0 0 0 0 0 0 100 0 0 80 0 100 120 490 14 35 Generous, Merciful, Devious, Calculating Decantia Lady 19 Empire 0 0 0 0 0 0 100 0 0 60 0 60 80 390 11 35 Closefisted, Merciful Veneranda Lady 18 Empire 0 0 0 0 0 0 100 0 0 100 0 40 60 390 12 32 Closefisted, Cruel, Honest Phalarisa Lady 32 Empire 0 0 0 0 0 0 100 0 0 100 0 40 60 390 12 32 Merciful, Calculating Presciana Lady 22 Empire 0 0 0 0 0 0 100 0 0 40 0 40 60 330 10 33 Generous, Merciful, Honest Adrichea Lady 19 Empire 0 0 0 0 0 0 100 0 0 120 0 80 100 490 14 35 Closefisted, Cruel, Devious Hylasiana Lady 46 Empire 0 0 0 0 0 0 100 0 0 100 0 120 140 550 15 36 Generous, Cruel, Calculating Apolytea Lady 22 Empire 0 0 0 0 0 0 100 0 0 60 0 60 80 390 11 35 Generous Eodisia Lady 46 Empire 0 0 0 0 0 0 100 0 0 100 0 120 140 550 15 36 Generous, Calculating Rhoda Lady 21 Empire 0 0 0 0 0 0 100 0 0 60 0 20 40 310 10 31 Cruel Amaliana Lady 20 Empire 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Merciful Justina Lady 41 Empire 0 0 0 0 0 0 100 0 0 60 0 40 60 350 10 35 Impulsive, Merciful Leontia Lady 19 Empire 0 0 0 0 0 0 100 0 0 80 0 80 100 450 13 34 Calculating, Cruel, Closefisted Manteos Lord 56 Empire 190 180 200 120 90 90 190 130 70 80 140 100 120 1790 22 81 Closefisted, Calculating, Merciful, Honest, Oligarchic Phenoria Lady 53 Empire 0 0 0 0 0 0 100 0 0 120 0 140 160 610 16 38 Closefisted, Merciful, Honest, Calculating Penton Lord 51 Empire 220 210 230 145 110 110 210 150 50 110 100 40 70 1845 23 80 Daring, Closefisted, Impulsive, Honest Phadon Lord 19 Empire 130 120 140 70 50 50 150 90 40 40 80 0 20 1070 18 59 Daring, Impulsive Garios Lord 43 Empire 190 180 200 120 90 90 190 130 100 160 200 120 140 2000 23 86 Daring, Generous, Cruel, Devious, Calculating, Egalitarian Vendelia Lady 47 Empire 0 0 0 0 0 0 100 0 0 20 0 20 40 270 9 30 Honest, Closefisted Apys Lord 57 Empire 90 90 90 75 60 60 100 60 40 140 80 60 80 1115 17 65 Cruel, Devious, Cautious, Closefisted, Calculating Melkea Lady 45 Empire 0 0 0 0 0 0 100 0 0 160 0 100 120 570 15 38 Cruel, Devious, Calculating Eronyx Lord 22 Empire 90 90 90 75 60 60 100 60 60 120 120 20 40 1075 17 63 Cruel, Devious, Daring, Generous Amenon Lord 38 Empire 190 180 200 120 90 90 190 130 50 40 100 40 60 1570 22 71 Daring, Generous, Impulsive Crotor Lord 51 Empire 180 150 170 180 110 110 180 110 100 40 200 60 80 1760 22 80 Honest Casinon Lord 19 Empire 150 120 140 155 90 90 160 90 30 60 60 0 20 1255 19 66 Honest Lysica Lady 40 Empire 120 90 110 130 70 70 140 70 95 130 190 100 130 1535 20 76 Honest, Daring, Closefisted Rhagaea Lady 42 Empire 0 0 0 0 0 0 100 0 50 200 100 120 140 800 18 44 Generous, Calculating, Authoritarian Pharon Lord 62 Empire 160 150 170 95 70 70 170 110 60 80 120 100 120 1565 21 74 Cautious, Generous, Honest, Authoritarian Zeno Lord 18 Empire 130 120 140 70 50 50 150 90 10 20 20 0 20 960 17 56 Generous, Honest, Authoritarian Martira Lady 50 Empire 0 0 0 0 0 0 100 0 0 20 0 20 40 270 9 30 Cautious, Closefisted Oros Lord 50 Empire 160 150 170 95 70 70 170 110 40 80 80 80 100 1465 20 73 Closefisted, Impulsive Honoratus Lord 19 Empire 130 120 140 70 50 50 150 90 30 40 60 0 20 1040 18 57 Impulsive Jathea Lady 48 Empire 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Cautious, Closefisted, Authoritarian Ascyron Lord 28 Empire 190 180 200 120 90 90 190 130 60 60 120 60 80 1660 22 75 Honest, Cruel, Daring Andros Lord 23 Empire 160 150 170 95 70 70 170 110 40 60 80 60 80 1405 20 70 Honest, Merciful Jastion Lord 26 Empire 120 120 120 100 80 80 100 80 30 80 60 60 80 1200 18 66 Daring, Impulsive Tadeos Lord 21 Empire 160 150 170 95 70 70 170 110 40 80 80 60 80 1425 20 71 Cruel, Calculating Thephilos Lord 20 Empire 130 120 140 70 50 50 150 90 30 80 60 20 40 1120 18 62 Cruel, Calculating Meritor Lord 20 Empire 150 120 140 155 90 90 160 90 80 40 160 80 100 1545 21 73 Cautious, Honest, Calculating Patyr Lord 37 Empire 180 150 170 180 110 110 180 110 40 60 80 40 60 1560 21 74 Merciful, Generous Verina Lady 37 Empire 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Merciful Eutropios Lord 18 Empire 120 90 110 130 70 70 140 70 40 20 80 0 20 1050 17 61 Cruel, Calculating Vasilia Lady 18 Empire 90 60 80 105 50 50 120 50 20 20 40 0 20 795 15 53 Cruel, Calculating Temion Lord 25 Empire 160 150 170 95 70 70 170 110 70 180 140 100 120 1695 22 77 Daring, Generous, Devious, Calculating Sanion Lord 23 Empire 250 240 260 170 130 130 230 170 40 60 80 80 100 2030 24 84 Daring, Merciful, Impulsive Zoana Lady 20 Empire 0 0 0 0 0 0 100 0 0 80 0 100 120 490 14 35 Cautious, Honest Sora Lady 21 Empire 0 0 0 0 0 0 100 0 0 60 0 140 160 550 15 36 Closefisted, Honest, Merciful Chalia Lady 22 Empire 0 0 0 0 0 0 100 0 0 100 0 100 120 510 14 36 Cruel, Devious, Calculating, Generous Nadea Lady 24 Empire 180 150 170 180 110 110 180 110 60 60 120 60 80 1660 22 75 Daring, Generous Phaea Lady 20 Empire 150 120 140 155 90 90 160 90 60 80 120 80 100 1525 20 76 Honest Ira Lady 21 Empire 180 160 190 130 80 150 190 110 50 120 100 20 40 1610 22 73 Impulsive, Closefisted, Cruel, Daring Debana Lady 20 Empire 0 0 0 0 0 0 100 0 0 60 0 80 100 430 12 35 Cruel, Daring, Honest, Generous Arcor Lord 50 Empire 150 150 150 125 100 100 120 100 70 100 140 100 120 1615 21 76 Honest, Cruel, Closefisted Arion Lord 19 Empire 150 150 150 125 100 100 120 100 70 100 140 100 120 1615 21 76 Honest, Cruel, Closefisted Belithor Lord 37 Empire 240 210 230 230 150 150 220 150 60 60 120 100 120 2130 25 85 Daring, Impulsive Chason Lord 48 Empire 180 180 180 150 120 120 140 120 60 60 120 100 120 1740 22 79 Closefisted, Cruel, Impulsive Nemos Lord 38 Empire 210 210 210 175 140 140 160 140 70 80 140 100 120 1985 23 86 Cruel, Honest Ulbos Lord 45 Empire 190 180 200 120 90 90 190 130 70 80 140 60 80 1710 22 77 Cruel, Honest, Closefisted Mina Lady 38 Empire 0 0 0 0 0 0 100 0 0 60 0 20 40 310 10 31 Honest, Daring Obron Lord 51 Empire 70 60 80 20 10 10 110 50 30 60 60 60 80 790 14 56 Cautious, Devious Tristania Lady 37 Empire 0 0 0 0 0 0 100 0 40 80 80 80 100 570 13 43 Daring, Cruel Encurion Lord 28 Empire 150 150 150 125 100 100 120 100 40 140 80 60 80 1485 20 74 Cruel, Calculating, Oligarchic Epipheria Lady 22 Empire 150 150 150 125 100 100 120 100 0 60 0 20 40 1205 19 63 Daring, Impulsive, Closefisted, Oligarchic Miron Lord 27 Empire 210 210 210 175 140 140 160 140 25 20 50 30 50 1650 23 71 Daring, Honest, Closefisted, Impulsive, Oligarchic Agnathea Lady 24 Empire 0 0 0 0 0 0 100 0 0 100 0 60 80 430 12 35 Calculating Gyphor Lord 33 Empire 90 90 90 75 60 60 100 60 70 140 140 80 100 1245 18 69 Cautious, Calculating, Oligarchic Lantanor Lord 33 Empire 210 210 210 175 140 140 160 140 80 60 160 80 100 1955 23 85 Closefisted, Devious, Daring, Calculating Tyliana Lady 25 Empire 0 0 0 0 0 0 100 0 0 120 0 80 100 490 14 35 Calculating, Cruel Variasis Lord 31 Empire 150 150 150 125 100 100 120 100 0 80 0 80 100 1345 20 67 Cautious, Devious Nicasor Lord 36 Empire 270 270 270 225 180 180 200 180 90 60 180 100 120 2415 26 92 Daring, Honest, Closefisted, Oligarchic Tasynor Lord 26 Empire 210 210 210 175 140 140 160 140 60 60 120 80 100 1895 23 82 Daring, Closefisted, Calculating, Honest Panalea Lady 34 Empire 0 0 0 0 0 0 100 0 0 120 0 120 140 570 15 38 Honest, Generous Nesthys Lord 41 Empire 210 210 210 175 140 140 160 140 70 80 140 40 60 1865 23 81 Generous, Calculating, Cruel Olypos Lord 43 Empire 150 150 150 125 100 100 120 100 70 160 140 120 140 1715 21 81 Cautious, Merciful, Generous, Calculating, Oligarchic Tynops Lord 35 Empire 180 180 180 150 120 120 140 120 60 100 120 60 80 1700 22 77 Merciful, Generous, Impulsive, Egalitarian Catella Lord 33 Empire 0 0 0 0 0 0 100 0 0 100 0 100 120 510 14 36 Generous, Calculating Milos Lord 38 Empire 150 150 150 125 100 100 120 100 60 140 120 60 80 1545 20 77 Merciful, Honest, Calculating Seorgys Lord 19 Empire 120 120 120 100 80 80 100 80 40 100 80 20 40 1170 18 65 Cautious, Devious, Merciful, Calculating, Egalitarian Desporion Lord 38 Empire 150 150 150 125 100 100 120 100 60 100 120 80 100 1545 20 77 Cruel, Impulsive, Honest, Generous, Egalitarian Agnala Lord 38 Empire 0 0 0 0 0 0 100 0 0 60 0 60 80 390 11 35 Honest, Generous Phostor Lord 19 Empire 120 120 120 100 80 80 100 80 30 60 60 60 80 1180 18 65 Honest, Generous Nereida Lord 18 Empire 0 0 0 0 0 0 100 0 0 20 0 20 40 270 9 30 Generous Altenos Lord 25 Empire 210 210 210 175 140 140 160 140 70 60 140 100 120 1965 23 85 Daring, Generous, Egalitarian Sophalia Lady 24 Empire 0 0 0 0 0 0 100 0 0 40 0 40 60 330 10 33 Merciful Saratis Lord 36 Empire 150 150 150 125 100 100 120 100 70 160 140 160 180 1795 22 81 Cautious, Generous, Calculating Minarvina Lady 35 Empire 0 0 0 0 0 0 100 0 0 80 0 80 100 450 13 34 Calculating Achios Lord 25 Empire 180 180 180 150 120 120 140 120 80 140 160 100 120 1880 22 85 Generous, Cruel, Egalitarian Vipon Lord 32 Empire 180 180 180 150 120 120 140 120 70 160 140 80 100 1830 22 83 Daring, Cruel, Calculating Icratia Lady 29 Empire 0 0 0 0 0 0 100 0 0 160 0 80 100 530 15 35 Cruel, Generous, Calculating, Egalitarian Varmyros Lord 35 Empire 210 210 210 175 140 140 160 140 50 80 100 80 100 1885 23 81 Generous, Impulsive Ovagos Lord 32 Empire 150 150 150 125 100 100 120 100 60 140 120 100 120 1625 21 77 Devious, Generous, Calculating Popilia Lady 31 Empire 0 0 0 0 0 0 100 0 0 0 0 60 80 330 11 30 Generous Sejaron Lord 35 Empire 210 210 210 175 140 140 160 140 70 160 140 100 120 2065 24 86 Daring, Calculating, Cruel, Devious Arytha Lord 35 Empire 0 0 0 0 0 0 100 0 0 120 0 40 60 410 12 34 Generous, Devious Turiados Lord 24 Empire 210 210 210 175 140 140 160 140 50 60 100 40 60 1785 23 77 Devious, Generous, Calculating, Authoritarian Justina Lady 23 Empire 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Calculating, Authoritarian Joron Lord 39 Empire 180 180 180 150 120 120 140 120 40 80 80 80 100 1660 21 79 Merciful, Daring, Impulsive Alympia Lady 31 Empire 0 0 0 0 0 0 100 0 0 0 0 0 20 210 8 26 Merciful Sichanis Lord 28 Empire 150 150 150 125 100 100 120 100 60 120 120 60 80 1525 20 76 Cruel, Calculating Constalia Lady 26 Empire 0 0 0 0 0 0 100 0 0 120 0 80 100 490 14 35 Cruel, Calculating Serandon Lord 28 Empire 180 180 180 150 120 120 140 120 50 120 100 60 80 1690 22 76 Cautious, Merciful, Calculating Megethia Lady 26 Empire 0 0 0 0 0 0 100 0 0 0 0 80 100 370 12 30 Merciful Baranor Lord 33 Empire 120 120 120 100 80 80 100 80 50 100 100 160 180 1480 20 74 Cautious, Merciful, Closefisted, Impulsive Valaria Lady 32 Empire 90 90 90 75 60 60 100 60 20 60 40 40 60 935 15 62 Calculating Seranor Lord 41 Empire 180 180 180 150 120 120 140 120 50 120 100 60 80 1690 22 76 Daring, Honest, Closefisted Germana Lady 37 Empire 0 0 0 0 0 0 100 0 30 40 60 60 80 460 12 38 Tharos Lord 33 Empire 180 180 180 150 120 120 140 120 60 40 120 40 60 1600 21 76 Daring, Cruel, Impulsive Silvina Lady 23 Empire 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Daring Niphon Lord 33 Empire 150 150 150 125 100 100 120 100 60 140 120 100 120 1625 21 77 Devious, Generous, Calculating Areliana Lady 28 Empire 0 0 0 0 0 0 100 0 0 0 0 20 40 250 9 27 Generous, Impulsive Abalytos Lord 33 Empire 150 150 150 125 100 100 120 100 60 140 120 100 120 1625 21 77 Daring, Generous Viviana Lady 31 Empire 0 0 0 0 0 0 100 0 0 40 0 40 60 330 10 33 Generous Itaria Lady 19 Empire 120 120 120 100 80 80 100 80 40 40 80 40 60 1150 17 67 Daring, Honest Zachanis Lord 30 Empire 150 150 150 125 100 100 120 100 60 140 120 100 120 1625 21 77 Devious, Generous, Calculating Zena Lady 30 Empire 0 0 0 0 0 0 100 0 0 0 0 20 40 250 9 27 Calculating Maritzios Lord 46 Empire 210 210 210 175 140 140 160 140 60 60 120 80 100 1895 23 82 Daring, Closefisted, Calculating, Honest Pradentia Lady 38 Empire 0 0 0 0 0 0 100 0 0 60 0 80 100 430 12 35 Daring, Closefisted, Calculating, Honest Theavisos Lord 19 Empire 90 90 90 75 60 60 100 60 30 40 60 20 40 905 15 60 Cautious, Devious Porphalios Lord 51 Empire 120 120 120 100 80 80 100 80 50 80 100 100 120 1340 19 70 Cautious, Closefisted Aesos Lord 24 Empire 210 210 210 175 140 140 160 140 60 80 120 40 60 1835 23 79 Daring, Calculating Vamina Lady 22 Empire 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Generous, Calculating Vincantios Lord 24 Empire 210 210 210 175 140 140 160 140 60 60 120 80 100 1895 23 82 Daring, Closefisted, Impulsive Euresa Lady 26 Empire 0 0 0 0 0 0 100 0 0 160 0 80 100 530 15 35 Calculating, Generous, Egalitarian Torvasis Lord 37 Empire 180 180 180 150 120 120 140 120 20 40 40 10 30 1420 21 67 Cautious, Closefisted, Honest Satros Lord 58 Empire 150 150 150 125 100 100 120 100 60 140 120 100 120 1625 21 77 Cautious, Generous Jonna Lady 46 Empire 0 0 0 0 0 0 100 0 0 60 0 40 60 350 10 35 Closefisted, Calculating, Devious Pagarios Lord 26 Empire 180 180 180 150 120 120 140 120 70 120 140 60 80 1750 22 79 Daring, Calculating, Devious Diasca Lady 24 Empire 0 0 0 0 0 0 100 0 0 80 0 60 80 410 12 34 Calculating, Closefisted, Honest, Authoritarian Raganvad Lord 37 Sturgia 180 230 200 130 100 100 120 130 70 160 140 100 120 1870 23 81 Cruel, Devious, Daring, Closefisted, Calculating, Authoritarian Asta Lady 37 Sturgia 0 0 0 0 0 0 100 0 0 140 0 120 140 590 16 36 Generous, Honest Olek Lord 48 Sturgia 240 290 260 180 140 140 160 170 60 100 120 40 60 2050 25 82 Cruel, Daring, Generous, Oligarchic Siga Lady 41 Sturgia 280 250 250 205 160 210 190 210 60 40 120 40 60 2165 25 86 Cruel, Honest, Daring, Closefisted, Impulsive Apolanea Lady 21 Sturgia 130 100 100 80 60 110 100 110 30 60 60 20 40 1090 17 64 Cruel, Honest, Daring, Closefisted, Calculating Godun Lord 50 Sturgia 160 140 170 105 80 80 110 110 70 100 140 140 160 1655 21 78 Daring, Calculating Erta Lady 47 Sturgia 0 0 0 0 0 0 100 0 0 100 0 120 140 550 15 36 Generous Simir Lord 18 Sturgia 280 260 290 205 160 160 190 190 50 80 100 140 160 2355 26 90 Cruel, Closefisted Mimir Lord 18 Sturgia 100 80 110 55 40 40 100 70 10 20 20 0 20 755 14 53 Cruel, Closefisted Urik Lord 24 Sturgia 210 260 230 155 120 120 140 150 70 140 140 80 100 2005 24 83 Daring, Generous, Cruel, Devious, Impulsive Lek Lord 25 Sturgia 160 130 130 105 80 130 110 130 70 120 140 140 160 1695 21 80 Daring, Generous, Calculating Idrun Lady 20 Sturgia 0 0 0 0 0 0 100 0 0 60 0 80 100 430 12 35 Merciful, Generous Rozhivol Lord 18 Sturgia 150 200 170 105 80 80 100 110 10 20 20 0 20 1155 19 60 Daring, Generous, Calculating Svana Lady 22 Sturgia 180 180 180 150 120 120 140 120 50 80 100 80 100 1690 22 76 Daring, Honest Osven Lord 19 Sturgia 150 150 150 125 100 100 120 100 30 40 60 20 40 1275 19 67 Daring, Honest Vidar Lord 52 Sturgia 210 210 210 175 140 140 160 140 40 40 80 80 100 1815 23 78 Daring, Generous, Impulsive Lilizha Lady 22 Sturgia 0 0 0 0 0 0 100 0 0 60 0 20 40 310 10 31 Daring Andruta Lady 20 Sturgia 0 0 0 0 0 0 100 0 0 60 0 40 60 350 10 35 Daring Isvan Lord 39 Sturgia 240 240 240 200 160 160 180 160 40 60 80 40 60 1950 24 81 Daring, Cruel, Impulsive Valkava Lady 38 Sturgia 0 0 0 0 0 0 100 0 0 20 0 80 100 390 12 32 Calculating, Merciful Zaverena Lady 18 Sturgia 0 0 0 0 0 0 100 0 0 40 0 20 40 290 9 32 Impulsive Ratagost Lord 49 Sturgia 90 90 90 75 60 60 100 60 50 80 100 120 140 1205 18 66 Merciful, Cautious Yachana Lady 25 Sturgia 0 0 0 0 0 0 100 0 0 40 0 60 80 370 11 33 Merciful, Cautious Milanka Lady 21 Sturgia 0 0 0 0 0 0 100 0 0 40 0 60 80 370 11 33 Merciful Bovan Lord 22 Sturgia 120 120 120 100 80 80 100 80 20 40 40 60 80 1130 17 66 Merciful, Cautious Yorig Lord 31 Sturgia 180 180 180 150 120 120 140 120 50 80 100 20 40 1570 21 74 Daring, Impulsive, Cruel Tyaska Lady 21 Sturgia 0 0 0 0 0 0 100 0 0 80 0 20 40 330 10 33 Merciful Vyldur Lord 32 Sturgia 120 120 120 100 80 80 100 80 50 120 100 60 80 1300 18 72 Merciful, Generous Dracha Lady 31 Sturgia 0 0 0 0 0 0 100 0 0 120 0 60 80 450 13 34 Cruel, Generous Fafen Lord 26 Sturgia 180 180 180 150 120 120 140 120 50 80 100 40 60 1610 21 76 Cruel, Daring, Calculating Zorika Lady 22 Sturgia 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Merciful, Cautious Vashorki Lord 33 Sturgia 90 90 90 75 60 60 100 60 40 120 80 80 100 1135 17 66 Cruel, Cautious, Devious, Generous, Calculating Vitomira Lady 22 Sturgia 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Honest Tovir Lord 29 Sturgia 240 240 240 200 160 160 180 160 50 40 100 40 60 1960 24 81 Daring, Impulsive Kisha Lady 22 Sturgia 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Daring Galyk Lord 52 Sturgia 120 120 120 100 80 80 100 80 50 80 100 140 160 1420 19 74 Cautious, Merciful, Calculating, Oligarchic Svedorn Lord 33 Sturgia 180 180 180 150 120 120 140 120 60 80 120 80 100 1720 22 78 Honest, Generous, Impulsive Izdenka Lady 28 Sturgia 0 0 0 0 0 0 100 0 0 80 0 80 100 450 13 34 Honest Lashonek Lord 29 Sturgia 240 240 240 200 160 160 180 160 50 40 100 40 60 1960 24 81 Honest, Cautious, Calculating Zheneva Lady 25 Sturgia 90 90 90 75 60 60 100 60 50 40 100 60 80 1045 16 65 Daring, Honest, Calculating Galden Lord 49 Sturgia 240 240 240 200 160 160 180 160 50 40 100 40 60 1960 24 81 Devious, Cautious, Calculating Zlatka Lady 22 Sturgia 0 0 0 0 0 0 100 0 50 20 100 0 20 380 11 34 Impulsive, Generous Alvar Lord 29 Sturgia 240 240 240 200 160 160 180 160 50 40 100 40 60 1960 24 81 Devious, Cautious, Calculating Zorina Lady 22 Sturgia 0 0 0 0 0 0 100 0 20 40 40 60 80 430 11 39 Calculating Rolan Lord 52 Sturgia 240 220 250 180 120 190 230 150 60 60 120 60 80 2050 24 85 Calculating, Devious, Closefisted, Oligarchic Dakhila Lady 73 Sturgia 0 0 0 0 0 0 100 0 60 160 120 60 80 670 16 41 Daring, Closefisted, Oligarchic Forim Lord 29 Sturgia 180 160 190 130 80 150 190 110 40 60 80 60 80 1600 21 76 Merciful, Generous, Impulsive Chastimir Lord 32 Sturgia 180 160 190 130 80 150 190 110 40 40 80 40 60 1540 21 73 Daring, Cruel, Impulsive Unqid Lord 44 Aserai 90 90 90 75 60 60 100 60 70 140 140 120 140 1325 19 69 Cautious, Generous, Calculating, Oligarchic Jinda Lady 45 Aserai 0 0 0 0 0 0 100 0 0 140 0 120 140 590 16 36 Cruel, Closefisted, Impulsive Adram Lord 49 Aserai 150 150 150 125 100 100 120 100 80 120 160 120 140 1705 21 81 Calculating, Generous Tariq Lord 19 Aserai 90 90 90 75 60 60 100 60 50 80 100 40 60 1045 16 65 Calculating, Generous Maraa Lady 45 Aserai 0 0 0 0 0 0 100 0 0 80 0 100 120 490 14 35 Honest, Generous Tais Lord 45 Aserai 180 180 180 150 120 120 140 120 40 100 80 100 120 1720 22 78 Calculating, Honest, Cruel, Closefisted Haqan Lord 19 Aserai 150 150 150 125 100 100 120 100 50 60 100 40 60 1395 20 69 Calculating, Honest, Cruel, Closefisted Ruma Lady 41 Aserai 0 0 0 0 0 0 100 0 0 120 0 80 100 490 14 35 Honest, Closefisted Dhiyul Lord 24 Aserai 90 70 100 55 20 90 130 50 20 140 40 60 80 1035 17 60 Cautious, Impulsive, Generous, Merciful Addas Lord 24 Aserai 240 240 240 200 160 160 180 160 40 80 80 20 40 1930 24 80 Daring, Generous, Devious, Impulsive, Egalitarian Usair Lord 21 Aserai 180 160 190 130 80 150 190 110 60 100 120 100 120 1780 22 80 Honest, Generous, Cruel Anidha Lady 20 Aserai 0 0 0 0 0 0 100 0 0 80 0 80 100 450 13 34 Cautious, Calculating Arwa Lady 22 Aserai 210 190 220 155 100 170 210 130 60 140 120 40 60 1895 23 82 Daring, Generous, Devious, Egalitarian Manan Lady 22 Aserai 0 0 0 0 0 0 100 0 0 140 0 40 60 430 13 33 Merciful, Calculating Nuqar Lord 38 Aserai 240 220 250 180 120 190 230 150 60 60 120 60 80 2050 24 85 Daring, Devious Sira Lady 37 Aserai 0 0 0 0 0 0 100 0 0 0 0 80 100 370 12 30 Honest Thamza Lord 47 Aserai 120 120 120 100 80 80 100 80 70 100 140 80 100 1380 19 72 Honest, Calculating Sasaitha Lady 25 Aserai 0 0 0 0 0 0 100 0 0 140 0 40 60 430 13 33 Calculating Ghuzid Lord 31 Aserai 270 270 270 225 180 180 200 180 40 80 80 80 100 2245 25 89 Daring, Impulsive, Closefisted Shimra Lady 26 Aserai 0 0 0 0 0 0 100 0 0 100 0 80 100 470 13 36 Generous Suruq Lord 28 Aserai 150 150 150 125 100 100 120 100 60 180 120 80 100 1625 21 77 Cautious, Devious, Calculating Farina Lady 24 Aserai 0 0 0 0 0 0 100 0 0 100 0 40 60 390 12 32 Devious, Calculating Iyalas Lord 28 Aserai 210 210 210 175 140 140 160 140 50 100 100 120 140 1985 23 86 Honest, Merciful Shaima Lady 26 Aserai 0 0 0 0 0 0 100 0 20 40 40 40 60 390 10 39 Merciful Talas Lord 48 Aserai 180 160 190 130 80 150 190 110 50 60 100 80 100 1670 22 75 Generous, Devious, Impulsive Farzana Lady 22 Aserai 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Generous, Honest Hafisa Lady 20 Aserai 0 0 0 0 0 0 100 0 0 0 0 80 100 370 12 30 Generous, Honest, Calculating Zuad Lady 18 Aserai 90 70 100 55 20 90 130 50 30 0 60 0 0 785 15 52 Daring, Generous, Impulsive Awdhan Lord 48 Aserai 210 210 210 175 140 140 160 140 80 100 160 100 120 2035 24 84 Daring, Calculating Salma Lady 46 Aserai 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Generous, Calculating, Devious Zulaika Lady 22 Aserai 0 0 0 0 0 0 100 0 0 40 0 20 40 290 9 32 Closefisted, Calculating, Honest Sulhana Lady 20 Aserai 0 0 0 0 0 0 100 0 0 40 0 80 100 410 12 34 Cautious, Honest Karith Lord 36 Aserai 210 210 210 175 140 140 160 140 80 100 160 100 120 2035 24 84 Cruel, Closefisted Judira Lady 35 Aserai 0 0 0 0 0 0 100 0 0 0 0 60 80 330 11 30 Closefisted Ukhai Lord 28 Aserai 240 240 240 200 160 160 180 160 60 80 120 80 100 2110 24 87 Daring, Honest Ashisa Lady 25 Aserai 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Closefisted, Honest Hashan Lord 39 Aserai 240 240 240 200 160 160 180 160 60 80 120 80 100 2110 24 87 Daring, Merciful Yamina Lady 38 Aserai 0 0 0 0 0 0 100 0 40 60 80 40 60 470 12 39 Devious, Merciful Suna Lady 19 Aserai 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Cruel, Generous Qahin Lord 24 Aserai 240 240 240 200 160 160 180 160 60 80 120 80 100 2110 24 87 Daring, Merciful Sukayna Lady 22 Aserai 0 0 0 0 0 0 100 0 15 80 30 40 60 415 11 37 Calculating, Honest, Closefisted Aqar Lord 43 Aserai 240 240 240 200 160 160 180 160 60 80 120 40 60 2030 24 84 Daring, Generous, Cruel, Impulsive Thiqa Lady 42 Aserai 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Honest Dhila Lady 19 Aserai 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Closefisted Qaban Lord 29 Aserai 180 180 180 150 120 120 140 120 60 80 120 40 60 1640 21 78 Daring, Impulsive, Egalitarian Derthert Lord 48 Vlandia 120 120 120 100 80 80 100 80 60 140 120 160 180 1550 21 73 Calculating, Merciful, Cautious Philenora Lady 47 Vlandia 0 0 0 0 0 0 100 0 0 120 0 100 120 530 14 37 Merciful, Honest Aldric Lord 45 Vlandia 60 60 60 50 40 40 100 40 30 100 60 20 40 790 14 56 Closefisted, Cautious Megenhelda Lady 22 Vlandia 0 0 0 0 0 0 100 0 30 40 60 80 100 500 13 38 Generous, Devious Elthild Lady 45 Vlandia 0 0 0 0 0 0 100 0 0 140 0 60 80 470 13 36 Cruel, Generous Unthery Lord 44 Vlandia 240 240 240 200 160 160 180 160 40 80 80 40 60 1970 24 82 Daring, Impulsive Calatild Lady 45 Vlandia 0 0 0 0 0 0 100 0 60 100 120 120 140 730 16 45 Closefisted, Honest Odofled Lady 22 Vlandia 0 0 0 0 0 0 100 0 40 80 80 40 60 490 12 40 Impulsive, Closefisted Alary Lord 26 Vlandia 210 210 210 175 140 140 160 140 50 80 100 100 120 1925 23 83 Calculating, Cruel, Closefisted Furnhard Lord 26 Vlandia 150 150 150 125 100 100 120 100 40 100 80 60 80 1445 20 72 Cruel, Devious, Closefisted, Cautious Thomund Lord 23 Vlandia 280 270 290 195 150 150 250 190 40 80 80 60 80 2205 26 84 Daring, Generous, Impulsive Elys Lady 22 Vlandia 0 0 0 0 0 0 100 0 0 140 0 100 120 550 15 36 Merciful, Calculating Liena Lady 24 Vlandia 180 180 180 150 120 120 140 120 80 80 160 120 140 1860 22 84 Merciful, Honest, Generous, Daring Silvind Lady 24 Vlandia 180 180 180 150 120 120 140 120 50 140 100 80 100 1750 22 79 Cruel, Daring, Calculating Lasand Lord 19 Vlandia 160 150 170 95 70 70 170 110 40 40 80 20 40 1305 20 65 Merciful, Honest, Generous, Daring Romund Lord 35 Vlandia 190 180 200 120 90 90 190 130 60 100 120 80 100 1740 22 79 Daring Morcon Lord 28 Vlandia 150 150 150 125 100 100 120 100 70 100 140 80 100 1575 21 75 Honest, Cautious, Closefisted Amorcon Lord 18 Vlandia 120 120 120 100 80 80 100 80 30 60 60 80 100 1220 18 67 Honest, Closefisted Erdurand Lord 27 Vlandia 210 210 210 175 140 140 160 140 70 60 140 80 100 1925 23 83 Daring, Impulsive, Cruel Ingalther Lord 42 Vlandia 180 180 180 150 120 120 140 120 80 120 160 120 140 1900 23 82 Cruel, Closefisted, Honest, Daring, Calculating Mitela Lady 18 Vlandia 0 0 0 0 0 0 100 0 30 60 60 20 40 400 11 36 Merciful, Generous, Honest, Daring Elbet Lady 45 Vlandia 0 0 0 0 0 0 100 0 0 140 0 120 140 590 16 36 Honest, Generous, Calculating Amalgun Lord 21 Vlandia 180 180 180 150 120 120 140 120 50 60 100 80 100 1670 22 75 Cruel, Devious, Calculating, Generous, Daring Arthamund Lord 19 Vlandia 90 90 90 75 60 60 100 60 30 40 60 0 20 865 15 57 Generous, Daring Asela Lady 22 Vlandia 0 0 0 0 0 0 100 0 0 120 0 100 120 530 14 37 Impulsive Varmund Lord 33 Vlandia 240 240 240 200 160 160 180 160 70 140 140 60 80 2160 25 86 Calculating, Cruel, Daring Ingeltrud Lady 22 Vlandia 0 0 0 0 0 0 100 0 0 0 0 60 80 330 11 30 Generous Ospir Lord 30 Vlandia 220 210 230 145 110 110 210 150 50 80 100 60 80 1845 23 80 Impulsive, Honest, Daring Servic Lord 29 Vlandia 120 120 120 100 80 80 100 80 60 120 120 80 100 1370 19 72 Cautious, Devious, Calculating Alwith Lady 27 Vlandia 0 0 0 0 0 0 100 0 10 60 20 80 100 460 12 38 Cautious, Devious, Calculating Belgir Lord 44 Vlandia 90 90 90 75 60 60 100 60 50 120 100 80 100 1165 17 68 Cruel, Closefisted, Impulsive Richelda Lady 24 Vlandia 0 0 0 0 0 0 100 0 0 60 0 40 60 350 10 35 Cruel, Closefisted, Impulsive Anstruda Lady 22 Vlandia 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Devious Eleduran Lord 19 Vlandia 150 150 150 125 100 100 120 100 40 60 80 40 60 1365 19 71 Impulsive Hecard Lord 47 Vlandia 210 210 210 175 140 140 160 140 70 80 140 80 100 1945 23 84 Cruel, Generous, Daring Adaltrud Lady 45 Vlandia 0 0 0 0 0 0 100 0 0 0 0 60 80 330 11 30 Cruel, Generous Gudonhelda Lady 22 Vlandia 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Cruel, Generous Ingunde Lady 20 Vlandia 0 0 0 0 0 0 100 0 0 0 0 0 20 210 8 26 Merciful, Calculating Lucand Lord 27 Vlandia 240 240 240 200 160 160 180 160 70 80 140 60 80 2100 24 87 Merciful, Honest, Daring Bertliana Lady 22 Vlandia 0 0 0 0 0 0 100 0 0 80 0 60 80 410 12 34 Honest Peric Lord 27 Vlandia 180 180 180 150 120 120 140 120 40 60 80 60 80 1600 21 76 Cautious, Generous Vartin Lord 27 Vlandia 90 90 90 75 60 60 100 60 40 160 80 60 80 1135 17 66 Closefisted, Devious, Cautious Lietgardis Lady 23 Vlandia 0 0 0 0 0 0 100 0 0 0 0 40 60 290 10 29 Closefisted, Cruel Urundulf Lord 47 Vlandia 240 240 240 200 160 160 180 160 60 60 120 60 80 2050 24 85 Generous, Cruel Ecarand Lord 40 Vlandia 210 210 210 175 140 140 160 140 70 160 140 60 80 1985 23 86 Closefisted, Honest, Merciful Adalindis Lady 20 Vlandia 0 0 0 0 0 0 100 0 30 80 60 20 40 420 11 38 Merciful Mauriana Lady 18 Vlandia 0 0 0 0 0 0 100 0 20 100 40 40 60 450 12 37 Generous, Calculating, Cruel Berican Lord 48 Vlandia 120 120 120 100 80 80 100 80 40 60 80 40 60 1170 18 65 Generous, Impulsive, Cautious, Oligarchic Voleric Lord 46 Vlandia 160 150 170 95 70 70 170 110 50 60 100 40 60 1395 20 69 Closefisted, Devious Elendara Lady 22 Vlandia 0 0 0 0 0 0 100 0 0 140 0 40 60 430 13 33 Merciful, Calculating, Devious, Egalitarian Dagunic Lord 19 Vlandia 90 90 90 75 60 60 100 60 30 60 60 40 60 965 15 64 Generous, Impulsive Caladog Lord 39 Battania 300 300 300 250 200 200 220 200 80 160 160 60 80 2600 27 96 Cruel, Devious, Daring, Generous, Egalitarian Mengus Lord 20 Battania 240 240 240 200 160 160 180 160 50 80 100 80 100 2080 24 86 Cruel, Daring Ergeon Lord 43 Battania 120 120 120 100 80 80 100 80 50 140 100 140 160 1480 20 74 Merciful, Honest, Cautious, Calculating Nywin Lady 37 Battania 0 0 0 0 0 0 100 0 60 100 120 80 100 650 15 43 Devious, Merciful Ranaon Lady 18 Battania 0 0 0 0 0 0 100 0 20 40 40 40 60 390 10 39 Honest, Generous, Calculating Ladogual Lady 21 Battania 120 120 120 100 80 80 100 80 50 80 100 40 60 1220 18 67 Cautious, Devious, Generous, Calculating Melidir Lord 48 Battania 120 120 120 100 80 80 100 80 40 120 80 80 100 1310 19 68 Cautious, Devious, Generous Eilidh Lady 19 Battania 0 0 0 0 0 0 100 0 0 60 0 60 80 390 11 35 Closefisted, Devious Alcaea Lady 46 Empire 0 0 0 0 0 0 100 0 0 80 0 140 160 570 15 38 Cautious Sein Lord 18 Battania 120 120 120 100 80 80 100 80 40 40 80 40 60 1150 17 67 Merciful, Generous, Daring Culharn Lord 27 Battania 210 210 210 175 140 140 160 140 50 80 100 80 100 1885 23 81 Honest, Impulsive Tegan Lord 18 Battania 120 120 120 100 80 80 100 80 30 60 60 20 40 1100 17 64 Honest, Impulsive Corein Lady 19 Battania 210 210 210 175 140 140 160 140 70 120 140 20 40 1865 23 81 Cruel, Closefisted, Daring Alynneth Lady 19 Battania 0 0 0 0 0 0 100 0 0 100 0 40 60 390 12 32 Merciful, Generous Wythuin Lady 25 Battania 0 0 0 0 0 0 100 0 0 160 0 120 140 610 16 38 Devious, Generous, Calculating Muinser Lord 37 Battania 240 240 240 200 160 160 180 160 40 60 80 60 80 1990 24 82 Daring, Impulsive Rath Lord 18 Battania 180 180 180 150 120 120 140 120 40 80 80 40 60 1580 21 75 Daring Pryndor Lord 48 Battania 240 240 240 200 160 160 180 160 70 100 140 60 80 2120 24 88 Daring, Cruel Floraidh Lady 22 Battania 0 0 0 0 0 0 100 0 30 100 60 20 40 440 12 36 Daring, Cruel Beitrin Lord 19 Battania 90 90 90 75 60 60 100 60 20 80 40 60 80 995 16 62 Cautious, Devious, Closefisted Luichan Lord 25 Battania 240 240 240 200 160 160 180 160 60 60 120 80 100 2090 24 87 Honest, Generous, Impulsive Eabyr Lady 22 Battania 0 0 0 0 0 0 100 0 0 40 0 80 100 410 12 34 Honest, Closefisted, Daring Aeron Lord 34 Battania 150 150 150 125 100 100 120 100 80 160 160 60 80 1625 21 77 Daring, Generous, Cruel, Impulsive, Devious Liasin Lady 35 Battania 0 0 0 0 0 0 100 0 0 120 0 0 20 330 12 27 Cruel, Calculating Aradwyr Lord 24 Battania 150 150 150 125 100 100 120 100 60 80 120 80 100 1525 20 76 Calculating, Merciful, Devious, Cautious Brighan Lady 22 Battania 0 0 0 0 0 0 100 0 0 40 0 80 100 410 12 34 Calculating Branoc Lord 24 Battania 210 210 210 175 140 140 160 140 70 120 140 120 140 2065 24 86 Honest, Daring, Impulsive Seonag Lady 22 Battania 0 0 0 0 0 0 100 0 0 60 0 40 60 350 10 35 Honest, Daring Fenagan Lord 24 Battania 270 270 270 225 180 180 200 180 70 80 140 60 80 2295 26 88 Daring, Honest, Merciful, Impulsive Siaramus Lord 24 Battania 210 210 210 175 140 140 160 140 70 120 140 120 140 2065 24 86 Calculating Carfyd Lord 38 Battania 180 180 180 150 120 120 140 120 70 60 140 60 80 1690 22 76 Honest, Closefisted Beathag Lady 38 Battania 60 60 60 50 40 40 100 40 30 40 60 60 80 810 14 57 Honest Taorse Lady 18 Battania 0 0 0 0 0 0 100 0 0 40 0 60 80 370 11 33 Honest Fiarad Lord 33 Battania 180 180 180 150 120 120 140 120 70 60 140 60 80 1690 22 76 Honest, Closefisted Maireas Lady 63 Battania 0 0 0 0 0 0 100 0 70 120 140 60 80 660 15 44 Devious, Cruel, Generous Rodarac Lord 61 Battania 180 180 180 150 120 120 140 120 60 40 120 60 80 1640 21 78 Cruel, Impulsive Guaran Lord 38 Battania 180 180 180 150 120 120 140 120 50 60 100 80 100 1670 22 75 Merciful, Closefisted Monchug Lord 38 Khuzait 210 210 210 175 140 140 160 140 70 180 140 100 120 2085 24 86 Cruel, Devious, Calculating, Generous, Authoritarian Anat Lady 39 Khuzait 0 0 0 0 0 0 100 0 0 80 0 120 140 530 15 35 Merciful, Daring Bagai Lord 52 Khuzait 210 210 210 175 140 140 160 140 60 100 120 100 120 1975 23 85 Honest, Generous, Merciful Mesui Lady 50 Khuzait 120 120 120 100 80 80 100 80 60 160 120 120 140 1490 20 74 Daring, Honest, Cruel, Egalitarian Tulag Lord 42 Khuzait 180 180 180 150 120 120 140 120 40 100 80 80 100 1680 22 76 Cautious, Closefisted Khada Lord 19 Khuzait 120 120 120 100 80 80 100 80 40 60 80 20 40 1130 17 66 Daring Chaghan Lord 18 Khuzait 210 210 210 175 140 140 160 140 60 80 120 80 100 1915 23 83 Generous, Honest, Cruel, Impulsive Esur Lord 22 Khuzait 210 210 210 175 140 140 160 140 70 100 140 80 100 1965 23 85 Generous, Daring Nayantai Lord 19 Khuzait 210 210 210 175 140 140 160 140 40 40 80 20 40 1695 23 73 Daring Temun Lord 20 Khuzait 210 210 210 175 140 140 160 140 40 40 80 20 40 1695 23 73 Honest, Closefisted, Impulsive Alijin Lady 18 Khuzait 0 0 0 0 0 0 100 0 0 120 0 80 100 490 14 35 Closefisted, Calculating Bolat Lady 19 Khuzait 0 0 0 0 0 0 100 0 0 60 0 40 60 350 10 35 Generous, Impulsive Yana Lady 22 Khuzait 120 120 120 100 80 80 100 80 70 60 140 120 140 1420 19 74 Calculating, Daring, Cruel Abagai Lady 23 Khuzait 180 180 180 150 120 120 140 120 50 80 100 20 40 1570 21 74 Impulsive, Daring Bortu Lord 18 Khuzait 150 150 150 125 100 100 120 100 60 160 120 80 100 1605 21 76 Merciful, Cautious, Calculating Oragur Lord 38 Khuzait 180 180 180 150 120 120 140 120 60 60 120 60 80 1660 22 75 Cruel, Closefisted, Honest Khorijin Lady 37 Khuzait 0 0 0 0 0 0 100 0 0 60 0 60 80 390 11 35 Honest Sechen Lady 18 Khuzait 0 0 0 0 0 0 100 0 0 100 0 60 80 430 12 35 Devious, Closefisted Hurunag Lord 38 Khuzait 240 240 240 200 160 160 180 160 50 20 100 40 60 1940 24 80 Daring, Cruel, Impulsive, Closefisted Chambui Lady 37 Khuzait 0 0 0 0 0 0 100 0 0 60 0 40 60 350 10 35 Daring Unagen Lady 18 Khuzait 0 0 0 0 0 0 100 0 50 40 100 20 40 440 12 36 Daring, Cruel, Calculating Akrum Lord 36 Khuzait 240 240 240 200 160 160 180 160 50 20 100 40 60 1940 24 80 Calculating, Generous, Cautious Ergene Lady 34 Khuzait 0 0 0 0 0 0 100 0 20 100 40 40 60 450 12 37 Calculating Ilatar Lord 38 Khuzait 240 240 240 200 160 160 180 160 50 20 100 40 60 1940 24 80 Impulsive, Generous, Merciful Tilun Lady 37 Khuzait 0 0 0 0 0 0 100 0 0 80 0 80 100 450 13 34 Calculating, Devious Chagun Lady 18 Khuzait 0 0 0 0 0 0 100 0 0 80 0 20 40 330 10 33 Merciful Kanujan Lord 41 Khuzait 210 210 210 175 140 140 160 140 90 120 180 100 120 2085 24 86 Honest Sokhatai Lady 40 Khuzait 0 0 0 0 0 0 100 0 0 60 0 100 120 470 13 36 Honest Korte Lady 20 Khuzait 0 0 0 0 0 0 100 0 0 60 0 100 120 470 13 36 Cautious Taslur Lord 30 Khuzait 240 240 240 200 160 160 180 160 50 20 100 40 60 1940 24 80 Calculating, Cruel, Generous, Devious Jigur Lady 28 Khuzait 0 0 0 0 0 0 100 0 20 60 40 20 40 370 10 37 Calculating, Cruel, Closefisted, Devious Boronchar Lord 43 Khuzait 0 0 0 0 0 0 100 0 70 120 140 20 40 580 15 38 Impulsive, Cruel, Generous, Honest Ulman Lord 30 Khuzait 240 240 240 200 160 160 180 160 50 20 100 40 60 1940 24 80 Daring, Impulsive Esachei Lady 20 Khuzait 0 0 0 0 0 0 100 0 0 60 0 60 80 390 11 35 Calculating Achaku Lord 30 Khuzait 240 240 240 200 160 160 180 160 50 60 100 40 60 1980 24 82 Daring, Closefisted, Cruel Eselen Lady 22 Khuzait 0 0 0 0 0 0 100 0 0 80 0 60 80 410 12 34 Honest, Generous Kinteg Lord 30 Khuzait 240 240 240 200 160 160 180 160 50 20 100 40 60 1940 24 80 Daring, Calculating Mehir Lord 26 Khuzait 240 240 240 200 160 160 180 160 50 20 100 40 60 1940 24 80 Daring, Calculating Gusukan Lord 53 Khuzait 240 210 230 230 150 150 220 150 60 80 120 40 60 2030 24 84 Cautious, Honest, Calculating Sevin Lady 48 Khuzait 0 0 0 0 0 0 100 0 0 80 0 40 60 370 11 33 Honest Altu Lord 24 Khuzait 180 150 170 180 110 110 180 110 60 80 120 40 60 1640 22 74 Daring, Impulsive Mela Lady 22 Khuzait 90 60 80 105 50 50 120 50 40 80 80 120 140 1155 18 64 Honest, Closefisted Reingarda Lady 21 Vlandia 0 0 0 0 0 0 100 0 0 100 0 100 120 510 14 36 Cautious, Closefisted, Merciful
Lucand
This article is a stub. You can help out by expanding it. Lucand Official Information Kingdom Vlandia Monarch King Derthert Title Nobleman Clan dey Gunric Personal Details Gender Male Lucand is a nobleman of Vlandia and a member of House dey Gunric. Description[] According to his Personality Traits, Lucand is brave and honorable. He has a scar over his left eye. Trivia[] While a member of House dey Gunric, Lucand is not registered to have any close family ties to Baron Ospir and his close relatives, making his position in the clan uncertain.
Luck
Luck is a stat in Mount&Blade and Warband. It basically plays the role of the player aging and becoming less capable as a warrior in their prime. At the beginning of a new game, Luck is set to 200 and ticks down by 1 every 180 hours (7.5 days). There is no way to restore Luck or change the rate. Luck determines the chance of a player receiving a permanent injury in battle, which will inflict a penalty to their attributes. Every time the player is defeated in battle, the game will generate a random number between 0-100. If the random number is higher than their current Luck, they will receive a permanent injury. It is important to note that the random number is generated only when the player suffers a defeat which reduces them to 5 hp or less (the "wounded" hp threshold, found in 'module.ini'): therefore, the First Aid skill becomes crucial in the late game in order to avoid suffering permanent injuries. Since the maximum randomized number is 100 and Luck starts at 200, a player will never receive a permanent injury until after 757 days have passed. When a player considers retiring, they will be informed of how long they have played and their remaining Luck. Effect of losing a point for each different attribute[] Not every attribute point loss has the same impact on the player character. When an attribute point is lost, it does not merely translate into a "visual" number change: in fact, it imitates the effects of a level up, however reversed. Losing Strength: Losing Agility: Losing Charisma: Losing Intelligence: Intelligence loss may have the most devastating impact on the long term, because when the player loses 1 Intelligence, they also lose a skill point. If they have 0, they go to -1 (and then to -2, -3 and so on), with a + appearing next to their name in the party screen. Negative skill points can not be spent, therefore the player's skills are safe from harm, however this may easily lead to a situation where the player is pushed into a spiral, where leveling up intelligence is the fastest way to counter negative skill points, but leads into a trade-off with increasing other important attributes (e.g. Charisma to increase Leadership and Party Size)
Lucon Osticos
Lucon Osticos Official Information Kingdom Northern EmpireCalradic Empire (disputed) Title Emperor Fiefs ArgoronDiathma Clan Osticos Personal Details Gender Male Age 62 Spouse Zerosica Children AscyronZoana Lucon Osticos is the emperor of the Northern Empire, leader of the Osticos clan, and a claimant to the imperial diadem of the Calradic Empire. Before the events of Bannerlord, Lucon was serving as a junior officer in the staff of Emperor Drosios Neretzes. Following the defeat at Pendraic, he became a member of the Calradic Senate and gained great influence. When Neretzes' successor, Arenicos Pethros, was suspiciously murdered, Lucon became the leader of a group of powerful senators who claimed the Senate should take the role of ruling the Empire. Lucon's claim is based on the old Imperial law that the Senate should elect the person for the role. Rhagaea Pethros and Garios Comnos each contested this claim, leading to the three-way Calradian civil war. Contents 1 Official Description 2 Politics 3 Claim 4 Quotes Official Description[] “ The northern third of the Empire is ruled by Lucon, who represents a long-standing oligarchic trend in imperial politics. It holds that strict adherence to imperial law is the best guarantee that the empire will not become a tyranny. Oligarchs like Lucon also tend to believe that only landowners can have the extensive education, experience in government and stake in property to really understand and appreciate the law, and thus the senate should be supreme. ” Politics[] Lucon favors a return to an oligarchic Senate, and is politically opposite to the militant populism of Garios, while fundamentally opposed to the hereditary monarchy of Rhagaea, his two imperial contenders. Lucon sympathized with Drosios Neretzes and his handling of the Battle of Pendraic — recalling the desperate circumstances the Calradic Empire was in at the time. Though he begrudgingly looks on Arenicos Pethros for his politics, he admits transparently that his reign was the stabilizing force that the Empire needed at that time. As the Emperor was assassinated just before selecting his heir, the succession dispute saw the Empire's military fall in for Garios, and its southern landholders and aristocracy throw their weight for Rhagaea, the Emperor's widow. Senators found themselves confronted with populist radicals who would do away with the oligarchy or feudal aristocrats who would back an absolute monarch and do away with the Senate. Thus, the Senate elected Lucon as Emperor, despite the military and aristocracy separately raising their own claimants, drawing the border for the three-way civil war that would follow. Claim[] Lucon's claim to unify Calradia as Emperor relies on him holding the support of what remains of the Imperial Senate. Because of their support, Lucon asserts that he is the only one with legal precedent to be Emperor. How exactly the Senate supports his claim is still unknown, as is the traditional method of Imperial succession, but it is expected to be further developed as the game advances. Lucon's claim to unify Calradia as Emperor relies on his popular backing of the Imperial Senate. Because of their support, Lucon asserts that his election as Emperor proves that he is the only legal claimant to the title. As the last and only two Emperors (that we know of thus far) were elected by the Senate, the claim has won over the backing of the more ancient and prestigious clans of the Empire. Perhaps most notably of all, Lucon vows to do away with the title of Emperor once the war is won, and instead permanently reinstate the Senate as the primary authority over the Empire — a decision perhaps correlated to the strong backing he has won with the most influential senators. Istiana, former spymaster of Emperor Neretzes, considers Lucon "the most knowledgable in the Empire's laws and traditions" out of the three claimants to the Empire. Quotes[] “ We're of a very old family that has done great service to the Empire. But I'll tell you something — a man, whatever his bloodline, is only as good as his honor and his obedience to the law. The Senate chooses the Emperor. That is our law. It has been twisted, broken, or ignored for a hundred years, but it has never been changed. Without law, without fealty to the written word, there is but tyranny and the mob. ” — on Politics “ Yes. I was a junior officer on Neretzes' staff. People say much about the battle that betrays a lack of understanding, of Neretzes and of the circumstances he faced. Neretzes had an obligation to avenge the Battanian attacks on our land. He marched out, with all the forces he could gather. The Vlandians betrayed us, but that's what you expect from honorless barbarians. Fortune favored the enemy. What matters is that we did what honor required. Perhaps Neretzes was rash, sending our infantry up into the hills to storm the Battanian fort. But he thought he could grab the pass quickly, before the enemy had time to reinforce it. If he had made the other wager and that turned out to be wrong, people would say he was hesitant. I stayed with Neretzes until we were forced back to our camp by the Sturgian infantry, and then fought on the battlements. Eventually we could hold them no longer. I did not see what happened to Neretzes or to our banner. Arenicos got us out of there, and got us home. I did not respect Arenicos before, but that day I saw he was worthy to be Emperor. ” — on the Battle of Pendraic Northern Calradic Empire Monarch: Claimant: Emperor Lucon Unknown Vassals:
Lycaron
Lycaron Settlement Information Type Town Kingdom Southern Empire Villages CanterionSagora Port No Lycaron is the capital of the Southern Empire ruled by Empress Rhagaea of clan Pethros. It was one of the main towns in the unified Calradic Empire. The villages of Canterion and Sagora are bound to the town. Contents 1 Description 2 Background 3 Economy 4 Trivia 5 References Description[] The natural fortress of Lycaron sits on a spur jutting out of the great Ornian Rock. In the final years of the imperial conquest, the Palaic tribe here negotiated a peaceful federation with the empire, only to see the city seized by the rebel leader Gethuz. The ensuing siege was only the first of many that Lycaron would undergo in the ensuing centuries, as its nearby silver mines made it a prize for every imperial pretender who ever tried to siege power in a civil war. It is said that the colony of vultures who inhabit the upper reaches of the Rock have dined on the flesh of every people of Calradia.[1] Background[] In the year 1084, Emperor Arenicos Pethros returned to his palace in Lycaron after a victorius campaign on the border of the Calradic Empire. The emperor went to his chambers after complaining of a headache and, when his guards checked on him several hours later, it was to find him laying dead in a pool of blood. Arenicos' widow Rhagaea presented the emperor's blood soaked robe to the masses of Lycaron. According to accounts, the masses called upon Rhagaea to serve as their ruler and to exact vengeance on whoever murdered her husband. The emperor's bodyguard of foreign mercenaries, the Vaegir Guard, were quickly blamed by Lycaron's mobs for the emperor's death. When the Vaegir Guard could not restore order, they unleashed their own anger against the population and began to loot the town. Countless innocents perished in the riots, details of which are relayed by certain companions. Economy[] The town begins the game with a Smithy, a Wool Weavery, and a Wine Press. Trivia[] Given Lycaron's position and accessibility to vast parts of the Empire, it is very likely to have been the imperial capital after the geographic position of Paravenos wasnt suitable enough anymore. References[] ↑ Encyclopedia Calradia, entry "Lycaron" Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea
Mace
With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Malayurg Castle
Malayurg Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tash Kulun Sieges with... Tower Port No World Map Mount&BladeMalayurg CastleTash KulunTemplate:World Map/Mount&BladeWarbandMalayurg CastleTash KulunTemplate:World Map/Warband Malayurg Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Tash Kulun. The village is also the childhood home of Klethi, who describes it as having a former mouse infestation. Location[] Mount&Blade[] Malayurg Castle lies west of Ichamur, bordering the Kingdom of Swadia. Its village is nearby, directly to the north. Warband[] Malayurg Castle lies north of Narra at the base of a mountain edge. It is at the border between the Khergit Khanate and the Kingdom of Swadia. Its village lies to the south. Layout[] Player Keep Dungeon Breach Siege[] Besieging Malayurg Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush
Mamluke Mail
Mamluke Mail Base Value 2,900 Weight 24 Armor 48 Body Armor, 16 Leg Armor Requirement 8 Strength Mamluke Mail is one of stronger armors in the game, coming in just after Brigandine. Mamluke Mail is obtainable by winning a battle where the enemy has Sarranid Mamluke units or from Armor Merchants. The chances of the Mamluke Mail appearing in your loot box is very little, meaning you would have to kill a large number of Sarranid Mamlukes for a good chance of getting some. Sultan Hakim is one notable wearer of Mamluke Mail. Surprisingly, most Emirs prefer the weaker cavalry robes and shirts over mail than the mail used by their highest tier troops.
Manhunter
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For full troop tree, see Manhunters. Manhunter Troop Information Culture Manhunters Wages 9-5 denars Acquired from... Prisoner Upgrades to... Slave Driver Upgrade Cost 20 denars XP for Kill 80 xp Ransom Value 66 denars The Manhunter is the most basic bounty hunter unit. They spawn in groups of 9 to 40. Since Manhunters never upgrade themselves, upgrading a recruited Manhunter is the only way to get higher-tier manhunter troops. This is because Manhunters belong to the "manhunter" faction, while the higher tiers belong to the "slaver" faction and troops cannot switch factions without player intervention. Every 5.7 hours, a new Manhunter party will be created at a randomly chosen town if less than 4 manhunter parties exist. This means only 4 manhunter parties can exist at any time, though they replenish relatively quickly when wiped out, and can reach the max of 4 manhunter parties in just under 1 day. Tactics[] Manhunters can only be recruited from a prisoner pool. An effective way to accumulate Manhunters is to travel to Rivacheg at the coast and find some Sea Raiders with Manhunters as prisoners. If you have enough troops, you will easily defeat them and gain the freed Manhunters. Another good location for finding Manhunters is the Sarranid desert, as stronger groups of the fast, mounted Desert Bandits are able to run down and capture the small bands of Manhunters they come across. These units have no notable tactics. Their cavalry usually rushes to the battlefield and are swarmed. The infantry is little better than farmers with large maces. Manhunters and their upgrades all exclusively carry blunt weapons for knocking enemies unconscious and capturing them. Combined with a high Prisoner Management skill, a company of manhunter variants can make any engagement very profitable, provided you can win. Being cavalry, they also have a high movement rating on the map, which helps offset the large numbers of prisoners anyone who commands them may accumulate. 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. Manhunter - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Nasal Helmet Body Aketon, Padded Cloth Hand ? Foot Nomad Boots, Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Crossbows 50 Throwing 50 Weapons Melee Spiked Mace, Flanged Mace Ranged ? Shield Wooden Shield Mount Sumpter Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Manhunters
For the specific troops, see Manhunter. Manhunters are law enforcers that hunt down the looters, deserters, and other bandits that roam throughout Calradia. They are generally average fighters with blunt weapons - that they use to knock out bandits - and they wear relatively light armor while riding horses. They usually are victorious against Looters but are almost always defeated by Sea Raiders. Since they can't be recruited from anywhere, Manhunters can only be hired by freeing them from captivity. They can also be upgraded and rank up, becoming stronger and gaining sturdier armor, better weapons, and improved horses. They will never upgrade themselves, as Manhunters units belong to the "manhunter" faction while Slave Drivers and the remainder of the troop tree all belong to the "slaver" faction, requiring the player's control to enable them to switch factions. Manhunters aren't pledged to any kingdom and therefore don't fight in any wars except against bandits. The color of their units is quite similar to but a little lighter than bandits'. It is possible to increase relations with all manhunters by helping them kill bandits - providing they are about to lose - though relations with manhunters seems to have no impact on anything. If you talk to the manhunters, they will ask if you have seen any bandits recently. Regardless of what your answer is, they will continue traveling in the same direction as before. It is very handy to keep a few of these units in your party. While the majority of your forces will pick off most of the enemies, your horse-riding manhunters (who use blunt weapons) will be able to knock some unconscious, netting you a few prisoners. They handle themselves fairly well at higher levels. A new Manhunter party will be created at a randomly chosen town every 5.7 hours if less than 4 manhunter parties exist on the overland map. This means only four manhunter parties can exist at any time, though they replenish relatively quickly when wiped out and can reach that max in just under one day. Manhunter Upgrade Tree Manhunter Slave Driver Slave Hunter Slave Crusher Slaver Chief Manhunter Upgrade Tree Marksman of the Secret Department Manhunter Upgrade Tree Young Warrior Slave Driver Slave Hunter Veteran Slave Hunter Slaver Chief Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Manor
Manors are a village improvement whose construction is affected by your party's Engineer skill. Manors allow the player's party to rest at the village for free, and pay their troops half wages while doing so. Construction[] Engineer Denars Days 0 8000 83 1 7600 79 2 7200 75 3 6800 71 4 6400 66 5 6000 62 6 5600 58 7 5200 54 8 4800 50 9 4400 46 10 4000 42 11 3600 37 12 3200 33 13 2800 29 14 2400 25
Map time
Night sky over Calradia. Map Time refers to the gameplay mechanics of the passage of world time. It is signified by a view of the map and a progression through the day-night cycle. Map time occurs when you're resting in camp or a tavern, waiting in a siege, training villagers or simply traveling on the map. It can also happen when you pass time manually, usually by holding the spacebar. Moving or waiting normally causes 1 hour in-game to pass every 4 seconds in reality, with a whole day lasting just over one and a half minutes (1:36). While quick waiting (Ctrl+Spacebar) or attending an event, a whole day passes in only 10 seconds, or 2.4 game hours per real second. Day cycle[] Each day passed in-game affects your score when you retire from adventuring (1 Day passed = -1 score). Every day, the prosperity of nearby villages and towns will be announced. There are ten named stages of each day, though the game still recognizes the day as being 24 hours long, and many events within the game record the passage of time by hours rather than days, such as a week being 168 hours rather than 7 days. Four of the segments are longer than the others to fill in for the division of 24 into 10. Once a game is saved, the menu to load saved games shows the exact in-game time that the game was saved. The ten stages of the day are: Stage Length Time Notes Midnight 2 hours 23:00 - 00:59 Pay wages at 23:00 Date changes at 00:00Training experience at 00:00 Late NightDeep Night 3 hours 01:00 - 03:59 Dawn 2 hours 04:00 - 05:59 Sun rises at 04:00 Early Morning 2 hours 06:00 - 07:59 Morning 3 hours 08:00 - 10:59 Pay wages at 08:00 Noon 2 hours 11:00 - 12:59 Afternoon 3 hours 13:00 - 15:59 Pay wages at 15:59 Late AfternoonSunset 2 hours 16:00 - 17:59 Dusk 2 hours 18:00 - 19:59 Pay wages at 19:30 Evening 3 hours 20:00 - 22:59 Sun sets at 20:00 Daytime[] During the day, the party will move at full speed and have full spotting range. Arenas will be open in towns. The Nervous Man can only be found in villages during the daylight hours. Nighttime[] Your party will get a -40% speed penalty and half the spotting range. Tracking will be less effective as well. Your party morale will be decreased when battling. There will be fewer caravans and moving villagers, perhaps none. Attempting to visit a tavern or speak with merchants in a city may result in a bandit ambush. Random villages will have bandits that will ambush you when you arrive and attempt to do anything at that village. Resting in a city or castle (other than one you are lord or monarch of) will require payment of the fee. This fee will be incurred repeatedly if the player stops and starts resting again (despite having already paid for the night).
Maras Castle
Maras Castle Settlement Information Type Castles Kingdom Kingdom of Rhodoks Villages PagundurReveran Sieges with... Ladders Port No World Map Mount&BladeMaras CastlePagundurTemplate:World Map/Mount&BladeWarbandMaras CastleReveranTemplate:World Map/Warband Maras Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Maras Castle lies far to the northwest of Veluca. It is the westernmost castle on the map, secluded on a piece of land encircled by rivers and the mountains from which they flow. The land enclosure is filled with trees and has only one point of access over a single bridge. Its village is Pagundur which is to the northeast on the other side of the bridge. Warband[] Maras Castle lies north of Yalen. It is encircled by mountains and forest. Its village is Reveran which is to the south. Layout[] Player Keep Dungeon Breach Siege[] Besieging Maras Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Layout[] 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)
Mareiven
Mareiven Settlement Information Type Village Kingdom Vlandia Fortification Ocs Hall Mareiven 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 Hardwood. Mareiven sits on the steep wooded slopes of the Rhennod mountains, overlooking the Ocspool. Villagers harvest the tall trees of the heights, selling the logs to cities on the coast. 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
Marin
Marin Settlement Information Type Village Kingdom Vlandia Fortification Verecsand Castle Marin is a village in Vlandia owned by the baron, Belgir of the House dey Fortes. The village is bound to Verecsand Castle and is known to produce Grapes. Marin lies on the slopes west of the Ocspool. Misty mornings cooled by sea drifting south and warm afternoons make this land well-suited to the growing of grapes. 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
Marketplace
An armor merchant. Notice the discontinued Black Helm and Boots on display. Marketplaces can be found in all Towns, as well as Fortresses in With Fire & Sword. You can either visit the marketplace through the menu when you enter the town, or choose to walk around the streets where you may personally visit each merchant. There are five options you can perform through the menu: Assess the local prices. This allows your character (If your Trade skill is 1 or above) to listen around the town and see if you can sell or buy items at reasonable prices. This option is necessary for characters that make profit on trading. Trade with the Arms Merchant. This brings up a screen with weapons and shields that are for sale. Trade with the Armor Merchant. This brings up a screen with armors that are for sale. Trade with the Horse Merchant. This brings up a screen with horses that are for sale. Trade with the Goods Merchant. This brings up a screen with goods (goods are either trade goods, or foods) that are for sale. Your relation with the town can have a small effect on purchase prices. For every 3 relation, you will receive a bonus price reduction of .5% up to a maximum of 16.5% with 99 relation. Money[] Every 24 hours (168 hours in Viking Conquest), the game checks to see how much money the merchants have available. Each one has a set target they should have, and if their current wealth falls below this target, they will be given a random increase every day until they surpass the target. Merchant Target Wealth Increase Amount Arms 900 1000 1000 ? 200-400 250-500 250-500 ? Armor 1500 1500 1500 ? 500-1000 500-1000 500-1000 ? Horse 600 600 1000 600 200-400 250-500 250-500 1000-4000 Goods 900 1000 1000 1500 200-400 250-500 250-500 1000-4000
Marksman (disambiguation)
This article is a disambiguation page for Marksman (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Marksman may refer to: Vaegir Marksman Posad Marksman (veteran) Marksman (veteran) Marksman Spearman (veteran) New Order Marksman (veteran) Mercenary Marksman Marksman of the Secret Department Khuzait Marksman
Marksman of the Secret Department
Marksman of the Secret Department Troop Information Culture Manhunters Wages 3-4 thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Marksmen of the Secret Department are manhunter infantry in With Fire & Sword. Tactics[] Although their name implies they are ranged troops, it is possible for them to be mounted, not wielding guns at all, or both. Fedot claims to have killed a clerk of the Secret Department who became strongly attracted to his wife. Marksmen of the Secret Department cannot be attacked - if tried, they will ask the player if they have seen any bandits - a yes or no answer is the only action available. If you manage to recruit them by rescuing as prisoners from an enemy party, they cost 3 to 4 thalers a week. One can typically find small parties of Marksmen of the Secret Department roaming the lands of the Muscovite Tsardom, especially around Moscow or Tver'. Direct upgrades to their capture-only function can be done by customizing Cossack and Muscovite Mercenary Cavalrymen to be equipped with only blunt weapons - the Muscovite ones have an advantage in heavier armor options and the ability to use a shield, though. 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. Marksman of the Secret Department - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head Fur Cap Body Rich KuntushGood Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback ? 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 0 Two Handed Weapons 0 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Carpenter AxeBludgeon Ranged (Possible) Simple Wheellock Carbine(Possible) Matchlock Musket(Possible) Bullets Shield None Mount (Possible) Sumpter Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief
Marnid
Marnid Appears in Warrider Official Information Culture Geroia Character Details Found in Random Town Hire Cost Free Likes Borcha Liked by Borcha Dislikes Alayen, Baheshtur, Matheld as Emissary, Raiding Villages or Caravans, Bring Back Runaway Serfs quests Disliked by Alayen and Baheshtur Connections Sargoth Noble No Character Background Home Geroia Background Merchant Marnid is one of the companions in Mount & Blade and Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Trivia 7 Stats and equipment Biography[] Marnid was a Geroian merchant who mounted a trade caravan, hoping to do business in Sargoth. Along the way the caravan was ambushed by Khergit raiders, who took most of the goods. What was left of the caravan eventually reached Calradia, but the men hired to guard it took whatever was left of the goods and left. With his caravan gone and no other options, Marnid went to a tavern and began drinking away the last of his coin. That is where he met the player character and potentially found employment. Personality[] Marnid is a merchant who respects peaceful endeavors, such as trade, and has a decent grasp of economics. He is not a prejudiced individual, as he looks past the Nord stereotype of being bloodthirsty raiders for their skill as traders and does not hold any specific hatred for the Khergits despite them raiding his caravan, even making friends with Borcha, who is a thief from the Khergit Khanate. He particularly dislikes being looked down on or disrespected, holding grudges against people that do so. Relationships[] Alayen - Marnid dislikes Alayen for disrespecting his abilities on the battlefield and telling him that fighting on the front line of battle "is knight's work". Baheshtur - Marnid hates Baheshtur for bragging about and desiring to raid caravans, which he sees as disrespecting good, honest trade as a way of living. Borcha - Marnid likes Borcha for his trustworthiness in combat, but is still cautious of his thieving behavior. Gameplay[] As a party member, Marnid is level 1, allowing a fair amount of quick customization to different roles, but his total attributes are also 1 less than the similarly low level Ymira. If elevated to lordship, Marnid will recruit whatever troops are available in his fiefs, regardless of nationality. Dialogue[] Main article: Marnid/Interactions Trivia[] Marnid - alongside Borcha and Ymira - is one of the oldest companions in Mount&Blade and its sequel Warband, being introduced in version 0.202 (Warrider). In Warrider, when first meeting the player character, he introduced himself as 'Marnid Rhaleis'. Likewise in Warrider, instead of Sargoth, he intended to sell his goods in a place called Larechia. After King Larec was replaced with King Harlaus as the ruler of Swadia in version 0.704 or earlier, 'Larechia' was replaced with 'Harlaushia' as Marnid's original destination. In Warrider, when encountering ghouls the player character would suggest that they should eat Marnid's pork stew, a suggestion that they would always dismiss in favour of human flesh. Stats and equipment[] Marnid - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 7 Intelligence 11 Charisma 6 Health 44 Armor Head ? Body Linen Tunic Hand ? Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 3 Wound Treatment 1 Surgery ? First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade 3 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Crossbows 40 Throwing 40 Weapons Melee Club Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira
Marnid/Interactions
This is a list of interactions with Marnid. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Gather Information 6 Right to Rule 7 Awarding a Fief 8 Story: Sargoth 9 Story Recap 10 Like Quotes 10.1 Borcha 11 Dislike Quotes 11.1 Alayen (Battle Dislike) 11.2 Baheshtur (Map Dislike) 11.3 Right to Rule Objection: Matheld 11.4 Failing Quests 11.5 Robbing Villages 12 As an Enemy Introduction[] Hello. Would you be so kind as to have a cup with me? I'm down to my last five denars and I'd rather not drink alone. You last five denars? What happened to you? "It's a tragic tale, sir. A while back, I left Geroia with a caravan of goods. I was hoping to sell it all in Sargoth and make a hefty sum. But, what do you know... we were ambushed by a party of Khergit raiders who rode away with most of the horses and goods. And two days later, my own caravan guards ran away with the rest of what I had." "So here I am, no money and no way home." Well, perhaps I could offer you work. Can you fight? Well I will confess that I am not a warrior by trade. I'm a fast learner. I can ride, and know a fair bit about trade, prices and such. That will do. Good! Give me a few moments to prepare and I'll be ready to move. I'm afraid I'm only looking for men with some experience. Good day to you. Hard luck, friend. Good day to you. I have better things to do. Reencounter[] I sold my boots and have managed to make a few denars peddling goods from town to town, but it's hard living. Retirement[] I'm getting a bit tired of the warrior's life. I'm going to invest my share of our loot into a cargo of goods -- furs, linens, velvets, probably -- and take them back over the mountains. I would like to thank you again for taking me on, and wish you the best of luck. Rehire[] (Sir/Madame)! It's good to see you again. But I'll confess -- I've been looking for you. I bought a load of goods like I told you I would, loaded them up, and took them back across the steppe -- but wouldn't you know it, I was hit again by Khergits, and lost it all. I guess I'm just destined to fight for my fortune. Also, people tell me that you've done very well for yourself. So tell me, (sir/madame), would you have me back? Gather Information[] Sir, If you're interested in events in (faction), I can still make contact with my old trading partners in Sargoth. They're usually well-informed about political events. Right to Rule[] Well, captain -- I'd support you. I think you'd give Calradia the kind of enlightened rule which it has long needed. Most of the lords of this land -- well, let's just say that they never held a denar that they didn't collect as rent or take as pillage. You, on the other hand, have some experience of commerce and trade, of the effort and risk involved in making sure men don't go hungry on Sargoth while there's a glut of grain in Praven, to give an example... If you like, captain, I reckon I could find some support for you among the merchants and burghers of this realm. If you like, captain I can take a few weeks to visit the guildhalls and caravanseries where I have contacts, and explain to them that, in you, they will have a king who will check the rapacious nobles, who, with their tariffs and taxes, would strangle commerce for the sake of a few extra denars to spend on their wars and their feasts. What do you say to that, captain? Awarding a Fief[] (Fief) as a fief? Well, I've always thought in terms of buying and selling goods, not in terms of governing anything. But now that you mention it, I bet I could make that place turn a fair bit of revenue. I thank you, {my Lord/my lady} -- this is a very kind turn that you have done me. Story: Sargoth[] We're approaching Sargoth. That's where I was headed when the Khergits got me. People say that the Nords are a bunch of bloodthristy barbarians, but they have a good head for trade, if you ask me. They make the people up and down the coast grow flax, which they weave here into linen. It can't compete with Jelkala silks and velvets as a luxury fabric, but it makes good summertime wear and you can use it for the sails of ships. More importantly, linen was one of the few goods that someone else in Calradia wasn't already making. I had loaded up on saffron, cinnamon, cloves, pepper and other spices and a chest full of denars. I estimated that I could buy linens, furs, velvet, iron and wool, and the extra horses to carry them back, and I'd still make a profit. I just hadn't figured in the Khergits, who apparently don't care for others cutting in on their monopoly. Story Recap[] I was born over the mountains. I'm a merchant, the son of a merchant, and the grandson of a merchant. Like Quotes[] Borcha[] Sir. I wanted to tell you that Borcha may be a rough sort, and I'll venture a throughgoing [sic] rogue as well, but I'm proud to call him my companion. Based on how he did in that last fight, I'd say that I'd trust my back to him any day, although I'd still keep a hand on my purse. Dislike Quotes[] Alayen (Battle Dislike)[] Sir, If you don't mind, I'd prefer not to be deployed anywhere near Alayen, after what he said to me during that last battle. The enemy was bearing down on us, and he says, 'Step aside, merchant, this is knight's work.' Next time I will step aside, and let him take a spear in the gut. Baheshtur (Map Dislike)[] Sir -- as you recall I was a merchant before I signed on with you. I respect men who make their living peacefully, risking all to bring goods for far away lands. I don't much care to hear Baheshtur gloat about the caravans he has looted, or he plans to loot, like he has no respect for good honest trade. Right to Rule Objection: Matheld[] Um, captain. Matheld has ridden off to tell the lords of this land that you'll let them settle their quarrels by force and violence. You know they rarely actually fight each other, right? Most of the time, it's the traders and travellers on the roads between their castles that get clobbered in their petty disputes. Any excuse to shake down a caravan, they'll take. I really hope that she misunderstood you, sir. Failing Quests[] Sir -- I'm not altogether happy that we fail a quest which we undertook on word of honour. I'm a merchant, and in our business one is bonded by one's word. I don't want a reputation for dishonesty -- that would spell my end as a trader, sir. Robbing Villages[] I hope you don't mind my saying so, but it's a bit hard for me to see us steal from poor villagers. Maybe I ought to try to be more of a hardened soldier, but if we could try to exercise a little mercy from time to time, I'd sleep better As an Enemy[] This is a sad day. I never thought that I might meet my old captain on the field of battle. Even if I triumph, it will bring me no joy.
Marriage
Marriage is a feature introduced in Warband that lets the player marry for love or for political gain. However, the feature was removed for With Fire & Sword. Suitable partners for a male character are all the unmarried sisters and daughters of the various lords; as a female, all the unmarried lords and male companions (if they are made lords) are available. Contents 1 Overview 2 Male Characters 2.1 Meeting Your Partner 2.2 Courting 2.3 Personalities 3 Female Characters 4 See Also Overview[] Players may wish to marry into one of Calradia's noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords (by helping you host a feast), help prevent vassals from defecting (by offering you a special quest that allows you to resolve a dispute between nobles in your faction), establish a claim to the throne, and provide you with a household inventory you can store items that is accessible through your spouse (this inventory is also used to stock supplies for feasts). Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in Calradian aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut – but there will be consequences in his relations with other lords. A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance in Calradia, as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation. To get started on the path of courtship, a male player should try to get involved in the social life of the Calradian aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip. Female characters can also marry – but they should keep in mind that Calradian society is very traditional, and as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her. On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power and an unscrupulous character may be able to use her husband as a tool of her political ambitions. Male Characters[] Meeting Your Partner[] The easiest way to meet your partner is during feasts, which can be entered freely if you're of noble birth. If, however, you come from a common background, you'll have to prove yourself either by winning the accompanying tournament or by having at least 200 renown. The alternate way to meet a lady is to go through her family. By raising your relationship with her guardian (either her father or her brother) and asking to "cement the alliance to their house", you may be given permission to start courting his daughter/sister. If you manage to befriend him, he might bring it up himself by hinting she would be delighted if you paid her a visit. Courting[] You start courting a lady by declaring yourself her "most ardent admirer". You can court several ladies at the same time, and make your decision later on. You can also court a lady of a faction where you are not a vassal, although it may be difficult to visit her in times of war. About 5 days after your last visit, you will receive a letter from her asking you to pay a visit. If you have permission from the family you can just walk up to the gate and go in. If not, you are smuggled in dressed as a scullery maid by one of the nurses. Once inside, you may discuss your future with the lady, dedicate a recent tourney victory, or recite poetry you picked up from the various wandering minstrels in the hopes of winning her heart. There are many ways to gain her favor: Visit when requested: +1 relation Recite poetry: +0 to +4 relation (depends on her tastes in poetry) Dedicate a tournament victory to her: The 1st time you get +8 relation if she's conventional, +1 relation if she is politically inclined, +2 relation if she has high moral standards, and +4 relation otherwise. The other times you get +1 relation. (only possible before getting married) Once your relationship is high enough you may propose, and with the blessing of her family, you may then marry at the next feast held in the land. A minimum of 20 relation points are required to guarantee an accepted proposal, although it is possible (but less likely) for a lady to accept a proposal with a lower relationship. Chance for it is calculated with players persuasion and amount of relation points you are lacking (in other words, 20 minus your relation points). Failing persuasion has a penalty of losing 1 relation point. Sometimes she will have another admirer, and you will need to duel him for the claim. Sometimes a lady's father won't accept the player as a suitor, so he will need to somehow persuade her father to give him her hand in marriage. He will also ask for a dowry that must be paid before the marriage can proceed. The couple can also choose to elope, making an enemy of any of her relatives. If the lady's father defects to another kingdom, the wedding will be called off, as you and the lady's father will now be enemies, though you can still elope. Personalities[] You will learn from Wandering Poets that certain available ladies in the realm have particular tastes or aspirations that you will need to accommodate. They generally break down into five distinct groups; Conventional, Political, Moral, Combative and Romantic. Female Characters[] Courtship as a female character is very simple and direct: Find the lord you want to marry Increase your relationship with him Ask to "cement the alliance to their house" If he accepts, talk to him during a feast to perform the marriage ceremony. If you can find the Lord on the field, he might say that gathering all of the lords together is a difficult task and suggest that you two marry in any hall. Then, you can find him later in any castle or large city, and he will ask to get married immediately. If he declines your marriage proposal, increase your relationship and renown then try again. However note that certain lord personalities (such as upstanding and martial) will never marry a "wild and free woman" such as yourself. This will automatically grant you vassalage in the faction that he is affiliated to, so watch out if you want to stay a freelancer! The Wandering Poets you talk to about courtship will however, still treat you as if you were a male suitor and give you suggestions for female companions. For female characters there is a special wedding possible. You can marry the king of a kingdom after placing someone else on the throne by developing a relationship with the king before they leave the realm. See Also[] Wandering Poet Feasts
Marshall
Voting for the new marshall. The Marshall is the military commander of a faction. The title defaults to the Monarch, but will generally be assigned to one of the Vassals of that faction. In the original game, the King periodically calls a vote to choose the new marshall. Two candidates will be listed and every other lord of that faction will cast one vote for one of the two candidates. If you are a vassal, you may cast one vote as well. The candidate you vote for will like you more (+2) and the one you didn't vote for will like you less (-2), regardless of which one wins. If your Renown is high enough, you may be given the option to be a candidate, which you may refuse. If you are a candidate, the voting will progress in much the same way, except you don't get to cast a vote yourself. If you win the election, you become the new marshall and your opponent will like you less (-3). The marshall isn't always elected, and sometimes the monarch will appoint a new one, especially if the current marshall has been defeated or captured. Your standing with your faction or your friendship with particular lords seems to be of secondary importance. If your Renown is low, you may have a hard time being considered for Marshall even if your standing with the faction is 100. On the other hand, if you start off the game as a factionless bandit-hunter, rack up 1500+ Renown, then join a faction, you are almost guaranteed to get the title even if you've never spoken to any of the lords before. If you are factionless and then accept a faction leader's offer of servitude, marshall elections very often happen soon after you take your vows (within a few game days or even hours). In Warband, all of the vassals give their opinions to the leader, but there is no formal voting process. Controversy also plays a significant role. Contents 1 Serving the Marshall 2 Being the Marshall 2.1 Controversy 2.2 Disobedience Serving the Marshall[] Parties following the marshall. If you are not the marshall, you may occasionally receive orders from him when he starts a new military campaign. These orders are Quests. You do not have to do them, but if you accept them and subsequently fail any, you will lose reputation with the marshall. The first order you will get is to report to the marshall with a minimum amount of soldiers. Typically the number of troops you will need will be much lower than you would normally have unless it is very early in the game. What types of soldiers you have doesn't matter; fresh recruits will work just as well as top tier knights or infantry. Once you have joined the marshall, you will usually be told to follow him for a while. During this time, you must stay within sight of him. If you wander too far away, you will be warned to return. If you do not return quickly, you will fail the quest and irritate the marshall. You can automatically follow the marshall by right-clicking (or pressing square on PlayStation and X on Xbox) him and selecting 'accompany'. The marshall may give you some other missions. These will supersede the instructions to follow him until you have completed them. Once the marshall's army has besieged an enemy fortification, the campaign will generally end and you can go back to your own business. Other lords may not follow the marshall. The most frequent cause of this is that the lord in question has higher renown than the marshall, and when asked what they are doing, will finish off their reply with, "I am not following the marshall because I can do greater deeds." However, some lords will say this even if their renown isn't higher than the marshall's, or even close to being as high. This can occur if the lord is interested in acquiring greater renown or more fiefs. Other times, lords will not accompany the marshall because they dislike them. In this case, they finish their reply with, "I am not accompanying the marshall, because I fear he may lead us into disaster." In With Fire & Sword, if the player is in one of the storyline quests, depending on the quest, even if the player is not the marshall, he/she will be able to give orders to lords of the same faction. However, it is not possible to call a campaign. Being the Marshall[] A marshall's army attacks player-owned Sargoth Being the marshall gives you the power to give orders and organize military campaigns. You will also have full authority over your allies in battle, so you may instruct their troops just as you would your own. To give orders to your fellow lords (including the monarch), just speak with them and select "I have a new task for you." A list of orders will then be shown. To cancel orders, tell the lord "I won't need you for some time. You are free to do as you like." If you wish to head a military campaign in Warband, talk to any vassal or companion and tell them "I want to start a new campaign. Let us assemble the army here." This will send out a message to all the vassals with instruction to meet you at that location. You can also use any heroes you have in your party to start or end a campaign in Warband. Just talk to any of them, the option to start or end a campaign is the first one on the list. Controversy[] In Warband, controversy can make your time as marshall very brief. Every time anything bad happens to your faction, your controversy can increase quite rapidly. The larger your faction, the more difficult it is to maintain order. Once your controversy starts nearing 100, your monarch will want to replace you. Disobedience[] It is important to note that vassals will not always obey you. When given a direct order, if they are preoccupied with something else already (like heading to their castle), they may tell you they are too busy. If they are not busy, they must listen to you, but may only do so for a limited period of time. This means that if you instruct a fellow lord to follow you and then besiege a castle, he may wander off before you even finish constructing the siege equipment. All lords, even ones that like you, will also be tempted to chase passing caravans or enemy farmers (this is less likely in Warband). If you are not playing with realistic saving, you should save before starting the siege so that if all your allies run off, you can restore and try again. It is advisable to tell all your comrades to follow you again just before starting the siege, this will decrease the likelihood of them losing interest before the actual battle begins. Calling together a military campaign can be even more frustrating, because it can take a long time for everyone to come together, or some lords may ignore your summons completely. If you only have one objective in mind, it may be faster to just manually give three or four lords direct orders to follow you rather than attempt starting a campaign.
Matheld
Matheld Appears in Official Information Culture Nord Character Details Found in Random Town Hire Cost 500 denars Likes Nizar Liked by Nizar Dislikes Jeremus, Ymira, Firentis as Emissary, Retreating Disliked by Jeremus and Ymira Connections Wercheg Noble Yes Character Background Home Nordland Background Warrior Matheld is a Nord warrior and one of the companions in Warband. She is the most expensive hero, with a cost of 500 denars. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] She is a Nord woman from the Northern lands (the Nord homeland). She is the daughter of a thane and was married to another thane, who allowed her to fight alongside him. Her husband died of plague and she inherited his lands as he declared in his will, but her brother-in-law claimed that a woman could not rule as a thane and bribed the servants to overthrow Matheld. She was forced to flee to Calradia, where she hoped to collect enough money to raise an army and reclaim her rightful inheritance. Personality[] Matheld is a courageous woman, who is knowledgeable in the history of her people, largely through Nordic sagas and tales told by the skalds. She is somewhat ignorant and quick to make assumptions, but also savvy enough to know when a story is a lie. Relationships[] Jeremus - Matheld dislikes Jeremus for insulting her ignorance after he overheard her speculating that some of the local peasants were descended from apes. Jeremus dislikes Matheld for being a fussy and difficult patient. Nizar - Matheld likes Nizar for his talent in composing poetry, notably insulting one of his opponents in battle in the form of an Old Calradic Quatrain, as the Nords appreciate good poetic craftwork. Nizar likes Matheld for her singing in battle and he believes that she has hidden femininity that he can coax out. Ymira - Matheld dislikes Ymira for spurning her offer to help find a match for the younger woman, unaware that she fled her home because of an arranged marriage, with one of her warriors once she retakes her lands. Ymira dislikes Matheld for striking an enemy's purse from her hands, saying that Matheld merely had to tell her that she laid claim to that piece of loot earlier. Gameplay[] As a party member, Matheld is a warrior first, with most of her skills invested in her personal combat ability. She is well suited to fighting as either infantry or cavalry, as well as contributing her own Tactics skill. If elevated to lordship in Warband, Matheld will recruit Nords to fight under her and in her fiefs. She possesses an above average Leadership skill, making here suited to leading her own armies once she has been leveled up and geared sufficiently. Dialogue[] Main article: Matheld/Interactions Stats and equipment[] Matheld - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 10 Intelligence 9 Charisma 10 Health 46 Armor Head ? Body Tribal Warrior Outfit Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Nordic Sword Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira
Matheld/Interactions
This is the list of interactions with Matheld. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Gathering Information 6 Right to Rule 7 Awarding a Fief 8 Story: Fearichen 9 Story Recap 10 Like Quotes 10.1 Nizar 11 Dislike Quotes 11.1 Jeremus (Map Dislike) 11.2 Ymira (Battle Dislike) 11.3 Right to Rule Objection: Firentis 11.4 Retreating 12 As an Enemy Introduction[] What do you want? Merely to pass the time of day, ma'am, if you're not otherwise engaged. Ah. Well, if you must know, I shall tell you." "I am from an old family in the northern lands, the daughter of a thane and also wife to one. I fought by my husband's side, his partner both in war and in peace. But my husband died of the plague, when I was still childless. My husband had decreed that I should inherit his lands, in the absence of an heir. My brother-in-law, cursed be his name, said that it was not our custom that women could inherit a thanedom. That was nonsense, but his gold bought the loyalties of enough of my husband's faithless servants for him to install himself in my hall. So I fled, something I was raised never to do, and something I hope never to do again." "When I have enough gold to raise an army I shall go back and take what it is mine. I can offer you opportunities to make money through good honest fighting and pillaging. Can you? I shall accept your offer. I shall be pleased to fight in your shield wall. But I warn you -- of you ask me to gather the firewood, or cook a meal, you will not like the consequences. No fear, ma'am. You're the widow and the daughter of a thane, and you'll be treated as such. Then I will fight your enemies for you. But first I want a bounty of 500 denars. If you are a worthy captain who can lead his company to riches and plunder, you should have no trouble paying. I cannot afford to follow a pauper. Oh, I am no pauper, madame. Here's 500 denars for you. Good! Give me a few moments to prepare and I'll be ready to move. Sorry. I can't afford that at the moment. Ah. Actually, if you don't do whatever I order you to do, you'd best seek your fortune elsewhere. (Decline) Your brother-in-law was right -- women should not rule. Go back home and tend your hearth. (Decline) Nothing at all, from one so clearly disinclined to pleasantries. Good day to you. (Decline) Reencounter[] I am still seeking a war leader in whose shield wall I would fight. But I need gold, and fast, and the lords of this land as often as not prefer to stay behind the walls of their fortresses, rather march out to where glory and riches can be won. Retirement[] I have fought in your shield wall, and done well by it. But your leadership is not always to my liking, and anyways I have another task. I will take what plunder I have won and raise a warband of my own and sail to Nordland to take back my husband's hall from my treacherous brother-in-law. I wish you well. Rehire[] Greetings to you, (player). I was wondering if the harsh words spoken between us in the past could be forgotten. I have been hunting among the Nords here, to see if I could find enough men to take back my husband's hall. But I could not find enough men to crew a longship, and those whom I gathered quickly got bored and wandered off -- not, I will add, before they drank away such gold as I had accumulated. So I thought back to the battles we fought together. Those were good days, and profitable ones too. Gathering Information[] If you have any interest in the events in the (faction), a former shield-companion of mine retired and now keeps a farm near Wercheg. He keeps in contact with a number of other old warriors. I could visit him for a few days, and learn more about what is going on there. Right to Rule[] The saga of Bjernstad tells us that a man who does great deeds, beyond those of the other men of his time, may claim the throne. I'd say that you could make that claim. I would -- on one condition. You'd be king in Praven or Sargoth or whatever you want to rule, but I'd rule my own hall. And if I had a dispute with any other of your thegns, be it over land, livestock, or blood, you let us settle it sword to sword, according to the old ways, and let the heavens decide who is in the right. Good! Then give me a few weeks and I'll go about the courts of this land, letting it be known that you're a king who respects the thegns and their ancient rights. You won't go sticking your royal nose where it doesn't belong and Calradia will be the better for it. Awarding a Fief[] You'd make me a thegn? Well, I suppose that I can postpone reclaiming my inheritance for a little while longer, and make my great hall at (fief). Some day, I may travel over the seas to take back what is mine, but until then, I would be pleased to raise a band of battle-hardened Nords to fight under your banner. Story: Fearichen[] Hmf. Do you hear that? It must be the crash of waves on the headland. We must be near Gundig's Point. You haven't heard the story? When Gundig Hairy-Breeks came to Calradia from Nordland, he planted his banner on the headland and said that it would remain there until he recaptured his 'inheritance'. His 'inheritance', he called it. Gundig believed the skalds who told him that the Emperor had bequeathed Calradia to the Nords, when in fact he just gave us a small strip of land along the coast, so that we would crew his galleys. The skalds' tales at least give Gundig an excuse to raise a warband -- not that we Nords ever need an excuse, min. He sailed across the sea, rallied the Calradian Nords to his banner, and marched on the Rock of Rivacheg. The Vaegirs killed him, and threw his banner into the surf. But the Nords keep coming and some day all of Calradia will be ours. Story Recap[] I was born overseas, in Nordland, and my husband's hall also was in Nordland. Like Quotes[] Nizar[] A fine battle that was, captain. And I have to say, I admire the taunts that Nizar hurled at our enemy. He managed to include their geneology [sic], their appearance, and their eating habits in a well-framed Old Calradic quatrain. I personally prefer the saga, but we Nords respect poetic craftwork when we hear it. Dislike Quotes[] Jeremus (Map Dislike)[] Just so you know, I cannot abide that insolent mountebank Jeremus. Some minutes ago, I was remarking to our companions how the peasants of this region were more than usually slack-jawed and beetle-browed, and speculated that perhaps they had bred with apes. Jeremus, that font of impudence, overheard me, and called me ignorant, and a savage, and other words I do not care to repeat. It was only out of respect for you that I refrained from cutting his throat then and there. I thought it only fit that I should warn you. Ymira (Battle Dislike)[] Captain, Ymira is a most insolent girl. I have tried to be polite, even friendly, only to have her rebuff me. As we were cleaning our weapons after that last battle, I remarked that I thought her a handsome girl, and after I regained my lands I would happily find her a match with one of my warriors. I thought it was a very generous offer, as a woman disinherited by her father is hardly going to find herself awash in prospects. But rather than thank me, she simply turned her back without a word. It was only out of respect for your leadership that I did not immediately try to teach her some manners. Right to Rule Objection: Firentis[] Captain -- you have dispatched Firentis to tell the lords of this land that you intend to impose a peace, under which no one should settle their disputes by the sword. Would you have us all die in our beds, then? That is a great shame, for my people. A king's duty is to led us into battle, not to tell us how to handle our quarrels and differences. Retreating[] I was not pleased that you decided to run from battle. To fall in battle is an honour, but to fight in a warband led by a coward is a disgrace. As an Enemy[] So we now we meet as enemies, and may shortly face each other over the rims of our shields. A grim day this is. Sometimes, the spinners of our fate have a dark sense of humor.
Maul
The Maul is a long-handled hammer with a heavy head. It can crush through blocks. Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Maul/Warband
Maul MaulTwo-handedBase value: 97 denarsWeight: 6.0Swing: 36bSpeed rating: 83Weapon reach: 79Requires strength: 11Can crush through blocksWarband
Mawiti
Mawiti Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Ahmerrad World Map WarbandMawitiAhmerradTemplate:World Map/Warband Mawiti is a village of the Sarranid Sultanate. It is economically tied to the town of Ahmerrad. Layout[] Player Elder Fugitive The Village Elder is located on the porch of a building to the left from where the player enters. Mawiti is built mostly in a valley in hilly terrain with scattered clusters of palm trees. It has a total of five structures as well as a tent. There are two fields here growing wheat. A horse-driven mill is encircled with a low stone wall while two hunters are standing inside the tent and two coursers are stabled against the side of a building. If sent here during a Hunt Down Fugitive quest, the target may be found in a back corner of the tent, next to a water trough. 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
Mazen
Mazen Settlement Information Type Village Kingdom Vaegir Fortification RivachegJeirbe Castle World Map Mount&BladeMazenRivachegTemplate:World Map/Mount&BladeWarbandMazenJeirbe CastleTemplate:World Map/Warband Mazen is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located across the stream from where the player enters on the right side of the path, standing next to a field. Mazen is built in a valley on either side of a narrow stream while clusters of pine trees may be seen around it. It has a total of seven structures and two wooden bridges crossing the water. There are three fields here, all cleared save several piles of hay or straw. Fishing nets can also be seen here. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the left from where the player enters, near a pile of logs. 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
Mazen (Bannerlord)
For the village in Warband, see Mazen. Mazen Settlement Information Type Village Kingdom Khuzait Fortification Makeb Mazen is a village of the Khuzait owned by Monchug Khan of the Urkhunait. The village is bound to the town of Makeb and known to produce Fish. Description[] The fishing village of Mazen sits on the northern end of Lake Tanaesis, which the Khuzait call the Tanaz Sea. The villagers set nets in the nearby Karakaz River to catch a variety of fish migrating to and from the lake.[1] Trivia[] This and a Vaegir village from Mount&Blade: Warband share names but are nowhere near the same in-game locations. References[] ↑ Encyclopedia Calradia, entry "Mazen" 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
Mazigh
Mazigh Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Jameyyed Castle World Map WarbandMazighJameyyed CastleTemplate:World Map/Warband Mazigh is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive The Village Elder is located in front of the tent on the opposite side of the village from where the player enters, between a couple pillows. Mazigh is a large village built on either side of a stream with an abundance of palm trees. It has a total of ten structures as well as a wooden bridge over the water and two tents. There are eight fields here, growing cabbages, grapes, squash, and wheat. There are a few nets in the stream, but no sign of any fish. There is a covered well and a horse mill, as well as two stables housing a dozen horses, including coursers, hunters, and saddle horses. If sent here during a Hunt Down Fugitive quest, the target may be found beside the tent on the far left side of the village from where the player enters, next to a rubble heap. 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
Mead Hall
Mead Halls are the Viking Conquest equivalent to the Taverns of the basic game. People you might meet in a tavern include: Host: Equivalents of Tavern Keepers. Hosts run the hall and can provide the player with several new options. You can send a message to vassals or monarchs you have previously met. You can be told about talented blacksmiths for 50 peningas. You can ask him for news. Belligerent Drunks: Men who drank too much and are looking to fight. Players with high renown can coax drunks into submission and to leave the tavern. Otherwise, the player has a bar fight on their hands (no projectile weapons by order of management). Killing or incapacitating the drunk will yield the player the drunk's weapon and purse, along with either a slight positive or negative reputation gain with the host (-1 for calling drunk 'animal' or killing him without a chance to draw his weapon, +1 for killing/knocking him unconscious after he draws his seax, or apologizing). A bar fight will also send all tavern occupants scrambling for cover. Mercenaries: Groups of men looking to fight loyally for pay, represented by a head mercenary in the tavern. The player can choose to hire some or all of them for a hefty fee. They all come from the mercenary tier tree. Once hired, mercenaries disappear from that tavern until a new band moves in. Higher tier mercenaries such as Veterans and Sviar Warriors require 150 renown in before they can be hired. Travelllers: Travellers roam the land of Viking Conquest, brokering information and gossip about the entire realm. They offer the player advice about life in the game. They also offer information on where to find claimants and lost NPC heroes for a 30 peningas fee. For 300 peningas they can spread rumors about a lord's disloyalty, for 150 - about indiscretion. For 250 peningas they can start a quarrel between two lords. Ransom Broker: Ransom brokers buy prisoners for different prices based on the prisoner level. They also provide information about the whereabouts of imprisoned party heroes and the possibility to ransom them. Aethelmaer, the Slaver is a special ransom broker, who is glad to teach players the manhunter trade. Heroes: The backbone of a player party, all heroes are initially met and recruited at a tavern (in sandbox). Heroes lost from a party, either from a loss in battle or over a disagreement with the player, after trying and failing to make it in Calradia will eventually wind up in taverns. The player may only attempt to recruit a hero a number of times in one day. Wandering Poets: They are masters of romance. Poets provide all of a kingdom's gossip on courtship. They provide details on the personality of eligible ladies, as well as news on courtship developments in a kingdom. Both personalities and news are recorded in the player's character log along with the relevant date. Married ladies leave the poet's list of newsworthy maidens. From this courtship news, male players may issue duels to lords rivaling for their ladies' affections. Poets also teach new players the intricacies of wooing and eventually marrying. Poets teach players poems, based on their specific poem set, that are used during courtship. These poems cost 300 peningas and time will pass as they are taught. Happy Widow: For 1500 peningas she can raise morale of your men or, for 100, provide you with company for one night. Citizens and Guards: These are random individuals, from common folk to soldiers on break, they are usually busy either eating or cleaning the room. Some may be open to conversation after you survive a brawl with a belligerent drunk, and will offer themselves for hire as soldiers in your army.
Mechin
Mechin Settlement Information Type Village Kingdom Nord Fortification Tilbaut CastleKnudarr Castle World Map Mount&BladeMechinTilbaut CastleTemplate:World Map/Mount&BladeWarbandMechinKnudarr CastleTemplate:World Map/Warband Mechin is a village subordinate to Tilbaut Castle, initially owned by the Kingdom of Vaegirs in Mount&Blade, and subordinate to Knudarr Castle, initially owned by the Kingdom of Nords in Warband. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building from where the player enters, standing next to a long bench. Mechin is built in a mountainous area, there are also several scattered tall trees. It has a total of six structures. There is a single field here growing Wheat in half of it while some piles, which may be straw from already harvested wheat, occupy the other half. A single Apple tree next to the field is the only other visible food in the village, though there is a very large number of closed barrels found throughout. If sent here during a Hunt Down Fugitive quest, the target may be found next to the field, standing by a small bench. 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 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
Medium Grenade
With Fire & Sword See Also Thrown Weapons (List) Weapons (List)
Meet spy
Meet Spy Given by Vassal Time limit 30 Days Reward Relation +1 (Accept)Relation +3 +500 Denars (Complete) This is a quest given by a lord of a friendly faction that is not marshall. You must be level 6+ and have 100+ renown. You will be asked to travel to a certain town and talk to a spy, whose identity may be revealed with a code word given to you by the lord. You have to search during the day for the spy among the townsfolk. Speak to every wandering townsperson you see. If someone answers the secret code word, then you have found the spy. If the townsman/townswoman says "Eh, what kinda gibberish is that?" you know you have not found the spy. In With Fire & Sword, the spy is named Townsman. If you see the name tag "Townsman", then you have found the spy. Contents 1 Dialogue 1.1 Initiation 1.2 Meeting the spy 1.3 Reporting back to the lord 2 List of phrases and responses 2.1 With Fire & Sword Dialogue[] Initiation[] I have a delicate matter which needs tending to, Player -- and there is no one I can trust to handle it for me. The fact is that I have placed a spy in Town to keep an eye on things for me, and report anything that might warrant my attention. Every week I send someone to collect the spy's reports and bring them back here to me. The job is yours if you want it. Sounds interesting -- a bit of espionage. Count me in. Excellent! Make your way to Town as soon as you can. The spy will be waiting. Town is heavily defended. How can I even get close without being noticed? You shall have to use stealth. Take care to avoid enemy strongholds, villages, and patrols -- and don't bring too many men with you. If you fail to sneak in the first time, wait a while for the garrison to lower its guard again, or you may have a difficult time infiltrating the town. How will I recognize the spy? Once you arrive in Town, speak with the locals -- the spy will be one of them. If you think you've found the spy, say the phrase 'Phrase' The spy will respond with the phrase 'Response'. Thus you will know the other, and (he/she) will give you any information (he/she)'s gathered in my service. Will I be paid for my labors? Of course, I have plenty of silver in my coffers for loyal (men/women) such as yourself. Do well by me, Player, and you shall rise high. I know what to do. Farewell, my lord. Good luck, Player. Remember, the secret phrase is 'Phrase' and the counterphrase is 'Response'. Bring any reports back to me, and I shall reward you with an open hand. I'm afraid I must decline. Cloak-and-dagger work isn't fit for me. As you wish, Player -- but I strongly advise you to forget anything I might have mentioned about any spies. I have no such people in my employ, and I never have. And no one would ever find me making use of such men. Remember that. Meeting the spy[] Phrase (If not the spy) Eh? What kind of gibberish is that? Never mind. (If the spy) Response Lord sent me to collect your reports. Do you have them with you? You have arrived at last. Here they are. Be sure they reach Lord intact and without delay. Farewell. Reporting back to the lord[] Have you brought me any news of that task I gave you? You know the one I mean... I have the reports you wanted right here. Ahh, very good! Very good indeed. It is good to have competent (men/people) at my side. Here is the payment I promised you. List of phrases and responses[] With Fire & Sword[] The armoire dances at midnight...But does he dance for the dresser or the candlestick? I am selling these fine Turkish tapestries. Would you like to buy some?Yes I would, do you have any in blue? A friend of a friend sent me...But, my friend, your friend's friend will never have a friend like me. The wind blows hard from the east and the river runs red...Have you been ill?
Melee weapons
Melee Weapons are weapons used in close-range combat. They generally deal higher damage than ranged weapons and require no ammunition. In Warband, thrown weapons can also be used in melee. Contents 1 Stats 2 Types 2.1 One Handed 2.2 Two Handed 2.3 Polearms 2.4 Two-handed/One-handed 2.5 Polearm/Two-handed 3 Melee Modifiers Stats[] Example of weapons stats Name: The name of the weapon. This may include a single Modifier, indicating improved or reduced stats. Type of handling: Weapons can be wielded one-handed, two-handed, or as a polearm. A shield cannot be used with all two-handed weapons and some polearms. Some weapons can be switched between the different forms of handling by pressing "X" or by equipping or unequipping a shield. Sell price: Without any modifiers, this price is exactly one-tenth of the base value of the item, and one-twentieth of the purchase value from a store. When looted from battle, items will display their base value. Modifiers will change this value. Weight: Affects your overall encumbrance (the speed at which you move on foot and travel). It also increases the chances of the "stun" effect when you strike an opponent's block. The collision of a high weight weapon with a low weight weapon sometimes results in a "stun" effect where the person carrying the low weight weapon cannot respond with another strike. During this period the person with the low weight weapon can only block a second swing from the heavy attacker. With the roles reversed, a heavier weapon will not be stunned by a low weight weapon. The weight of the weapon also affects the crush through blocks threshhold of weapons. Damage: Damage dealt swinging the weapon. Some weapons (like scimitars) are swing-only. "c" (cutting): Cutting weapons often do Bonus Damage against lightly armored targets but significantly lower damage to heavily armored assailants compared to piercing and blunt damage. These weapons benefit the most from the Power Strike skill due to their inherently higher damage, which can eventually overcome their penalties against heavy armor. "p" (pierce): Damage dealt by thrusting the weapon or firing bows and crossbows. Some weapons (like some spears) are thrust-only. Piercing weapons have higher armor penetration than cutting weapons without losing as much effectiveness as blunt weapons against lightly armored targets. "b" (blunt): Damage dealt by some weapons with the swing or the thrust. Hammers are an example of a typical blunt weapon. Blunt weapons have highest armor penetration and do lower damage against lightly armored targets. These weapons will always knockout the target; there is no way to kill a target with blunt damage. This makes these weapons the only reliable way to capture Prisoners, since a charging horse doesn't deal enough damage to reliably knockout enemies. Additionally, blunt weapons have a chance of knocking a target over depending on the weapon's weight and speed. Speed rating: Affects attack and block speed as well as weapon speed bonus (how quickly the weapon is moving upon impact and how much bonus damage is added as a result). It also affects the weapon's ability to crush through blocks. Speed rating additionally affects how quickly you can recover from a glancing blow (often referred to as a "poke") and resume usage of your weapon to block or strike. Weapon reach: This determines how far you can strike. Ideally, its value should be higher if you wish to fight on horseback, though many of the shorter weapons are also the perfect length for striking enemies in the head after grazing them with your horse to disrupt their blocking. Shorter weapons are preferable in tight quarters, such as the stairs in many multiplayer siege battles, the middle of a massed infantry melee, and the final stage of single player siege battles inside of the keep. The full damage of the weapon is also easier to achieve with shorter weapons as maximum damage is inflicted only when the tip of a weapon (the fastest moving point) contacts your target. Conversely, while longer weapons have more difficulty applying maximum damage, their potential damage is higher than a shorter weapon's. Requirements: Many melee weapons require a certain minimum level of Strength to use. Types[] There are three types of melee weapons governed by the character's proficiencies. There are also some multi-role weapons that can be switched between different types. One Handed[] One-handed weapons are usually fast, light, and can be used with a shield, but they have a shorter reach and don't deal as much damage as Two-handed weapons or Polearms. ▼ Show/Hide One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Wooden Stick - 99 63 13(blunt) - 2.5 4 Torch - 95 95 11(blunt) - 2.5 11 - Cheats only Cudgel - 99 70 13(blunt) - 2.5 4 Club - 98 70 20(blunt) - 2.5 11 Spiked Club - 99 70 19(pierce) - 1.5 45 HeavyChippedRusty Spiked Club - 97 70 21(pierce) - 3.0 83 HeavyChippedRusty Iron Mace - 99 73 22(blunt) - 2.0 45 HeavyChippedRusty Knobbed Mace - 98 70 21(blunt) - 2.5 98 HeavyChippedRusty Spiked Mace - 98 70 23(blunt) - 2.8 152 HeavyChippedRusty Spiked Mace - 98 70 28(blunt) - 3.5 180 BalancedHeavyChippedRusty Flanged Mace - 103 70 24(blunt) - 3.5 122 HeavyChippedRusty Winged Mace - 98 70 24(blunt) - 2.5 212 HeavyChippedRusty Hammer - 100 55 24(blunt) - 2.0 7 HeavyChippedRusty Military Hammer - 95 70 31(blunt) - 2.0 317 HeavyChippedRusty Sickle - 99 40 20(cut) - 1.5 9 - Can't be used to block Military Sickle 9 100 75 26(pierce) - 1.0 220 HeavyChippedRusty Hatchet - 97 60 23(cut) - 2.0 13 HeavyChippedRusty Bonus against shields Hand Axe 7 95 75 27(cut) - 2.0 24 HeavyChippedRusty Bonus against shields Fighting Axe 9 92 90 31(cut) - 2.5 77 HeavyChippedRusty Bonus against shields One Handed Axe 9 98 71 32(cut) - 1.5 87 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 73 34(cut) - 1.5 142 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 72 36(cut) - 1.8 230 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 76 37(cut) - 2.0 550 HeavyChippedRusty Bonus against shields Iron Battle Axe 9 97 71 35(cut) - 1.8 250 HeavyChippedRusty Bonus against shields One Handed War Axe 9 98 76 34(cut) - 1.5 190 HeavyChippedRusty Bonus against shields Iron War Axe 9 97 71 38(cut) - 1.8 360 HeavyChippedRusty Bonus against shields Cleaver - 103 35 24(cut) - 1.5 14 - Can't be used to block Soldier's Cleaver - 96 95 31(cut) - 1.5 193 MasterworkTemperedBalancedChippedRusty Military Cleaver - 96 95 35(cut) - 1.5 263 MasterworkTemperedBalancedChippedRusty Knife - 110 40 21(cut) 13(pierce) 0.5 18 TemperedBalancedChippedRusty Can't be used to block Butchering Knife - 108 60 24(cut) 17(pierce) 0.8 23 TemperedBalancedChippedRusty Can't be used to block Dagger - 109 47 22(cut) 19(pierce) 0.8 37 MasterworkTemperedBalancedChippedRusty Can't be used to block Pickaxe - 99 70 19(pierce) - 3.0 27 BalancedHeavyChippedRusty Fighting Pick - 98 70 22(pierce) - 1.0 108 BalancedHeavyChippedRusty Military Pick - 97 70 31(pierce) - 1.5 280 BalancedHeavyChippedRusty Falchion 8 96 73 30(cut) - 2.5 105 TemperedBalancedChippedRusty Nomad Sabre - 100 97 29(cut) - 1.3 105 MasterworkTemperedBalancedChippedRusty Sabre - 99 97 30(cut) - 1.5 191 MasterworkTemperedBalancedChippedRusty Sabre - 99 98 31(cut) - 1.5 294 MasterworkTemperedBalancedChippedRusty Heavy Sabre - 98 96 33(cut) - 1.8 384 MasterworkTemperedBalancedChippedRusty Scimitar - 101 97 30(cut) - 1.5 210 MasterworkTemperedBalancedChippedRusty Elite Scimitar - 100 103 32(cut) - 1.5 290 MasterworkTemperedBalancedChippedRusty Short Sword - 102 85 26(cut) 24(pierce) 1.0 152 MasterworkTemperedBalancedChippedRusty Nordic Short Sword - 103 85 28(cut) 21(pierce) 1.3 162 MasterworkTemperedBalancedChippedRusty Strange Short Sword - 108 65 25(cut) 19(pierce) 1.3 321 - Part of the strange set Sarranid Sword - 99 97 26(cut) 19(pierce) 1.5 108 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 94 28(cut) 20(pierce) 1.5 147 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 95 29(cut) 21(pierce) 1.5 276 MasterworkTemperedBalancedChippedRusty Sword - 99 95 27(cut) 22(pierce) 1.5 163 MasterworkTemperedBalancedChippedRusty Sword - 99 95 28(cut) 23(pierce) 1.5 243 MasterworkTemperedBalancedChippedRusty Nordic Short War Sword - 103 86 29(cut) 21(pierce) 1.3 280 MasterworkTemperedBalancedChippedRusty Nordic War Sword - 99 95 30(cut) 21(pierce) 1.5 394 MasterworkTemperedBalancedChippedRusty Short Arming Sword - 103 86 26(cut) 24(pierce) 1.0 243 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 95 29(cut) 24(pierce) 1.5 410 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 100 29(cut) 28(pierce) 1.5 480 MasterworkTemperedBalancedChippedRusty Long Arming Sword - 96 105 33(cut) 28(pierce) 1.8 550 TemperedBalancedChippedRusty Sarranid Arming Sword - 99 97 28(cut) 19(pierce) 1.5 218 MasterworkTemperedBalancedChippedRusty Sarranid Cavalry Sword - 98 105 28(cut) 19(pierce) 1.5 310 MasterworkTemperedBalancedChippedRusty Sarranid Guard Sword - 99 97 30(cut) 20(pierce) 1.5 420 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide One-handed weapons ▲ Two Handed[] Two-handed weapons deal more damage per hit and have a longer reach than their one-handed counterparts, but they are generally slower and cannot be used with a shield. ▼ Show/Hide Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Axe 8 91 108 32(cut) - 4.0 65 HeavyChippedRusty Bonus against shields Two Handed Axe 10 96 90 38(cut) - 4.5 90 HeavyChippedRusty Bonus against shields Battle Axe 9 88 108 41(cut) - 5.0 240 HeavyChippedRusty Bonus against shields Sarranid Battle Axe 10 89 95 49(cut) - 3.0 350 HeavyChippedRusty Bonus against shieldsUnbalanced Two Handed War Axe 10 96 92 44(cut) - 4.5 152 HeavyChippedRusty Bonus against shields War Axe 10 86 110 43(cut) - 5.0 264 HeavyChippedRusty Bonus against shields Sarranid War Axe 10 90 90 46(cut) - 2.5 280 HeavyChippedRusty Bonus against shieldsUnbalanced Great Axe 10 94 96 47(cut) - 4.5 316 HeavyChippedRusty Bonus against shieldsUnbalanced Maul 11 83 79 36(blunt) - 6.0 97 HeavyChippedRusty Can crush through blocksUnbalanced Sledgehammer 12 81 82 39(blunt) - 7.0 101 HeavyChippedRusty Can crush through blocksUnbalanced Great Hammer 14 79 75 45(blunt) - 9.0 290 HeavyChippedRusty Can crush through blocksUnbalanced Iron Mace - 90 95 35(blunt) 22(blunt) 4.5 470 HeavyChippedRusty Can crush through blocksUnbalanced Shortened Military Scythe 10 90 112 45(cut) - 3.0 264 MasterworkTemperedBalancedChippedRusty Voulge 8 87 119 35(cut) - 4.5 129 HeavyChippedRusty Bonus against shields Shortened Voulge 10 92 100 45(cut) - 4.5 228 HeavyChippedRusty Bonus against shields Bardiche 10 91 102 47(cut) - 4.8 291 HeavyChippedRusty Bonus against shieldsUnbalanced Great Bardiche 10 89 116 50(cut) - 5.0 617 HeavyChippedRusty Bonus against shieldsUnbalanced Sword of War 11 94 130 40(cut) 31(pierce) 3.0 524 MasterworkTemperedBalancedChippedRusty Two Handed Sword 10 97 110 40(cut) 28(pierce) 2.8 670 MasterworkTemperedBalancedChippedRusty Great Sword 10 95 125 39(cut) 31(pierce) 2.8 423 MasterworkTemperedBalancedChippedRusty Great Sword 10 96 120 42(cut) 29(pierce) 2.8 1123 MasterworkTemperedBalancedChippedRusty Strange Great Sword 11 92 125 38(cut) - 3.5 920 - Part of the strange set Two Handed Sabre 10 96 120 40(cut) - 2.8 523 MasterworkTemperedBalancedChippedRusty Two Handed Sabre 10 96 120 44(cut) - 2.8 920 MasterworkTemperedBalancedChippedRusty War Cleaver 10 93 120 45(cut) - 2.8 640 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide Two-handed weapons ▲ Polearms[] Polearms generally have a longer reach than other melee weapons, though they are tricky to be used effectively without a horse. ▼ Show/Hide Polearms ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Pitch Fork - 87 154 16(blunt) 22(pierce) 1.5 19 BalancedBentCracked Military Fork - 95 135 15(blunt) 30(pierce) 2.0 153 BalancedBentCracked Battle Fork - 90 144 15(blunt) 35(pierce) 2.0 282 BalancedBentCracked Staff - 100 130 18(blunt) 19(blunt) 1.5 36 BalancedBentCracked Quarter Staff - 104 140 20(blunt) 20(blunt) 2.0 60 BalancedBentCracked Iron Staff - 97 140 25(blunt) 26(blunt) 2.0 202 BalancedBentCracked Scythe - 97 182 30(cut) 14(pierce) 2.0 43 BalancedBentCracked Military Scythe - 87 155 36(cut) 25(pierce) 2.5 155 BalancedBentCracked Hafted Blade - 95 135 37(cut) 20(pierce) 2.8 185 BalancedBentCracked No shield Hafted Blade - 93 153 39(cut) 19(pierce) 3.3 350 BalancedBentCracked No shield Glaive - 90 157 39(cut) 21(pierce) 4.5 352 BalancedBentCracked No shield Poleaxe 13 77 180 50(cut) 15(blunt) 4.5 384 BalancedBentCracked No shield Shortened Spear - 102 120 19(blunt) 25(pierce) 2.0 53 BalancedBentCracked Boar Spear - 90 157 26(cut) 23(pierce) 1.5 76 BalancedBentCracked Bamboo Spear - 88 200 15(blunt) 20(pierce) 2.0 80 BalancedBentCracked Spear - 98 135 20(blunt) 26(pierce) 2.3 85 BalancedBentCracked War Spear - 95 150 20(blunt) 27(pierce) 2.5 140 BalancedBentCracked Pike - 81 245 16(blunt) 26(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Ashwood Pike 9 90 170 19(blunt) 29(pierce) 3.5 205 BalancedBentCracked No shield Awlpike - 92 165 20(blunt) 33(pierce) 2.3 345 BalancedBentCracked Long Awlpike - 89 185 20(blunt) 32(pierce) 2.3 385 BalancedBentCracked Jousting Lance - 61 240 - 17(blunt) 5.0 158 BalancedBentCracked Couched lance damage Light Lance - 85 175 16(blunt) 27(pierce) 2.5 180 BalancedBentCracked Couched lance damage Double Sided Lance - 95 128 25(cut) 27(pierce) 4.0 261 BalancedBentCracked Couched lance damage Lance - 80 180 16(blunt) 26(pierce) 2.5 270 BalancedBentCracked Couched lance damage Heavy Lance 10 75 190 16(blunt) 26(pierce) 2.8 360 BalancedBentCracked Couched lance damage Great Lance 11 55 240 - 21(pierce) 5.0 410 BalancedBentCracked Couched lance damage War Hammer - 81 120 38(blunt) 38(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Polehammer 18 50 126 50(blunt) 35(blunt) 7.0 169 - No shieldCheats only Long Spiked Club - 96 126 23(pierce) 20(blunt) 2.5 264 HeavyChippedRusty Long Hafted Spiked Mace - 94 140 28(blunt) 26(blunt) 2.5 310 HeavyChippedRusty Long Hafted Knobbed Mace - 95 133 26(blunt) 23(blunt) 3.0 324 HeavyChippedRusty Voulge 10 88 175 40(cut) 18(pierce) 3.0 129 HeavyChippedRusty Bonus against shieldsNo shield Long Bardiche 11 89 140 48(cut) 17(pierce) 4.5 390 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced Great Long Bardiche 12 88 155 50(cut) 17(pierce) 5.0 660 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced ▲ Show/Hide Polearms ▲ Two-handed/One-handed[] Two-handed/One-handed weapons can be used either in both hands or in one hand with a shield. These weapons have the advantages and disadvantages of both weapon types, depending on how they are used. ▼ Show/Hide Two-handed/One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Bastard Sword 9 98 101 35(cut) 26(pierce) 2.0 294 MasterworkTemperedBalancedChippedRusty Heavy Bastard Sword 9 96 105 37(cut) 27(pierce) 2.3 526 MasterworkTemperedBalancedChippedRusty Morningstar 13 95 85 38(pierce) - 4.5 305 HeavyChippedRusty Can crush through blocksUnbalanced Spiked Staff 9 95 117 24b 20(pierce) 2.5 200 HeavyChippedRusty Strange Sword 9 108 95 32(cut) 18(pierce) 2.0 679 - Part of the strange set ▲ Show/Hide Two-handed/One-handed weapons ▲ Polearm/Two-handed[] Polearm/Two-handed weapons are all large axes that can be used as either polearms or two-handed weapons. ▼ Show/Hide Polearm/Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Long Axe 10 POLE932H88 120 46(cut) POLE19(blunt)2HNone 4.75 390 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Long War Axe 10 POLE922H87 125 50(cut) POLE18(blunt)2HNone 5.0 510 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Great Long Axe 10 POLE912H85 127 54(cut) POLE19(blunt)2HNone 5.5 660 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield ▲ Show/Hide Polearm/Two-handed weapons ▲ Melee Modifiers[] Weapons can have modifiers that indicate increased or decreased stats. While one of the available modifiers is "Heavy", the Heavy Sabre, Heavy Bastard Sword, and Heavy Lance are actually different weapons from their "non-Heavy" counterparts; these cannot carry the "Heavy" modifier, thus there is no Heavy Heavy Sabre. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% 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
Melidir
Melidir Official Information Kingdom Battania Monarch Caladog Title Mormaer Clan Fen Uvain Personal Details Gender Male Spouse Alcaea Children Tegan, Culharn, Wythuin, Eilidh Melidir is a Mormaer within the realm of Battania and leader of Clan fen Uvain. He has the reputation of being clever and roguish. Melidir is married to Alcaea and they have two sons, Tegan and Culharn, and two daughters, Wythuin and Eilidh. Fiefs[] Car Banseth Pendraic Castle Quotes[] “ Well... King Caladog's great victory... Who would dare say anything to tarnish its shine? King Aeril disappeared while hunting, and Caladog becomes king. He leads the tribes to war. Oh, we were eager enough, even though Aeril had made a truce with the Emperor, sealed by oaths. When we were dazzled with the prospect of vengeance, who cares about our sacred word and honor? The ambush... Masterfully planned and executed, that none can deny. But I will also not deny that the Sturgians fought the main body of the imperial forces, and the Vlandians fought their famous cavalry, so I don't think the greatest glory went to the sons of Battania. At the end of the day, what have we gained? The Sturgians hate us worse than ever. The Vlandians too. The Empire, I suppose, is shattered. What can I say... I believe that wars should have a goal. But I am a minority, it seems, among our people. ” — On the Battle of Pendraic
Mercenaries
For the With Fire & Sword troops, see Mercenaries (With Fire & Sword). For the Viking Conquest troops, see Mercenaries (Viking Conquest). For the Bannerlord troops, see Mercenaries (Bannerlord). Mercenaries are hired, often very powerful soldiers that can be paid to fight by your side. They are easily found in taverns but can also be acquired by attacking caravans and then convincing the surviving Caravan Guards to join you. You can also rescue them from parties that have destroyed caravans. Faction parties will regularly attack any caravans that belong to their enemies, so it is quite common to find a faction party carrying a few Caravan Guards. If recruited from taverns, they will demand an initial fee, which is based on the type of mercenaries and number available. The more mercenaries you find at once, the better a deal they will offer. If you do not have enough money for the whole group, they will allow you to hire only as many of them as you can currently afford. Beware, though, that mercenaries are not more powerful than normal units, but they can be reliably found and hired, sometimes already upgraded to higher tiers. They are effectively an exchange of money for time. Mercenaries should be used sparingly, to supplement an army intent on besieging a town or castle or to fill in the roles of a particular unit a faction is lacking in. Their higher upkeep costs make them unattractive to most adventurers or captains but, as expendable soldiers, they are abundant and can put up a reasonable fight. With Fire & Sword has mercenaries in non-player war parties much more frequently than the first games. They are still hired the same way. Female Troops[] Note: Female troops are technically not mercenaries - they are not paid mercenary wages, which makes them significantly cheaper - but, for convenience's sake, they are classified as mercenaries here. Female mercenaries are much harder to come by than their male counterparts and can only be hired by recruiting formerly captive women into your party. Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Mercenaries (Viking Conquest)
For the classic troops, see Mercenaries. For the With Fire & Sword troops, see Mercenaries (With Fire & Sword). For the Bannerlord troops, see Mercenaries (Bannerlord). Svear Warriors are possibly the best mercenaries you can buy. Mercenaries in Viking Conquest are more expensive than in other modules. However, as manpower can be hard to come by, you may find yourself using them extensively. Contents 1 Types 1.1 Followers Camp 1.1.1 "Farmer or Townsman" Troop Tree 1.1.2 "Refugee or Peasant Woman" Troop Tree 1.2 Mead Hall Mercenaries 1.3 Storyline 1.4 Others Types[] Followers Camp[] "Farmer or Townsman" Troop Tree[] Can be recruited in Mead Halls (except for Farmer/Townsman). Farmer - Essentially a slinger. Can get him in monasteries. Townsman - Rare if any found. Watchman - Can be recruited in Mead Halls. Hornman - Only obtained by upgrading Farmers or in lord armies. Useful due to the Tactics boost. Spearman - Strong all-rounder. Normal recruitment only in Mead Halls. Veteran - Best of the tree, on par with other elite units. Normal recruitment only in Mead Halls. "Refugee or Peasant Woman" Troop Tree[] Unlike Warband, all women fighters in this module are very vulnerable since they have no shields and low armor. You can recruit Refugees and Peasant Women in monasteries for a sum of money - no other normal recruitment is possible (except through prisoner liberation or recruitment). Refugee - Not shown in the Troop Tree but, same as the Peasant Woman, can be upgraded to Camp Woman. Can join your Followers Camp. Peasant Woman - Can join the Followers Camp. Camp Woman - Can increase party morale for a sum of money and can join the Followers Camp. Camp Follower Soldier's Wife - Will give a morale boost if enough are in the party and can join the Followers Camp. Camp Defender Mead Hall Mercenaries[] You can recruit them only at a town's Mead Hall. Old Captain - Mounted unit. Usually in groups of one. Svear Warrior - Elite unit in groups of nine. Expensive but powerful Frank Horseman Aquitanian Skirmisher Finn Archer Storyline[] Not technically mercenaries but will remain with your party even if the quest/storyline has ended. Cantabrian Warrior - Very strong melee and missile troop. Asturian Veteran Gallaecian Comes's Guard Bran mac Caliacas - Best weapon proficiencies in the game. Looks like a hero but can die in battle and you can neither switch his equipment nor decide on his upgrades. Others[] Sailor - Can be recruited in Mead Halls or in towns with ports from the Ship Captain NPC (you will need to stroll through the town). Fisher - Can be upgraded to Sailor. Not technically a mercenary but can be employed if defeating a party that has them as prisoners. Slave - Can be upgraded to Farmer or Ruffian. Not technically a mercenary but can be employed if defeating a (usually slaver) party that has them as prisoners - please note that, if you attack slaver parties, you will lose relationship with both the city they are coming from and their destination town. There will be no loss if they attack you, however. Caravan Master - Mounted troops. Not technically a mercenary but can be employed if defeating a (usually bandit) party that has them as prisoners. Generally not more then one per trade caravan ("Trader" parties). Monk - Can be obtained as prisoners from pillaging Monasteries. Berserkr - Special powerful Norse troops. Can only be obtained normally from Hofs. Ulfhedinn - Special powerful Norse troop. Will activate the "Berserkr" trait in battle - the same trait the player can pick at level 13 after 21 in-game days - temporarily increasing their stats but followed by a debuff. Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard
Mercenaries (With Fire & Sword)
For the classic troops, see Mercenaries. For the Viking Conquest troops, see Mercenaries (Viking Conquest). For the Bannerlord troops, see Mercenaries (Bannerlord). Mercenaries are much more numerous and important in Mount&Blade: With Fire & Sword than in Warband - which is historically accurate, since most battles in the 17th century were fought by mercenary armies as opposed to the feudal levies of medieval times depicted in Warband. These early modern soldiers can be divided in four groups: Tavern Mercenaries: Same as in Warband. Camp Mercenaries: Customizable by the player. Regional Mercenaries: Specific for certain towns and fortresses. National Mercenaries: Specific for every nation. Contents 1 Tavern Mercenaries 2 Camp Mercenaries 3 Regional Mercenaries 4 National Mercenaries 5 Trivia Tavern Mercenaries[] Equivalent to previous mercenaries hired in taverns, they are generally lower-leveled and less armored - and thus less expensive - than their classic counterparts yet also more abundant since, while Calradia only has 22 taverns, Eastern Europe has 18 in towns and 40 in fortresses for a total of 58. Tavern Mercenaries' crucial advantage is that they are stronger than basic Camp Mercenaries and immediately available (while both National and Regional Mercenaries require a few days to train). Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman Camp Mercenaries[] Initially weak but cheap, immediately available, and in unlimited numbers so long as coin is available for the Mercenary Captain. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries[] After a training period, these troops can be recruited only in certain region-specific towns and fortresses after an Infantry Commander (even for cavalry) has been appointed. Hiring Fortifications Troops LvivKrakovMinskSlutsk Ukraine Town CossackUkraine Rank Cossack Kezlev FortressIzum Fortress Nogai Azaq-kaleKilburun Fortress Circassian CherkasskIzum Fortress Don Village Cossack WarsawPolotskKovno Fortress Lithuanian MusketeerLithuanian Tatar LvivKrakovMinskSlutsk Ukraine Town CossackUkraine Rank Cossack RigaKoenigsberg Finnish Harquebusier NarvaAllenstein Castle German PikemanGerman Reiter Regional Mercenary Troops Town Cossack Rank Cossack Nogai Circassian Village Cossack Lithuanian Musketeer Lithuanian Tatar Finnish Harquebusier German Pikeman Reiter National Mercenaries[] After a training period, these troops can be recruited only in each and every nation-specific town and fortress after a Mercenary Commander has been appointed. Being foreigners serving a certain nation on a regular basis, they usually come from allied (Tatars vs. Cossacks), vassal (Kalmyks vs. Moscow), or overlord countries (Ottomans vs. Tatars). Tatar mercenaries serve the Cossack Hetmanate but only if the player is at peace with the Crimean Khanate. Ottoman mercenaries serve the Crimean Khanate. Kalmyk mercenaries serve the Muscovite Tsardom. Scottish mercenaries serve both the Polish Commonwealth and the Kingdom of Sweden. German pikemen and musketeers, while being native troops of the Polish Commonwealth, strangely enough serve the Muscovite Tsardom as regular mercenaries. Hiring Nations Troops Cossack Hetmanate (only if player is at peace with Crimean Khanate)Tatar InfantrymanTatar Cavalryman Crimean Khanate Ottoman AzapOttoman CebeluOttoman Janissary Muscovite Tsardom KalmykGerman Infantry MusketeerGerman Infantry Pikeman Polish Commonwealth Scottish SwordsmanScottish PikemanScottish Musketeer Kingdom of Sweden Scottish MusketeerScottish PikemanScottish Swordsman National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer Trivia[] For much of its history, the Crimean Khanate was a tributary state of the Ottoman Empire and often received its soldiers as military aid. The Cossack Hetmanate victory over the Polish Commonwealth in 1648 - and subsequent independence - happened in large part because of an alliance with the Crimean Khanate - a short-lived and intermittent relationship, however. Scottish infantry (as well as Swiss) were internationally popular mercenaries in Europe through the 15th to 18th centuries - some Scots even settled in Lithuania and the Baltic states. Kalmyks (or Oirats) are a West Mongolian tribe that settled in the lower Volga region in 1630 and were obliged to protect the Muscovite border in the south from other nomads.
Mercenary
For the troop tree, see Mercenaries. The player may choose to become a Mercenary for a faction. The function is similar, but not equal to vassalage. To become a mercenary, you need to make a mercenary contract with one of the factions. This will allow you to fight their enemies and participate in sieges, but you will not receive any fiefs like you would if you were a vassal. You may also be expected to recruit more troops into your party. To make a contract you must ask a vassal of the faction that you want to join if they have a task. There is quite a high chance that he will ask you to become a mercenary if that faction is at war, which you can then accept. Mercenary contracts last for 30 days in Warband, and can be renewed for another 30 days. The contract can be renewed indefinitely. In With Fire & Sword, the initial contract is 90 days, though renewing it will still be for 30 days. Mercenaries will be paid a random amount every week. Being a mercenary is a good way to lead-up to becoming a vassal as it allows you to build relations with lords and get renown by participating in faction battles. It also allows you to burn villages and raid caravans, but have your negative relations removed in the peace deal as opposed to being viewed as a bandit. General strategies for being a mercenary rely on the fact that you are not tied to a faction. It is better to hold your men back in battles in order to gain free renown and loot as well as avoiding confronting AI vassals. Raiding is the main staple of a mercenary and it is a great alternative to trading for the early-mid game to build up your enterprises that will finance your later campaigns as a lord or eventually even a ruler of your own kingdom.
Mercenary Camp
Mercenary Camps are places in Mount&Blade: With Fire & Sword where you can recruit and equip Infantry, Marksmen, or Cavalry soldiers from a Mercenary Captain. Although the mercenary camp uses the same overland map model as a Training Field from Mount&Blade and Warband, they are completely different things. Their labels are not colored - meaning they are not subject to any nation - but their locations will determine what kind of troops you will get from each camp. These hired troops start out as very weak "Recruits" but, with experience, may be upgraded to "Experienced", "Veterans", and finally "Elite". Do bear in mind that, even if they are already "Elite", they aren't necessarily the best troops in their categories - their main benefit is that they can be custom-equipped by the player - therefore choose according to your needs. Quick Comparison[] The most powerful ranged weapon (95) belongs to the Cossacks but their mercenaries wear the weakest armor and have no shields. Tatar mercenaries are good all rounders but cannot have Reiter-like troops since their muskets cannot be fired from horseback. Both Muscovite and Polish mercenaries are good all-rounders but have no exceptional stat. The highest buyable body armor (58) with also the highest leg armor (10) belongs to the Swedish but European mercenaries have no shields. Locations[] The Cossack mercenary camp is between Cherkassy and Sich. The Tatar mercenary camp is northwest of Ak-Mechet, in the middle of the Crimean Peninsula. The Muscovite mercenary camp is southwest of Moscow. The Polish mercenary camp is directly south of Krakov. The European mercenary camp is between Siegevold and Weissenstein, in the middle of modern-day Estonia. Equipment[] Troops hired from a mercenary camp start out with a default loadout. For a fee, their equipment may be changed at the camp they are ordinarily hired from to suit your tactical needs. New troops will be recruited with the currently-selected configuration at an updated price. Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)
Mercenary Cavalry
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the Bannerlord version, see Mercenary Cavalry (Bannerlord). Mercenary Cavalry Troop Information Culture Mercenaries Wages 72-38 denars/week Acquired from... Mercenary Horseman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 204 denars Mercenary Cavalry are tier-five mercenary cavalry in Mount&Blade and Warband. Tactics[] Despite their tier, their fighting ability is generally held to be comparable to - or slightly weaker than - Vaegir Knights, hence many players consider Mercenary Cavalry not worth their higher wages. Still, their relative abundance can be enticing and that they can be used as pit-stop fill-ins for missing cavalry in one's army is also beneficial and they do this job well enough. Although Mercenary Cavalry are fairly well armored, they wear hide boots and no gloves. This does make them much more vulnerable than knights in combat because, being mounted troops, most attacks will hit their legs rather than their body - their body armor, however, does compensate slightly for this by extending below the waist, thus granting them additional leg armor. They are armed with Heavy Lances and either a Bastard Sword or a standard Sword in combination with a Heater Shield. Their horses are either Hunters or War Horses, making them slightly more vulnerable than knights while being slightly more maneuverable and generally faster. Mercenary Cavalry are good for beginner-to-mid-level players who require a decently strong escort since they are very powerful troops and their relative abundance makes it rather easy to amass a large force of them. They are faster than other top-tier cavalry and, when unhorsed, still match up to high-tier infantry. They are great for filling missing places for heavy cavalry and can hold their own against high-tier cavalry. Unfortunately, Mercenary Cavalry are no match for most factions' top tier cavalry - they have been known to defeat Khergit Lancers but Sarranid Mamlukes and Swadian Knights will make short work of them in single combat yet groups of 2-3 Mercenary Cavalry can overpower them. It is ultimately up to the player whether to spend their money on these troops - they are expensive and not overwhelmingly effective but, against low-or-mid-tier infantry, can give a good account of themselves and, as long as they do not stop charging, can even defeat top-tier infantry. Like all mercenaries, their main strength is that, unlike faction troops, they can be recruited combat-ready instead of requiring training - picking up a squad of them early is the fastest way to protect the player from bandits without sacrificing mobility, provided the player can get enough money to recruit them and pay their wages. 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. Mercenary Cavalry - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Kettle HatFlat Topped HelmetHelmet with NeckguardMail Coif Body Cuir BouilliBanded Armor Hand None Foot Hide Boots Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Heavy LanceBastard SwordSword Ranged None Shield Heater Shield Mount War HorseHunter Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Mercenary Crossbowman
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 Mercenary Crossbowman Troop Information Culture Mercenaries Wages 26-14 denars/week Acquired from... Watchman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 140 denars Mercenary Crossbowmen are tier-three mercenary archers in Mount&Blade and Warband. Tactics[] They are closest in appearance and capability to Swadian Crossbowmen but require higher wages, making them less alluring. Mercenary Crossbowmen can provide a useful replacement for lost troops in the short term but should not be relied on due to their average abilities. However, though not as adept as Rhodok Veteran Crossbowmen or Rhodok Sharpshooters/Swadian Sharpshooters, Mercenary Crossbowmen can still inflict relatively consistent casualties on tiers-two-and-three troops if they are protected from melee combat by infantry lines. As with all crossbowmen, it is advised you keep them on a hill with a screen of shielded melee troops to prevent devastating cavalry charges as well as to soak up hostile projectile fire - Mercenary Crossbowmen fare poorly in close combat against all but the weakest melee troops. Do note that they are the only fully-upgraded tier-three troops in the game, making them quite superior to same-tier ranged equivalents but with the downside of stagnating at mid-level. 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. Mercenary Crossbowman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Footman's Helmet(Possible) Leather Cap(Possible) Padded Coif Body Leather JerkinAketon Hand None Foot Nomad BootsWrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 1 Athletics 5 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 130 Throwing 90 Weapons Melee Boar SpearSwordFighting PickSpiked Club Ranged CrossbowBolts Shield (Possible) Old Board Shield(Possible) Plain Round Shield Mount None Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Mercenary Halberdier
Mercenary Halberdier Troop Information Culture Mercenaries Wages 5 thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 25 thalers Mercenary Halberdiers are tavern mercenary infantry in Mount&Blade: With Fire & Sword. Tactics[] Found in large numbers in caravans along with nation-specific militia troops, they are the With Fire & Sword equivalent of Mercenary Swordsmen from Mount&Blade and Warband. The easiest way to recruit them without having to spend money in taverns - 47 thalers each - would be to recruit them from prisoners of enemy armies, especially those who have recently attacked a caravan. Best suited to fighting in large numbers in wagon forts, towns, or fortresses, Halberdiers' massive, powerful polearms - deadly against both infantrymen and light cavalrymen in close quarters - and decent stats make them reliable at stopping cavalry charges in groups of 10 or more. Able to win against small groups of looters, bandits, brigands, rebels, and militia troops - unless supported by more veteran units, however, Halberdiers die very easily against regular infantry and heavy cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Halberdier - Default Stats and Equipment Attributes Stat Points Level 9 Strength 13 Agility 12 Intelligence 1 Charisma 3 Health 52 Armor Head Simple Morion Body Village Dress Hand Infantry Gloves Foot Boots with Stockings Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 2 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 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Halberd Ranged None Shield None Mount None Trivia[] Halberdiers were once prominent in Western European armies since the 15th century as professional frontline infantry soldiers, especially during the Thirty Years War, when pike and shot tactics were in its heyday - by the second half of the 17th century, however, professional armies began to drop the halberd for the longer pike, with only sergeants wielding it as a ceremonial weapon. Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman
Mercenary Horseman
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Mercenary Horseman (With Fire & Sword). For the Bannerlord version, see Mercenary Horseman (Bannerlord). Mercenary Horseman Troop Information Culture Mercenaries Wages 49-26 denars/week Acquired from... Caravan Guard- or -Taverns Upgrades to... Mercenary Cavalry Upgrade Cost 80 denars XP for Kill 180 experience Ransom Value 150 denars Mercenary Horsemen are tier-four mercenary cavalry in Mount&Blade and Warband. Tactics[] They cannot be easily found in groups of enemies since they don't usually upgrade their troops to this tier. Like all heavy cavalry, Mercenary Horsemen are useful against mid-tier infantry and driving routers off the field. Unhorsed, they pack a punch versus strong bandits and mid-tier infantry and are a match to any Khergit or Vaegir troops. However, despite their good armor, their weak weaponry means higher-tier cavalry can outmatch them. Mercenary Horsemen's high wages and relative rarity means they are rather absurd to use as a main cavalry force - even though they seem strong, they could easily be unhorsed by a formation of Sea Raiders or a large group of Mountain Bandits. 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. Mercenary Horseman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Helmet with NeckguardHelmet with CapMail Coif Body HaubergeonMail Shirt Hand None Foot Leather Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee LanceBastard SwordSword Ranged None Shield Heater Shield Mount CourserSaddle Horse Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Mercenary Swordsman
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the Bannerlord version, see Mercenary Swordsman (Bannerlord). Mercenary Swordsman Troop Information Culture Mercenaries Wages 29-15 denars/week Acquired from... Caravan Guard-or-Bandit-or-Taverns Upgrades to... Hired Blade Upgrade Cost 80 denars XP for Kill 180 experience Ransom Value 150 denars Mercenary Swordsmen are tier-four mercenary infantry in Mount&Blade and Mount&Blade: Warband. Tactics[] Functioning as general heavy infantry, they are strong, easy to pay, great in sieges due to their equipment and high proficiencies, but slow and wield poor shields, making them not great for fighting the Khergit. As heavy infantry, Mercenary Swordsmen should be on the front lines protecting faster light infantry and providing cover against arrows - their shields are generally larger than Hired Blades' but they lack in armor. They always use swords with shields - which means they have a lower average attack - but the protection of their larger shields means that, in the long run, Mercenary Swordsmen will last longer and for more battles. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Swordsman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Kettle HatFlat Topped HelmetHelmet With NeckguardMail Coif Body HaubergeonMail Hauberk Hand None Foot Mail ChaussesLeather Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Bastard SwordSwordShort Sword Ranged None Shield Heater Shield Mount None Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Merchant Caravan
Merchant Caravans only appear in Mount&Blade and Warband when the player accepts a certain quest from a guild master. The number of units they have are listed in dark blue. Their units consist of 1 Caravan Master and a random number of Caravan Guards. Every time you talk to the caravan, their face looks different, even if it is the lone caravan master you are speaking to. The quest demands that you escort the caravan to a town chosen by the guild master. The guild master says that it must reach the town within 15 days, but you don't actually have any time limit. You can't escort more than 1 caravan at a time, the guild masters won't give you such a quest if it already is in progress. So if you are tired of the merchant caravan quest, accept one, and make them wait somewhere secure, like next to a town. now the guild masters are open for new quests. When the quest is completed, you get + 1 in relation with the town you accepted the quest, a small monetary reward, and some experience. Should the caravan be destroyed, the relation will deteriorate with -3 points instead. You can tell the caravan master or the leading caravan guard (if the caravan master is dead), that they should follow you, or wait. The caravan acts as neutral, meaning that it won't aid you if you attack someone or if someone attacks you. If the caravan are being attacked, you can help it out. Sometimes, if the caravan was facing overwhelming odds, you will get an increase in relation with someone called commoners. This increase counts for every merchant caravan, meaning that the next time it happens with a different caravan, it will be added on to the amount of relationship you already have with the commoners. Relation with commoners is not known to have any value. With Fire & Sword[] In Mount&Blade: With Fire & Sword, a high trade skill reveals more price information from the town mayor. In With Fire & Sword, the player can initiate caravans by speaking to the mayor in towns and fortresses, earning profit by purchasing a caravan of goods for low prices and selling for higher prices in other towns. This can be an effective way of earning thalers, particularly early in the game before the player aligns with a nation. When speaking with the mayor, the player chooses which available goods to transport, the number of those goods (in groups of 5, 10, 15, or 20), and the destination. Then, the player selects the size of the guard which will accompany the caravan master on the journey. If all of a caravan's guards are killed, the caravan is destroyed, and all goods are lost. Once those selections are made, the caravan will make the journey on its own to the destination. The trade skill influences the amount of information the mayor offers regarding prices. For each point in trade, the mayor will tell the player the price for the selected good in one other town. Tips for maximizing caravan profits[] A player accompanies a trade caravan. Following the steps below can ensure high profits from organizing and escorting caravans. Gather a sizeable party: Gather a party of between 20 and 30 soldiers before you begin caravaning. This will greatly reduce or even eliminate the chances your caravan will be attacked by brigands, looters, deserters, or raiders, as they will run from your party. Choose the largest possible caravan: Speak to the mayor in a town and discuss trade, then ask about sending a caravan. View each of the options and keep in mind which goods offer the largest caravans. Great caravans of 20 goods earn more profit per trip than small caravans, so it's always best to take the largest caravans possible. Assess prices: Without agreeing to send a caravan, back out of the mayor's menu and go to the marketplace. Select "assess local prices." After a short wait (depending on your trade skill), you will receive information regarding where goods will sell for the highest prices. Return to the Mayor: Now return to the mayor and choose the goods that will offer the largest caravan. Select the destination that offers the highest prices for that good. Choose Two Guards: There is no reason to pay for guards beyond two because you will be accompanying your caravan to its destination. Make the Journey: Back on the world map, right click on the caravan and choose "accompany." Your party will automatically follow your caravan to its destination. A short example will illustrate the above process. In Reval, the player speaks to the mayor and finds out that he can send caravans of Smoked Fish or Linen. Clicking on each of those options reveals that a great caravan (20) of Smoked Fish can be organized, as opposed to a small caravan (5) of Linen. The player then exits the mayor menu and goes to the marketplace to assess local prices. From that, he learns that selling Smoked Fish in Kiev would earn a profit of 99 thalers per item. The player returns to the mayor, selects a great caravan of Smoked Fish, hires two guards, and then accompanies the caravan all the way to Kiev. Once he reaches Kiev, the player starts the process over again to send another caravan for high profits.
Meroc
Meroc Settlement Information Type Village Kingdom Vlandia Fortification Galend Meroc is a village of Vlandia owned by King Derthert of House dey Meroc. The village is bound to Galend and is known to produce Fish. Meroc is a fishing village overlooking a cove in the Biscan Coast. The villagers sail out into the western ocean in search of mullet and bass near the shore, and tuna and sardines amid the islands to the south. Trivia[] The village is presumed to be the home of the original founder of House dey Meroc. 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
Messenger Post
Messenger Posts are improvements whose construction is affected by your party's Engineer skill. They may be constructed at villages or towns. Alerts the player when there are enemies near the village or town it is constructed in, even if the player is very far away. Construction[] Engineer Denars Days 0 4000 43 1 3800 41 2 3600 39 3 3400 37 4 3200 34 5 3000 32 6 2800 30 7 2600 28 8 2400 26 9 2200 24 10 2000 22 11 1800 19 12 1600 17 13 1400 15 14 1200 13
Mesui
Mesui Official Information Kingdom Khuzait Monarch Monchug Khan Title Begum Fiefs Baltakhand Clan Khergit Religion Khuzait religion Personal Details Gender Female Age 50 Spouse Solun (deceased) Children EsurNayantaiYana Mesui is a Begum of the Khuzait and the leader of the Khergit. She is the owner of Baltakhand, the widow of the late Solun Noyan, and the mother of Esur, Nayantai, and Yana. Contents 1 Background 2 Official Description 3 Quotes 4 Trivia Background[] As the Calradic Empire marched to war against the Battanians, Sturgians, and Vlandians, the men of the Khuzait were paid to join them as mercenaries. Among these soldiers were Mesui's husband, her two brothers, and countless other cousins. However, at the Battle of Pendraic, the Empire was decisively defeated and her relatives killed, with her husband being ridden down by Vlandian horsemen. When word reached home that many of the Khergit clansmen were dead, the other vassal clans took the opportunity to exploit their vulnerability and raid their herds, Khan Monchug Urkhunait doing nothing to stop them. Official Description[] “ Mesui is the leader of the Khergit. Once one of the largest clans in the Khuzait confederacy, they suffered many losses during Urkhun Khan's conquests and their lands were subsequently targeted by other tribes. Mesui has ruthlessly defended he clan's rights, and frequently complained about the injustices suffered by smaller clans that she says have shed blood for the khanate without reaping any rewards. ” Quotes[] “ I curse that name. It took from me my husband, two brothers, more cousins than I can count. The Khergit were never the richest of the clans, but we made up for it with our valor. When word spread that the Emperor was promising silver for men to ride at his side, against the Sturgians and Battanians and others, of course our young brave boys lept at the chance. My husband, the bravest and best of them all, led them. We fought the Vlandians. We won, but there was a great slaughter. My husband's horse was slain and he was ridden down, though he died amid a pile of Vlandian dead. Elsewhere on the field, the Emperor was having his head hewn off with a Sturgian axe, and thus was in no position to pay us. Such are the fortunes of war. But what came afterwards... When word spread of what happened to our menfolk, the other clans - the Arkits in particular - knew we were weak. Our herds were raided. Anyone who protested was killed. Monchug did little to stop it. It taught us that valor will get you killed, but treachery will make you rich. ” — on the Battle of Pendraic “ The Khergit have suffered greatly in the wars of the Khuzaits. So many of our men have fallen... It is for this reason that I lead the clan. The other clans, they think that because the Khergits are led by woman [sic], that we are weak. They look at our land, our wealth, and think - we could take that. I can fight one of them, I can fight two, but I cannot fight them all. So long as Monchug has a firm hand on things, I do not worry much. The other clans dare not covet our lands and herds too openly. Yes... A strong khan can be a great blessing to the weak, so long as he remains strong. ” — on Politics Trivia[] Mesui with both eyes intact Mesui's appearance and gear have changed across versions. As of post-release v1.0.3, she sports a facial scar from an injury that blinded her right eye.
Mijayet
For the similarly named village in Bannerlord, see Mijayit. Mijayet Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Ahmerrad World Map WarbandMijayetAhmerradTemplate:World Map/Warband Mijayet is a village of the Sarranid Sultanate. It is economically tied to the town of Ahmerrad and is usually one of the most looted villages. Layout[] Player Elder Fugitive Mijayet is built on a low mound with a shallow valley encircling it and an abundance of palm trees all around. It has a total of six structures. There are four fields here, growing cabbages, grapes, and wheat. A well and shadoof is positioned off to one side of the fields. A horse-driven mill is located near a stable, housing two coursers and a hunter. The Village Elder is standing underneath a shelter on the right side of the fields, next to a wheelbarrow and cart. If sent here during a Hunt Down Fugitive quest, the target may be found behind the fields, under a tree on the right side. Trivia[] Mijayet is the successor of the Bannerlord village Mijayit. 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
Mijayit
Not to be confused with Mijayet, the same village but from the time of Mount&Blade: Warband. Mijayit Settlement Information Type Village Kingdom Aserai Fortification Sanala Mijayit is a village in the Aserai Sultanate ruled by Sultan Unqid of the Banu Hulyan. The village is bound to Sanala and is known to produce Grain. Two hundred years into the future, in the time Mount&Blade: Warband, the village would still exist as “Mijayet” and be bound to the Sarranid city of Ahmerrad. Description[] Mijayit lies off of the estuary of the Damar River as it reaches the Bahr al-Yeshm sea. The rich silt deposits left by the river make this one of the most fertile regions of the Aserai lands. [1] Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm ↑ Encyclopedia Calradia, entry "Mijayit"
Military Cleaver
The Military Cleaver has the reach of a sword and damage that rivals the best one-handed axes available. However this weapon's length causes speed penalties at close range, where an actual axe would be able to apply full damage to its target. Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Military Cleaver/Warband
Military Cleaver Military CleaverOne-handedBase value: 263 denarsWeight: 1.5Swing: 35cSpeed rating: 96Weapon reach: 95Warband
Military Fork
The Military Fork is a light pitchfork designed for battle. It performs like a shorter, quicker War Spear. Warband Mount&Blade See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Military Fork/Warband
Military Fork Military ForkPolearmBase value: 153 denarsWeight: 2.0Swing: 15bThrust: 30pSpeed rating: 95Weapon reach: 135
Military Hammer
The Military Hammer is the most powerful one-handed blunt weapon available. As of patch 1.153, it can no longer be balanced. Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Military Hammer/Warband
Military Hammer Military HammerOne-handedBase value: 317 denarsWeight: 2.0Swing: 31bSpeed rating: 95Weapon reach: 70Warband
Military Pick
The Military Pick is the most powerful one-handed piercing weapon available. Its length allows it to be swung freely in tight quarters, enabling Pick-armed troops to cut through tightly-packed groups of armored infantry in battles and sieges. Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Military Pick/Warband
Military Pick Military PickOne-handedBase value: 280 denarsWeight: 1.5Swing: 31pSpeed rating: 97Weapon reach: 70Warband
Military Scythe
The Military Scythe is a modified scythe that can deal thrusting attacks. Military Scythes with a negative modifier have a longer handle and shorter, differently shaped blade. Warband Mount&Blade See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Military Scythe/Warband
Military Scythe Military ScythePolearmBase value: 155 denarsWeight: 2.5Swing: 36cThrust: 25pSpeed rating: 90Weapon reach: 155
Military Sickle
Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Military Sickle/Warband
Military Sickle Military SickleOne-handedBase value: 220 denarsWeight: 1.0Swing: 26pSpeed rating: 100Weapon reach: 75Requires strength: 9Warband
Military campaign
Vassals campaigning. When kingdoms in Calradia go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory. This second option can involve long, bloody sieges, but will yield more decisive results. It is important to note that the realms of Calradia do not field standing armies, which remain in the field as long as the ruler desires. Rather, Calradian realms are protected by feudal levies comprised of the major nobles and their own retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshall, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field for too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack. For this reason, the rhythm of wars in Calradia often resembles the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshall spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast their opponent. Sometimes, the armies of two realms will meet head-on, resulting in a major battle in which both numbers and morale will decide the outcome. Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force that sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshalls venturing further than cautious ones. Players will be expected to join in their faction's military campaign, either by joining the host or by scouting ahead into enemy territory. Some players may find that their realm's marshall is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshall, or build support to become the marshall themselves. Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy, he may soon start looking for a way out of the conflict, lest he leaves himself vulnerable to an attack by a third party. Calradia's rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa.
Mill
Mills are a village improvement whose construction is affected by your party's Engineer skill. The Mill increases the initial prosperity and ideal prosperity of the village by 5%. In effect, it increases the village's prosperity by 5% permanently. The effect will persist after the village is raided. Construction[] Engineer Denars Days 0 6000 63 1 5700 60 2 5400 57 3 5100 54 4 4800 50 5 4500 47 6 4200 44 7 3900 41 8 3600 38 9 3300 35 10 3000 32 11 2700 28 12 2400 25 13 2100 22 14 1800 19
Minor Clan
Minor Clans are lesser clans that appear in Mount&Blade II: Bannerlord. Rebellion[] Most Minor Clans appear as a result of a town rebellion. At any point whenever a Town's Loyalty score is below 25, there is a risk that the town may instigate a rebellion. The fief is lost for the faction currently controlling it, with the town immediately declaring war. Four men are raised to positions of power within the town, effectively becoming new nobles that function in the same way as other noble NPCs. At this point, the town's rebels have become its own faction, gaining their own entry in the Encyclopedia. Should the town not be conquered for the rebellion's duration, the rebellion is a success and the town's rebel faction will be granted official Minor Clan status. This allows the faction to be treated as a Minor Clan in the same manner as the Player faction, and allows them to be recruited into another Kingdom. The new Minor Clan will always be named after the rebels' leader, for example "Darbard's Clan". Their sigil will be randomly generated based upon the Culture of the town and their colors will be the same as the colors of the faction they rebelled from, but inverted. Mercenaries[] Mercenary groups and other minor Factions, like the Skolderbroda or Company of the Golden Boar are technically Minor Clans, however they cannot be permanently recruited to your faction and are instead hired by contract to be payed in denars in return for the Influence they generate through war. The denar to Influence rate is decided upon the signing of the contract. Player Clan[] The Clan of the player character is considered a Minor Clan at the start of the game. 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
Mit Nun
Mit Nun Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Caraf Castle World Map WarbandMit NunCaraf CastleTemplate:World Map/Warband Mit Nun is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive Mit Nun is built on relatively flat land in a desert terrain of low hills with an abundance of palm trees all around. It has a total of seven structures. There are no fields here, and the only evidence of any food source, aside from the palms that presumably produce dates, is an outdoor oven that may be used for baking bread. In a large stable is a large number of horses, including coursers, hunters, and saddle horses. The Village Elder is standing on a porch on the opposite side of the village from where the player enters. If sent here during a Hunt Down Fugitive quest, the target may be found behind the horses in the far back of the stable, next to a ladder. 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
Modifiers (Bannerlord)
For modifiers in the older titles, see Modifiers (classic). Modifiers in Bannerlord are identical to that of Warband in function. The main difference being the addition and removal of many modifiers (especially for Horses) and that modifier's effects are no longer universal across the weapons and armor they can be applied to. Bannerlord sub-divides the various types of melee, ranged, and armor items into groups called "item_modifier_groups" that determine which modifiers can be applied to the items within that group. This also allows the same modifier to have different effects on different item groups. Contents 1 Armor Modifiers 2 Shield Modifiers 3 Weapon Modifiers 3.1 Melee Weapons 3.2 Ranged Weapons 3.3 Thrown Weapons 3.4 Ammunition 4 Horse Modifiers 5 Unused modifiers Armor Modifiers[] Armors are grouped into Plated, Chain, Leather, Cloth Armor, and Clothing. Horse Armors are included in their respective modifier group and can have all modifiers. Despite the name, Unarmored Clothing items are all the low-armor civilian apparel such as the Nomad Cap and Luxury Kaftan with Waistband. The Cloth group is all the light-medium armor items and, while most are civilian, there are some exceptions such as the Reinforced Suede Armor and Padded Coif. Plate Armor Modifier Armor Price Legendary +12 +80% Lordly +8 +50% Fine +4 +20% Dented -4 -40% Rusty -6 -70% Chain Armor Modifier Armor Price Legendary +9 +80% Lordly +6 +50% Fine +3 +20% Loose -6 -40% Rusty -8 -70% Leather Armor Modifier Armor Price Legendary +7 +80% Fine +5 +50% Waxed +3 +20% Worn -2 -40% Battered -3 -70% Cloth Armor Modifier Armor Price Legendary +5 +80% Fine +3 +50% Tailored +1 +20% Worn -1 -40% Ripped -2 -70% Unarmored Clothing Modifier Armor Price Legendary +3 +80% Fine +2 +50% Tailored +1 +20% Worn -1 -40% Ripped -2 -70% Shield Modifiers[] Shields Modifier Hit Points Speed Armor Price Legendary +210 +8 +80% Lordly +130 +5 +50% Thick +40 +3 +20% Battered -70 -2 -40% Cracked -110 -1 -4 -70% Weapon Modifiers[] Each melee grouping includes all handed variants. Swords, Axes, and Maces includes both one-handed and two-handed, and Polearms includes one-handed, two-handed, and Pikes. Some weapons can't/won't have a modifier applied to them, such as the various wooden and sparring Tournament weapons. For arrows, "Stacked" is not a modifier. "Stacked Bodkin Arrows" and "Stacked Steppe Arrows" are simply variants of "Bodkin Arrows" and "Steppe Arrows" with a higher base stack size. These stacked variants can also have modifiers as normal. The Cheap Weapon group applies largely to all farmer tools and includes: Makeshift Sledgehammer Sledgehammer Pickaxe Hatchet Sickle Blacksmith Hammer Wooden Hammer Hoe Pitchfork Iron Pitchfork Scythe Wood Splitter Axe Melee Weapons[] Swords Modifier Damage Speed Price Crafting Perk Legendary +7 +3 +80% Masterwork +5 +2 +50% Balanced +3 +1 +20% Dull -10 -10 -40% Rusty -15 -5 -70% Axes Modifier Damage Speed Price Crafting Perk Legendary +7 +3 +80% Masterwork +5 +2 +50% Quality +3 +1 +20% Dented -1 -1 -40% Rusty -4 -70% Maces Modifier Damage Speed Price Crafting Perk Legendary +7 +3 +80% Masterwork +5 +2 +50% Balanced +3 +1 +20% Unbalanced -1 -1 -40% Splintered -4 -2 -70% Polearms Modifier Damage Speed Price Crafting Perk Legendary +7 +3 +80% Masterwork +5 +2 +50% Balanced +3 +1 +20% Bent -3 -1 -40% Cracked -6 -3 -70% Cheap Weapons Modifier Damage Speed Price Legendary +7 +3 +80% Fine +5 +2 +50% Well made +2 +1 +20% Bent -5 -1 -40% Cracked -10 -2 -60% Ranged Weapons[] Bows Modifier Damage Speed Missile Speed Price Legendary +7 +4 +4 +80% Masterwork +5 +3 +3 +50% Balanced +1 +2 +2 +20% Cracked -8 -4 -6 -40% Splintered -15 -2 -70% Crossbows Modifier Damage Speed Missile Speed Price Legendary +4 +4 +15 +80% Masterwork +3 +3 +9 +50% Tuned +3 +20% Bent -5 -1 -1 -40% Cracked -10 -2 -6 -70% Thrown Weapons[] Javelins Modifier Damage Speed Missile Speed Stack Size Price Crafting Perk Legendary +3 +2 +6 +80% Balanced +2 +1 +3 +50% Large Bag +2 +20% Bent -2 -1 -40% Cracked -5 -2 -70% Throwing Axes Modifier Damage Speed Missile Speed Stack Size Price Crafting Perk Legendary +3 +4 +80% Large Bag +2 +50% Balanced +5 +20% Bent -3 -40% Splintered -6 -70% Throwing Knives Modifier Damage Speed Missile Speed Stack Size Price Crafting Perk Legendary +8 +4 +80% Balanced +4 +50% Large Bag +2 +20% Bent -2 -40% Rusty -2 -70% Ammunition[] Arrows Modifier Damage Stack Size Price Legendary +3 +5 +80% Balanced +2 +50% Large Bag +5 +100% Bent -1 -40% Splintered -3 -70% Bolts Modifier Damage Stack Size Price Legendary +3 +4 +80% Balanced +2 +50% Large Bag +2 +20% Bent -1 -40% Splintered -5 -70% Horse Modifiers[] Although a number of horse modifiers can be found in the game's code, none but the 'Lame' modifier remain in Bannerlord. Lame horses cannot be found naturally, but when a horse dies in battle there is a 25% chance that it will receive the modifier. A surgeon with the "Veterinarian" perk can remove this modifier from afflicted horses. Horses Modifier Speed Maneuver Charge Damage Hit Points Price Lame -30% -10% -40% -20% -90% Unused modifiers[] Some extra modifiers exist in the code but are not used. All horse modifiers except 'Lame' are unused and commented out of the game code. Horse Modifiers Modifier Speed Manuever Charge Hit Points Price Purebred +5 +4 +2 +5 400% Healthy +2 +3 +1 +5 300% Strong +1 - +4 +15 300% Lean +3 +2 -1 -5 200% Good Natured +1 +2 -1 - 150% Badly Tempered -1 0 +2 - -20% Stubborn -1 -3 -2 +10 -30% Anaemic -2 - -3 -5 -65% There are 3 unused melee weapon groups that appear to have been phased out at some point: Low Quality Maces and High Quality Maces, which were most likely merged into the mace modifier group. It is unclear exactly what became of the Hammers group, although they may have been rolled into the Cheap Weapons group, considering all weapons with a hammer-related name or ID are a part of that modifier group now. Another unused/undefined modifier is Agile, which was most likely another horse modifier that just got cut earlier and thus never got defined as the others did. Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)