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Overland map
<a href=" class="image"><img alt="Tutorial-Map" src=" decoding="async" loading="lazy" width="336" height="246" class="thumbimage" data-image-name="Tutorial-Map.jpg" data-image-key="Tutorial-Map.jpg" data-relevant="1" data-src=" /></a> The help window that pops up the first time you move on the overland map. The overland map is the aerial view of the whole game territory. In the first two games of the series, this is the land of Calradia, in With Fire & Sword, it is Eastern Europe, and in Viking Conquest it is the Northlands. On the overland map, you can see your party represented as a small walking man if you do not have a horse, or a mounted man if you are riding a horse. If you are a noble or vassal, your figure will also be carrying your banner. You may also see the representation of any other party within your line of sight as governed by your Spotting skill. The Towns, Castles, Villages, and (in With Fire & Sword) Fortresses owned by each faction or nation will always be visible. The current owner will be displayed by the color of the locations' title. In the case of fortifications, you may also be able to tell the exact owning lord by their banner flying over the location. Other objects of interest you may find (but not in every game of the series) are Training Fields, Bandit Camps, and Mercenary Camps which all serve a specific purpose. Navigation[] From the overland map you can move your party to any other accessible point on the map. Clicking on another map object moves your party in pursuit and will open dialog with them as soon as your party can makes contact with them. Dialogs with labeled objects, such as towns, will present you with the options available to you from that object, which may include Trade, Sieges, or Recruitment. Dialogs with enemy troops usually presents an opportunity to surrender or bribe them, but often results in combat. Dialogs with friendly troops provides opportunities to gather information about factional leaders and collect support from allies. The terrain depicted on the overland map can have an effect on Party Speed as well as dictate the selection of Battlefields. If you are amidst trees or rivers when you engage in combat, these may also be present on the battlefield. The terrain can vary from level plains to treacherously mountainous, which can have a big impact on the effectiveness of your troops like cavalry and archers. Impassible mountain ranges and rivers may allow you to trap an enemy you are pursuing, although they can also trap you if you aren't careful. Depending on your current level in Tracking, you can detect the tracks of other troop movements and identify various attributes about them (like numbers and composition). This will permit you to make informed decisions about potential enemies beyond your line of sight. Game maps[] Mount&BladeWarbandWith Fire & SwordBannerlord
Overseer Drahu
Drahu Official Information Faction Neutral Monarch Unknown, possibly King Larec Title Overseer Fiefs Kaga Overseer Drahu is a character appearing in Warrider. Drahu can be found in Kaga, a hidden location. He is involved in a questline related to Ghouls that cannot be initiated because of Warrider's unfinished state. Based on the game's dialogue string files, he is supposed to task the player with finding a healer that would be able to cure the Ghoul Curse. Trivia[] Overseer Drahu's kingdom is never stated nor mentioned, but given the fact that Kaga is located on the Swadian side of the map, it can be assumed that he is a Swadian subject.
Pagundur
Pagundur Settlement Information Type Village Kingdom Rhodoks Fortification Maras CastleErgellon Castle World Map Mount&BladePugundurMaras CastleTemplate:World Map/Mount&BladeWarbandPugundurErgellon CastleTemplate:World Map/Warband Pagundur is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is across the river and to the right from where the player enters, standing next to a campfire. Pagundur is built alongside a stream on relatively flat land spotted with moderate tree cover. It has a total of five structures, as wells as a bridge, stone walls, and even defensive log spikes. There are four fields here, three are growing squash, cabbages, wheat, grapes, and apple trees, while the fourth field has water troughs and is likely for horses. Inside three sheds can be found stores of dried and raw beef, fish, honey, fruit baskets, butter, iron, and furs. There is also an outdoor oven which may be used to bake bread, but none can be seen. If sent here during a Hunt Down Fugitive quest, the target may be found behind the largest building on the far left side of the villages from where the player enters, near a wooden fence overlooking the stream. 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)
Palisont
Palisont Settlement Information Type Village Kingdom Vlandia Fortification Pravend Palisont is a village in Vlandia owned by the baron, Aldric of House dey Tihr. The village is bound to Pravend and is known to produce Hogs. Palisont sits at the mouth of a rocky glen that splits the grassy downs north of the Trand river. The soil is thin in these parts, but the village does well farming hogs and other livestock. 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
Paradox Interactive
Paradox Interactive logo. Paradox Interactive is a Swedish video game developer and publisher based in Stockholm that is known for producing historical strategy computer games. It is the publisher of the Mount&Blade series of games. Paradox had announced that they were not going to publish Mount&Blade II: Bannerlord.[1] Contents 1 Games 2 Employees 3 External Links 4 References Games[] Mount&Blade Mount&Blade: Warband Mount&Blade: With Fire & Sword Employees[] Jesse Hopkins: Composer for Mount&Blade and Warband External Links[] Paradox Interactive References[] ↑
Party
The party screen. Note the weekly cost, morale display, party composition, prisoners and hero abilities. Your party is one of the most important aspects of the game. It is built up from hired troops recruited from villages, taverns, or even prisoners. Heroes are important members of your party because they cannot die in battle (only wounded). There are sixteen heroes in the game you can hire from taverns. It may be necessary to level up your Persuasion so you can handle inner party disputes, as not all heroes will like each other. Contents 1 Morale 1.1 Morale Modifiers 2 Size 2.1 Size Modifiers 3 Wages 4 See also Morale[] Morale influences your moving speed and when it becomes low your troops will start deserting. You can increase your morale by winning battles or tournaments, having a variety of food, completing quests, razing villages and raising your leadership skill. You can lose morale from starvation, losing battles, and failing quests. Morale of nation-based troops is also greatly negatively affected if you are waging a war against their home nation. Also, fighting more than 1 or 2 times a day will lower morale. Morale Modifiers[] Base morale: your base morale will always be 50. Party size: the more troops you have in your party, the higher the morale penalty will be. When removing party members, this penalty will decrease by 1 each, but a temporary 1 point penalty will be incurred to Recent Events. This means you are left with no immediate net change. Leadership: morale bonus provided by your Leadership skill. Food variety: every type of food has a morale bonus in its description. Recent events: any events like winning tournaments, battles, or completing quests will give a morale bonus. Size[] Party size represents how many troops you can take with you. Party size is affected by your renown, charisma, and leadership skill. Size Modifiers[] The player's maximum party size is calculated differently than NPCs. In With Fire & Sword, the campaign difficulty setting influences how your party size is calculated. Player's Party Modifier (Poor) (Avg) (Good) Base size 10 30 30 20 10 Leadership 5 5 10 7 5 Renown 1/25 1/25 1/15 1/20 1/25 Charisma 1 1 1 1 1 NPC lords receive the following bonuses. Other randomly generated AI parties, such as bandits, are selected from a specific range. Viking Conquest applies the same NPC party bonus rule to the player, in addition to your hero's leadership skill. NPC's Party Modifier Base size 10 10 10 Leadership 5 5 5 Renown 1/25 1/25 1/25 King 100 100 100 Marshall 0 20 0 Castles 0 20 0 Wages[] Wages will be paid to your troops every 168 hours, which is seven days. If you don't have enough money to pay your troops' wages, your party will lose morale, and you will incur a debt. Wages are primarily based on your troops' level, as well as several other calculations and discounts based on your leadership skill. Your troops are paid every Friday, which means that you can garrison your army just before Friday afternoon to only pay them half wages. See also[] Party Speed Party skills Morale
Party speed
Current speed seen on the map party window. Party speed is how fast a party moves on the map. It is affected by many factors, including morale, the party's highest Pathfinding skill, the amount of units in a party which are mounted, prisoners, the terrain, day/night cycle, inventory items (e.g., iron) and weather. Some troops are marked as mounted in this calculation even though they fight on foot, such as Hired Blades. Morale is one of the simplest factors in the equation, as it can be increased through the Leadership skill, food variety, a smaller party size, and positive recent events such as winning battles. If you need a quick boost to your speed to escape an enemy or catch a prime target, releasing prisoners or disbanding troops will make the biggest difference in the least amount of time. Traveling at night, through forests, and in bad weather will slow your party down. A longer route can sometimes be faster if it avoids a forest. Contents 1 Weight 1.1 Horses 2 Terrain 3 References Weight[] Weight accumulated from inventory items, particularly trade goods, can significantly slow your party down. It is generally recommended not to go hunting bandits while carrying a heavy load of trade goods. Beside the slower party speed, inventory items limit the amount of gear you can salvage and then sell. Horses[] Some of the encumbering effects of trade goods can be counteracted by having spare horses in your inventory, where notionally they'll carry the trade goods for you. weapons and armor do not count towards party speed, only trade goods. The speed penalty for larger party sizes is also unaffected by extra horses in the inventory. The type of horse is irrelevant, a cheap Sumpter Horse is just as good as the more expensive varieties. However, horses themselves also slow you down, so filling your inventory with horses will result in a negative effect. The ideal number of horses varies by total weight being carried; the more weight, the more horses. The speed improvement tends to increase rapidly at low numbers and significantly slows down toward the peak, so it is not necessary to get as close as possible to the ideal number of horses. Here are a few examples of how many horses is the best amount depending on inventory weight:[1] Weight Horses <10 1 150 3 300 5 500 9 1000 13 Terrain[] The type of terrain parties travel over will influence their speed. Hilly or forested terrain will prevent parties from travelling at their maximum rate. References[] ↑ Sicnarf map speed tests
Peasant
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 other articles with similar names, see Peasant (disambiguation). Peasant Troop Information Culture Villages Wages N/A Acquired from... N/A Upgrades to... N/A Upgrade Cost N/A XP for Kill N/A Ransom Value N/A Peasants are villagers who have been personally trained by the player during the Train the Peasants quest to fight off bandits who have been harassing their village. Despite their training, Peasants have the exact same default stats and equipment as a regular Farmer. 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. Peasant - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Leather Cap, Felt Hat Body Linen Tunic, Tunic with vest Hand ? Foot (Possible): 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 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Cleaver, Knife, Pitch Fork, Sickle, Club Ranged (Possible): Stones Shield ? Mount ?
Peasant Levy (Multiplayer)
For the single-player version, see Vlandian Recruit. Peasant Levy Basic Armor Improved Troop Information Faction Vlandia Type Infantry Cost 100 Class Stats Hit Points 100 Armor 5 Movement Speed 76 Army Size 22 Peasant Levies are a multiplayer infantry class of Vlandia. Official Description[] Every Vlandian village is expected to supply a levy of troops for its feudal lord and, if the quota isn't met, the lord will come around and take away some fresh-faced youths at swordpoint. Rarely do the lords waste much time or money giving them equipment or training. But still a crafty peasant will find ways to survive by looting enemies (and comrades) and by staying with more experienced allies. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Sickle One Handed Perks Metal Pitchfork Used for stopping horses and melee supportTwo Handed One Handed Billhook Polearm perfect for melee support(replaces Sickle)Two Handed Small Heater Shield Makes blocking easier, effective against ranged unitsShield
Peasant Rebels
Peasant Rebel (unit) Troop Information Wages N/A Acquired from... Prisoners XP for Kill ? xp Ransom Value 32 denars Peasant Rebels' Quests Given by Count Aolbrug orCount Rhudolg (Warrider)Random lords (Mount&Blade) Refresh rate None (Warrider)Random (Mount&Blade) Reward Random sum of denarsRandom loot from fights Peasant Rebellion Official Information Capital Serrepa Ruler Lerias Welon (political)Akhad Thell (spiritual) The Peasant Rebels were a minor faction and unit in Warrider and some subsequent versions of classic Mount&Blade. Contents 1 Backstory 2 Faction 3 Unit 4 Other Versions Backstory[] Initially a revolt broke out in the Vaegir village of Serrepa. It is unclear what caused it, but what is known is that the rash actions of a knight that Count Aolbrug sent in to put it down have aggravated the situation and the revolt grew into a all-out rebellion. Over time, peasants from other parts of the Kingdom of Vaegirs, and even from the Kingdom of Swadia, began flocking to Serrepa to join the cause. This concerned the nobles of both kingdomes, whom the peasants declared their enemies, so much so that they were willing to initiate negotiations. The Kingdom of Vaegirs, particularly Count Aolbrug, the village's now-former lord, sent in an envoy to ask what the rebels' demands are and meet them. The Kingdom of Swadia, on the other hand, saw the rebellion as an opportunity to criple the Vaegirs, and sent in their own envoy to convince the rebels to side with it in exchange for protection and other benefits. The rebels' demands were simple: amnesty for the rebelling peasants, additional rights for peasants in general, and forbidding lords to kill their serfs. Although initially agreeing to meet the rebels' demands, neither kingdom kept their promises in the end. The Vaegir nobles sent reinforcements to Count Aolbrug to help him quell the rebellion, whereas the Swadian lords convinced King Larec that rebelling peasants were more dangerous than any enemy kingdom and, as such, he elected to leave the rebels to their fate. In the end, the rebels were all either killed or captured by the Vaegirs' punishing parties. Lerias Welon - the rebels' political leader - was captured by Aolbrug's envoy and delivered to the Count's dungeons for punishment. Akhad Thell - the rebels' spiritual leader - feigned death and avoided the punishers, later making his escape. Faction[] As a faction, the rebels were loosely organized but shared a sense of commoner solidarity and a hatred of nobles of all kinds. This was used by both kingdoms when choosing their envoys. Being peasants, the rebels had very little combat experience. They only managed to defeat Count Aolbrug's knight by overpowering him with sheer numbers. For weapons, they used axes and various tools they had to use for their everyday work, refusing to use swords as they didn't know how to use them effectively. They did, however, request crossbows and leather armor during negotiations. When encountered on the overland map, they would spawn in parties of up to 50 troops. Unit[] A standard Peasant Rebel is indistinguishable from a Farmer troop. He is armed with sickles, pitchforks, knives, butchering knives, cleavers, and other tools and low-level weapons. For armor, the Peasant Rebel wears tunics, low-level footwear, and simple hats. The peasant rebels in Warrider are in fact Mujiks (Vaegir Recruits). As such, they are armed with the same tools but have slightly better armor, such as Nomad Armor and Fur Tunics. Other Versions[] Peasant Rebels appear in other versions of Mount&Blade, albeit under different circumstances. In some versions they do launch revolts that spawn Peasant Rebel parties on the map, but these are largely related to a minor quest. In other instances, Peasant Rebels - called tax_rebels in the game files - appear during the Collect Taxes from (fief) quest. The event is triggered depending on various factors and results in the player and a few of their troops, armed with quarterstaves, having to put down the rebels. If they succeed, the player continues collecting taxes. If they fail, the tax collecting is over and the player fails the quest.
Peasant Woman
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 Peasant Woman Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoner Upgrades to... Camp Follower Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 20 denars Peasant Women are the female versions of farmers, and both of these units can be found living in villages. Overview[] Peasant Women usually start life in a party of peasants travelling from a village to town and back. Despite slowly evolving from initially vulnerable and unarmed women, this troop line results in Sword Sisters who are extremely powerful fighters on par with Mercenary Cavalry. Refugees and Peasant Women are very difficult to acquire, as they can only be hired from a defeated party's prisoners. They can be obtained relatively easily in small numbers by players with fast parties. The higher the speed of one's party, the easier it is to run down roaming bandits and rescue their Peasant Woman and Farmer prisoners. Peasant Women will appear if villages resist you when you attempt to loot and burn them, along with a horde of farmers. Tactics[] Collecting Peasant Women can be a little tricky, and often times you can search the entire map and not find any enemy troops with prisoners. The best sources are Steppe Bandits and Sea Raiders in the first Mount&Blade, while the best sources in Warband are Steppe Bandits and Desert Bandits, who frequently have peasant women as prisoners owing to their high speed on their horses. An alternative method of recruitment is to attack enemy peasant groups using only blunt weapons to knock everyone unconscious. Then attempt to recruit your prisoners, but don't anticipate a high success rate and your morale will suffer for each prisoner that accepts. If you intend to develop female fighters, you should mainly rely on your trainer skill to level them up. It is crucial that you keep your Peasant Women and Camp Followers out of combat at all costs, as they will not be able to hold their own until they reach Huntress onwards. Any rank lower than this will be quickly butchered by most other troop types. Do not expect Peasant Women to even survive against Looters unless they can overwhelm them by numbers, but it will be a rare occasion that your Women can outnumber a Looter gang. 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. Peasant Woman - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Headcloth, Woolen Hood Body Dress, Woolen Dress Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Crossbows 40 Throwing 40 Weapons Melee Knife, Pitch Fork, Sickle, Hatchet, Club Ranged ? Shield ? Mount ? Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Peasant (disambiguation)
This article is a disambiguation page for Peasant (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. Peasant may refer to: Peasant Rebels Train the Peasants Peasant Peasant Woman Peasant Taxes Angle Peasant (Gebur) Pictish Peasant (Bachlach) Saxon Peasant (Gebur) Peasant Woman Aserai Peasant Battania Peasant Khuzait Peasant Sturgia Peasant Vlandia Peasant Empire Peasant Peasant Levy (Multiplayer)
Pen Cannoc
Pen Cannoc Settlement Information Type Town Kingdom Battania Villages DurnFenon EtirGainseth Sieges with... Battering RamLaddersTowers Port No Pen Cannoc is a town in Battania owned by Mormaer Aeron of clan fen Giall. The villages of Durn, Fenon Etir, and Gainseth are bound to the town. Description[] Pen Cannoc sits on a promontory overlooking the Trand river as it plunges from the Uchalion plateau into the Vlandian lowlands. Legends speak of the water-nymphs who live in the dark pools under the rock, luring travellers and invaders to their deaths except on those rare occasions when they fall in love with a hero and grant him victory and blessings. Certainly the fisherfolk of this region have learned respect for the perils of the upper Trand, where a small misstep on slippery stone can cast one off a precipice into the waters below. Tournaments[] No information is currently known about tournaments. Economy[] Pen Cannoc is the only town in Calradia where all of its villages produce the same good (Clay). The town's market is often brimming with Clay at a low price. 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
Pendraic
Pendraic Settlement Information Type Village Kingdom Battania Fortification Pendraic Castle Pendraic is a village in Battania owned by the mormaer, Melidir of Clan fen Uvain. The village is bound to Pendraic Castle and known to produce Grain. Lore[] It is near this village where the Battle of Pendraic was fought in the year 1077 and Emperor Drosios Neretzes died. Description[] Pendraic sits on the steep northern slope of the Uchalion Plateau, facing the Bay of Varcheg. It is a land of cold winds and constant low-level warfare, criss-crossed by Vlandian, Battanian and Sturgian raiding parties. The villagers raise hogs here, always listening to the warning horns telling them to drive their herds to hiding spots in the hills.[1] 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 ↑ Encyclopedia Calradia, entry "Pendraic"
Penton
Penton Official Information Kingdom Northern Empire Monarch Lucon Title Archon Clan Neretzes Personal Details Gender Male Spouse Hylasiana Children Apolytea, Phadon, Chalia Penton is a vassal of the Northern Empire and a the leader of the Neretzes clan. Contents 1 Background 2 Official Description 3 Quotes 4 Fiefs Background[] He is the son of Emperor Drosios Neretzes, who was slain in the Battle of Pendraic. Although inheriting his father's position as the head of the Neretzes family, the position of Emperor passed to Arenicos with the Senate's and army's approval. After Emperor Arenicos' death seven years later, Penton backed Lucon's faction supporting the rights of the Senate in the moments leading up to the Calradic civil war. Official Description[] “ Penton Neretzes was the son of the old emperor, Drosios Neretzes, killed at the Battle of Pendraic. Emperors' sons usually inherited the diadem, but that was custom, not law, and the Senate chose the general Arenicos instead. Most emperors would then have discretely eliminated such a potential challenger, but Arenicos took a calculated risk in the interest of imperial unity, and kept Penton alive. The Neretzes family traditionally were part of the oligarchic faction of the Empire and Penton now backs Lucon in the civil war. ” Quotes[] “ The Neretzes have always upheld the law, upheld order, and made sure that the best people are the ones in charge. So that's what I'm doing now. The quality of blood will always show itself. Look at Garios and his scoundrels. Play to the mob. Who are Rhagaea's people? Nobodies. She's a jumped-up adventuress. Anyway, Lucon. He's from a good family, you can't deny that. He knows our laws and respects our laws, and you know he'll keep up standards. ” — on Politics “ ...You know my name. Whose son I am. We had no choice but to go to war. Anyone who tells you they would have done otherwise is either a liar, a coward, or both. The Sturgians attacked us, and needed to be chastised. We lost an army and a banner. But we did not lose our honor, and without honor the Empire would be finished. We lost because the Vlandians broke their oaths, and fought us when they should have fought with us. I was given command of the cataphracts and we easily crushed their crossbowmen. Their knights gave us more trouble. Meanwhile, the Sturgian infantry came down and attacked my forces. That's where my father fell. The barbarians just kept coming and coming. I fought my way with some loyal men, and I made my way back to the capital; but I found that Arenicos had got there before me, and had himself declared Emperor. He always was a cunning operator. ” — on the Battle of Pendraic Fiefs[] Saneopa Atrion Castle
Perisno
Perisno is a total conversion modification to Mount&Blade: Warband 1.174. Its current version is 1.4.6. as of 30 Apr 2023. Contents 1 Setting 2 Lore 3 Features 4 Media 5 External links 5.1 Downloads 5.2 Other Links Setting[] The year is 395. The land of Perisno is at war, with countless major powers fighting for control. There is hardly ever peace, and every faction has their own goals for conquest. Can you build a empire and claim this land for your own? Can you rule Perisno with your might? Lore[] Perisno is thought to be the first inhabited territory in the world, with the first of these inhabitants being the ancient races of the land: the giants , the Naphali, dwarves and humans. The humans, known as Perilo, had numbers much smaller than the other races. The Naphali and dwarves lived in relative isolation, with the former confined to the deep western forests and the latter relegated to the tall southern mountains. There was little conflict between these different groups owing to their geographical isolation as well as the relatively sparse population density of the continent as a whole. Giant and Dwarven history was not recorded in the Great scrolls, so hardly anything was known about them till much later. This balance of power began to shift with the Perilo growing in large numbers and taking over great amounts of land. in the centuries after 1000 BE. The increased competition for land drove both humans and the Naphali to assert themselves more on the continent, driving large populations of giants eastward as early conflicts began to erupt. Though major powers were yet to emerge, the original Perilo (who named themselves the Kingdom of Perisno much later) had settled in the central part of the lands (700 BE), while the Venetoran people and the Klymorian Tribes started expanding their borders. The venetoran people split from the Perilo very early on and thus claimed their own lands as their disputes grew. Not much is known where the Klymorians came from. They seem to be more mysterious than all the other inhabitants. ... More to come! Features[] Diplomacy 4.3: Everything that comes with the Diplomacy mod. New Music: All new music for better gameplay. Better Sounds: Most of the sounds have been replaced with better ones which enhance gameplay. From someone getting shot with a bolt to a horse trotting. It's all here. New Horses: Do you love horses? Well we have horses, and lots more where they come from. So enjoy them all from the black saddle horse to the heavy plated warhorse. It's all up to you. Better Landscapes/Field Of View: New trees and better textured grasses, skies and everything else you see in the world of Perisno. Look beyond the great horizen without needed a all powerful pc. New Crosshair: The boring old crosshair is now replaced with a red one. New/ More Items (currently over 2,200+, that's 1,600 more than Native!): Perisno features more items then most other mods. New Banners:New banners all around, from knights in shining armor to a very undressed lady. Uh-huh, that's right. New Map: One of the most important features in a mod is the map. Who wants to play the old boring one? Perisno is much bigger in size and boosts lots of trees, snow, deserts, and some bridges. (Expanded Map In Version 0.6) New Graphics (Menus): Many menus now have new graphics for a better outlook. Dynamic Troop Trees: Wonder how the troop trees look? Well it's easy now, just open up Reports * Troop Trees and there you have it. New Troops: There are now tons of new troops, unique with every faction, and bandits. Tavern Additions: More NPCs in taverns to talk to, and tavern keeper now has more options like sell prisoners and flip a coin. New Factions: 7 new unique factions all with all new troop trees and 1 invading faction. More/New Quests: More info to come...self explanatory. Yours to find them all. Household Troops: Some Kings And Lords Now have their very own troops that no one else has. Color Coded Messages: Messages are now color coded, adding a nice organized feel to notifications Roaming Parties: Perisno is filled with roaming war parties and outlaws who are very willing to test their blade against yours. Lore Characters (for immersion): Now you can find some lore characters in Perisno for the purpose of immersion and story in certain places. Unique Places: There are now 2 new unique locations for you to visit and discover Random Events & Spawns: Now, there are random events that happen on the world map and medium sized spawns to kill for loot that spawn anywhere on the map every few days. New Mercenaries: This includes a whole different mercenary troop tree and a Freelancer Guild where you can hire special mercenaries from. Fog Of War: FoW can be on or off. It is recommended to play with FoW as Perisno has unique feature where you can buy maps to unveal the lands, and thus giving the player a better play through with more surprises. Sea Travel: Travel the seas and the unknown places or engage in battles on the open water Freelancer Mod v.1.51: Now you can join the ranks of Lords and Kings alike and become a warrior! Formations: Formations are expanded adding more detailed ranks and many other deployment methods. New kingdom management features: There are many new kingdom management features and unique new advisers - the Spymaster and the Highmarshal. More Ridable Mounts:List of Ridable Animals In Perisno Horses Camels Elephants Wyverns Wolves Dragons Rhinoes There are many, many more features for you to discover! Media[] External links[] Downloads[] ModDB Warband Nexus Other Links[] TW Forum Perisno Wiki Facebook Google+ Russian Thread
Persistent World
Persistent World Version Mount&Blade: Warband 1.158 Type Multiplayer Links On Taleworlds forum Persistent World is a role-playing based mod set in a "persistent world" map which is larger than standard Mount&Blade: Warband server maps. It features multiple castles and villages for characters to explore. As suggested by the name, maps do not reset and factions tend to come and go when their members log off. Resources such as wood, iron, and animals are placed on the map and eventually regenerate over time, control of these resources can be important economically or militarily as all weapons and armor are constructed with them. Current version is v4.5. Contents 1 Features 2 Classes 3 Factions 3.1 Faction lords 3.2 Castles 3.3 Doors 3.4 Siege Props 4 External Link Features[] Persistent World features the ability to role-play as several different types of people. You can be an actively hostile bandit, forcing taxation upon serfs and commoners alike, you can be a peaceful serf for a faction or peaceful village and gain a respectable sum of money through things like farming, fishing, tanning, crafting, herding, mining and the more retail-sector of being a serf includes owning a tavern, selling wine and beer that can be brewed from raw materials from vineyards. Serfs are the ultimate economy-goers, followed by production classes such as Craftsmen or Engineers. Classes[] The following classes are available for Persistent World. Archer Brigand Craftsman Crossbowman Doctor Engineer Footman Healer Herdsman Hunstman Lancer Lord Man at arms Master Smith Mercenary Militia Peasant Ruffian Sailor Serf Sergeant Traveler Each class has its own statistical data that determines what weapons can be used, there are also proficiencies that determine how effectively a weapon can be used. To become a class for the same faction, hold F at a prop that allows you to change class. Each class has a cost in gold, once you have changed class, the gold required to purchase the new class is deducted. To change factions, you must first leave your current faction by using what is commonly known as a "commoner pole" (alternatively, there's an option to restart as a peasant for the commoner once you die by pressing the ` key), the "commoner pole" allows you to keep your class but become a commoner so you can train into a new faction. Tap F on the commoner pole before changing class. Factions[] When a map first starts up the factions are empty and named after their respective colors. "Green Faction" for example. If you walk into the faction castle or a mercenary area there will be training spots marked with tools or weapons of the class and you can either tap to transfer to the faction with your current class or hold f to train as the new class. Faction lords[] Once a faction has members one of them is the "Lord" and has access to the money chest as well as all the doors, he/she may also designate keys to doors or money chests to trusted faction members. It is best to poll for an experienced and willing Lord who will know how to manage a faction well. The lord also gets access to the "lord" class which is a powerful fighting class. Castles[] The ability to own a castle is only available to a faction, a banner is available at mercenary training outposts and any castle the faction already owns. In order to capture a castle the faction must have a member hold the banner and hold F long enough on the castle flag pole to lower the previous flag. The benefits of owning a castle are access to different types of faction classes castle armory spawn location positioning near resources castle chest Doors[] Two types of doors can be interacted with by holding F and filling the action bar. The first type of doors actually animate and swing open, pushing aside anyone in their path, they are used to access hollow structures or be a barrier that must be broken down to enter a castle if you do not have a key. The second kind of door appears to bring you into a hollow structure as well once the action bar fills up, but does not animate. These are actually "teleport doors" linked to another door somewhere on the map, the room it leads to could be anywhere from beneath the ground or in a mountain, you are effectively cut off from most local chat because you are no longer nearby in these rooms. Siege Props[] Most other siege props that are in the Native module are also included, siege ladders can be built as well as siege bridges. Classes that have engineering skill can use a tool called a "Repair Hammer" on a construction hit-box (which is clearly visible, it looks like a box) to build. Siege props are used to gain entry to castles, they're mostly used in actual sieges by one faction upon another. External Link[] Official TaleWorlds forums Persistent Word thread Persistent Word on ModDB The Loppen Guide
Persuade lords to make peace
Persuade lords to make peace Given by Guild Master Time limit 30 days Refresh rate 100 days Reward 4000 exp, 12,000 denars, +5-8 relation, renown This is a quest given by the Guild Master in towns. The Guild Master's faction has to be at war for this quest to be available. You will be asked to stop the war between the Guild Master's faction and another faction within 30 days. To complete this quest, you must convince the named lords from both warring factions to accept a peace treaty. This can be achieved either through bribery (with the possibility of using persuasion to affect the price), using your good relation with the lord to force them to accept, or by capturing them. Capturing a lord is very difficult, as they will usually escape when defeated. Bribery is guaranteed success, which costs 7000 for the initial lord, and 1500 for the latter one. The one you speak to first seems to be the one who requires the higher sum. Keep in mind that if bribery is used, the reward money does not increase to make up for your expenses. The reward for completing this quest is quite a bit higher than any of the other quests: 4000 experience and 12,000 denars, a +5 improvement in your relation with the town, and a small increase in renown. If you choose to decline the reward, you will receive +3 additional relation instead. This quest requires 100 days to pass before it can become available again. Contents 1 Transcript 1.1 Convincing the Lord 1.1.1 Bribery 1.1.2 Favor 1.1.3 Persuasion 1.1.4 When the Lord is fully convinced Transcript[] This war between (faction #1) and (faction #2) has brought our town to the verge of ruin. Our caravans get raided before they can reach their destination. Our merchants are afraid to leave the safety of the town walls. And as if those aren't enough, the taxes to maintain the war take away the last bits of our savings. If peace does not come soon, we can not hold on for much longer. You are right. But who can stop this madness called war? There have been attempts to reconcile the two sides and reach a settlement. However, there are powerful lords on both sides whose interests lie in continuing the war. These men urge all others not to heed to the word of sensible men, but to keep fighting. While these leaders remain influential, no peace settlement can be reached. Who are these warmongers who block the way of peace? (Same Result) Who are these lords you speak of? (Same Result) They are (Lord #1) from (faction #1) and (Lord #2) from (faction #2). Until they change their mind or lose their influence, there will be no chance of having peace between the two sides. What can be done about this? (Same Result) Alas, it seems nothing can be done about it. (Same Result) There is a way to resolve the issue. A particularly determined person can perhaps persuade one or both of these lords to accept making peace. And even if that fails, it can be possible to see that these lords are defeated by force and taken prisoner. If they are captive, they will lose their influence and they can no longer oppose a settlement... What do you think? Can you do it? It seems difficult. But I will try. (Same Result) If the price is right. I may. (Same Result) Forget it. This is not my problem. (Same Result) Most of the merchants in the town will gladly open up their purses to support such a plan. I think we can collect 12000 denars between ourselves. We will be happy to reward you with that sum, if you can work this out. Convince (Lord #1) and (Lord #2) to accept a peace settlement, and if either of them proves too stubborn, make sure he falls captive and can not be ransomed until a peace deal is settled. All right. I will do my best. Sorry. I can not do this Don't say no right away. Think about this for some time. If there is a man who can manage to do this, it is you. It is your duty to help the nobles in their war effort. You shouldn't complain about it. Hah. The nobles fight their wars for their greed and their dreams of glory. And it is poor honest folk like us who have to bear the real burden. But you obviously don't want to hear about it. Convincing the Lord[] Eh? I'm not sure I heard you right, {playername}. War is not easily forgotten by either side of the conflict, and I have a very long memory. Why should I take any interest in brokering peace with those dogs? Perhaps I can talk you into it... I still don't see why I should accept what you're asking of me. Bribery[] Then I'll make it worth your while. (7000/1500 denars) Mmm, a generous gift to my coffers would certainly help matters... 7000/1500 denars should do it. If you agree, then I'll go with your suggestion. I'm afraid my finances will not allow for such a gift. (If not enough money) Ah. In that case, there is little I can do, unless you have some further argument to make. Very well, please accept these 7000/1500 denars as a token of my gratitude. My dear {playername}, your generous gift has led me to reconsider what you ask, and I have come to appreciate the wisdom of your proposal. Let me think about this some more. Favor[] Please, do it for the sake of our friendship. (- relation) You've done well by me in the past, {playername}, and for that I will go along with your request, but know that I do not like you using our relationship this way. (If enough relation) I don't think I owe you such a favor {playername}. I see no reason to accept this for you. (If neutral/friendly but not enough relation) Is this a joke? You've some nerve asking me for favours, {playername}, and let me assure you you'll get none. (If unfriendly) I am sorry, my friend, but I need your help in this. All right then, {playername}, I will accept this for your sake. But remember, you owe me for this. If it will not please you, then I'll try something else. Persuasion[] Let me try and convince you. (Persuasion) Very well. Make your case. By God's grace, {playername}! Haven't we talked enough already? I am tired of listening to you, and I do not want to hear any more of it right now. (If reached persuasion limit) [Attempt to persuade] All right, all right. You have persuaded me to it. I'll go ahead with what you suggest. (If fully convinced by persuasion) You've a point, {playername}, I'll admit that much. However I am not yet convinced I should do as you bid. (If you make a strong argument) Enough, {playername}. You've a lot of arguments, but I find none of them truly convincing. I stand by what I said before. (If you make a neutral argument) Truthfully, {playername}, I fail to see the virtue of your reasoning. What you ask for makes even less sense now than it did before. (If you make a bad argument) Wait, perhaps there is another way to convince you. Never mind, peace can wait for now. (exits the dialog) When the Lord is fully convinced[] You... have convinced me, {playername}. Very well then, you've my blessing to bring a peace offer to {other faction}. I cannot guarantee they will accept it, but on the off-chance they do, I will stand by it.
Peshmi
Peshmi Settlement Information Type Village Kingdom KhergitKhergit Fortification Asugan CastleHalmar World Map Mount&BladePeshmiAsugan CastleTemplate:World Map/Mount&BladeWarbandPeshmiHalmarTemplate:World Map/Warband Peshmi is a village initially owned by the Khergit Khanate. Due to its position on the border between two kingdoms, it is often raided by enemy lords, keeping its prosperity low. Layout[] Player Elder Fugitive The Village Elder is located straight ahead and slightly left of where the player enters, next to a low bench and two wagon wheels. Peshmi is located in an area with many low hills and some scattered trees. It has a total of seven structures and some stone walls along one side of the village. One of the buildings is significantly smaller than the rest, it is low enough that one can jump onto the roof from the ground. There are several fields growing Cabbages, Grapes, Wheat, and Squash. A table found in the village also has a cooked Chicken laid out, indicating this town has access to a wide variety of food. If sent here during a Hunt Down Fugitive quest, the target may be found on the left side from where the player enters, next to a woodpile behind the smallest building in the village. 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
Philenora
Philenora Official Information Kingdom Vlandia Monarch King Derthert Title Noblewoman Clan dey Meroc Personal Details Gender Female Spouse Derthert Children AlaryElysMorconErdurand Philenora is the wife of King Derthert of Vlandia and, through her marriage, a member of House dey Meroc. Philenora and Derthert have one daughter, Elys, and three sons - Alary, Morcon, and Erdurand. At the start of the game, Philenora is the governor a Dey Meroc fief. She has a reputation of being decent and kind.
Pickaxe
Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Pickaxe/Warband
Pickaxe PickaxeOne-handedBase value: 27 denarsWeight: 3.0Swing: 19pSpeed rating: 99Weapon reach: 70Warband
Picts
The Picts are a Christian culture in Viking Conquest. History[] Scotland in relation to the Anglo-Saxon kingdoms The Picts are the strongest group of clans in the Highlands and shared Scotland with the Lowland Caledones. After the Roman invasion of Britain, the Caledones were willing to trade with the Romans but the Picts, who prevented the Romans from going further north, attacked the Romans whenever they tried trading. This caused the Romans to build Hadrian's Wall to protect the Roman frontier and their trade. After the Romans left Britain, the Picts and Gaels invaded England but were stopped by the Anglo-Saxon mercenaries. Once the Anglo-Saxons took over most of Great Britain, they turned their eyes to Scotland. Ready to resist the invaders, the Highland Kingdom of Alban and the Lowland Kingdom of Alt Clut (Strathclyde) pushed the Anglo-Saxons back and retained ownership of their lands. Factions[] The Picts are some of the strongest and fiercest warriors in the Northlands. Native to the Highlands of Scotland, the Picts have resisted invader after invader, making them a very strong force in Great Britain. Only the Gaels of Ireland could slightly damage the Picts and they were merged together and founded Alban, the only Pictish Kingdom in Scotland, with Scuin as their capital. The Kingdom of Alban has small parts to play in the campaign but overall has little purpose for the storyline. As the only kingdom in the Highlands - save for a few forts in Laithlind's control - and with two big towns, Alban is in a great place strategically. Banner Name Color Ruler Claimant Capital Kingdom of Alban #3333ff Ruire Causantin mac Cinaeda Tanist Bili Scuin Troops[] Pictish Troops Peasant Priest Landowner Skirmisher Spearman Axeman Veteran Skirmisher Warrior Standard Bearer Veteran Elite Skirmisher Horseman Noble Champion 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
Pike
The Pike is the longest weapon in the game, however it is also one of the most unwieldy weapons available. This weapon is excellent against mounted units, especially as a counter to lance-wielding heavy cavalry. It is recommended to use the Pike outdoors due to its extreme reach. With Fire & Sword Warband Mount&Blade See Also Polearms (List) Melee Weapons (List) Weapons (List)
Pike/Warband
Pike PikePolearm (No shield)Base value: 125 denarsWeight: 3.0Swing: 16bThrust: 26pSpeed rating: 81Weapon reach: 245Cannot be used on horseback
Pikeman
This article is a disambiguation page for Pikeman 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. Pikeman may refer to: Poor Cossack Pikeman (veteran) New Order Pikeman (veteran) Polish Militia Pikeman (veteran) Polish Pikeman (veteran) Swedish Militia Pikeman (veteran) Swedish Pikeman (veteran) German Infantry Pikeman (veteran) German Pikeman (veteran) Scottish Pikeman (veteran) Mercenary Pikeman Pikeman (Custom Battle) Vlandian Pikeman
Pitch Fork
Warband Mount&Blade See Also Pitchfork (similar name) Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Pitch Fork/Warband
Pitch Fork Pitch ForkPolearmBase value: 19 denarsWeight: 1.5Swing: 16bThrust: 22pSpeed rating: 87Weapon reach: 154
Pitchfork
With Fire & Sword See Also Pitch Fork (similar name) Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Plate Armor
Plate Armor Base Value 6553 denars Weight 27.0 Armor 55 Body Armor, 17 Leg Armor Requirement 9 Strength Plate Armor is the strongest armor available for the player. It is made from solid steel plates and intricate joints to provide maximum protection. A Lordly set of Plate Armor will make you effectively immune to lower-tier archers such as Forest Bandits, provided your helmet and boots are also up to the same standard. Note[] This armor is worn by King Harlaus, ruler of the Kingdom of Swadia, making him one of the strongest opponents in the game. It is also worn by Sword Sisters and Swadian Castle/Prison Guards. Lordly Plate Armor is one of the rarest items that can be found in game. Existence of Plate Armor in game is quite anachronistic. First models of the plate armor like the one in the game came into common use after the one piece steel breastplate or cuirass -the body of the armor excluding limb protectings- started to appear after mid-14th century.
Player
Player M&B/WB WFAS Official Information Faction Player-determined Monarch Player-determined Title Culture-determined Fiefs Player-determined Culture Player-determined Personality Player-determined Character Background Background Player-determined Gender Player-determined Age Player-determined The player is essentially you in every setting of the Mount&Blade series. Contents 1 Overview 1.1 Classic/Warband 1.2 With Fire & Sword 1.3 Viking Conquest 2 Background 2.1 Classic/Warband 2.2 With Fire & Sword 2.3 Viking Conquest 3 Appearance 4 Considerations for the Player 5 Starting Stats 5.1 Classic/Warband 5.2 With Fire & Sword 5.3 Viking Conquest Overview[] Classic/Warband[] In early versions of classic Mount&Blade, the player - along with tournament fighters Xerina, Dranton, and Kradus - was always from the city-state of Zendar. In later versions and in Warband, however, the player is always a foreigner recently arrived in Calradia by land or sea, with Zendar no longer seen in-game after having been sacked and razed by Sea Raiders. With Fire & Sword[] The player is always an outsider who escapes an ambush along with Jaques de Clermont and his companions, afterwards being free to wander Eastern Europe. Viking Conquest[] In Sandbox Mode, the player may be native to a region associated with their chosen culture and may wander the Northlands as soon as possible. In Storyline Mode, the player and their mother - regardless of origin - always start aboard the merchant ship Woden Ric, which is attacked soon afterwards by Sven Bull-Neck and his Danish Vikings. After surviving the raid, the player may be explore the Northlands after a certain point in the storyline. Background[] Classic/Warband[] When you create your character, you must answer a number of questions about their early life - these will affect their starting attributes, skills, and proficiencies but have no long-term effect on the game - and finally decide on their name and appearance. The only pre-defined aspect of your character's life is the fact they came from another land. After your character arrives in Calradia, you gain direct control over them and you have a huge number of options about what to do next - select a starting faction and off you go to leave your mark on the world. With Fire & Sword[] There is no background choice for your character - only difficulty level and its associated starting equipment, attributes, skills, proficiencies, and appearance. Viking Conquest[] You must choose your character's background, attributes, skills, proficiencies, and appearance. Appearance[] The first thing you must decide about your character is their appearance - many facial features can be adjusted to each individual player's liking, such as hair, eyes, nose, cheek/jaw bones, etc., as well as skin tone and age. Considerations for the Player[] Your character is the party leader de facto, which makes skills labeled as "leader" - Inventory Management, Prisoner Management, Leadership - useless to their companions - unlike "personal" (character-only) and "party" (group-wide) skills - and therefore only useful to them. An example of this can be seen in Looting - a party skill no companions start with - as well as Inventory Management - a leader skill Katrin starts with 7 points in but, not being your character, her inventory size remains unchanged. Starting Stats[] Classic/Warband[] You begin your character's creation with the following stats before you make any choices about their background. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 5545 RidingLeadership 11 One HandedTwo HandedPolearmsArcheryCrossbowsThrowing 231520151519 (extra if Male) StrengthCharisma +1+1 (extra if Female) AgilityIntelligence +1+1 With Fire & Sword[] You begin your character's creation with all stats pre-defined but with a number of points to allocate: 4 for attributes, 8 for skills, and 10 for proficiencies. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 7777 Power StrikeGrenade ThrowingPower DrawWeapon MasterAthleticsRidingTrackingSpottingPrisoner ManagementLeadership 1112121113 One HandedTwo HandedPolearmsArcheryFirearmsThrowing 525252525252 (only if Easy) SaberMatchlock CarbineBullets1000 thalers (only if Normal) SaberPistolBullets500 thalers (only if Hard) Carpenter AxeHandmade FirearmBullets100 thalers Viking Conquest[] You begin your character's creation with the following stats before you make any choices about their background. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 4445 IronfleshPower StrikePower ThrowWeapon MaintenanceWeapon MasterAthleticsInventory ManagementFirst AidPersuasionLeadershipTrade 52412511111 One HandedTwo HandedPolearmsArcheryCrossbowsThrowingSlings 91729172727291 (extra if Storyline) Sea-King +1
Player (Bannerlord)
Player (Bannerlord) Official Information Monarch Player-determined Title Culture-determined Fiefs Player-determined Culture Player-determined Clan Player-determined Personality Player-determined Character Background Home Unknown Age Player-determined (>=20) Parents Culture-determinedFatherBaladirBaudeinBaldimosBandanBaldimBaldrimMotherTiraTeruinTereaTerteTaryaTertha Siblings Culture-determinedOlder BrotherNajunNiasenNathanosNusunNozhonNogandYounger BrotherFathidFarocPhasosJatuFodorVaricYounger SisterAlyaAitheenAleaAlteAlishkaAlda Spouse Player-determined Children Player-determined The player is the protagonist of Mount&Blade II: Bannerlord. Contents 1 Appearance 2 Early Life 2.1 Campaign 3 In Calradia 4 Considerations for the Player 5 Starting Stats Appearance[] Just like in previous installments, the player's appearance is highly customizable, with face sculpting and selectable hairstyles making a return. What is new in Bannerlord is that the player's default appearance is now determined by their starting culture, so a player of Khuzait culture for example, will have an 'East Asian' default appearance. Other novelties introduced in Bannerlord were the selection of the player character's voice, body weight and build, and the ability to select facial scars or face-paint. Early Life[] Similar to Warband, during character creation, the player can select background details from several lists of options. These lists include: parents' occupation, childhood talent, childhood occupation, early youth occupation, a significant event in their early life, and their age at the start of the playthrough. A couple of new options are added: the establishment of the player's clan's name and banner, and the selection of difficulty options for the playthrough. Campaign[] In the story-driven campaign (as opposed to sandbox mode) an additional "question" appears during character creation: the player character's brother's name. In the campaign it is established that, just prior to the beginning of the game, the player character's family has been attacked by raiders. Their parents were killed and their two younger siblings were taken away as prisoners. The player character along with their brother, who is of roughly the same age, have managed to avoid capture and must now set out in search of the raiders to exact revenge. In Calradia[] In sandbox mode, the player is free to do whatever they wish. They can be a merchant, a bandit, a warlord, a manhunter, a tournament participant, start a family, etc. In campaign mode the player still has the freedom to roam the world freely, but is somewhat constricted by the main quest which dictates when certain actions, such as establishing one's kingdom, are best done. Likewise, the main quest gives the player a consistent story that involves them rescuing their two captured siblings, becoming a person of high status, and either reuniting and saving, or destroying the remains of the Calradic Empire. Both modes start the player with a banner and a Tier 0 clan that can and should be elevated over the course of the playthrough. Considerations for the Player[] As "the player", you are the de facto leader of your group and clan. Just like in older titles, your companions can use the skill points they earn when they level up to augment the group. Certain skills have been changed from Warband. Traits were added and these dictate certain additional talents and abilities. For example, the Roguery skill dictates the amount and quality of loot you can get after battles or raids on villages and bandit hideouts, among other things. Traits can additionally increase damage output with specific weapons, affect armor weight and protection ratings, troop wages, map speed, etc. Starting Stats[] (to be added)
Player tactics
There are many things the player can do other than commanding their army to achieve victory. It is not uncommon for a battle to be won simply because the player can kill so many units. When fighting enemies, there are things to watch out for - a lot of things - and there are things that you can do in almost any situation that can result in a better battle outcome. Contents 1 Defending Yourself 2 Killing Enemies 3 Neat Tricks 4 See also Defending Yourself[] You must keep yourself alive during fights. Besides the obvious of wearing really good armor, there are many things you can do to prevent yourself from being defeated. Blocking This one is obvious, blocking prevents a melee weapon from hitting you. If you have a shield, you can also block projectiles. A shield is best for blocking, due to its omni-directional block and its ability to block projectiles, but it shatters after enough hits and enemy archers can sometimes shoot above or below your shield (depending on its size) and hit you, and some shields are vulnerable to penetration from weapons such as crossbows. Blocking is a good way for you to prevent being "Lancesassinated" by enemy cavalry, due to the fact that their lance would bounce harmlessly off your shield or be blocked by your melee weapon. Note that if on a horse, blocking does not prevent enemies from hitting your horse. A good tactic to use is to keep a shield in your inventory at all times. Even if you aren't using a one-handed sword or polearm to use the shield, the shield protects your back. Dodging Enemies with projectiles, rather than leading their target, always aim directly at you. If you are moving at least somewhat perpendicular to them, they will miss nearly every shot. It can be useful for you and your army to circle Nord armies until they waste all of their Javelins and Throwing Axes. It should be noted that in With Fire & Sword bullets fly too fast to effectively dodge at longer ranges, but they lack the accuracy for this to be a great problem. Your horse is likely to be hit several times, even if you dodge perfectly. Jumping Jumping can get you out of a lot of sticky situations - especially when you are on a horse. If you see that you are about to ram into another horse, or even a smaller rock, you can jump over most of them to avoid stopping. This will prevent you from stopping which leaves you vulnerable to lances, projectiles, and being surrounded. Range/Reach Weapons with longer reach have an advantage over opponents as you can strike them before they can do the same to you. This is why a lance can be considered the best type of weapon, as it is an instant kill if used properly on horseback. Ranged Weapons serve the same purpose. Horse archery can be one of the best strategies because if used correctly, you will almost never die. Cover When on foot, cover (rocks, trees, a horse, etc.) can save your life. However, once a horse takes a hit, it will run off, leaving you unprotected. You won't be able to get hit by projectiles and horsemen won't be able to hit you very easily if at all. On top of that, due to the 3rd-person view, you can still see around a tree or over a rock. When enemies approach, you can take them out one-by-one, maximizing your damage if surrounded. Backing Up When fighting larger groups of enemies on foot, you can walk backwards while you swing your weapon to prevent the enemies from surrounding you. Being surrounded is almost certainly fatal, and can end a battle prematurely. Mounted Combat Since horsemen (including yourself) can only really attack from their sides (unless you use a spear or a lance), you can beat other horsemen by slowing down and turning, cutting them off so they can't hit you. You can then kill them and/or their horse, as you can swing and they can't. It is similar to battleships which can only shoot sideways. In order for them to both shoot, they must path parallel to one another. Enemy AI is not smart enough to do this so you can beat most horsemen using this tactic. Untouchable When you are fighting enemies that have longer weapons (2-handed axe or voulge etc.), you may notice that it is harder to get in to attack them without getting hit. If you charge towards them and then slow down and turn your horse away, they will swing their weapon and miss. During this time, you can turn back, speed up again, and hit them with your weapon. This is particularly useful against Vaegir Guards and Nord Huscarls since they are likely to wield 2-handed axes. Block a Couched Lance When your shield is broken and all you have with you is a melee weapon, and you see a knight about to lance your face, you can chamber block even a couched lance! Normally, couched lances are completely unblockable without a shield, but sometimes you can chamber block a lance. The timing is quite hard, but you'll get the hang of the timing. To do this, when you're just about to get lanced, start a thrust attack about 0.8 seconds before you think the lance will hit you. If you do this right, you'll hear the sound of metal clanking, and you're alive! If you're too early, the chamber block will not block correctly, and you're dead. If you're too late, you'll get lanced before you get the opportunity to even press the left mouse button to chamber block! Remember that it depends on the horse's speed. A saddle horse trying to lance you will have a completely different timing than say, a courser. The mistake beginners to chamber blocking do most is doing it too early, because they think if they hold the attack direction they'll be immune to that direction, and end up getting skewered. You chamber block by starting the attack when the attack should hit you. Killing Enemies[] Killing enemies effectively can cause a battle to end massively in your favor since you and your army will not have to fight against them as long. Divide and Conquer When the battle starts, and all the soldiers are scattered in a giant battle, it is good to pick off all the stragglers. Archers and crossbowmen will be scattered and will be aiming at various targets. After the archers have been taken care of, you can focus your attention on the groups of foot soldiers. They will be busy fighting or charging towards your army, allowing you to come from behind, trample through them, and kill a couple as you go through. Generally you can ignore cavalry until later since they are harder to kill and they will just chase you around while missing attacks. If cavalry hit your archers, you should defend them, and if you get the opportunity, take one out that is focused on an allied soldier. When intervening in a fight between ally footmen and enemy footmen, prioritize helping allies who are outnumbered, since they are the most likely to die. Even if you save only a few allies, it may add up and be enough to turn a particularly tight battle in your favor. Target Lords Defeating an enemy lord is very gratifying and also awards lots of experience. It also causes their army to lose morale so they will run away more easily. Knocking out a lord is usually not too hard because they usually don't have a good horse and have abysmal or no shield skill, and once on foot, you can defeat them easily with one ride-by. Lords are typically representative of the heaviest enemy troops and can inflict significant casualties against light troops or preoccupy your heavier troops. Eliminating enemy lords greatly improves the effectiveness of your troops. An excellent opportunity for this is looking for the one oddly-equipped soldier who lags behind and to the left of the main enemy line before they charge. A deft horseman can get around the enemy and target him. Trample It is advised that you get a Charger if you intend on using this strategy. It is very easy to ride by and kill units that are not paying attention to you since their Shields will be pointed the wrong way, projectiles won't be fired at you, and then enemy won't try to hit you. But when an enemy is facing you, they are very likely to just block your attack. After repeatedly blocked attacks, your army will start to dwindle and your horse or you may suffer some damage. If you ram an enemy just before swinging your weapon, you can still hit them and they will not be able to block. This strategy is bad against spear men and doesn't work if you are using a lance or a spear. Slow Horse When fighting an enemy with a polearm, your horse will take a lot of damage and will be stopped if you charge at them. If you can't get them while they are looking the wrong way, you should slow down your horse so that their stab deals little damage and doesn't stop your horse. You can then proceed to attack them. Hack and Slash When fighting on foot against a large group of enemies, attacking alternately right and left causes enemies to block incorrectly causing almost all of your attacks to hit. Since you are swinging right and left, you don't have to aim. This is best with a two-handed weapon or polearm that swings similarly. Leg Shot If your enemies like their shield (i.e. keep it up at all times), you can shoot at their legs and usually it will hit them. This doesn't work against Rhodok soldiers or Nord soldiers (and various other shield-using higher tier units). Note that this can also be an important tactic in Tournaments when you are put on foot with a bow and your enemy has a melee weapon and shield. Stop Blocking! When fighting with a ranged weapon, you may find that enemies just block your attacks all the time. If you wait until they are pretty close, they will raise their weapon to attack. At this time, you can shoot them anywhere you wish. This works well if you are down to just footmen while you are playing as a horse archer. It's also useful if the melee fight is just about to start and you are on foot. You can get one last shot off before pulling out your melee weapon. Wall Kick In sieges, you can kick (kick by pressing E) enemies off the walls when you're attacking. Not so much when you're defending, but it is still possible. Falling does a lot of damage, and if it does not kill outright, you'll have weakened the enemy by a few dozen hitpoints. Neat Tricks[] There are many things that you can do in a battle that are handy but not obvious. Trade your Horse Give one of your companions the horse you want to ride (e.g. Champion Courser) and put them in their own unit group. Tell them to dismount and take their horse and then tell them to mount and they'll grab yours. Since you are not on your horse anymore, if it dies, it can't get crippled or die. And since you are on someone else's horse, if it dies, it doesn't matter. This way you can ride your Champion Courser without the fear of it getting killed or crippled. Horse Thief At the beginning of the game to mid-game, you probably don't have a charger, war horse, or courser due to the fact that you're spending money on troops, production enterprises, or better armor/weapons. If you have enough riding skill and you kill an enemy on a horse, you can get on his horse. Not being on your own horse, your horse can not be crippled or die. This strategy also works in tournaments, where you may not always spawn on top of a horse, but your opponents (or allies) will. The Jump Stab If you are armed with a spear and nothing else, you may notice that you can't attack when the enemy gets in your face. When you jump, you gain a small speed boost but you also stop momentarily when you hit the ground. If you jump away from your opponent and ready your stab, you can actually hit them even though they were in your face. Rock Climbing If your opponents have no ranged attacks or have run out of ammo, you can stand on a rock by jumping on to it. As long as it is big enough, enemies can't hit you while you stand on it and you can take them out with a bow or long weapon. Horse Wall When fighting horsemen (this is typically best if you are on foot), if you leave their horses alive, they will block their reinforcements from charging properly and stray horses may stop their riders leaving them vulnerable to ranged attacks. Hold your Fire Sometimes an enemy lord will have their army stand still and fire projectiles at the approaching army. When this happens, the enemy archers will generally be in front of their soldiers. If the enemies are focused on your troops rather than you, you can trample your way through the archer line swinging away as you go. If you do it properly, you will kill a few enemies and cause the rest to fall down temporarily. This will stop them from firing their weapons and damage their morale heavily. Wrecking Ball When at very low health, it is difficult to remain useful in the fight. If you have a shield and are riding a Charger or another kind of tankier horse, you can just ram enemies instead of attacking. If you have two shields, this is even more effective. Just ride around with your shield up and ram into enemies at high speed with your horse. It will deal damage and hurt enemy morale while knocking them down and preventing them from attacking your troops. Stuns When holding an overhead when the AI blocks (usually at the first attack you do, since they'll spam after the first block), if you have a heavier weapon (such as a Great Sword versus a Bastard Sword), you will be able to stun them. Directly after the stun, hit. They AI will not be able to block as its hit will be too delayed to work. Emergency Horse Brake When you press Ctrl+J, you'll rear your horse. This is very useful because normally, you'll have to hold down the S key to stop. So you'll NEVER EVER fall into that spearwall because you couldn't brake in time! See also[] Strategy and tactics Hero tactics Hints
Poems
Poems are a feature in Warband and Viking Conquest, and can be learned by talking to any one of the Wandering Poets (Ashik, Bard, Troubador, Skald, or Minstrel), all of which are commonly found in the taverns of different towns. Each poem costs 300 denars, and will take a small while to learn. Poems are used to woo ladies by raising your relationship points with her, allowing you to marry them. Female characters can learn all of the poems as well, but other than completion on the character's known poems stats, they serve no purpose. Every poem is a different type, such as romantic or comedic. Using the right type of poem with a lady will raise their relationship level. But be aware that when you try to recite a poem to a lady, some may find the poem repulsive, reducing your relationship points, while others may find them neutral, changing nothing. You can ask Wandering Poets to see what type of poems a lady likes. There are only a total of five poems in the game. Warband[] For More Information, see Poems/Warband. Poem Type First line Appeals to An Argument in the Garden Comic "All the silks of Veluca" Ambitious ladies Helgered and Kara Epic "A light pierced the gloom over Wercheg cliffs" Tomboyish ladies Kais and Layali Tragic "The wind that blows the dry steppe dust" Conventional ladies The Heart's Desire Mystic "You are the first and the last" Romantic ladies The Storming of the Castle of Love Allegoric "I deflected her skeptical darts" Moral ladies Viking Conquest[] Poems in Viking Conquest work essentially the same as Warband, but are different set of five poems. Poem Type First line Appeals to Aeneas and Dido Allegoric "But anxious cares already seized the queen" Moral ladies Orpheus and Calliope Tragic "The muse Calliope bore to Morpheus a son named Orpheus" Conventional ladies Aesopica, a conversation in the garden Comic "A Lion was awakened from sleep by a Mouse running over his face" Ambitious ladies Beowulf Epic "LO, praise of the prowess of people-kings" Tomboyish ladies Voyage of Bran Mystic "There is a distant isle" Romantic ladies Wikipedia has an article on this subject at:Aeneid Wikipedia has an article on this subject at:Odyssey Wikipedia has an article on this subject at:Aesop's Fables Wikipedia has an article on this subject at:Beowulf Wikipedia has an article on this subject at:The_Voyage_of_Bran
Poems/Warband
Contents 1 An Argument in the Garden 2 Helgerad and Kara 3 Kais and Layala 4 The Heart's Desire 5 The Storming of the Castle of Love An Argument in the Garden[] It is a comic poem, which satirizes the conventions of courtly love. A lover steals into a garden in Veluca, and plies her with lots of witty lines to persuade his lover to submit to his embraces. She shoots down all of his advances one by one, them when he is downcast, she takes him in her arms and tell him that she wanted him all along, except on her terms, not his. A lady with a sense of humor may find it amusing, but others might feel that they are the ones who are being mocked Full version: All the silks of Veluca, all the furs of Khudan Would buy you not the briefest kiss What I bestow, I bestow for love And the sake of my own happiness But brought you a gift? Let us see! Let us see! Or should tell my father how you came to see me? Helgerad and Kara[] It is a heroic tale, full of blood and battle. The shieldmaiden Kara chooses the warrior Helgered as her lover, as he is the only man who can defeat her in combat. Her father, who pledged her to another, comes with his sons and his huscarls to kill Helgered. They fight, and Helgered and Kars slaughter the entire host except for Kara's beloved younger -- who, alas, growing up to avenge his father by slaying Helgered. The depiction of warrior and shieldmaiden as equals will appeal to some women, but a mail-wearing, blood-splattered heroine will shock and repulse others Full version: A light pierced the gloom over Wercheg cliffs... Where charge of surf broke on shieldwall of shore Grey-helmeted and grey-cloaked the maiden stood On wave-steed's prow, the sailcloth snapping Over din of oars, of timbers cracking She cried out to her hearth-brothers, arrayed for war Kais and Layala[] It is a sad and simple story -- the shepherd boy Kais and the nobleman's daughter Layala love each other, but they can never marry. The poem is Kais's lament as he wanders alone, unwilling to forget his true love, driving himself mad with longing. Some ladies melt a the sweetness of his sorrows; others glaze over at his self pity. Full version: The wind that blows the dry steppe dust Stir the curtains in your tower The moon that lights my drunken path home Looks on you sleeping in your bower If I cried out to the wind Could it carry a message from my lips? If I wept before the moon Would it grant me just a glimpse? The Heart's Desire[] It is a lyrical poem, which can be interpreted either erotically or spiritually. The lover realizes the majesty of the divine by gazing upon the body of his beloved. I believe that it appeals to women of certain romantic temperament, but you risk scandalizing or boring others Full version: You are the first and the last the outer and the inner When I drink from the cup of love I escape the tread of time A moment in solitude with you Would have no beginning and no end The Storming of the Castle of Love[] It is an allegoric poem, replete with symbols and metaphor. It describes how a brave but rough warrior wins the heart of his lady by learning the virtues of chivalry, becoming a true and noble knight. Its theme -- that the role of a women is to inspire but also civilize a man -- is appreciated by some noble ladies, but not all. Full version: I deflected her skeptical questioning darts with armor made of purest devotion purged in the forge of my heart from the slag of any baser emotion
Polearm Two-handed weapons
Polearm/Two-handed weapons can be switched between the two styles, giving different stats depending on which is chosen. There is a minor difference in reach between each mode due to the different ways the player's model holds the weapon, though no statistical difference is seen. Using one of these weapons allows the choice between attacking with thrusts or swinging from horseback. List of Polearm/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 ▲ 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
Polearms
Polearms generally have a longer reach than other melee weapons and are highly effective both on horseback and against horses. Polearms lose their effectiveness once an enemy closes distance so high Athletics or fighting on horseback is essential for maintaining distance. Some polearms can't be used with a shield due to their large size or because the weapon is unbalanced. Lances can be used to strike the enemy with couched lance damage, which can be done when on a horse and moving at a high speed. Unless specifically noted below, most polearms can be used with a shield but are then limited to thrusting attacks. Most polearms are limited to thrusting attacks while on horseback, with the exception of Hafted Blades. All polearms receive a 35% penalty to speed and damage when used on a horse. Polearms with a reach greater than or equal to 150 receive a 35% penalty to speed and damage when used with a shield. The penalties do not stack: Spear on horse without shield: 35% penalty Awlpike on foot with shield: 35% penalty Awlpike on horse with shield: 35% penalty Awlpike on foot without shield: no penalty Spear on foot with shield: no penalty While on foot, polearm attacks can stop horses and cause them to rear, regardless of damage dealt, target speed, or the horse's Charge attribute. This unique feature makes polearms an effective anti-cavalry weapon but the effect only applies to polearms with a reach greater than 140. While this effect remains present in Warband, it was removed in v1.006 of the Napoleonic Wars DLC, with horses never rearing as a result of being attacked. In Napoleonic Wars, polearms will instead instantly kill horses when the bearer is kneeling or crouching, in a similar way to couched lance damage. Some polearms, when drawn, initially take up a stance like two-handed weapons before dropping into the polearm stance. This can increase the ready time of the weapon when the user needs to switch from a ranged weapon to engage in melee. List of Polearms[] ▼ 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 ▲ 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
Poleaxe
Despite its axe-like appearance, the Poleaxe does not deal additional damage to shields. However this weapon is far from ineffective, being one of the most powerful swung polearms in the game. It is great to use to attack enemies in melee before they are able to touch you, due to its reach, however though it is a slow weapon so you should be prepared to switch to something shorter and faster if a foe closes the gap. Warband Mount&Blade See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Poleaxe/Warband
Poleaxe PoleaxePolearm (No shield)Base value: 384 denarsWeight: 4.5Swing: 50cThrust: 15bSpeed rating: 77Weapon reach: 180Requires strength: 13
Polehammer
Warband See Also Polearms (List) Two-handed Weapons (List) Melee Weapons (List) Weapons (List)
Polehammer/Warband
Polehammer PolehammerPolearm (No shield)Base value: 169 denarsWeight: 7.0Swing: 50bThrust: 35bSpeed rating: 50Weapon reach: 126Requires strength: 18
Polish Commonwealth
Polish Commonwealth Banner Troops Official Information Ruler King Jan Kasimir Claimant Janusz Radziwill Faction Location Poles in light yellow “ That is the most amazing state I have ever seen. It is a feudal republic, comprised of three major groups of people - the Poles, the Lithuanians, and Russian-Ukrainians. The nobility is nearly all Polish. All the important decisions, including who is to be king, is determined by their congress, which they call the Sejm. But the Polish gentry is unruly, which leads to constant strife and a divided military. Unless they make up their minds and come forth in unity and strength, soon they will be conquered by their autocrat neighbors. ” — Jaques de Clermont The Polish Commonwealth is a nation in Eastern Europe. Also known as the Polish-Lithuanian Commonwealth, its population is made up of three major groups: Poles, Ruthenians (ancestors of Ukrainians and Belarusians), and Lithuanians. The minority groups were non-Lithuanian Balts and Jews also Lipka Tatars. The Polish Commonwealth is famed for its majestic Winged Hussars. While it possesses a powerful army, it is fragile due to its dissatisfied gentry, which could ultimately lead to the Polish Commonwealth's demise. The Polish Commonwealth is led by King Jan Kasimir. Polish infantry does not lack in anything - their Zolniers and Pikemen are perfectly competent - but they don't really shine, being outgunned by Swedish musketeers and outfought by even Russian marksmen and their poleaxes. Poland's strength lies in its winged hussars, unmatched in both armor and shock value. Backed up with light dragoons, the Polish cavalry is devastating against infantry while posing a good match for even Crimean cavalry. It is located on the center-north to west part of the overland map. The Deluge is the main questline for the Polish Commonwealth. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] King Jan Kasimir Initial Ruler Janusz Radziwill Claimant Vassals[] Colonel Andrzej Kmicic Colonel Michal Wolodyjowski Colonel Jan Skrzetuski Warlord Alexander Oginsky Warlord Stanislav Liantskoronsky Warlord Fyodor Obukhovich Count Casimir Tyszkiewicz Warlord Janusz Kiszka Hetman Pavel Sapega Colonel Jerzy Halecki Colonel Jan Zenowicz Warlord Jan Zamojski Cornet Siegmund Slushka Hetman Jan Sobieski Hetman Stanislaw Potocki Hetman Stefan Czarniecki Warlord Krzysztof Grzymultowski Colonel Alexander Casimir Wolowicz Prince Boguslav Nesvizhsky Prince Michal Vishnevetsky Tactics[] Strengths[] Nearly unmatched heavy cavalry (the Winged Hussars). Large and balanced unit roster, a jack of all trades. Infantry Commander units are very capable and easily available. Weaknesses[] Elite Heavy Cavalry is not easily available or easy to mass. Does not excel in any particular category besides Heavy Cavalry. The Polish Commonwealth is similar to the Kingdom of Swadia of Mount&Blade: Warband. Most Polish units are unremarkable with average stats, but Poland makes up for this by having the largest, most balanced and varied unit roster of any faction, the exception to this rule being the majestic Winged Hussars. Poland's standard infantry units like the Zolnier and Pikeman are dependable and easily amassed. Regional infantry like the Town Cossack and Lithuanian Musketeer are desirable for their superior stats or better armor (respectively) than their standard Polish counterparts. A direct upgrade from any of the musketeers previously mentioned are the German Infantry Musketeers. Don't bother with the Scottish Musketeers, as they have worse stats and the same firearm as a Zolnier. Polish Pikemen are great at their job but, for more survivability, consider transitioning to German Infantry Pikemen and Scottish Pikemen for their superior stats, armor, and pikes. For heavy shock infantry, your one option is the Scottish Swordsman, who will perform quite well against infantry (and a bonus against shields) in sieges both offensively and defensively. Polish Dragoons perform well as dragoons (go figure) with the regionally available Rank Cossacks and Polish Reiters performing a similar role. Cavalry charges should be left to Winged Hussars with their exceptional stats, armor, and long lances. Polish Reiters or Volunteers are great in support due to their high melee stats and carry sabers, but expect Volunteers to die en masse due to their lack of armor. Lithuanian Tatars and Armored Cossacks are good Horse Archers, however the Armored Cossack performs quite well as a cavalry charger or in siege, with its medium-heavy armor and the potential of spawning with a lance or armor-piercing weapons. Troop Tree[] Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Territory[] The territory of the Polish Commonwealth starts with the following towns, fortresses, and villages. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name pol_man_insult_1.wav pol_man_insult_2.wav pol_man_insult_3.wav pol_man_insult_4.wav pol_man_insult_5.wav pol_man_insult_6.wav pol_man_victory_1.wav pol_man_victory_2.wav Trivia[] The Polish Commonwealth's full name was "The Kingdom of Poland and the Grand Duchy of Lithuania" ("Królestwo Polskie i Wielkie Księstwo Litewskie"), but it was often shortened to the "Polish–Lithuanian Commonwealth" or in fact just "Poland". In Polish, it is more commonly known as "Rzeczpospolita Obojga Narodów" - "Commonwealth of Both Nations" or "I Rzeczpospolita" - "The First Republic of Poland". The term "Rzeczpospolita" is a calque of Latin "res publica" and, even today, the official name of the Republic of Poland is "Rzeczpospolita Polska". The Polish Commonwealth was a dualistic state of Poland and Lithuania ruled by a common monarch. It was the largest and one of the most populous countries of 16th and 17th century Europe, with almost 400,000 square miles (1,000,000 square kilometers) and a multi-ethnic population of about 12 million at its peak in the early 17th century. The Commonwealth was established at the Union of Lublin in July 1569 and ceased to exist as an independent state after the Third Partition of Poland in 1795. Although the two component states of the Commonwealth were formally equal, Poland dominated in the partnership - as the King of Poland was always the Grand Duke of Lithuania at the same time, Polish language was used in the Lithuanian Province as an official language, and many, many more. The Polish Commonwealth achieved its maximum territorial extent in 1619 - in terms of present-day borders, it encompassed most of Poland and Ukraine, all of Belarus, Lithuania, Latvia, and the Kaliningrad Oblast, much of Estonia, parts of Russia (including Smoleńsk), and small parts of Moldova and Romania. In the game's code, the Polish Commonwealth is referred to as swadian - the Polish Commonwealth and the Kingdom of Swadia being similar in that they are both the "main" faction of their respective games. Wikipedia has an article on this subject at:Polish–Lithuanian Commonwealth Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Polish Dragoon
For the Swedish unit of the same name, see Swedish Dragoon. Polish Dragoon Troop Information Culture Polish Commonwealth Wages 9-11 thalers Acquired from... Commander Upgrades to... Polish Dragoon (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Polish Dragoon is a light missile cavalry unit employed by the Polish Commonwealth in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Kingdom of Sweden. All nations (except the Crimean Khanate) have one type of mounted firearm-wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name "Dragoon", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. The Polish Dragoon closely resembles the Zolnier except for its uniform's color. They are armed with a Simple Saber or a Saber and a Tatar Shield, a Simple Wheelock Carbine, and ride Saddle Horses. Tactics[] Dragoons wield carbines and have relatively good armor. However, there are substantial differences between the Polish and Swedish versions in terms of their melee weapons and effectiveness on horseback. Arguably, the Polish Dragoon is better at engaging in melee combat than his Swedish counterpart due to his shield, which adds extra protection against enemy blows, especially during sieges, when swarms of enemies block the entrance to the fort/town. The Swedish Dragoon's Thrusting Sword, though, is quicker at hitting the enemy but is still problematic during sieges. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. 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. Polish Dragoon - Default Stats and Equipment Attributes Stat Points Level 9 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 35 Armor Head Polish Uniform Hat Body Polish Dragoon Uniform Hand ? Foot Old Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield 3 Athletics ? Riding 3 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 110 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Carbine, Bullets Shield Tatar Shield Mount Saddle Horse Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Dragoon (veteran)
For the Swedish unit of the same name, see Swedish Dragoon (veteran). Dragoon (veteran) Troop Information Culture Polish Commonwealth Wages ? thalers Acquired from... Polish Dragoon- or -Prisoners Upgrades to... None Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Polish Dragoon (veteran) is a veteran cavalry unit of the Polish Commonwealth in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Kingdom of Sweden. All nations (except the Crimean Khanate) have one type of mounted firearm wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name "Dragoon", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. Tactics[] Dragoons wield carbines and have relatively good armor. They are used to skirmish the enemy and fire from range whilst running if an enemy chases after them, making them very effective against infantry. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. 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. Polish Dragoon (veteran) - Default Stats and Equipment Attributes Stat Points Level 12 Strength 9 Agility 10 Intelligence 0 Charisma 0 Health 46 Armor Head Polish Uniform Hat Body Polish Dragoon Uniform Hand ? Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield 4 Athletics ? Riding 3 Shooting from Horseback 5 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 125 Throwing 0 Weapons Melee Saber Ranged Wheellock Carbine, Bullets Shield Tatar Shield Mount Saddle Horse Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Pikeman
For other uses, see Pikeman. Polish Pikeman Troop Information Culture Polish Commonwealth Wages 3 thalers Acquired from... Commander Upgrades to... Polish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? exp Ransom Value ? thalers Polish Pikemen are the pike infantry of the Polish Commonwealth in Mount&Blade: With Fire & Sword. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Polish Pikeman, the New Order Spearman, and the Marksman Spearman are light pikemen units, while the Swedish Pikeman, the German Pikeman, and the German Infantry Pikeman are less vulnerable heavy pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. Tactics[] Pikemen are likely one of the most important units in the game. They wield pikes, the longest melee weapon available, and it is specifically developed to stop enemy shock cavalry. Awlpikes existed in Warband but, especially in With Fire & Sword, horses will immediately stop with the slightest poke from a pike. Pikemen's main job is to protect vulnerable Musketeers from enemy cavalry, so they are best utilized in a line formation, either behind the Musketeers (or any ranged units) or in front of them if the terrain is adequate. When ordered to hold a position, some Pikemen will automatically crouch, and so they form a hedgehog-like formation. If invested in large numbers, it is almost impossible for the enemy AI cavalry to "slip through" the line. Similarly, it is not advised for the mounted player to even attempt going through the enemy Pikemen. In sieges, Pikemen units switch their pikes with swords, with Western European heavy pikemen using broadswords, Eastern European light pikemen using sabers, and Militia Pikemen using thrusting swords. With more protection, Western European heavy pikemen are more reliable at defending and besieging fortifications, while Militia Pikemen are the least reliable. 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. Polish Pikeman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 4 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 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Politics
"Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! The realms of Calradia, although they represent different cultures, all adhere to the same basic political system: feudalism. Feudalism is based on the relationships between individuals: the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly. This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particularly as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshall, the lord in charge of organizing large-scale campaigns. When one realm in Calradia makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshall's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense. If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies.
Pork
Pork Classic/Warband Viking Conquest Games Base value 85 75 100 89 Weight 15.0 Item Quantity 50 50 50 150 Morale Bonus +6 +6 +3 +6 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Pork is a food item that provides a good morale bonus, however it is prone to spoilage in Warband and With Fire & Sword. Spoilage[] Pork will go through several stages over the course of five days before it becomes completely rotten: Pork Fresh Pork Day-old Pork Two Days-old Pork Smelling Pork Rotten Pork Despite the degradation of the food, the morale bonus remains constant until the pork is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Pottery
Pottery Games Base value 126 100 100 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Pottery is a non-consumable trade good. While generally inexpensive, pottery is quite heavy for its price and is not often worth carrying through bandit-infested regions for the small profit gained by trading it. Pottery can be bought cheaply at Halmar and Narra, as well as all Sarranid towns in Warband. In With Fire and Sword, pottery generally sells high at villages, with a few exceptions. It can be bought very cheaply from Crimean cities, Bakhchisaray in particular. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Practice Horse
A Practice Horse during a tournament Practice Horses are the horse on which you will be riding if you're mounted during a tournament or training. Practice horses can be ridden by all characters regardless of their riding skill. Despite the fact that riding a horse is usually an advantage, the small amount of space available to maneuver in an arena as well as the poor pathfinding of AI controlled riders makes horse-themed tournaments a poor place for players with lower riding skill. Compounding this is the fact that the practice horse is even less maneuverable than a sumpter horse, the least maneuverable horse normally available. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Practice Horse 10 40 37 14 100 0
Praven
Praven Settlement Information Type Town Kingdom Kingdom of Swadia Villages BurglenTosdharYaragarAzgadElberlGisimVeidar Sieges with... Ladders Port No World Map Mount&BladePravenBurglenTosdharYaragarTemplate:World Map/Mount&BladeWarbandPravenAzgadElberlGisimVeidarTemplate:World Map/Warband Praven is a town and the capital city of the Kingdom of Swadia and is initially owned by the Swadian ruler, King Harlaus. Given their similar name and location on the map, Praven is likely to have a connection to, or possibly even be the same settlement as the Vlandian town of Pravend, featured 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Burglen, Tosdhar, and Yaragar. Warband[] The town is situated at the far west of the Kingdom of Swadia bordering the sea, it is relatively secure from direct attack by opposing factions because it is blocked from both the Nords to the north and Rhodoks in the south by mountain ranges. Its villages are Azgad, Elberl, Gisim, and Veidar. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Praven can be located by turning left after selecting 'Take a walk around the streets' and walking to the castle. However, it is much easier to go to the castle, then exit via the door instead of the tab key, at which point the Guild Master is directly in front of the player. Siege[] Besieging Praven requires the construction of Siege Ladders. Praven is unique in sieges in that when you assault the walls, you and your army's starting position will be on a beach, and will have to advance up a large path to the ladders, and through all this time under constant crossbow fire. Defending the city can be a challenge, because the breach made by the besiegers is much wider than that of other towns. This makes defenders vulnerable to ranged enemies, since their main advantage of a narrow, protected choke point is reduced. With the patch 1.131, there is a mountain inside the city, allowing you to walk up and over the walls. Units tend to appear underground as well, and many of the buildings appear to float and can be walked through. The besieging forces won't advance normally. If you are leading the assault, you will have to order your troops to follow you or they will not mount the wall. They cannot follow you over the mountain passage. Tournaments[] If you take part in a Tournament in Praven, you will always be given the following set of equipment: Lance & Shield All participants are on horses. This tournament is one of the most predictible, and possibly one of the easiest if one knows how to use a lance on horseback. Couching is not recommended, due to this arena's constrained space. Economy[] <a href=" class="image"><img alt="2013-10-31 00007" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00007.jpg" data-image-key="2013-10-31_00007.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Ale can be bought cheaply here for about 60-100 denars though it may even go as low as 10 on rare occasions. Flax can be bought here for under 80 denars, and sold in nearby Suno for over 120 denars. Praven produces: Ale Bread Leatherwork Oil Pottery Smoked Fish Tools Wool Cloth Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Pravend
Pravend Settlement Information Type Town Kingdom Vlandia Villages RulundLarnacPalisont Sieges with... Battering RamLaddersTowers Port No Pravend is a town of the Kingdom of Vlandia, ruled by the Baron Aldric of House dey Tihr. Given the similar names and location, Pravend is presumably the precursor of the town of Praven, capital of the Kingdom of Swadia, as featured 173 years later in Mount&Blade: Warband. Contents 1 Description 2 Territory 3 Points of Interest 4 Economy 5 Trivia Description[] The city, formerly known as Paravenos, was the second major colony founded by Calradios the Great and the Calradians after their arrival on the continent. The town succeeded Charasea as the capital of the Calradic Empire, being so for centuries before the center of gravity of the Empire moved eastward. Nevertheless, Paravenos retained its primacy as the economic center of the West. When Osric Iron-Arm invaded, he recognized Paravenos would be far more valuable as a seat of power than as simply as a source of loot, and negotiated its surrender with local senators. The city subsequently passed under the control of the dey Tihr, a cadet branch of the ruling clan of Vlandia, the dey Meroc. Territory[] The villages of Rulund, Larnac, and Palisont are bound to the town. Additionally, the castle-bound villages of Drapand and Valanby do their trade here. Points of Interest[] Like most towns in Calradia, the town has a number of facilities and points of interest: By taking a walk through the streets you may encounter town notables looking for employees for various quests and jobs. The keep, where the nobles reside and its dungeon where any prisoners will be located. An arena where you might practice combat, participate in tournaments, and pay the arena custodian to reassign character perks. A tavern, where you might rest and enjoy food and drinks. You may encounter Wanderers here to hire as Companions, or find Mercenaries for hire. Taverns also hosts patrons like Ransom Brokers, and those who might be interested in playing the local board game. A market to buy and sell food supplies, equipment, horses, and other livestock. A smithy where you may refine materials, forge new weapons or smelt down undesirable ones. Criminal gangs may be present at different locales such as the Backstreet, Clearing, or Waterfront. Economy[] At its starting point, the town is of average Prosperity. Trivia[] The historical name of Pravend has seen a number of revisions across the development of Bannerlord, as well as a number of inconsistencies. The alternate spelling of Paravenos - 'Baravenos' - appears a number of times, but is most likely a typo. Furthermore, in the settlements.xml file, Paravenos is said to originate from the Calradic 'Parzeonerea' - the 'City of He who Rules by Heaven's Will'. According to earlier development images, Pravend's location was originally closer to the coast, which would align more closely with the location of Praven in Warband. With the major changes in Bannerlord's map topography closer to the Early Access release, this was changed to an inland location, closer to Ocs Hall. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin
Priest Spasokukotsky/Interactions
This is a list of interactions of Priest Spasokukotsky. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Krakov 6 Like Quotes 6.1 Nogai 7 Dislike Quotes 7.1 Companion #1 7.2 Mamai Introduction[] My son! Allow me to bless your meal, and recite a beautiful and elaborate prayer which shall bring you luck in battle. For this I only ask a few mugs of cool beer! God bless, holy father! Why are you wandering the pubs, eh? "For a while I am... How should I say... I have ceased to take up the holy orders. I am the priest Spasokukotsky. The bishop of Riga gave me a small village parish, but within the week he sent his sacrist there to check how well I was fulfilling my duties. After the Sunday mass this bore came to my humble cell. First he inquired what a parish woman was doing in my bed, and then had the gall to start preaching to me. He explained that one should not spin the censer over one's head during the sermon -- and I endured his condescension well enough. He said that prayers should be concluded by the word "Amen", and not by the word I spoke at the end, and still I remained silent. The parish loved my way of doing things, you understand! But then, when he began to shout that he saw goods from my Church being sold at the Riga market, I could no longer stand it any longer, and beat him with a staff so hard he barely made it out alive. Learning of this, the bishop sent a mercenary band to deal with me. I did not wait for them to come, but took my belongings and fled to the woods. Soon I found out I had been defrocked and excommunicated by the bishop. A priest, even a defrocked priest, would be a welcome addition to the party. I accept this offer with pleasure, my son! I swear by Sweet Mary Mother of God, you shall not regret it. Church services is not my only trade. I wield a pike quite well, and if you should ever need to persuade someone, I can do it even if it's a dead body. I do detest cowards, however... I hope your quick tongue will be use to us. If you wish to join an army, you should take off your robes and your cross, and put on a cuirass. Perhaps we shall talk again once you have made up your mind. Nay, I'm fed up with talking to you. Heh, what an interesting surprise... Go now, holy father, God will provide... Reencounter[] So now I am wondering where life shall lead.... Retirement[] Listen, commander! Last night I had a vision. Mother Mary said to go to Riga, visit the bishop there, and recant. He shall renounce his excommunication, and return me to the parish. It is not the first vision like this that I have had. I had better go... Rehire[] It is you, commander! Oh, the sacrist of the Riga Cathedral told me that believing dreams is a sin! The days I spent in the diocesan jail were dreadful. Anyway, you can fully count on me. Story: Krakov[] Krakov. The ancient capital of Poland. A city of great kings and zealous Catholics. It was here, in 1386, that the Lithuanian Prince Jogaila was baptized. And later, his marriage with Queen Jadwiga laid the first stones in the union of Poland and Lithuania in our great Commonwealth. That city is more than a homeland to me. Here one can feel the breath of antiquity... Like Quotes[] Nogai[] I just wanted to say that Nogai is the finest man in the entire company, even though he is Muslim. It's strange, but we quickly found common ground. If only I could turn him to Christianity, the Bishop would surely give me back my frock. Dislike Quotes[] Companion #1[] Here's what I say, commander. That old {s11} is a cruel man. I can't even take a step without him accusing me of all manner of deadly sins. His scabrous jokes about me make the unwashed soldiery laugh. I shall not be able to tolerate this forever. Mamai[] Virgin Mary be my witness, the Cossack Mamai is verily a devil-spawn! I mean this quite apart from his hatred of us upright Catholics. I have seen much, but never have I witnessed a man who can drink a full bottle of vodka in the morning and then wander around the camp looking for a brawl... Aye, that I have seen for the first time in my life. In our last fight he almost got me killed, confusing me for the enemy. And his yells at me -- "Damned schismatic!" I come from an old gentry house of Spasokukotskis, and I shall not suffer some serf to mock me.
Prince Kurzak
Kurzak Official Information Kingdom Kingdom of Vaegirs Monarch Himself Title Prince Fiefs Reyvadin Religion Christianity (implied) Personal Details Gender Male Prince Kurzak is the ruler of the Kingdom of Vaegirs in Warrider, version 0.202 of classic Mount&Blade. According to lore, he was originally a noble of the Kingdom of Swadia that rebelled and founded his own kingdom. Stats and Equipment[] The prince wears a leather jacket and nomad boots. Trivia[] Prince Kurzak has the same appearance and gear as all the other nobles in the game. Unlike the monarchs in later versions of Mount&Blade, he has no special interactions. Kingdom of Vaegirs (Warrider) Monarch: Claimant: Prince Kurzak King Harlaus Vassals: Count Aolbrug Count Camechaw Count Haelbrad Count Leomir Count Mira Count Rasevas
Prince Valdym the Bastard
Prince Valdym the Bastard Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Claimant Personal Details Gender Male Prince Valdym the Bastard is the claimant to the throne of the Kingdom of Vaegirs. His father died when he was young, leaving Valdym in the care of his uncle, the regent Burelek, who was then the king. However, Burelek accused Valdym's mother of adultery, had her executed, and declared Valdym a bastard. Burelek died shortly afterwards (Valdym considers the short kingship of Burelek as a "Sign of Heaven"), and his son, Yaroglek, took the throne. Valdym was smuggled away by a faithful servant, and now wants to take back the throne. Yaroglek counters Valdym's claim, stating that while the actions of his father were immoral, the man was still recognised as king of the Vaegirs, making his own claim to the throne just as legal as Valdym's. To end his reign on behalf of a dead man's crimes, he argues, is folly, and sets a disturbing precedent, which could "destroy the institution that we call Monarchy". Starting Equipment[] Flat Topped Helmet Courtly Outfit Lamellar Cuirass Leather Boots Mail Chausses Plain Heater Shield Military Pick Hunter Horse Trivia[] Like Former Queen Christina, Valdym's title of "Prince" won't be removed if he becomes king. Gallery[] Prince Valdym the Bastard in starting equipment Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Prisoners
You can take prisoners at the end of most battles or sieges. Some fights do not allow the option, such as freeing a village from bandits. You can only capture the enemies who have been knocked unconscious through the use of blunt weapons (horse charging is also blunt damage). Very rarely, sharp weapons may result in wounding, due to reasons unknown (possibly the surgery skill on the opposite side). Once you have taken prisoners, you may recruit them to your party, ransom them to Ransom Brokers (found in taverns in towns), or garrison them in a town or city. Money from ransoms can vary, depending how big the army was, if you captured a noble, or how good it is if it's a soldier (in classic Mount&Blade, all soldiers are worth 50 denars). In With Fire & Sword, sending your troops into battle without you will very often result in wounding enemy troops, which can be useful if on a quest to capture enemy soldiers. Prisoners can be a great source of money if you have high prisoner management, or a town or castle to store them in. If you have a town, you can put all your prisoners in it until a ransom broker appears in your tavern. If you have no town but have higher prisoner management, you can travel around capturing prisoners and selling them as you find ransom brokers. If you have a castle, you can check nearby towns until you find a broker, and then convey your prisoners to his location. List of prisoners. Your prisoner management skill governs how many prisoners you can take at a time: 5 for every point. The skill's base attribute is charisma. Prisoners are considered party members for the sake of calculating speed, thus the amount and speed of prisoners can result in increasing or decreasing Party Speed. You may want to avoid dragging around low value infantry, while keeping mounted prisoners around for a bit longer. It should be noted that keeping prisoners in castles or towns will result in them very, very gradually decrease in numbers, and eventually be gone altogether. This may be because they have fled or died. Contents 1 Noble Prisoners 1.1 Rescuing Lords 2 Captive Ladies 3 Recruiting prisoners 4 Viking Conquest 4.1 Prisoner recruitment 4.2 Tactics and Tips Noble Prisoners[] Lords or kings can be taken prisoner after their army is defeated if they fail to escape from battle (70% chance to escape in Warband, 80% in With Fire & Sword). Every 24 hours, there is a 5% chance that the kingdom from which they come will offer denars/thalers/peningas to get the prisoner released; refusing this will result in loss of honor, but will prevent them from raising a new army for as long as they are held captive. You can still capture a lord without using the prisoner management skill. If your prisoner capacity is reached, the lord will still be captured, possibly overfilling your max capacity (e.g. 6/5). However, if you remove a normal prisoner, you will not be able to go back over once the party is full. Prisoner lords will attempt to escape captivity every 48 hours, their chance of success is dependent on where you are holding them: 5% from within your party, 3% from a town or castle without a Prison Tower, and 0.5% from a town or castle with a Prison Tower (1% in With Fire & Sword). If you keep the captive nobles as your prisoners while you travel, you will notice that they gain the + symbol next to their name, like they have leveled up. However, there is no way to upgrade their skills. Rescuing Lords[] You can rescue captured lords of a neutral or friendly kingdom from your enemies in two ways. The first is to simply defeat the lord that took them prisoner in battle so long as he has not put them into a dungeon yet, this will automatically free the captured lord and you will gain +7 relation with them and +2 honor. In Warband, a second option is to sneak into a castle or town where a lord is being held captive, knocking out the prison guard (this can be very difficult in towns where you may find yourself surrounded by up to 4 high-tier troops, in a confined space, wielding only robes and a quarterstaff) then entering the prison and telling the captured lord that you're there to rescue him. This may become easier by bribing a village belonging to that town/castle to start a fire. The fire will start in one hour or at midnight by your choice, and most of the guards will be gone while fighting off the guards with the prisoner. It is also possible to rescue lords from a castle or town if they are held by a faction that is neutral to you. This is more attractive than attempting to sneak past the guards as it allows you to retain your normal adventuring equipment, which makes fighting a half dozen guard units quite a bit easier. It raises your relationship by 7 with the rescued lord as well as increasing your relation by 2 points with his home faction. There is also honor associated with ending their incarceration. There are no negative effects with the ruling lord or faction. In addition, if the captive lord has relatives, you can speak to the relative to receive a quest to rescue the captive lord, further increasing your relationship with him (by 1 when you accept the quest and by 8 when you successfully complete it), monetary, and experience gains. In total, this is one of the most effective ways to increase honor and relations as an unfactioned lord, and goes a long way towards building a future kingdom. Since troops are completely unnecessary it is best to just use a bare bones party of heroes and free all the lords possible. This is excluding the possibility of running into a roving hostile band. Note that if the faction of the quest giver and the faction that captured the lord in question make peace (before the player could finish this quest) then all the Lords (not the troops) of both of these factions will be automatically released, making it impossible to finish this mission since it will be cancelled. Once you have gotten the lord out of prison (it is a good idea to tell him to fight together with you, then order him to hold his ground in a corner out of sight) you have to defeat all the troops in the town or castle, without letting the lord get knocked unconscious; this can be very tricky when there are a lot of archers around. If a lord is knocked unconscious you will have failed the rescue, and the game will tell you that he had to be left behind. You cannot attempt a prison break in the same castle/town more than once every day, as the guards will instantly recognize you. Captive Ladies[] After capturing a castle or town, you may find ladies who failed to escape. In Warband, you can talk to them and let them go free (+1 relationship), or hold them prisoner for ransom (loss of relationship and honor, profit if a deal is offered). Recruiting prisoners[] You may attempt to recruit prisoners into your party through the Camp menu once every 24 hours. This may allow you to acquire a specific unit without having to train them yourself, or may give you a quick boost to your troop numbers. However, doing so comes at a cost to Morale of -3 for every prisoner that accepts your offer. There is also a high chance that freshly recruited prisoners will desert your party within the following day, although this can easily be prevented by putting them into a garrison. The chance of prisoners accepting the deal is based on your persuasion skill. 0 persuasion will have a success rate of 40%, every point increases the rate by 4% up to 80% at skill level 10. When recruiting prisoners, the choice to join your party is not made by individual units, but rather a troop type. In other words, if you have 3 Nord Recruits as prisoners, you will either get 0 or 3 of them. Exploit: If you really want to recruit prisoners and have enabled quitting without saving, save before trying to recruit prisoners. The chance of prisoners joining you is completely random, so loading and trying again could make prisoner management pretty useful, considering you can recruit prisoners once a day. Viking Conquest[] In Viking Conquest, it is also possible to capture prisoners, but the amount of prisoners you can have depends solely on the size of the party instead of the skill prisoner management. Party size Amount of prisoners 1 5 54 27 60 29 Prisoner recruitment[] Unlike in other modules, there are 2 ways you can recruit prisoners: * via the "Talk" interaction. This is available for only one prisoner / per 24h. The odds are lower then via the camp (depending on if you have Charisma 12, Persuasion 6, leadership 7, Renown, honor and religion). *via the "Camp" option. This is available for one group of prisoners of the same type (e.g. Norse Bodyguards) /per 24h. The group is selected randomly (could be just one prisoner if that is what you have). The number of prisoners that you can recruit in one go is limited to a total of 25 (the higher the morale the bigger chunk of the group is offered if you actually have 25 or more prisoners of that type) due to the fact that each prisoner recruited will lower your morale with 4 and morale can't go negative. On both you need to wait 24h before retrying (if you try faster then that, in Talk you will simply not have the dialogue option, while in camp you will just get a generic "nobody is interested at this time" at the lower left on your screen). Tactics and Tips[] A safe place to deposit your prisoners in Viking Conquest is the Refuge as nobody except you will see it - with the notable exception of Nobles, who are safer to be carried with you or in a town with a prisoner tower. Unlike in other modules, you can sell high tier prisoners to nobles, generally one at a time so this is not a reliable way to get rid of them (only a nice perk). Always recruit close to a town/garrison so you can deposit them there. The reason being is that they escape during the night and also (if you are high on cash) you can easily replenish your morale cheaply by asking the Kingdom Bard to sing for you and your men. Running with a low morale (generally below 45) could get you into issues like: desertions (could be in mass), mutinies (where essentially you will have to kill some of your troops). An effective way to recruit via the camp is: if you are close to a town you own and the camp interaction for recruitment can be used, you can just drop all the unwanted prisoners in the garrison, and leave the group you want to recruit.
Procure Gift
Procure Gift Given by Spouse or Lord Time limit 30 days Refresh rate 7 days Reward Relation +2 Procure Gift is a quest given by your spouse or a lord to help increase your relationship with one of their family members you don't get along well with (e.g. Count Clais can give this quest to improve your relationship with Count Grainwad, if they are generated as brothers at the start of the game). This quest will task you with getting some items and giving them to the quest giver. These items are normally a bolt of velvet and a length of furs. After you give them, they will ask you to talk to the lord to see if he appreciated your gesture. Talking to the lord completes the quest and gives you a slight relationship boost.
Productive Enterprise
<a href=" class="image"><img alt="Productive Enterprises" src=" decoding="async" loading="lazy" width="400" height="130" class="thumbimage" data-image-name="Productive Enterprises.jpg" data-image-key="Productive_Enterprises.jpg" data-relevant="1" data-src=" /></a> Available Productive Enterprises as offered by the Guild Master. A Productive Enterprise is a feature exclusive to Mount&Blade: Warband that allows a player to build a small industrial facility for a large initial lump-sum plus a weekly maintenance fee. In return, the facility can convert raw material goods into finished product goods that usually have a higher sell price, allowing the player to profit from the difference. An enterprise can be set to run automatically, allowing the player to set up several sources of additional income that require little to no maintenance, allowing the player to focus their time on issues other than generating revenues once the player can build up the initial down payment to have a large set of enterprises built. Productive enterprises are only built in towns by speaking to the Guild Master about productive enterprises, but only one can be built per town. They can only be set up in towns where the player has a neutral or positive reputation for the town, the lord, and the faction that controls the town. If the faction that controls the town becomes hostile to the player, the player will not receive profits from the facilities for as long as they are hostile, and in the weekly budget report, it will say that the shop is "under sequestration". However, the enterprise's warehouse will not be altered in any way, and operation will be resumed immediately once the former enemy faction's hostilities with the player are over, or the town is captured by another friendly/neutral faction. Once the initial lump sum of money is spent, seven days must pass before the facility is completely built. You may only set up one of nine shops per town: Shop Build Cost Cost/Week Input Produces Profit (Average) Rate of Return * Profit Margin Mill and Bakery 1,500 50 6 grain 6 bread 70 4.6% 23.3% Brewery 2,500 50 1 grain 2 ale 160 6.4% 66.7% Tannery 8,000 50 3 hides 3 leatherwork 250 3.2% 37.9% Wine Press 5,000 60 4 grapes 2 wine 80 1.6% 18.2% Oil Press 4,500 80 6 olives 2 oil 220 4.9% 24.4% Ironworks 3,500 60 2 iron 2 tools 232 6.6% 28.3% Velvet Weavery and Dyeworks 10,000 160 2 raw silk + 1 dyes 2 velvet 490 4.9% 23.9% Wool Cloth Weavery 6,000 120 2 wool 2 wool cloth 120 2.0% 24.0% Linen Weavery 6,000 120 2 flax 2 linen 80 1.3% 16.0% *The percentage to pay off the cost every week. The "average profit" in the table is calculated from the base value of the goods in question. As these are commodities, their actual prices will radically differ from one town to another, and all the standard issues of trade, and hence, the low and high value of goods according to supply, apply. The formula used estimating the weekly profit is: value of outputs minus value of inputs minus cost per week. Your facility can drastically impact local supply by buying up the supply of raw materials, and flooding the market with their finished products, driving raw material prices up, product prices down, and overall resulting in diminishing profits over time unless caravans or the player can stabilize the prices through trading commodities to other towns. A productive enterprise will buy, convert goods of one type into goods of another, and then sell back those goods on the exact moment of the weekly budget report, and markets will adjust their inventories at the same time. A player can manipulate the markets by buying up the finished product or selling off the raw material just before this occurs, adjusting prices for those goods. Like with real markets, it is possible for players to "speculate" in the markets - buying up, manufacturing, and stockpiling goods in the warehouses of your facilities until prices are high before selling them off at potentially greater profits. Each facility has its own warehouse that lets you store a large number of items. Raw materials of the type the facility uses will be consumed instead of purchasing directly from the market if you place those raw materials in the warehouse. You can also direct the enterprise to stockpile its products in the warehouse instead of selling them to the market, so that you can sell them in other towns or to wait for prices to rise. You can also store items unrelated to the facility, which will simply be stored for later retrieval if you have yet to claim a fief. Generally, a highly productive town will produce many goods on their own that drive prices down and make your own businesses, which have fixed production rates, less profitable, meaning that sometimes less prosperous towns are more lucrative markets. Conversely, villages are the providers of the raw materials for your industry, so if villages are routinely looted, the prices of your raw materials go up, eating into your profits, as well. The most lucrative markets, however, are locations where villages produce a raw material that their associated towns do not actually produce the finished product. Curaw's villages, for example, produce iron, but Curaw itself does not produce tools, making iron very inexpensive and tools produced from that iron relatively valuable (at least, until you flood the market) in that town. The frequency of caravan visits also plays a role: caravans tend to normalize the prices by buying up finished products that are overabundant and cheap (raising the prices of your own goods if you are flooding the market with more goods than it can absorb), but also buying up cheaper raw materials if you are enjoying an abundant supply of cheap materials, and cutting into your profit margins as well. A town with infrequent caravan visits may provide very cheap raw materials, but because your industry will flood the market with goods, will also drastically lower the prices of your finished products as well. In these cases, the most profitable course of action may be to order the industry to warehouse the products so that you can sell them to other markets yourself, which requires personal supervision of the industry, but can allow you to enjoy the full benefit of lower raw material prices and exploiting high finished product prices in other towns. Generally speaking, mills and bakeries are unprofitable, as you will face too much competition as every town already has a bakery and every village produces grain. Wool cloth, likewise, is produced almost everywhere, but wool itself generally is not, often leading to negative profit margins. Conversely, breweries are generally reliable, if not terribly profitable ventures, since the price of two ale will almost always be far above that of a single grain. The other products all generally depend upon the relative availability of raw materials and what a town already produces. Towns that produce goods whose raw materials are not produced by their villages (or whose villages are routinely ransacked) will offer poor or even negative profit margins, while towns that do not produce a product while their villages produce a raw material will offer up great profits in that type of product. An alternate way to increase profits is to "cut out the middleman", so to speak, by simply looting villages and plundering the raw materials needed by your enterprise to make finished products. This can completely phase out the need for buying raw materials from the market and waiting for more from the outlying villages and trading caravans. However, looting villages drastically decreases your honor, drastically decreases relations with the faction and vassal who owns the village you loot, and obviously drastically decreasing relations with said village. But when you choose to loot villages to gain raw materials, make sure the villages aren't owned by the same faction who owns the town in which your enterprise(s) are located, as the faction's authorities will seize your business. Asking villagers what their villages and towns produce before making your choice can help you get a grasp of the long-term prospects for building a facility in a town. Keep in mind castle villages will trade goods to the nearest town of their own faction - sometimes meaning that raw materials will become available or unavailable to a town based upon whether the same faction that owns the town owns the nearby castles or not. A bug exists in pre v1.1 games that disallows players to purchase a Productive Enterprise, even if all the prequisites are met. This can be resolved simply by patching up to any version after 1.1. Gallery[] Mill and BakeryBreweryTanneryWine PressOil PressIronworksVelvet Weavery and DyeworksWool Cloth WeaveryLinen Weavery
Proficiencies
An example of Proficiencies in Mount&Blade. Weapon Proficiencies are the player's ability to use specific weapons. There are six in total and they include: One-handed weapons Two-handed weapons Polearms Archery Crossbows (replaced by Firearms in With Fire & Sword) Throwing The three melee proficiencies covers the use of swords, axes, spears, maces, etc. Polearms can be one- or two-handed but are considered their own weapon class. Using a weapon will increase its related proficiency. Certain throwing weapons can be used in melee in Warband; these weapons are usually weak in melee with a very short reach compared to their dedicated melee counterparts. Firearms replace Crossbows in With Fire & Sword, but function in the same way. There is also a secret Firearms proficiency in Warband, only used by the Flintlock Pistol. It starts at level 0, and you cannot spend Proficency Points on it, nor does it appear on your character page. You can only increase the skill level by using the Flintlock Pistol in combat. Overview[] Weapon proficiency is the skill you use for any weapon. Increasing your proficiencies allows the character to deal more damage with a melee weapon, and use ranged weapons more accurately. It also improves the weapon's attack speed. Proficiencies can be increased in two ways. One is to simply use the weapon in combat, and over time your skill with it will increase as you hit enemies with it. The other is to spend Proficiency Points gained upon level-up on the proficiency of your choice. The maximum level for any weapon proficiency is 1000.0, where neither points nor combat can increase weapon proficiency anymore. The Weapon Master skill level imposes a cap on all the proficiencies, restricting how these points can be spent. The cap does not prevent increases earned through actual use. Each point of Weapon Master increases the standard proficiency limit. The proficiency cap progression starts at 60 (for a Weapon Master skill of 0) and the cap increases by 40 points for each additional point of Weapon Master skill up to 460 (the game incorrectly states a cap of 420) Bear in mind that the higher the Proficiency is, the more Proficiency Points are needed to raise it further. For example, to increase the One-Handed Proficiency by one point when it is at 20 would take one Proficiency Point. If that skill was 380, the player might need to spend between 10 and 16 Proficiency Points to increase the proficiency by one point. This amount varies based on how high your Weapon Master skill is. The higher the proficiency skill, the more points one will have to spend. To get from 0 to 1000 Proficiency you would need 18,896,958 Proficiency Points, or in combat, an equivalent of reaching 500 Proficiency ~500 times, aka killing roughly 9,000,000 people. Assuming weapon master 10, 12 or 13: Proficiency Level Required Proficiency points 50 34 100 113 150 278 200 595 250 1184 300 2244 350 4113 400 7350 450 12893 500 29190 550 97822 600 276707 650 678782 700 1525257 750 3207958 800 5309958 850 7874958 900 10930958 950 14517958 1000 18896958 Combat progression roughly matches the progression shown above, r>0.9. Leveling Proficiencies[] Proficiencies can be leveled anywhere that combat (or combat training) occurs. Your character will gain experience towards the weapon they are using (bare hands/fists do not have a related Proficiency and therefore do not contribute to proficiency progression). Increasing weapon proficiencies will result in: Increased Damage (when using a melee weapon or a ranged weapon if it benefits from Power Draw/Throw skill) Faster Attack Speeds Increased Accuracy (when using a ranged weapon) All results are gradual and may need as many as 50 points in a proficiency to see a notable difference, though results are much more noticeable while proficiency is still low. The Weapon Master skill increases the rate at which proficiency points are earned, and raises the spending cap on all proficiencies. Proficiency increases more quickly when fighting higher level opponents and slower when fighting lower level opponents, in addition to other factors. It is also possible to benefit more from a single attack if the attack was particularly difficult or damaging. The more damage that is dealt with a weapon, the more experience the player earns towards that weapon's proficiency; therefore it may be a good option to couch lances as often as possible if the player uses one, as it can do massive amounts of damage. This means that it is often not necessary to invest weapon points in polearms if it is just for the use of lances, as it rises rather quickly anyway. Ranged weapon proficiencies increase faster when more difficult shots are landed rather than when damage is done (damage still counts, just not as much). Headshots provide a bonus to the difficulty multiplier as well as shooting while on a moving horse. Additionally, the type of ranged weapon used also affects shot difficulty. Thrown weapons receive a moderate increase in shot difficulty as they are universally shorter ranged than other ranged weapon types while crossbows receive a penalty for their ease of use. Bows receive neither a bonus or a penalty to shot difficulty calculations. As proficiencies reach higher skill levels (around 150 and higher), the number of weapon points needed to increase a proficiency by one skill level is increased. Around 150, it takes 3 or 4 points to increase a proficiency by one level. If the proficiency has already gained experience toward the next level through actual use, fewer weapon points will be required to raise it to the next level. 10 points are gained simply for leveling up, while an additional 5 points are given for every attribute point the player puts in Agility. Eventually, weapon points can be rather worthless when leveling very high proficiencies and it is a viable option to use them with your lower proficiencies in case you need to change tactics, pick up other weapons on the battlefield, or wish to fight in Tournaments where you may not receive your weapon of choice. Tips & Tactics[] While playing, it may be helpful to consider the following things: If you plan on using two-handed weapons, you may want to consider using Polearms, as they have longer reach. However, since the damage output is greater when the target is farther away, you may find yourself in trouble if surrounded by enemies at close range. If you plan on primarily using ranged weapons, you may want to specialise in bows and thrown weapons because their damage increases from character skill (Power Draw, Power Throw) and weapon proficiency (bow, thrown). On the other hand, crossbows and firearms make great backup weapons for primary melee fighters or simply characters not primarily built around combat (high Intelligence/Charisma focus), because they start with high damage output and neither require nor benefit from character skill investment and weapon proficiency (when it comes to damage), allowing the player to allocate their skill points elsewhere. In Warband, some throwing weapons can be used as melee weapons by pressing "X" and can be switched back to a throwing weapon by doing so again. Firearms can also be used in this way in With Fire & Sword, but the only throwing weapons are grenades, which cannot be used in melee. Even though your companions have the same proficiency for every weapon type, some companions initially have skill points spent on Power Draw or Power Throw, which means that they should use a throwing weapon or bow since those skill points cannot be reclaimed. Your starting proficiencies are affected by the choices you made during character creation. While on Poor AI settings, enemies will not hold their shields up at extreme distances between the player and themselves, so landing arrows or bolts on Poor AI settings is dramatically easier. Since experience is higher when higher damage is dealt, it is often useful to use a horse whenever you can to multiply your damage through speed. Firing into crowds at a distance and on a fast horse will raise ranged weapon proficiencies extremely quickly because target density is not a factor in shot difficulty. With Fire & Sword, one can achieve extreme level in one handed proficiency (over 1000) by fighting in duels in taverns, especially after their skill is high enough to allow for easier fights.
Prophesy of Pendor
Prophesy of Pendor is a mod for both Mount&Blade and Mount&Blade: Warband. There are five main factions: The Empire, D'Shar Principalities, Sarleon, Fierdsvain, Ravenstern or your own. There are also minor factions and knighthood orders. You can become a member of any of these orders and establish any of them including even your own fully customizable one in your town or castle. In this mod you can actually win, terms of your victory are listed in the in-game manual. This mod has a very detailed and interesting backstory which could be found in the manual in the game folder. All of minor factions are non-joinable, but you still have relations with them. From time to time they spawn a great army that you need to eliminate to win the game. It does not affect the Noldor armies because you need to be a Noldor's friend if you want to win the game. These armies led by Noldor lords can become a very good help to you if you have positive relations with Noldors. More than that, the Noldors have a hidden castle which could be found only after completing the quest named 'Befriending Noldors'. It is possible to siege it but it's also almost impossible and as a result the castle will just disappear leaving some Noldor loot for you. Similarities[] The Noldor was originally a group of Elves inspired by J.R.R Tolkien and shown a minor appearance at Peter Jackson's movie, the Fellowship of the Ring. Their appearance in Prophesy of Pendor can actually be explained and found on the forums by the mod creator Saxondragon. Noldor Twillight knightNoldor Spearmen External links[] Download link (for M&B v 1.011) Download link (M&B Warband) Mod's Wikia wiki Alternate wiki
Prosperity
The highest possible prosperity. Prosperity measures the wealth of a town, village or castle. The prosperity of fiefs determines tax revenue and slightly affects prices of any goods sold there. Contents 1 Labels 2 Increases in Prosperity 2.1 Towns 2.2 Villages 2.3 Castles 3 Decreases in Prosperity 3.1 Towns 3.2 Villages 3.3 Castles 4 Sieges 5 Supply and Demand Labels[] Prosperity can be anywhere from 0-100. Value Label 0-19 Very Poor 20-39 Poor 40-59 Average 60-79 Rich 80-100 Very Rich Increases in Prosperity[] Towns[] The following events will raise the prosperity of a town: A caravan coming from another town arrives at this town. A group of farmers from a village arrives at its destination. If the prosperity of a town is low, solving shortages of items will cause the prosperity of a town to gradually rise. The following factors attract caravans to a town: This town has a trading route to where a caravan was last at. There are lots of shortages of items in this town, compared to where the caravan was last at. Mercenary troops are in the town garrison. Villages[] The following events will raise the prosperity of a village: A group of farmers from the village returns from its destination. The player completes an economic quest for the village. The player purchases items or cattle from the village. The player builds a mill in the village. If the prosperity of a village is low, solving shortages of items will cause the prosperity of a village to gradually rise. Castles[] The prosperity of a castle starts as the prosperity of its village. The prosperity of a castle always tends to 65 in the long run. Decreases in Prosperity[] The following events will lower the prosperity of a town: Towns[] The town is besieged. Shortages of items will cause the prosperity of a town to gradually lower. If the prosperity of a town is high, the prosperity of a town will gradually lower. Villages[] The following events will lower the prosperity of a village: The village is attacked or infested by bandits. Shortages of items will cause the prosperity of a village to gradually lower. If the prosperity of a village is high, the prosperity of a village will gradually lower. A raid will reduce a village's prosperity by 60, up to a minimum value (mills increase this value). Castles[] The castle is besieged. Sieges[] As long as a town or castle is under siege, they will have a 33% chance to lose 1 prosperity every 24 hours. If they are conquered, they will lose 5 points of prosperity. Supply and Demand[] All towns and villages have an internal supply and demand system for every item, regardless if they sell it to the player. Each town and village has a semi-randomly determined amount of production and consumption for each item. These production and consumption amounts may temporarily change in the event of very high prices. Producing too much of an item will cause the price to drop while consuming too much of an item will cause the price to rise and a shortage of an item to form. The player buying and selling items affects prices and supply directly. Productive Enterprises have the same affect, but at half or less effectiveness. Trading from villagers and caravans always happens one way: from origin to destination. Destination items move slightly closer (3% per visit for villagers, 4% per visit for caravans) to the prices/supply of origin. This has the affect of balancing supply and demand among frequent trade partners, like a town and its villages. Towns may have a slower increase in prosperity because their supply will be more likely to be drained by multiple villages than vice versa. Their production and consumption numbers will also be bigger and fluctuate more often which resists sudden changes unlike villages. Additionally, in determining how items shortages can reduce prosperity, towns are more sensitive to shortages and to more varied types of item shortages than villages. Shortages in certain goods like Velvet and Spice disproportionately affects towns compared to villages, resulting in villages that thrive through these shortages while towns suffer.
Prussia
The banner of Prussia. Prussia, or Königreich Preußen, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The glory and power of Prussia is a thing of the past, not the present. In 1812 the once mighty Prussia has been conquered and is now, forcibly, allied to the French. The military catastrophe of 1806 was a bitter lesson for the Prussian military, and the Prussian state overall, but a bitter lesson is still a lesson. Prussia learned from it and is now ready to once again rise to glory and power. The Prussian commitment to the campaign in Russia is half-hearted at most. Instead she is sharpening her swords, ready to rise against the French invader, should Napoleon’s army lose its war in Russia. Gone are the slow and uninspired troops of 1806, replaced by a newly reformed army, supplemented with Landwehr, Prussian militia, fighting for their homes, families and country. The success of France has lasted for too long and her generals have become too self-confident and proud. Now it is Prussia’s time to return the favour from 1806 and teach the French a lesson they will remember for a long time. Units[] Infantry 8. Brandenburgische Infanterie-Regiment - Line Infantry 23. Rheinische Infanterie-Regiment - Line Infantry 3. Kumarkische Landwehr-Regiment - Line Infantry Lutzowsches Freikorps - Line Infantry 1. Garde-Regiment zu Fuss - Foot Guard Schlesische Schützen - Rifleman Cavalry 6. Neumarkische Dragoner - Dragoon 1. Leib-Husaren-Regiment (Totenkopfhusaren) - Hussar Westfalische Landwehrkavallerie - Lancer 3. Brandenburgische Kurassier Regiment - Heavy Cavalry Specialists 36. Regiment der Fussartillerie - Artillery 4. Mansfelder Pionierskorps - Engineer Generalfeldmarschall Gebhard Leberecht von Blücher - Commander Voice commands & battle cries[] Prussian battle cries "Für das Vaterland!" - For the fatherland! "Für König und Vaterland!" - For king and fatherland! "Gott schütze den König!" - God save the king! "Schlagt sie!" - Beat them! "Hurra!" - Hurra! "Auf geht’s Kameraden!" - Let's go, comrades! Charge sound "Angriff!" - Attack! "Attacke!" - Attack! "In den Nahkampf!" - Into close melee! Surrender "Ich ergebe mich!" - I surrender! "Ich gebe auf!" - I give up! "Nicht schießen!" - Don't shoot! Officers "Bereit machen!" - Get ready! "Anlegen!" - Get ready! "Feuer!" - Fire! "Nahkampfangriff!" - Melee attack! "Kompanie, vorwärts marsch!" - Company, forwards march! "Kompanie, vorrücken!" - Company, Advance! "Vorrücken!" Advance! "Die Position halten!" - Hold this position! "Haltet diese Position!" - Hold this position! "Verteidigt diese Position!" Defend this position! "Feuer nach eigenem ermessen!" - Fire at will! "Feuer frei!"Free fire! "Zu mir!" - On me! "Kompanie, zu mir!" Company, on me! "Zurückfallen!" Fall back! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Qalyut
Qalyut Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Shariz World Map WarbandQalyutSharizTemplate:World Map/Warband Qalyut is a village of the Sarranid Sultanate. It is economically tied to the town of Shariz. Layout[] Player Elder Fugitive Qalyut is built conforming to uneven terrain of low hills and valleys with palm trees scattered about. It has a total of seven structures as well as a tent. There are four fields here, growing grapes and wheat. There is a horse-driven mill inside an enclosure with two hunters stabled next to it. The Village Elder is standing at the entrance to the tent, next to a barrel. If sent here during a Hunt Down Fugitive quest, the target may be found behind a structure on the opposite side of the village from where the player starts, near a few bushes. Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha
Quarter Staff
The Quarter Staff is the fastest polearm available. In skilled hands this weapon can be used to rapidly strike at opponents while maintaining a safe distance, beyond the reach of shorter weapons, or staggering enemies wielding larger and slower weapons. Warband Mount&Blade See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)
Quarter Staff/Warband
Quarter Staff Quarter StaffPolearmBase value: 60 denarsWeight: 2.0Swing: 20bThrust: 20bSpeed rating: 104Weapon reach: 140
Quest Merchant
A Merchant will approach the player after defeating their first enemy when first arriving in Calradia. The player can then assist the merchant in a series of four optional quests involving the merchant's brother and an investigation into the town's corruption. Although these quests can be ignored, they can help new players gain a feeling for the game and will provide a small boost to the starting funds. After rescuing the merchant's brother from a bandit lair, he will reveal that the captain of the town's watch is letting looters and other bandits into the town. If you revisit the tavern of the town you started the game in, the merchant will tell you of the outcome. He would have been forced to leave the town for disturbing the peace. Once you leave the tavern, he disappears from the game. The quest merchant only appears in Mount&Blade: Warband. If you decide not to help the merchant, he will stay in the starting town until you complete his quests. He will also disappear if you become lord of the town which the merchant was in, for example by besieging it. Quests[] Collect Five Men Learn Where the Hostages are Held Attack the Bandit Lair Save Town from Bandits
Quests
This article is a disambiguation page for Quests The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Quests are missions received during an average session of gameplay, which add flavor to the storyline. The following pages list quests divided by game. Quests (classic) — Mount&Blade and Mount&Blade: Warband quests. Quests (With Fire & Sword) — Mount&Blade: With Fire & Sword quests. Quests (Viking Conquest) - Viking Conquest quests. Quests (Bannerlord) — Mount&Blade II: Bannerlord quests.
Quests (Viking Conquest)
For quests from other games, see Quests. This page shows all the quests that are exclusive to the Viking Conquest or when certain aspects differ (for e.g. reward, or other particularities). Contents 1 Main Story quests 1.1 The Revenge: Visit Doccinga 1.2 Your Book Notes 1.3 The Revenge: Talk to the Jarl of Kennemer 1.4 The Revenge: Working for a Jarl 1.5 Jarl Mission: Judgement in the monastery 1.6 Jarl Mission: Recruiting Warriors 1.7 Jarl Missions: Thiaderd must die 1.8 Reginhard's Petition: A donation for war victims 1.9 The Revenge: Ask Sigurd "Snake in the Eye" 1.10 Jarl Mission: To Kill a King 1.11 Viking Attack: Save Doccinga from Sven's Assault 1.12 Notes on Friese 2 Gaelic Story quests 2.1 Notes on Eriu 3 Other quests 3.1 Village Elder 3.1.1 Bring back runaway slave 3.1.2 The "Help peasant" quest 3.2 Fort Reeve 3.2.1 Recover Lute 3.2.2 Bring x Loads of Stone 3.3 Minister 3.3.1 Organize Feast 3.4 Mayor 3.5 Ladies 3.6 Nobles 3.6.1 Raid monastery 3.7 Chroniclers 3.7.1 Become Ard Ruire Over All Eriu 3.7.2 Become Vrenhin Lloegr Over All Britons 3.7.3 Become Brytenwalda Over All Englaland 3.7.4 Become Norse Kronungr Over All Scandinavia Main Story quests[] The Revenge: Visit Doccinga[] This is the first quest that you will encounter in the campaign. You need to find Thonkrik in Doccinga (generally after walking past the trainers and practicing warriors on the right). Thonkrik will try to dissuade you from finding Sven Bull-Neck, though you will not be convinced, leading you to your next quests. Your Book Notes[] This is more of a diary listing the story progress, though it shows up in the quest list. The Revenge: Talk to the Jarl of Kennemer[] Thonkrik suggested you that the Jarl might know where Sven is. Talking with Jarl will get him to offer you a place in the hunt for Sven if you perform some services for him, leading you the next quests. The Revenge: Working for a Jarl[] More of a diary type of quest listing your work for Jarl Hrodulf Haraldsson. Jarl Mission: Judgement in the monastery[] You will need to go to Willibrod monastery (close to Doccinga) to discuss with the abbot. Once there, 3 main parties will be found in the Abbot's hall: a farmer, a monk and the abbot. The abbot claims that the document is proper and that the ownership of the land belongs to the church and the farmer will just tell you that he just inherited from his father, but with no documents. The abbot will call the monk. If you threaten the monk, the monk will confess that the abbot falsified the documents. If you threaten the farmer, he will just promise to comply and give the land to the monks. You will decide on the verdict, and have 4 options to end the quest: Monks(-4 reputation,+2 renown, 400 penningas and +5 relation with the Jarl), Farmer(+6 reputation,+2 renown and -3 relation with the Jarl), Jarl(-1 reputation,+2 renown and -3 relation with the Jarl) or nobody (+2 renown, -3 relation with the Jarl). Jarl Mission: Recruiting Warriors[] This is given to you by the Jarl once you finish the previous monastery quest. At the start you automatically get 18 renown and 1400 penningas. You just need to recruit 15 men and then return to the Jarl. Jarl Missions: Thiaderd must die[] Upon returning, the Jarl will give you more money and send you to kill Thiaderd. The Jarl will send you to meet your first (future) companion, Reginhard who you will find in the Dorestad mead hall. Once you complete the donation mission that he asks, Reginhard will join your party. This will also generate the Thiaderd's hideout temporary location (north of Dorestad, over the bridge). After meeting Thiaderd, the only outcome is a fight in which Thiaderd dies. If you lose the fight, you will die and you will need to use the last save. Thiaderd forces consist of 18 Footpads and Thiaderd himself (all with shields and seaxes/axes and Thiaderd also has a sword so be careful to have a number of decent shielded troops as well). If you win, you will have 4 options: kill them all and pillage and burn the camp (bigger renown, bigger reputation hit and small party morale hit); loot the lair but spare the inhabitants (reputation hit, some renown) ; we are not murderers, let them leave in peace (reputation gain); I need to recruit more men (which seems to be a bug, since that just lets you leave the location however to finish the quest you need to pick one of the options above). Upon returning to the Jarl, you will get 1200 peningas and some renown. Reginhard's Petition: A donation for war victims[] After meeting Reginhard in Dorestad's mead hall, you will need find Adda and donate money on behalf of Reginhard. If you stroll through the town by exiting the mead hall, the house is right in from of you in the port. However, the entrance is through the stairs in the back. The Revenge: Ask Sigurd "Snake in the Eye"[] This is the next mission that you get from discussing with the Jarl after killing Thiaderd. This entails meeting and discussing with Jarl Sigur Ragnarsson Jarl Mission: To Kill a King[] This is generated by discussing with the Jarl and it entails his proposal to kill Konungr Hrorek Hemmingsson even if you decline though the interactions with him. You will actually do things within it after the win in Doccinga attack. Before speaking with any of the lords in the aftermath of the Doccinga defense, you should consider if you want to roam (trade) the world first as you will become the enemy of Friese, meaning that to enter and trade with Dorestad (which is instrumental for being a merchant) you will need to sneak into it. If you decide to speak with them nonetheless, the mission will conclude with you being the bad guy, as the king will believe the Jarl and give you "a few days" to leave Friese before they start attacking you. Speaking with them, will conclude the mission. Viking Attack: Save Doccinga from Sven's Assault[] This is a quest that automatically appears after making a move on the overland map after you discuss with the Jarl. To complete the mission, you will need to go to Doccinga where a battle will ensue between Doccinga people+King's men+your men and Sven's vikings. Prior to the battle, one Norse Freeholder (who is one of king's men) asks you if he should stay and fight or notify the king instead. If you ask him to stay, it does not look like you get more men, but if you notify the king you will get increased relation with the king and Friese. Also, right as the battle starts, Thonkrik informs you that the Jarl will not come to aid, though you and the king sent a messenger. This seems to be just flavor, with no impact on any of the dialogue options that you pick. The defenders, except your men, are Farmers from the villagers' side (positioned on the left ~35) and, Freeholders, Norse Spearmen, Norse Companions, one Standard Bearer and one Huskarl (who also holds a short speech before impact) positioned on the right (~43) and the attackers are Norse Freeholders, Vikingarnir and Danish Elite Vikingarnir (69 in total). It's easy to win with low damage to yourself and friendlies but more complicated with normal damage. Except bringing as many troops as possible(55), player should look to contribute by finding a shield (a sword or at least a good spear if one already knows who to use it properly) and flank the enemies that come on the right section where shielded troops can resist more (if not win against their opponents by themselves). This is a "permadeath" mission (if you lose you will be sent back to the game menu and you get a message that implies that you died). Notes on Friese[] This is more of a diary listing the story progress, though it shows up in the quest list. It will appear once you complete the monastery mission. Gaelic Story quests[] Notes on Eriu[] Other quests[] Village Elder[] Apart from the usual native ones (bring wheat, cows or train the peasants), they will also give you these quests: Bring back runaway slave[] You will need to check the area around the village until you will find a temporary location named: Hideout. Once there, when discussing with the slave, you will have 4 options: I care little about your destiny. Follow me! (you will then bring the Slave back to the village for reputation with the village and 200 xp points); If death is awaiting you anyway, I will kill you right here (you will fight and kill the slave, finishing the quests instantly and gaining +1 with the village); Join my warband. and you won't need to go back to your master (the Slave will join you as a troop, you will lose -6 relation with the village in total and the quest will be cancelled; you will also need to stroll the village again to reach the local leader who will (sic!) mention to you that "you didn't find him"); Then leave now. I will pretend I haven't seen you (the Slave will leave, you will lose 4 relation in total with the village, the quest will cancel but you will gain experience, you will also need to stroll to local leader). The "Help peasant" quest[] seems to no longer be present in this module. Fort Reeve[] Recover Lute[] Can also be obtained from Mayors in towns. The reward promised is 300 penningas. You will find it in one of the nearby villages, you need to ask the local leader. If the local leader responds with: "[...] I have heard some sweet sound of lute lately[...]" in his response, that means that the lute is in that village. You need to look around the village (for the "... Deserter" character). Once you locate and defeat the lute thief, you will lose reputation with the village but you will gain relation (and experience) once you return to the castle/town for completing the quest. Bring x Loads of Stone[] Pretty much the description, you don't need to get them from a quarry, though you will find them there in decent quantities (rarely also in towns). The mayors of towns can also give this quest. Minister[] Organize Feast[] This is a quest that you can take from your minister every 6 days (3 days for the ongoing feast in your kingdom to finish, either if you are organizing it or one of the other lords + 3 days to pass until it finished). The minister is present only on your court. You need at least a sufficient number of items in your Household Possessions storage (food, jewelry, drink and comfort). Once the feast is over, the "quest" will be considered completed. Lords that attend the feast will get a +1 modifier to relations depending on how much time they spent feasting. Occasionally you will also get a +5 modifier (once?) with each lord if they are present in your hall. Mayor[] Ladies[] Nobles[] Raid monastery[] Only given by pagan lords. Chroniclers[] Become Ard Ruire Over All Eriu[] You get this quest from the Goidelic Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Aileach, Cruaghan and Temair. Become Vrenhin Lloegr Over All Britons[] You get this quest from the Briton Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Ynis Moon, Bosvenegh and Caer Dyf. Become Brytenwalda Over All Englaland[] You get this quest from the Angle Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Lundenwick, Witan Caester and Jorvik. Become Norse Kronungr Over All Scandinavia[] You get this quest from the Norse Chronicler. The Chronicler has promised to write about your life and proclaim to the world that you are the Ard Ruire of Eriu if you conquer the towns: Ribe, Tunsberg and Dorestad.
Quests (With Fire & Sword)
For quests from other games, see Quests. This page shows all the quests that are exclusive to the Mount & Blade: With Fire & Sword. Tutorial Quests[] These are the tutorial quests in With Fire & Sword. They act similar to Warband tutorial quests and show the ropes for beginners for new players of Mount & Blade. Tutorial Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Main Quests[] The False Dmitry: The main quest line of the Muscovite Tsardom. The Deluge: The main quest line of the Polish Commonwealth. The Secret of the Black Mace: The main quest line of the Cossack Hetmanate. Other Quests[] These quests can be obtained by asking for a special mission from any lord. Some are tied to specific factions or lords. Half a Kingdom for a Horse To the Sich with a Prisoner Help the Don Cossacks
Quests (classic)
For quests from other games, see Quests. The help window that pops up the first time you receive a quest. There are many ways to receive quests in game, with a total of 55 to choose from throughout the world. Quests can provide a range of bonuses, including renown and morale, denars, and increases to relations with other NPCs. This page includes the repeated quests seen in the original and the DLCs. For main quest mission or quest exclusive to the DLCs, go to the disamguation page Quests. Contents 1 Villages 1.1 Village Elder 1.2 Others 2 Towns 2.1 Guild Masters 2.2 Others 3 Nobles 3.1 Lords 3.2 Monarch 3.3 Marshall 3.4 Ladies 3.5 Minister 4 Warband 4.1 Quest Merchant 5 Removed Quests 5.1 Warband Villages[] Quests found in villages will reward you with improved relations mostly. A population that likes you is more likely to give you better trained recruits in higher numbers. As they are only available sporadically, it is best to start questing early in the villages that give recruits you will need later in the game, such as Rhodoks, Vaegirs, and Nords. Additionally, if you own the fief, these quests raise the village's prosperity which leads to higher tax income. It seems like their quests refresh every 3 weeks - 1 of "Bring Wheat/Grain to Village", "Deliver Heads of Cattle to Village", and "Train the Peasants" quests will be available. Village Elder[] The Village Elder can only give a few quests, but completing them can increase the village’s prosperity. Bring wheat: It is a simple quest where you to buy and bring few packs of grains to the village. Deliver Heads of Cattle: You either have buy or steal an amount of cattle and deliver to the village where the quest is initiated. Train the Peasants: This quest is similar to Save the Village quest as it involves fighting a bunch of bandits with the exception of training a certain amount of peasants before the fighting happened. Others[] Save the Village: This quest is where you fight bandits infesting in the village. The reward is usually the village resource or further improved relations with the village. It can be found either accepting the quest from the farmer or accidently stumble an event. Help peasant: Within a village center, talking to random villagers will sometimes yield one who has suffered recent disaster. Giving them 300 denars will raise your reputation by 1. While this is expensive in the long run, it is almost always available in a village with poor or very poor prosperity and can sometimes be the only way to improve your standing with it. Towns[] Quests found in towns involve helping the people of the town in some way. Completing these quests will make the town's population like you more, and it will allow you to gain some denars. You cannot be given the same type of quest while the previous one is not complete or failed. That means you can chose few towns you don't care about (Towns with bad economy or belonging to potentially hostile faction) take the undesired quests there. The better quests will be available in other towns. Guild Masters[] The Guild Masters stand around in towns in various locations. While they are clearly visible in some towns, they can be hard to find in others. Just look for someone who is better dressed than the average townsman and who is not standing near a merchant stall. Deliver Units of Ale: You will be asked to deliver some wine/ale to the tavern of a certain town. Simple and quite rewarding. Escort Merchant Caravan to (town): This quest is where you escort the target caravan to a random town given by the Guild Master. Hunt Down Troublesome Bandits: This quest is where you simply hunt down a group of bandits. Ransom Girl from Bandits: You have to rescue the girl from a group of bandits demanding ransom. You can either pay the ransom or eliminate the bandit group. Move cattle herd: This quest seems similar to the one with the caravan. Unfortunately the cattle run away from the player instead of following you (in With Fire & Sword the cattle accompany you, making the quest much easier). It is not as difficult as it sounds, but requires some practice. Your party is usually quicker than the herd, so careful maneuvering should make the cows to follow the right path. Doing zigzags behind them usually is the best way to prevent them from escaping. Persuade lords to make peace: You will be asked to stop the war between the Guild Master's faction and another faction within 30 days. The Guild Master's faction has to be at war for this quest to be available, but in some cases this quest will exist after both factions have made peace. To complete this quest, you have to convince one named lord from each of the factions to accept a peace treaty. This can be achieved either through bribery (with the possibility of using Persuasion to reduce the price), using your good relation with the lord in question as a cause to force him to accept, or by capturing him. Normally lords have a 70% chance of escaping when you defeat them, but in the special case that the lord is a target of this quest, capture is guaranteed. Bribery may be easier, though you will still have to find the lord first. Bribery costs 7000 for one of the lords and 1500 for the other one. The one you speak to first always seems to be the one who requires the higher sum. The reward for completing this quest is quite a bit higher than any of the other quests: 4000 experience and 12,000 denars, an improvement in your relation (+5) with the quest-giving town, and a small increase in renown. Deal with Looters: You have 30 days to deal with bands of looters in the surrounding area, and each elimination earns you a reward in denars. You can report back to the Guild Master during the 30-day period to be rewarded accordingly. Track Down Bandits: This quest can be very frustrating. You have to kill a specific bandit unit, which is somewhere on the map, within 60 days. You can question other travellers (lords, villagers and merchant caravans) to get the time and place of their last encounter. After completing this quest you are rewarded with 2000 experience, 1000 denars and your reputation with the town increases by 2. This quest is worth taking if you have high Spotting and Tracking skills. Deal with Night Bandits: The Guild Master will ask you to deal with bandits who attack lone travellers at night. In this quest, you must fight alone versus two or more bandits. Others[] Help townsperson: Within a town center, talking to random townspeople will sometimes yield an unemployed one who asks you for 300 denars to help, especially if the town is poor. Paying the 300 denars will raise your reputation by 1. Save the Village: In the town's tavern, a farmer from one of the nearby villages can be found. He asks you to deal with bandits that have moved in and are threatening his fellow villagers. To complete the quest, go to the village and defeat the bandits. Note: If you use cheats to level up above level 62, the quest will nearly be impossible, as there can be thousands of bandits in that village, against which you are no match (also freezing/melting your computer during it) and you will have to forget the quest. Nobles[] Lords[] Quests given by lords include collecting taxes, catching criminals, delivering messages, and they may also wish to borrow one of your companions. Lord can be found in towns, castle keeps, or with their party in the overland map. Collect Taxes from (fief): You will be asked to collect the taxes from a town or a village. While collecting, after enough time has passed, the inhabitants of the town/village will become angry and you will be asked if you wish to continue collecting or to halve the taxes. If you continue collecting, the citizens/villagers may revolt and you will be forced to fight them, losing relationship with that town/village in the process. If you decide to halve the taxes, the lord who gave you the quest won't give you any reward. Collecting all the taxes gains you one fifth of that amount as your reward. Note: once you've completed this quest, the time limit is removed. If you are feeling a little greedy, you can keep the money for yourself (usually about 5000 denars). There is no penalty for not completing the quest, except that you can no longer get quests from that one lord until you've given him his money. This means that the only time it is problematic to not finish the quest is if you need your relationship with the lord to be increased. You can always finish the quest at a later date if you want, because gaining this much money earlier in the game is more beneficial than doing so later. Hunt Down Fugitive: You will be asked to kill a criminal who has taken refuge in a village. You must go to the village center and find a character named Nervous Man, talk to him, and kill him. Go collect your reward (usually 300 denars), but if you refuse to accept the money, you'll gain honor. Either way you finish this quest, you will always lose reputation with the village in which you killed the man. Escort Lady to Town: A lord will ask you to take one of his ladies to another town. This lady will join your party, and you are to escort her to the destination. Upon arrival, she will give you a reward. Note: There is a bug in Warband v1.157 (probably in earlier ones too) which prohibits you from escorting your wife to a town. When you reach the town, instead of the usual "thank you" dialog, you will be presented with the options that appear when you normally talk to your wife. If you choose to leave, the dialog will always reappear, creating a loop which can't be avoided (except if you decide to close and re-open the game). Lend companion: You will be asked to lend one of your companions to the lord for about a week. After the time has passed, go find this lord and he will return your companion to you (Warning, if you lend your companion to a lord that is convicted of treason, that companion will return to you after several weeks, or even a few months in rare cases). Lend surgeon: You will be asked to lend your best surgeon to an enemy lord for a few hours. Deliver Message to (character): You will be asked to deliver a message to a certain lord with a payment of 30 denars on the spot. Find the lord in question and speak to him. When you deliver your message, your relation with this lord will slightly increase. Note: If you decide to rudely decline delivering the message, your relation with the quest-giving lord will decrease. Collect debt from lord: You will be asked to return some money lent to one lord on behalf of another lord. To convince the lord into giving you the money back (usually 3500 denars) you can sacrifice your relationship status with him, effectively diminishing your standing in his eyes, or pay him (persuading him may raise/lower the cost). Return the money to the other lord and you'll get one fifth of that amount in return. Meet spy: 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 nametag "Townsman", then you have found the spy. Incriminate commander: You will be asked to send one of your elite troops inside an enemy town with incriminating evidence against an enemy lord. Accepting to send your man into the town will make you lose honor. Declining the quest will decrease your relation with the lord, but increase your honor. Train troops: You will be asked to train a random number of troops to a specific type, e.g. you are given 10 Vaegir Recruits to train them to Vaegir Infantry. Be sure not to train them any higher or they won't count toward the quest. Note that you do not have to give the lord those same troops he provided to you; in the example given, any Vaegir Infantry would do: rescued, captured, converted or otherwise. A good way to do complete this quest is to recruit a few more units than the lord gave you, then train them to a reasonable level at a Training Field before bringing them into combat to level them up faster. Kill local merchant: You will be asked to kill a merchant in a town to prevent him spreading information about the lord's debts. After accepting the quest some time will pass, then a message will pop up saying you have cornered the merchant in an alley. After the first few hits he may beg for mercy and you will get two options: kill him, or let him live if he agrees to drop the debts. Killing him results in the full reward and a loss of honor while letting him live cuts the reward in half. Note: It is also possible to kill the merchant with a one-hit kill (a ranged head shot), preventing him from asking for mercy . Capture prisoners: A straightforward quest, capture the specified number of the specified troop type and return them to the king/lord. Refusing the quest reduces your relationship with the lord by 1. Remember to order your party to use blunt weapons, since sharp weapons kill enemy units and you won't be able to capture them that way. Capture enemy lord: Capture an enemy lord and return him to the king/lord who gave you the quest. Bring Back Runaway Serfs: After accepting this quest, a few groups of serfs (peasants) will spawn close to the town you are in and quickly run away. When you talk to them you have the option to let them run, which boosts your relation with their original village, or to tell them to return to their village, which damages your relation with their hometown. Be sure to keep fairly close to the serfs if you tell them to return, if you wander too far they will try to run again. Being a mercenary: You will be asked to join that faction as a mercenary and be paid for your services. While a mercenary, the enemies and allies of the faction that hired you now become your enemies and allies, respectively. Unlike vassalage, you cannot capture land for yourself while serving as a mercenary. However, you can boost your relation with a faction enough so that after some time, the king may ask you to become a vassal. Follow the Spy to Meeting: You will be asked to follow a spy who is trying to meet with his accomplices. Since the spy is fast, you must rely on your Tracking skill (it doesn't need to be good, level 2 Tracking will suffice). After you have found the spy and his accomplices, you'll have to confront and fight them. In order to get the full reward from this quest, the spy and his handler must be left alive in this battle. After the two men are captured, return to the town to receive your reward. If you bring one of the two, the reward will be halved. Be advised, the spy leaves immediately! He won't wait on you, the moment you leave town he'll already be far away. Destroy Bandit Lair: You will be asked to find and eliminate a hideout for nearby bandits within 60 days. It will appear once you walk close enough to it on the map, but you can often guess its location by watching the movement of nearby bandits. The sight range might be affected by spotting range, so searching for it during daylight is advisable. Note that you cannot usually follow bandits back to their hideout, because upon seeing you they abandon their original route and flee directly away from you. Though, you may be able to follow the tracks from their wanderings. Completing the mission will reward you with a boost in relation (+4) with the lord, 3000 experience and 1500 denars. Denounce Lord: You will be asked to denounce a rival lord, either to their face or to the faction's king. Simply go to the party and select the dialog option. Denouncing a lord to his face will cause a large drop in his disposition towards you. Failing when denouncing a lord to the king causes a large drop in his disposition towards you as well. You are then given the option to turn in the lord who gave you this quest. If this is done, you lose honor but regain all but 1 of the disposition you lost with the king. If you don't turn the lord in, you gain honor. If you succeed in denouncing the lord, you get a large boost (~8) to disposition when you return to the lord who gave you the quest. Rescue prisoner: A lord will beseech you to recover one their family members from a prison in an opposing castle or town. Unfortunately, the ransom option does not appear to work in this situation. You can bribe the prison guard 100 denars to be allowed entry to the prison, but this does not help much as the guard keeps the key to the lord's chains (probably designed for the Deliver message to prisoner lord quest). It is necessary to fight the guards (convincing a nearby village with a bribe of up to 300 denars to fake a fire drastically reduces the number of guards). Oddly enough, whatever your method in completing the quest, neither your relationship with the lord of the castle, nor that of the faction he represents will be harmed. However, you will receive a fair relationship boost with the freed prisoner and a significant boost with the quest giver in addition to 2000 denars and 4000 experience points. Sometimes, you may encounter a bug where the prisoner lord become hostile to you which makes it impossible to complete the quest. This can only be fixed by shutting down and reopening the game. Also, be aware that once you have rescued the prisoner, if the lord is defeated again the quest will be cancelled and you cannot collect your reward. Raid caravan: A lord will ask that you provoke a war with another faction within 30 days. Accepting the quest will require you to attack a caravan of the other faction. Attacking a caravan will cause you to lose 5 relation with the opposing kingdom and also net a loss of one honor, but you do get the goods that come with destroying a caravan. Once the quest is completed, you will gain 10 relation with the lord who gave you the quest as well as 500 denars and 2000 experience; unfortunately, you will also lose another point of honor. Monarch[] The rulers of factions provide most of the same quests as regular lords, but there are a few exceptions. Give an oath of homage: Go to the king and give him your oath of homage. Marshall[] The chosen marshall will often summon the player when on a military campaign. When first summoned, you are given directions to his current location, though if you are far away when you receive them, it can sometimes be difficult tracking him down. Report to the marshall: Go to the marshall of your faction. Talk to him and he will give you another quest. Follow Marshall: Follow the army of the marshall. If you get too far away from the army you will fail, although the game will give you a warning first. In Warband, you can right-click on the marshall's party and select 'Accompany Party' to automatically follow him. This quest is postponed while completing any other quests given by the marshall, and reinstated upon their completion. Following the marshall until his campaign is over can grant you a lot of experience. Deliver Heads of Cattle (Marshall): You have to buy (or steal) cattle in a village and deliver them to the marshall's army. Join an assault: Your marshall asks you to join an assault of a town or a castle. Scout: You will be asked to scout three places (usually nearby castles and villages) and then report back to the marshall. To scout the places, you must move close enough to them until a message appears saying that (name) has been scouted. Ladies[] Found in towns or castle keeps, ladies need the player to champion themself for their sake. Deliver message to prisoner lord: Duel for lady: You will be asked to defend the honor of the lady and defeat the lord that sullied her name. You must visit that lord and challenge him, in a one-on-one full equipment battle in the tournament area. If you win, you'll lose a lot of relationship points with the lord but gain a lot with the lady, who also gives you a reward (usually 3000 denars) no matter what you say. Rescue prisoner lord: You will be asked to free a noble (normally the lady's husband) from a prison in an opposing castle or town. This is essentially the same quest as given by lords. Resolve dispute: Two lords have a dispute with each other, requiring your intervention. Minister[] Found at your court if you have your own faction, he helps manage your realm and can also issue quests that will increase your control over it. The Minister can also give you the Resolve dispute quest. Warband[] The following quests were added in Mount&Blade: Warband. Quest Merchant[] Five new tutorial quests through the Quest Merchant. Collect Five Men: Recruit at least 5 troops through any means and return to the Quest Merchant in the town's tavern. Learn Where the Hostages are Held: Defeat the Band of Robbers that are just outside the town to reveal the location of the bandit lair where the Merchant's brother is being held. Attack the Bandit Lair: Attack the bandit lair then return to the Merchant. Save Town from Bandits: After defeating the bandits, the Merchant will ask you to assist him in defending the town. If you accept, you will lead a group of townspeople and guards against a band of looters and bandits. Removed Quests[] These quests can still be found in the game code but are disabled and/or unfinished. Warband[] Hunt down raiders: A group of raiders have attacked a village. The player must stop them before they reach their camp. Bring back deserters: Lord is worried about amount of deserters. Player must go and capture a certain amount of deserters and bring them back to the lord to force them to join the ranks. Deliver supply to center under siege: A town is under siege. Player must take supplies from a set location and deliver the supplies to the towns seneschal. Bring reinforcements to siege: Allied lord has besieged a town. Player must escort a set amount of troops to help him/her take down the town. Rescue lady under siege: Lord's relative is trapped within the walls of a sieged town. Player must travel to the town and save set lady. Bring prisoners to enemy: Faction enemy wants to ransom prisoners from your allied lord. Player must transport prisoners to random location in exchange of 100 denars. Capture messenger: The enemy is plotting something. A lord will send the player to capture a messenger. Deliver message to lover: A lord has requested the player to deliver a love letter he has written to a lady. The player must deliver the letter to said lady. Player can also betray the quest giver by delivering the letter to said lady's father instead. A Hunger for Crows: Nothing is known about this Quest except there was a character named Askeladd Bjornsson.
Quick Battles
This article is a stub. You can help out by expanding it. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! Quick Battles are battles in classic Mount&Blade that you can play without making a character. You play as a lord or a lady with a certain amount of troops. Scenarios[] All of them are rather large battles. They could become very difficult to win on Normal difficulty. A siege defense with Rhodok Lady Brina (a heavily armed and armored character that also exists in the regular game, but merely as a common noblewoman). A siege offense with Nordic Lord Haeda. Swadian Lord Haringoth fighting bandits. Swadian Lord Grainwad fighting bandits. Grainwad in his struggle against a Vaegir army. Trivia[] Count Haringoth seems to age between the two games. He is a bright ginger in Classic but a bit gray in Warband.
Radoghir Castle
Radoghir Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages TebandraSumbuja Sieges with... Siege Tower Port No World Map Mount&BladeRadoghir CastleTebandraTemplate:World Map/Mount&BladeWarbandRadoghir CastleSumbujaTemplate:World Map/Warband Radoghir Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Radoghir Castle lies northeast of Rivacheg, secluded in the very corner of Calradia on a small piece of land surrounded by the ocean, rivers, and mountains, accessable only by a bridge and narrow pass to the south. Its village is Tebandra which is to the northeast, at the edge of a patch of thick trees and the oceanic shoreline. Warband[] Radoghir Castle lies northwest of Reyvadin at the base of a small mountain. To the west is the Kingdom of Nords and to the south is the Kingdom of Swadia. Its village is Sumbuja which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Radoghir Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] The Castle is one of the two oldest castles in the game. Radoghir Castle was in an early Mount&Blade beta as an obtainable castle along with Culmarr Castle. Gallery[] Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Raganvad Gundaroving
Raganvad Gundaroving Official Information Kingdom Sturgia Title Grand Prince Fiefs BalgardVarchegMazhadan CastleNevyansk Castle Clan Gundaroving Personal Details Gender Male Age 37 Spouse Asta Children SimirMimirValla Raganvad Gundaroving is the Grand Prince of Sturgia and the leader of clan Gundaroving. He is the owner of Balgard, Varcheg, Mazhadan Castle, and Nevyansk Castle, the husband of Asta, and the father of Simir, Mimir, and Valla. Background[] In year 1077, then-Prince Raganvad marched with his father, Grand Prince Vadinslav, alongside the Battanians and Vlandians to confront the Calradic Empire at the Pendraic. In the battle that followed, Vadinslav was killed as the Sturgians fought the main imperial force and overwhelmed their camp. However, Raganvad did not participate in the frontline, having been ordered by his father to stay back. Upon receiving word of his father's death, Raganvad claimed the Empire's Dragon Banner as his father's trophy and thus his inheritance, but Olek the Old refused, breaking the banner's staff and throwing it at his Prince. Raganvad was further enraged by what he perceived as cowardice from High King Caladog fen Gruffendoc for ambushing the imperials instead of fighting them directly. Official Description[] “ The current Grand Prince of Sturgia is Raganvad. Harsh and uncompromising, he believes that it is the right of the prince to command the boyars in all things, not just in making war. For the time being they obey him, not least for his ability to call on the kinsmen of his mother, a Nordic princess with ties to the fearsome Skolderbroda mercenary company. ” Quotes[] “ Yes. The day my father died, thanks to Battanian treachery. When they pledged to support us in the battle, we believed they would stand with us in the shield wall, like men. But of course this is not the Battanian way. They sprung some woodland trickery up in the hills, killed off Neretzes' vanguard, and no doubt spent the rest of the battle whooping and boasting and chopping the heads off of men who were already dead. It was Sturgians who met Neretzes' guard face-to-face. My father ordered me to stay back as he led them into battle, but he was at their head. He forced them back, then they broke and ran for the shelter of their camp. We went and attacked their ramparts, and broke them, but my father was hit by an imperial mace at the moment of his triumph and died. I will never forget when a messenger ran to tell me that my father was dead. But I knew I must swallow my grief, because now I was king. I rode down into the ruins of the imperial camp to take their banner as a trophy, my inheritance won by my father and passed down to me. Oh, some of the boyars were insubordinate. But I have since showed them that I am master. ” — on the Battle of Pendraic Sturgia Monarch: Claimant: Grand Prince Raganvad Unknown Vassals:
Raid caravan
Raid caravan Given by Vassals Time limit 30 days Refresh rate 100 days Reward +10 relationship2000 experience500 denars-5 honor Raid caravan is a quest given by a lord of a friendly faction. Contents 1 Walkthrough 2 Transcript 2.1 Tavern Keeper Rumor 2.2 Quest Briefing Walkthrough[] A lord is unhappy with the peace between his faction and another faction it is not currently at war with and wants you to provoke them by attacking their caravans and leaving behind evidence to lead them back to the quest giver's faction. The lord claims that he cannot do this himself as rival lords are already looking for an excuse to oppose him, but reasons that you would be able to get away with it. Upon speaking to a caravan from the designated kingdom, you have a new option: "You are trespassing in the territory of the Kingdom of (quest giver's faction). I'm confiscating this caravan and all it's goods!", which you must choose if you wish to complete the quest. Caravans are slow-moving targets and fairly easy to take down with an adequate force. They emerge from towns regularly and follow a predictable course. You can keep the loot from the defeated caravans and might want to count this as part of your reward, as the actual 500 denar reward is fairly meager. This quest can also earn you some bad reputation with other lords in the faction. Provoking another faction to war will result in a loss of both relation with them and honor. Note that you fulfill the quest even if you are defeated by the caravan troops, or even leave without fighting. Furthermore, remember that you will still lose relationship with the faction the attacked caravan belongs to, so you may end up at war with them yourself. This quest takes 100 days before it will be available again. This quest can be bugged: if you finish this quest for a vassal, and ask for another task, he may give you the same quest for another kingdom, however you will not get the special option when attacking a caravan, and attacking it normally will not finish the quest. Transcript[] Tavern Keeper Rumor[] I have heard that (lord) over in (town) has been asking around for someone who might want work. I'd watch yourself with him, though. You may want to speak with him. Quest Briefing[] This peace with (faction #1) ill suits me, (player). We've let those swine have their way for far too long. Now they get stronger with each passing and their arrogance knows no bounds. I say, we must wage war on them before it's too late! Unfortunately, some of the bleeding hearts among our realm's lords are blocking a possible declaration of war. Witless cowards with no stomach for blood. You are right, sir, but what can we do? Ah, 'tis good to hear someone who understands! As a matter of fact, there is something we can do, (player). A little bit of provocation... If one of our war parties managed to enter their territory and pillage one of their caravans, or raided one of their villages, and perhaps left behind a little token or two of the (faction #2), they would have ample cause to declare war on us. And then, well, even the cowards among us must rise to defend themselves. So what do you say? An excellent plan. Count me in. Why don't you do that yourself? Well, (player), some of the lords in our kingdom won't like the idea of someone inciting a war without their consent. They are already looking for an excuse to get at me, and if I did this they could make me pay for it dearly. You, on the other hand, are young and well-liked and darling, so you might just get away with it. And of course I will back you up and defend your actions against your opponents. All in all, a few lords might be upset at your endeavour, but I am sure you won't be bothered with that. That seems reasonable. I am willing to do this. I don't like this. Find yourself someone else to take the blame for your schemes. Hm. As you wish, (player). I thought you had some fire in you, but it seems I was wrong. I disagree, sir. It is better that there be peace. Ah, you think so? But how long will your precious peace last? Not long, believe me.
Ramun the Slave Trader
Ramun, upstairs in the Tihr tavern. Ramun the Slave Trader is a dealer in galley slaves. When first approached, the player assumes he is a trader but wonders where his merchandise is. After dropping a few hints, it is made clear that he sells prisoners to ship captains to serve as oarsmen. Ramun performs a similar function to the Ransom Brokers except he almost always resides at Tihr. If not on ground level, he probably is upstairs. He also can occasionally be found in Yalen. He buys prisoners like other ransom brokers but also instructs the player how to efficiently capture prisoners. Ramun buys all prisoners with a fixed value of 50 denars, meaning the player can get more money for bottom tier units, like farmers and bandits, but will sacrifice profits on any unit starting from tier 2 (with the exception of Camp Followers), being completely wasteful for elite units such as Swadian Knights or Nord Huscarls. In With Fire & Sword, Ramun resides at Reval. He buys at a much higher price than other ransom brokers, buying even mere bandits for often over 150 thalers. However, he actually pays one-tenth the listed price, which is probably a bug. Dialogue[] With Fire & Sword[] Main article: Ramun the Slave Trader/Interactions/With Fire & Sword See Also[] Aethelmaer, the Slaver, his equivalent in Viking Conquest
Ranged weapons
Ranged Weapons are the alternative to hand-to-hand combat. They are very useful in most situations, but are difficult to handle effectively against enemies that manage to get in close - this means short-ranged melee weapons are still a good idea even if you want to specialize in archery. Other than bows, crossbows, and thrown weapons, Warband features the the hidden Flintlock Pistol which cannot be seen in the game without cheating or editing the game code. If any ranged weapons run out of ammunition in the field, players may pick up dropped quivers. Additionally, both Warband and With Fire & Sword permit players to pick up arrows, bolts, and some thrown weapons from the terrain, which may then be fired again. An important thing to remember when using ranged weapons is that when firing in third person view, the shot is actually aimed about a foot and a half below the targeting reticule when at point blank range, meaning that different levels of compensation are needed to accurately hit targets between the two views at the same range. Contents 1 Stats 2 Types 2.1 Bows 2.2 Crossbows 2.3 Thrown 3 Ranged Modifiers Stats[] Name: The name of the weapon. This may include a single modifier, indicating improved or reduced stats. Type of Handling: Certain thrown weapons may be wielded as melee weapons by toggling the weapon mode ("X" by default). Other ranged weapons can only be used from a distance. Sell Price: Without any modifiers, this price is exactly one tenth of the true value of the item, and one twentieth of the purchase value from a store. When looted from battle, items will display their true value. Modifiers will change this value. Weight: Affects overall encumbrance (the speed at which you travel). This also increases the delay after parrying or blocking before another attack can be made with the weapon. Blocking a high weight weapon with a low weight weapon results in a short stun period. With the roles reversed, the result is a standard block of the lighter weapon. The weight of the weapon also affects its ability to crush through blocks. For most ranged weapons outside of those with melee capability, the weight only serves to encumber the wielder. Damage "c" (cut): Damage dealt by swinging the weapon. Cutting weapons often do bonus damage against lightly armored targets, but deal significantly lower damage to heavily armored assailants (compared to piercing and blunt damage). Throwing Axes, Throwing Daggers, and Throwing Knives inflict this type of damage, as well as the various Throwing Spears and Javelins when swung in melee. Damage "p" (pierce): Damage dealt by firing bows, crossbows, and using Javelins or Throwing Spears. Piercing weapons have higher armor penetration than cutting weapons without losing as much effectiveness against lightly armored targets compared to blunt weapons. Damage "b" (blunt): Stones and arena weapons are currently the only ranged weapons that deal blunt damage. Accuracy: The maximum effective accuracy of the weapon once the optimum proficiency is reached. The minimum proficiency needed increases alongside the weapon's base damage. Exclusive to ranged weapons. Speed Rating: Affects attack and block speed, as well as weapon speed bonus (bonus damage based on weapon speed while attacking). This also affects the weapon's ability to crush through blocks. For ranged weapons without a melee mode, this only shows the rate of fire and reload speed of the weapon. Missile Speed: This determines how fast fired projectiles will travel. Higher rating will increase the distance a missile can travel, how much the weapon's aim must be offset to account for missile drop, the chance for the missile to bypass a blocking defender's shield, and adds bonus damage in the same way as the speed bonus for melee attacks. The "Speed" stat determines the rate of fire. All projectiles drop at the same rate, so range is determined by the projectile's flight speed as well as its trajectory. The speed of any given projectile is a hidden value not shown in-game, and must be discovered by accessing the document "item_kinds1.txt" in the "Native" module folder. Weapon Length: This attribute is exclusive to certain thrown weapons when used as a melee weapon. Requirements: Many ranged weapons require a certain level of Strength, Power Draw, or Power Throw in order to be used. Types[] There are three types of ranged weapons in the game. Bows[] Bows are the standard ranged weapon. They are cheaper and can have larger supplies of ammunition than alternative weapons, but their accuracy and damage suffer with low proficiencies. ▼ Show/Hide Bows ▼ Weapon Power Draw Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Hunting Bow - 15(pierce) 99 100 52 1.0 17 MasterworkStrongBentCracked Short Bow 1 18(pierce) 99 97 55 1.0 58 MasterworkStrongBentCracked Nomad Bow 2 20(pierce) 99 94 56 1.3 164 MasterworkStrongBentCracked Long Bow 3 22(pierce) 99 79 56 1.8 145 MasterworkStrongBentCracked Khergit Bow 3 21(pierce) 99 90 57 1.3 269 MasterworkStrongBentCracked Strong Bow 3 23(pierce) 99 88 58 1.3 437 MasterworkBentCracked War Bow 4 25(pierce) 99 84 59 1.5 728 MasterworkStrongBentCracked ▲ Show/Hide Bows ▲ Crossbows[] Crossbows do more base damage than other ranged weapons, but they don't receive the same damage bonuses from player skills, and so they quickly fall behind. ▼ Show/Hide Crossbows ▼ Weapon STR Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Other Hunting Crossbow - 37(pierce) 99 47 50 2.3 22 MasterworkBentCracked Light Crossbow 8 44(pierce) 99 45 59 2.5 67 MasterworkBentCracked Crossbow 8 49(pierce) 99 43 66 3.0 182 MasterworkBentCracked Cannot be used on horseback Heavy Crossbow 9 58(pierce) 99 41 68 3.5 349 MasterworkBentCracked Cannot be used on horseback Siege Crossbow 10 63(pierce) 99 37 70 3.8 683 MasterworkBentCracked Cannot be used on horseback ▲ Show/Hide Crossbows ▲ Thrown[] Thrown weapons are ranged weapons cast directly from the hand. They suffer from very low ammunition counts and can be quite expensive, but offer excellent damage. ▼ Show/Hide Thrown weapons ▼ Weapon Stack Amount Power Throw Throw Damage Attack Damage Attack Speed Missile Speed Weight Price Modifiers Stones 18 - 11(blunt) - 97 30 4.0 1 Large Bag Throwing Knives 14 - 19(cut) - 121 25 3.5 76 Large BagBalancedHeavyBent Throwing Daggers 13 - 25(cut) - 110 24 3.5 193 Large BagBalancedHeavyBent Darts 7 1 22(pierce) - 95 28 5.0 155 Large BagBalancedHeavyBent War Darts 7 1 25(pierce) - 93 27 5.0 285 Large BagBalancedHeavyBent Javelins 5 1 34(pierce) SWING12(cut)THRUST14(pierce) SWING91THRUST95 25 5.0 300 Large BagBalancedHeavyBent Throwing Spears 4 2 44(pierce) SWING18(cut)THRUST23(pierce) SWING87THRUST91 22 4.0 525 Large BagBalancedHeavyBent Jarids 4 2 45(pierce) SWING16(cut)THRUST20(pierce) SWING89THRUST93 24 4.0 560 Large BagBalancedHeavyBent Light Throwing Axes 4 2 35(cut) SWING26(cut)THRUSTNone 99 18 5.0 360 Large BagBalancedBent Throwing Axes 4 3 39(cut) SWING29(cut)THRUSTNone 98 18 5.0 490 Large BagBalancedBent Heavy Throwing Axes 4 4 44(cut) SWING32(cut)THRUSTNone 97 18 5.0 620 Large BagBalancedBent ▲ Show/Hide Thrown weapons ▲ Ranged Modifiers[] Both ranged weapons and their ammunition may have modifiers. 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
Ransom
You can ransom common prisoners (soldiers, bandits, etc.) for 50-300 denars. Kingdoms will often offer to ransom any captured lords in your possession for anywhere between 1,500-5,000 denars, while leaders (kings, queens, etc.) go for much higher prices (even over 80,000 denars at times). As selling prisoners to Ransom Brokers can be a highly profitable enterprise, especially early to mid game, there are a number of ways to increase the number of captured prisoners. One way to do so is simply to order your troops to use blunt weapons to knock the enemy out. Another way is to recruit Manhunters to your army, since they exclusively use bludgeoning weapons and can be upgraded to potent light cavalry, though this can be difficult as the only way to acquire them is to recruit them from prisoners. Finally, one shouldn't ignore the possibility of equipping a bludgeoning weapon and hunting down prize enemies personally. Noble prisoners[] Common prisoners can be handed over in taverns to wandering Ransom Brokers, however, lords can not be ransomed this way. You have two other options with lords: you can hold onto them and wait for their kingdom to offer a reward, or sometimes a competing kingdom will offer to take them off your hands when talking to their lords or leader. If you don't hand them over to someone else, you will most likely receive repeated events over time requesting that the captured noble be returned to their native kingdom for a price. If the offer is rejected, the player's reputation with the nation in question will decrease, as will their honor. Oftentimes, the request will be repeated, occasionally with a higher price. It may be in your interest to keep lords as prisoners for as long as possible, an opposing nation can only have as many armies as they have lords. So if the player captures 7 out of 40 lords, only 33 armies could possibly be in play on the opposing side at any one time. Galley slaves[] In the Nordic city of Tihr there is almost always an NPC named Ramun the Slave Trader who resides there and acts as a Ransom Broker, but only pays 50 denars per captive, regardless of rank. As only the bottom tier of soldiers and bandits can be ransomed for a lower price than this, it is generally considered a waste of money and prisoners. Ramun can be found in With Fire & Sword too, but the ransom cost, although it changes from soldier to soldier, doesn't change in practice (13 thalers per soldier sold). Furthermore, the theoretical price he gives isn't analogous to the soldier's experience (for example, a Rebel costs 160 thalers while an Armored Cossack costs 51 thalers). No nobles may be sold as slaves. See also[] Prisoner Management skill Prisoners Prison Tower Ransom Broker Ramun the Slave Trader
Ransom Broker
“ I broker ransoms for the poor wretches who are captured in these endless wars. Normally I travel between the salt mines and the slave markets on the coast, on commission from those whose relatives have gone missing. But if I'm out on my errands of mercy, and I come across a fellow dragging around a captive or two, well, there's no harm in a little speculative investment, is there? And you look like the type who might have a prisoner to sell. ” — Ransom Broker's introduction Ransom Brokers are men found randomly in taverns all across Calradia who will exchange prisoners for ransoms. They remain in one location for only a few (randomly determined) days before reappearing elsewhere. In classic Mount&Blade, they would buy prisoners from the player 50 denars for each prisoner. In Warband, however, they will pay different sums per prisoner, depending on the military rank of the purchase. They also provide information about the whereabouts of imprisoned party heroes and the possibility to ransom them as well. Ramun the Slave Trader is similar to a ransom broker, but who almost always appears in Tihr (it is very rare that he does not) and offers a fixed sum of 50 denars for each prisoner, no matter what rank they are. He can give advice about capturing prisoners. Ransom by troop types[] The following is a chart showing how much Ransom Brokers in Warband are willing to pay for specific troops. Level Ransom Value Troop Types 1 20 Peasant Woman, Refugee 4 32 Farmer, Looter, Rhodok Tribesman, Sarranid Recruit, Swadian Recruit, Townsman, Vaegir Recruit 5 37 Camp Follower, Khergit Tribesman 6 42 Nord Recruit 9 60 Caravan Master, Rhodok Spearman, Sarranid Footman, Swadian Militia, Vaegir Footman, Watchman 10 66 Bandit, Huntress, Khergit Skirmisher, Manhunter, Nord Footman, Rhodok Crossbowman 11 73 Forest Bandit, Mountain Bandit, Nord Huntsman 12 80 Desert Bandit, Steppe Bandit 14 96 Caravan Guard, Khergit Horse Archer, Khergit Horseman, Nord Trained Footman, Rhodok Trained Spearman, Sarranid Skirmisher, Sarranid Veteran Footman, Slave Driver, Swadian Footman, Swadian Skirmisher, Vaegir Skirmisher, Vaegir Veteran 15 104 Brigand, Nord Archer, Rhodok Trained Crossbowman, Taiga Bandit 16 112 Camp Defender, Sea Raider 18 130 Slave Hunter 19 140 Mercenary Crossbowman, Nord Veteran Archer, Nord Warrior, Rhodok Veteran Spearman, Sarranid Archer, Swadian Crossbowman, Vaegir Archer, Vaegir Infantry 20 150 Mercenary Horseman, Mercenary Swordsman, Rhodok Veteran Crossbowman, Sarranid Horseman, Sarranid Infantry, Swadian Infantry 21 160 Khergit Veteran Horse Archer, Swadian Man-at-Arms, Vaegir Horseman 22 170 Slave Crusher, Sword Sister 23 181 Khergit Lancer 24 192 Nord Veteran, Sarranid Master Archer, Swadian Sharpshooter, Vaegir Guard, Vaegir Marksman 25 204 Hired Blade, Mercenary Cavalry, Rhodok Sergeant, Rhodok Sharpshooter, Sarranid Guard, Swadian Sergeant 26 216 Slaver Chief, Vaegir Knight 27 228 Sarranid Mamluke 28 240 Nord Huscarl, Swadian Knight
Ransom Girl from Bandits
Ransom Girl from Bandits Given by Guild Master Time limit ? days Refresh rate 30 days Reward +2 relationship? denars(and if refused to pay)Ransom valueBattle denars + loot Ransom Girl from Bandits is a quest in Mount&Blade: Warband. You are given a small sum of denars by a town's Guild Master and are told to find a group of Bandits that have kidnapped a citizen's daughter. Contents 1 Briefing 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Kidnapped Girl Dialogue 3.2.1 Reaching Town 3.3 Quest Complete Briefing[] Guildmaster of (town) gave you (amount) denars to pay the ransom of a girl kidnapped by bandits. You are to meet the bandits near (village) and pay them the ransom fee. After that you are bring the girl back to (town). Walkthrough[] The bandits will be a party called "Bandits Awaiting Ransom" consisting of 24-58 bandits, plus the girl as their prisoner. Once there, you have two possible courses of action. You may speak to the bandits, give them the money, and pick up the girl that they release. Alternatively, you can ask them to hand the girl over first before paying, which will intiate a battle sequence. Winning the battle will allow you to keep the ransom money, but you will need to have a force large enough to ensure victory. You may also initially pay the ransom, and once the girl is in your hands, attack the bandits afterwards (telling them to give you your money back). However, upon defeating the bandits, you will simply get a generic payout based on the number of enemies there was. Either way, with the girl under your custody, you then escort her back to the town from which the quest was received in and are given your rewards, including a reputation increase with the town. The bandits are unique troops not normally encountered outside of scripted scenarios, who if captured, recruited, and trained, can be promoted into Brigands, troops never seen in game except through using this strategy. Transcript[] Quest Briefing[] Actually, I was looking for a reliable man that can undertake an important mission. A group of bandits have kidnapped the daughter of a friend of mine and are holding her for ransom. My friend is ready to pay them, but we still need someone to take the money to those rascals and bring the girl back to safety. The amount the bandits ask as ransom is (amount) denars. I will give you that money once you accept to take the quest. You have 15 days to take the money to the bandits who ill be waiting near the village of (village). Those bastards said that they are going to kill the poor girl if they don't get the money by that time. You will get your pay of (amount) denars when you bring the girl safely back here. All right. I will take the ransom money to the bandits and bring back the girl. Good, I knew we could trust you at this. Here is the ransom money, (amount) denars. Count it before taking it. And please, don't attempt to do anything rash. Keep in mind that the girl's well being is more important than anything else... Sorry. I don't have time for this right now. Well, the job will be available for a few more days I guess. Tell me if you decide to take it. Kidnapped Girl Dialogue[] Reaching Town[] Thank you so much for bringing me back! I can't wait to see my family. Good-bye. Quest Complete[] (Player) -- I am in your debt for bringing back my friend's daughter. Please take these (amount) denars that I promised you. My friend wished he could give more but paying that ransom brought him to his knees.
Raw Silk
Raw Silk Games Base value 600 Weight 30.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Velvet Raw Silk is a non-consumable trade good. It is used by a velvet weavery and dyeworks along with dyes to produce velvet. Silk can be bought at Rivacheg for around 230 denars, or as low as 70 denars in the surrounding villages, depending on the player's trade skill. This means it is extremely profitable to buy silk from these areas and sell it for up to 700 denars in Khergit or Sarranid lands. Some direct action may be needed to ensure that the sites around Rivacheg are productive however, as Sea Raiders are often based in the area. If you own a Velvet Weavery and Dyeworks you can give the raw silk to your master dyer to cut down on the weekly cost of owning the business. In With Fire & Sword, silk can be bought for under 500 thalers at towns and villages, and sold at fortresses for amounts ranging from 600 to over 1,000. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Rduna
Rduna Settlement Information Type Village Kingdom Swadia Fortification Vyincourd CastleRindyar Castle World Map Mount&BladeRdunaVyincourd CastleTemplate:World Map/Mount&BladeWarbandRdunaRindyar CastleTemplate:World Map/Warband Rduna is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of one of the buildings up the hill almost directly straight forward from where the player enters, standing near a pile of wood. Rduna is built on hills in mountainous terrain with a few scattered trees. It has a total of eight structures and one field growing squash. Meat hangs from hooks over a blood-soaked area with butchering knives nearby and there is a large amount of blood down the hill. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building to the left from where the player enters, between a couple bushes. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Reaver
Reaver Troop Information Culture Bandits Wages 50 peningas/week Acquired from... Brigand Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Reavers are tier-four bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reaver - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Helm with Nassal Body GambesonTunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Master 8 Shield ? Athletics 4 Riding 5 Horse Archery ? Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management ? Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 185 Weapons Melee Chipped Briton Sword Ranged Bent Throwing Spears Shield Cracked Round Shield Mount None Trivia[] They are the only Ruffian upgrade equipped with swords. Making them look less armored than they can truly be, their stats screen shows them with no helmets and wearing Poor Tunics when they actually wear Helms with Nassal and can spawn with Gambesons. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rebache
Rebache Settlement Information Type Village Kingdom Vaegir Fortification ReyvadinCuraw World Map Mount&BladeRebacheReyvadinTemplate:World Map/Mount&BladeWarbandRebacheCurawTemplate:World Map/Warband Rebache is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located through most of the village and to the right from where the player enters, standing next to a campfire. Rebache is located on relatively flat land with fairly low tree density. It has a total of nine structures within the village. There is one visible field of Cabbages partly buried in snow and sheltered under a roof. Another covered area resembles a stable with room for horses. If sent here during a Hunt Down Fugitive quest, the target may be found under a roof behind the first building on the left from where the player enters. 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
Rebel
For the classic version, see Deserters. For the Bannerlord version, see Deserter (Bannerlord). Rebel Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rebels are bandit archers in Mount&Blade: With Fire & Sword. Tactics[] A short step up from Looters and Bandits yet similar of quality, they are somewhat dangerous to new players. They spawn in groups of 3-60. Rebels wear little armor and wield poor weapons, thus an experienced, well-equipped player can easily do away with them. What armor they do wear is very light - making them vulnerable to missiles and melee attacks - yet their weapons may include handmade firearms, making them dangerous in large numbers to any rookie or veteran player. They nonetheless pose no significant threat and can be cut down very easily with a large, well-equipped party. Rebels attack head on and, if their numbers are large enough, en masse. The "marksmen" carrying handmade firearms shoot from a distance while their "infantry", armed with axes or lances, charge. If the marksmen are hit with melee attacks, they'll do the same with short carpenter axes. You can circle them and shoot at them, for they are never mounted. Rebels also love to use numbers to their advantage, and will swarm straggling troops - make sure this doesn't happen to you if you're just starting out on the game! Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rebel - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap Body Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee BludgeonCarpenter Axe Ranged Handmade FirearmLight Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Recruitment
Recruitment of troops may be accomplished through several ways in the Mount&Blade series. Recruit cultural troops from villages. Hire mercenaries from taverns. Free the enemy-held prisoners. Conscript your own prisoners. Hire mercenaries from Mercenary Camps (With Fire & Sword only). Steal garrisons from freshly occupied castles or settlements (must be the attacker's vassal - this does not negatively affect relationship) Each method has a variety of advantages and drawbacks which should be considered when planning your force composition. Additionally, several permanent companions can be recruited from taverns. Contents 1 Cultural Recruits 2 Mercenaries 3 Prisoner Ranks 3.1 Freeing Enemy-Held Prisoners 3.2 Conscripting Captured Enemies 4 Recruitment Method Comparison 4.1 Deciding Which to Choose Cultural Recruits[] The cheapest, most consistent, and easiest method is to recruit cultural recruits from villages. The culture of the recruit is determined by which faction or nation held the village in the initial stage of the game. Recruiting cultural recruits can be achieved by visiting a village and selecting 'Recruit volunteers', which come at ten Denars each. You can recruit from any village whose faction you are not at war with and the village is at least indifferent toward you, although if a village has sufficiently high relation with you, you can still recruit from them even if you are at war with that village's faction. The number of recruits you get depends on your reputation with that particular village. If your relation is between 0-3, you can get 0-8 recruits. If it is 4 or higher, your relation will be divided by 2, then added to 6 to determine your maximum (e.g. at 10 you can get 0-11; at 20 you can get 0-16). Normally recruits are base units: Tribesmen or Recruits. However, if the village has a high enough positive relationship with the player, higher tier units may become available; this is, however, not necessarily beneficial, as it can limit the player to an unwanted tier path (such as getting Khergit Lancers when wanting Khergit Horse Archers). For every 10 relation, you can recruit one higher tier of troops. The chance to get higher tiers is 10%. As they gain experience through training or battle, they can be upgraded. Upgrading units makes them stronger, and at some points, when the player is given the option of two different upgrades, can determine the path along the tier tree the unit takes. These points of diversity occur when there are different classes of unit to be had at the same tier in the upgrade tree. These normally fall where a unit can become infantry, cavalry, or archery specific. Aside from allowing units to become specialized, they also become more powerful and skilled within their chosen specialization. Each time a unit is upgraded, a fee must be paid (Warband only) and their weekly wage increases. The cost of the next upgrade also doubles with each tier, starting with ten denars for a cultural recruit. One exception to this is when upgrading recruited looters to bandit level and bandits to cultural recruit level. The top tier units of local recruits have higher stats and lower wages than their mercenary counterparts. Mercenaries[] Hiring mercenaries from taverns is a fast, but expensive way to bulk up your forces with more formidable troops. However, as they are mercenaries, their promotion trees are different, and they often will cost much more than practical for a lower level player. Mercenaries are freelance warriors. They require higher wages, but their first tier unit is better than base cultural recruits. They can also be upgraded faster. You can upgrade your Watchmen into Hired Blades very quickly. Bands of mercenaries are randomly generated from all levels of their tier tree in groups of 3-7 (2-9 in With Fire & Sword), in the taverns of towns. They require a sum of money, dependent on the number of men and their tier level, before they will join your party. If the player is unable to pay this 'recruitment fee' they may still recruit a fraction of the men with the relevant fraction of the total. The player cannot, however, choose the number desired; they may only choose to take the maximum that can be afforded. Mercenaries are powerful when compared to lower-tier local recruits, but at higher tiers, they generally become weaker and significantly more expensive than their counterpart units within the cultural tiers. Mercenaries are also not affected by cultural morale modifiers such as positive modifiers for being within home territory and negative modifiers for having to fight against their own faction. Garrisoning mercenaries at a town has a hidden benefit of increasing the likelihood that caravans hire them and spawn from that town. Thereby increasing prosperity and town wealth. With Fire & Sword expands on the ways that mercenaries can be hired. In addition to tavern mercenaries, there are five Mercenary Camps scattered across the map, one associated with each nation. From a mercenary camp one can hire infantry, marksmen or cavalry mercenary units with the characteristics of the nation that the camp is near. One can also upgrade existing mercenaries by giving them better armor or weapons, but only those hired in the same camp can be upgraded. There are two other types of mercenaries that can be hired from fortresses or towns: national mercenaries can be hired after joining the nation, from a fortress or town with a Mercenary Captain, and regional mercenaries can only be hired from certain fortresses and towns on the map, and that place must have an Infantry Commander. Prisoner Ranks[] Party members can also be recruited from captured prisoners, either your own or the enemies'. These methods are the only way to obtain certain units such as bandits and peasant women. While this method is unreliable as a way to keep your forces maintained, it is, however, useful in a number of situations. Freeing Enemy-Held Prisoners[] Having defeated a party which held prisoners, you are given the option of recruiting them into your party at the same time as you choose prisoners of your own from the wounded ranks of your enemies (the option is given even if there are no enemy prisoners to take). Doing so costs one week's wage in advance per unit, and is therefore much cheaper than training them from recruit level. Doing so is advantageous if you have lost men in extended campaigns and are unable to return and train up new recruits. Prisoner units can also be recruited from the dungeons of captured castles and towns in a similar fashion, where it is especially useful for bolstering the garrison with units that would otherwise come from your own ranks, as well as replenishing any units lost in the siege. You can only do this directly after capturing a town or castle; leaving the screen releases previous prisoners and any remaining prisoners from the battle are then stored in the fiefs’ dungeons. You can take prisoners from dungeons of towns/castles you personally control, but cannot directly recruit them. They are added to your prisoner ranks and can be recruited from there (see below). Conscripting Captured Enemies[] Arguably, the least efficient method of gaining troops is by recruiting them from your personal prisoners. This can be achieved opening the camp menu, and taking the action "Recruit from Prisoners". Doing this has some advantages. Notably it is the only method of obtaining party members free of charge (aside from specific Companions), although weekly wages are still required. It may also be of use to bolster your forces if you have recently suffered heavy losses. The disadvantages are significant. For each prisoner that is accepted into the party, you lose 3 party morale. Conscripted prisoners are likely to take advantage of their new freedom and escape; more than 50% of the new units escape during the first night after recruitment. You can get around this by putting them into a garrison the first night. They will not escape and you can take them into your army the next day (you do still lose morale, however). You can also prevent the conscripts escaping if you level them up in combat before nightfall. The prices obtainable by selling the prisoners will cover the cost of recruiting and training a new unit to the same level along a path of your choice, so selling the prisoners and training new recruits is more effective and allows you to build an army more suited to your combat tactics. Prisoners accept your offer per type, not per troop. This means if you have three captured Sea Raiders, either all three will accept or all three will refuse. Recruitment Method Comparison[] Mercenaries Cultural Recruits Freed Prisoners Captured Prisoners Availability Always available from tavern Inconsistent troop type Higher recruitment cost It only takes 10 Denars per head to recruit from villages Cultural recruits won't join your party if your relationship with the village is negative or at 0 when you are at war with the nation holding the village. Cultural recruits become the much better source when you have a good relationship with a prospering nation and/or the specific village. Free to recruit Dependent on what enemy parties capture Free to recruit Dependent on what you capture Conscripted prisoners will often abandon your party and frequently steal from you when departing. Diversity Mercenaries have a generally wider tier tree that includes heavy infantry, light/medium cavalry and crossbowmen. There are no kingdom-specific units in the mercenary's tier tree, e.g. Nord Huscarls or Khergit Horse Archers. Cultural recruits can have a somewhat limited tier tree, e.g. with the Khergit you can only train horsemen, and with the Nords and Rhodoks you can only train infantry; although these troops are much more specialized than a mercenary at the same level. Dependent on what enemy parties capture Offers unique troop tree access (e.g. Sword Sisters) Dependent on what you capture Offers unique troop tree access Wage Mercenaries require a relatively high recruitment fee and regular weekly wage. Cultural recruits require lower wages than their mercenary counterparts at the low tiers but it becomes pretty close when they advance to the final tier. Dependent on recruited Dependent on recruited Early Use Mercenaries can be sent into battle almost immediately. They can almost always hold their own against bandits. Cultural recruits, if you want them to survive long enough to become more powerful, must be carefully watched and supported during battle and subsequently die much more easily than their mercenary counterparts if they are not. You must use a careful mix of getting them experience through fighting and keeping them alive. The Trainer skill can help immensely with this and allows you to keep them out of battle. Another use for cultural recruits, if you have the money and multiple villages with good relations, is to hire them en masse and send them into battle in survival of the fittest fashion. Dependent on recruited troop Dependent on recruited troop Deciding Which to Choose[] If you need a strong initial force to quickly respond to a situation (e.g. needing an army to join a campaign) and have extra coin, hire mercenaries to get the job done. If you want a force that is more specialized (Vaegir Marksmen or Swadian Knights) or you are low on coin, upgrading cultural recruits is usually ideal. If you don't want pay the high cost of mercenaries, and need to quickly acquire quality troops, recruit from prisoners.
Refugee
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 Refugee Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoner Upgrades to... Camp Follower Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 20 denars Refugees are rescued civilian women on the path to becoming Sword Sisters. Overview[] Despite slowly evolving from initially vulnerable and unarmed women, this line results in Sword Sisters who are extremely powerful fighters on par with Mercenary Cavalry. Refugees and Peasant Women are very difficult to acquire, as they can only be hired from a defeated party's prisoners. This means for most players this troop line will be very rare, although Steppe Bandits frequently have peasant women as prisoners owing to their high speed on their horses. If you intend to develop female fighters, it is crucial that you keep them out of combat at all costs, as they will only be able to hold their own from Huntress onwards. Any rank lower than this will be quickly butchered by most other troop types. Once they reach Camp Defender or Sword Sister level, they can hold their own against most other troops. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Refugee - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Headcloth, Woolen Hood Body Dress, Robe, Woolen Dress Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 45 Two Handed Weapons 45 Polearms 45 Archery 45 Crossbows 45 Throwing 45 Weapons Melee Knife, Pitchfork, Sickle, Hatchet, Club Ranged ? Shield ? Mount ? Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Reginhard
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Viking Conquest 2.036Latest Version: 2.069 Reginhard Appears in Viking Conquest Official Information Culture Frisian Religion Christian Character Details Found in Dorestad Hire Cost Free Likes Helgi Liked by Egil, Helgi Disliked by Brunhild, Solveig Noble No Reginhard is one of the heroes in Viking Conquest. You can find Reginhard in Frisia during the storyline campaign, but the player addresses him as a foreigner. Story[] Before the campaign, Reginhard was a normal Friesian living in Dorestad with a family. However, his family is killed by an unknown plague, which caused him to go get drunk and join the Friese Rebellion led by Thiaderd. During his time with the Rebellion, he and Thiaderd's brother negotiate a deal with the jarl of Kennemer, Jarl Hrodulf Haraldsson, while Thiaderd refused to come because he knew it was a trap. Later, Thiaderd's brother was executed by a blood eagle and Reginhard is a traitor to the Rebellion. He spent most of his days drinking in the Mead Hall until the protagonist finds him while hunting Thiaderd. Their first interaction was warm and Reginhard told his story to the protagonist, but in exchange for giving the rebels' location, the protagonist must donate money to a charity that helps war victims. After this, Reginhard agrees to join the protagonist's party to meet Thiaderd. However, Thiaderd is unhappy and angry to see Reginhard and orders his army to attack the protagonist's party, but the party managed to defeat the rebellion and kill Thiaderd as well. With the rebellion defeated, the protagonist had the option to decide the fate of the base and its inhabitants. Reginhard told the whole story to the protagonist and his only family is the party. He also warns the protagonist about the jarl's scheme of assassinating the king of Friese, Konungr Hrorek Hemmingsson. He also partook in the Battle of Doccinga with the protagonist with a decisive victory against Sven's invasion. After the confrontation between the protagonist and the jarl, Reginhard proposed that they should go to Mierce as mercenaries. When they leave Friese for the journey, he came along with Brunhild and they both had hostile interactions. Reginhard treated Brunhild like a camp slave and said he might marry Brunhild, but Brunhild wanted to be treated as a warrior and both of them ask the protagonist for help. Dialogue[] Main article: Reginhard/Interactions Stats and Equipment[] Reginhard - Default Stats and Equipment Attributes Stat Points Level 12 Strength 11 Agility 15 Intelligence 10 Charisma 10 Health 56 Armor Head Ragged Decorated Phrygian Body Tattered Frisian Tunic Hand None Foot Ragged Quality Wrapping Boots Skills Skill Points Sea-King 0 Navigation 2 Ironflesh 5 Power Strike 5 Power Throw 5 Power Draw 3 Weapon Maintenance 0 Weapon Master 6 Athletics 6 Riding 2 Looting 7 Trainer 0 Tracking 5 Tactics 2 Path-finding 7 Spotting 3 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 3 Engineer 0 Persuasion 3 Leadership 3 Trade 5 Proficiencies Weapon Type Points One Handed Weapons 91 Two Handed Weapons 73 Polearms 125 Archery 91 Crossbows 72 Throwing 91 Slings 91 Weapons Melee 91 Ranged Bent Javelins Shield None Mount None Player's Companions Agathinos Ailchu Asbjorn Beda Bodo Brunhild Caio Ceawlin ClovisDonnchadh Dwywei Egil Helgi Morgant Reginhard Solveig
Reginhard/Interactions
This is a list of interactions with Reginhard. Introduction[] "Ah. Well, if you must know, I shall tell you. Not many people around here will listen to good old Reginhard." "I was born in Dorestad. My life has not exactly been easy, but I was happy until my wife and two children died of a plague two years ago. I had a farm, you know, and I sold it because everything in it reminded me of them. Now I'm a drunk and an idiot and no one wants to be with me... well, until you came along." "'Reginhard the fool,' some call me here. Shit, I shouldn't even be here." "Thank you, my friend! I know I'm rough. Thank God for people like you giving me a chance." "I will earn your respect. You will discover that you can trust me." "Good! Give me a few moments to prepare and I'll be ready to move."
Reindi Castle
Reindi Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Emirin Ehlerdah Sieges with... Ladders Port No World Map Mount&BladeReindi CastleEmirinTemplate:World Map/Mount&BladeWarbandReindi CastleEhlerdahTemplate:World Map/Warband Reindi Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Reindi Castle lies southwest of Praven at the border with the Kingdom of Rhodoks. Its village is Emirin which is to the southeast at the base of the Khergit mountain range. Warband[] Reindi Castle lies southeast of Dhirim on a hill at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Rhodoks to the southwest. Its village is Ehlerdah which is to the northeast, near a stretch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Reindi Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Relationship
Your Relationship towards a vassal, faction, town, or village exhibits how much they trust or like you. Supporting them usually improves your relationship with them, while fighting or disappointing them harms it. While your character's relationship to factions and towns/villages always starts at 0, vassals can start with a better or worse impression on you, based on their personalities. Relation can range from -100 to +100. Note that once your Relationship with a vassal reaches +100, it sometimes doesn't deteriorate as it usually would. Similar results occur when you try to please a lord at -100. For example, a vassal with a relationship of +100 toward you may not mind if you give other vassals fiefs. That depends on the regarding vassal's personality. Vassals that value honor will forever stay devoted once a relationship of +100 has been accomplished. Vice versa is the case with dishonorable vassals, which will forever hate you once a relation of -100 has been reached. Relationship affects your interactions with other vassals and becomes very important if you start your own Kingdom. A very positive relationship with a vassal, for example, will allow you to talk in private with any vassal, giving you a chance to convert them to your kingdom. A very negative one, on the other hand, could cause them to hire assassins. Having a positive relationship with a married lady will allow you to ask them to improve your relationship with a vassal of the faction who currently has a negative relation with you by sending them gifts of 1000-3000 denars, boosting your relationship with them by +1 per 1000 denars. If you have any negative relationship with factions, you will be at war with them and they may attack you at any time. A negative relationship with a village will prevent you from recruiting there, while a very positive one increases the possible number of recruits gained as well as their tier. Negative relationship with a town or its lord prevents you from buying land for a Productive Enterprise, while positive relationship improves prices as well as the city's population initially assisting you when attempting to break into the town's prison. There are several other parties you can increase your relationship with, including Tavern Keepers and Manhunters, but this has no noticeable impact on the game. Contents 1 Relationship with Vassals 2 Relationship with Ladies 3 Relationship with Factions 4 Relationship with Villages 5 Relationship with Towns Relationship with Vassals[] The following actions will improve or harm your relationship with vassals. Note that some actions may have different results depending on the vassal's personality. Action Result Honor bonus (for Upstanding and Good-Natured vassals) * honor/3 Quarrelsome penalty (first dialog with Quarrelsome vassal) -3 Rushing to their aid in battle (depending on how many units they and their opponent have remaining) +0-12 Giving them a fief +10 Raid caravan quest +10 Freeing a captured vassal +2 Meeting a vassal again after allowing them to go free +0-5 Allowing them to go free instead of capturing them +5 Appoint as Marshall +5 Follow the Spy to Meeting quest +5 Lend surgeon quest +5 Destroy Bandit Lair quest +4 Train troops quest +4 Lend companion quest +3 Collect Taxes from (fief) quest +3 Hunt Down Fugitive quest +2 Rescue/Ransom a prisoner +? Denounce Lord quest +7 Bring Back Runaway Serfs quest +? Capture enemy lord quest +? Capture prisoners quest +? Kill local merchant quest +? Meet spy quest +3 Collect debt from lord quest +? Incriminate commander quest +? Deliver Message to (character) quest +? Escort Lady to Town quest +? Collect debt from lord -? Being attacked by you (only up to -10) -1 While your vassal, being defeated in combat -1 Rushing to their (unneeded) aid in battle -0-2 While your vassal, giving another vassal a fief -2 Being captured by you -3 Attack villagers belonging to their village -3 Decline ransom for captured lord -4 Raze one of their villages -6 Reject vassalage -10 Meeting a vassal after letting them go free -15 Attack a vassal while you or your faction is not at war with him -30 * 1 relationship point per 3 points of honor. The Honor bonus is negative if honor is also negative. If honor is changed, the relationship would be changed automatically. Relationship with Ladies[] Action Effects Duel for lady - Accept quest +3 Duel for lady - Reject quest -1 Duel for lady - Complete quest +10 Duel for lady - Fail quest +6 Escort lady +2 Rescue prisoner lord +8 Release lady without ransom after capturing a castle or town +1 Demand ransom for a lady after capturing a castle or town -? Relationship with Factions[] Action Result Protect villagers on the overland map +4 Rushing to the aid of a vassal in danger +4 Release a faction's imprisoned lord from a castle or town +2 Attacking a vassal -1 Capturing a vassal -3 Attack one of their vassals * if (rel > 0) then (-3) else (rel - 3) Attack their peasants if (rel > 0) then (-3) else (rel - 3) Reject peace offer as king -5 Attack their caravan -5 * If relationship was positive then it became -3, otherwise it decreases on 3 points. Relationship with Villages[] Action Result Train the Peasants quest +3-11 Bring wheat to (village) quest +10 Deliver Heads of Cattle quest +8 Save the Village from Bandits +4-8 Let runaway serfs go +1 Helping a poor peasant +1 Kill fugitive -1 Force runaway serfs back to village -1 Force peasants to give you supplies -3 Relationship with Towns[] Action Result Save Town from Bandits quest +0-14 Persuade lords to make peace quest +5-8 Deal with Looters quest +5 Ransom Girl from Bandits quest +2 Track Down Bandits quest +2 Help poor townsman +1 Escort Merchant Caravan to (town) quest +1 Deliver Units of Ale quest +1 Win a tournament +1 Move cattle herd quest +1 Track Down Bandits quest +1 Give 1000 denars to the tavern keeper +1 Deal with Night Bandits +1 Collect Taxes from (fief) quest (from noble) -1 Attack villagers from a village near the town -3
Religions
Religions are individuals' or groups' beliefs in higher powers. The core Mount&Blade series do not feature a religion mechanic but Viking Conquest and several mods do. Contents 1 In Mount&Blade/Warband 1.1 Examples of Religions 2 In Viking Conquest 2.1 Featured Religions 3 In With Fire & Sword 4 In Bannerlord In Mount&Blade/Warband[] Religions are only alluded to in the core series. Starting with Warrider, characters would on occasion mention deities, spirits, or other supernatural beings, various religion-themed NPCs would be added or removed between versions, certain shields and banners would feature religious imagery, and religious buildings could be found in towns and castles, though only as decorations. As already mentioned, religions are not a mechanic in Mount&Blade and thus their presence is very superficial and is largely to add a bit of flavor to the game's world. Examples of Religions[] Mentions of religions are most prominent in Warrider (Mount&Blade v0.202). This is only fair given the dark fantasy setting of the game. Later versions have cut back on religious mentions but have expanded the visuals. Calradian religion: The religion inspired by Christianity and adhered to by the Swadians, Rhodoks, and Vaegirs. Adherents of this religion believe in a "God", in the "Seven Saints", and in the holy mandate of nobles. Clergy are called "priests" and addressed to as "Father". The main evil force in this religion is the "Devil". Examples of adherents include - most notably in Warrider - the kingdoms' Counts, and Fathers Larchas and Erascus, who are priests. Additionally, the followers Firentis, Katrin, and Klethi also seem to be adherents, at least when it comes to superstitions. In subsequent versions of Mount and Blade, "God", the "Saints", and the "Devil" are mentioned less frequently. Certain troop-types such as Inquisitors and Pilgrims were introduced and removed between versions - they were apparently quest-related. Various religious buildings began appearing as the game developed further. In v0.808, one could see a cross standing atop town towers. In later versions, dedicated church or chapel buildings were also added to some town and castle scenes. Crosses were also a common symbol on banners and on certain shields present in older versions of the game. Some in the fan community speculate that the follower Jeremus is either a priest or a monk in this religion given the fact that he wears a robe, fights with a staff, has a stereotypical "monk" haircut, and practices medicine as real-world Christian priests and monks did. However, he never speaks on any religious topics, rather fancying himself a man of science. Khergit religion: Mentioned exclusively in Warrider and adhered to only by Khergit NPCs such as khans Barthai and Nuyukh, among others. This religion apparently is a form of shamanism and ancestor worship, similar to real-life counterparts. Among the supernatural entities recognized by this religion are the "Gods of the Six Winds" - who seem to be presiding over the Khergit nomadic lifestyle - and the "Black Wolf", a Grim-Reaper-like entity that comes for the spirits of those who die. Shamans make up this religion's clergy and elders are respected for their wisdom. Ancestor spirits are often also sought for advice and appeased when misdeeds are committed. Dark Deities: Only mentioned in Warrider. This is less of a religion because the only individuals practicing it are Ecatha and Akhad Thell, the game's two necromancers, whose actions can be seen more as a way to obtain power rather than actual worship. The Hand of Tsannuh is apparently an artifact in this religion and is said to be a literal hand of a god. Given that human sacrifice is required to charge the Hand, it is likely that Tsannuh is one of the Dark Deities. The aforementioned "Devil" may also be considered one of the Dark Deities, even though most real-life religions do not treat the Devil as a god, even an evil one. Cult of Harlaus: Akhad Thell was planning to resurrect, fully restore, and make King Harlaus immortal so that the latter could become a god-king. For this end, he needed to charge the Hand of Tsannuh by sacrificing the Khergit princess Uruzuge at a special Sacrificial Ground during an eclipse. He was only partly successful, as the player character stopped both him and the undead king. Jumne religion: Sea Raiders, a bandit type added in versions after Warrider, when encountered, sometimes say "Today the gods will decide your fate!" before attacking the player's party. It is unclear if they refer to their own pantheon of gods or to gods in general. Given the fact the Sea Raiders are based on real-world Vikings, it is quite possible they are adherents of a religion based on Scandinavian Paganism. Their hostile approach to negotiations may also suggest that their pantheon consists of warrior-gods. The Nords, much like the Sea Raiders, are also originally from Jumne and may or may not adhere to this religion. Given the fact the Nords settled in Calradia, it is more likely that they adopted the Calradian religion. Then again, the Nords are also known to have a good head for commerce - this might suggest that if they still adhere to the Jumne religion, at least one of their gods is also a god of commerce or cunning. In real life Norse religion, the chief-god Odin is often equated to the Roman god Mercury, who was a god of commerce, among other things. Sarranid religion: With the introduction of the Sarranid Sultanate in Warband, the existence of a religion based on Islam was also alluded to. New kinds of buildings for scenes were added that are based on Islamic architecture, with the minaret being the most prominent. Sarranid banners feature the crescent moon - an important symbol in Islam - and there is a deactivated green shield in the game files that also features the crescent moon symbol. Green is also an important color in Islam. At the same time, is it possible that the Sarranids originally practiced a form of in-universe Zoroastrianism, given that some of their banners also feature flames. Additionally, several characters in Warband, including the player, speak of the "Heavens", as of a divine force. This is most likely a neutral term so as to not place characters into a particular religion, since most religions mention the sky in some way. In Viking Conquest[] In Viking Conquest, religions are a game mechanic. They affect NPCs' and kingdoms' attitudes towards the player and each other. Priests of either religion can be spoken to for certain services such as preaching, which can increase troop morale. The player can convert between religions and may also wish to make donations to priests of a chosen religion in exchange for its favor. This can grant access to special troops or other benefits, such as gameplay bonuses. For example, a high enough favor with the Norse religion can add bonus points to the player's combat skills. Minor religious buildings can be built in fiefs in order to convert the population to the desired religion, which increases loyalty and decreases the chance of assassination attempts. Featured Religions[] There are two primary religions featured in the game that can be joined: Christianity (Roman Catholicism): The religion of most kingdoms in Britain and northern Europe. It worships "God". Its clergy are called "priests". "monks" and "abbots" are a special category of faithful that dedicate themselves to worship without being clergy. Its buildings are called "monasteries". The player can visit these to learn to read Latin and/or buy wine. Additionally, abbots or monks can be hired to preach to troops for a morale boost, or to join to the player's court. Priests are also standalone units in all Christian nations' troop trees. Norse Paganism: The religion practiced largely by the Scandinavian kingdoms as well as certain kingdoms in northern Britain. This religion primarily worships "Odin" (or "Wotan") but other deities such as "Thor" and "Loki" are mentioned and have dedicated locations in the overland map. The player can make sacrifices to the Norse gods at Hofs - the religion's temples - in order to gain their favor. With enough favor, they can hire Berserkrs, a powerful type of troop. The Gothi - this religion's clergy - can be hired to preach to the troops for a morale bonus and to join the player's court. There are a few religions that cannot be joined and can be interacted with only to a minor degree: Roman Paganism: The religion of the Old Roman and his son Caio. It is only mentioned a few times during dialogue but cannot be otherwise interacted with. Caio is a dedicated follower of this religion and, if both are in the player's party, even gets into conflict with some of the Christian followers. Celtic Paganism: The religion of non-Christian and non-Norse Pagan Celts and/or Picts. The game treats it as paganism, although it is different from Norse Paganism. Dwywei is an adherent, with possible others. There are also several locations around the map, most prominently in the British Isles, that are connected to the Celtic religion. One such location has the player fight a large group of bandits for a treasure. Another such location acts like a Hof where the player may sacrifice prisoners to the Celtic deities, although the local priest himself admits that the cult's practices are not necessarily accurate to the historical Celtic/Pictish religious practices. In With Fire & Sword[] In With Fire & Sword, religions are likewise implied but are not a mechanic per se. Most factions and characters have a religion. Roman Catholic Christianity: The religion of the Polish Commonwealth, Spain, and France. Victor de la Buscador is Spanish and thus likely Roman Catholic. Jaques de Clermont and his companions, Cardinal Mazarin, D'Artagnan, the Queen of France, and "young Louis" are all French and thus Roman Catholic. (Eastern) Orthodox Christianity: The religion of the Cossack Hetmanate, the Muscovite Tsardom, and of Transylvanian Vlachs. Tepes is Vlach and is implied to be Orthodox Christian - that is, if he is not a vampire, which is also implied. Followers from the Cossack Hetmanate and the Muscovite Tsardom are also likely Orthodox Christians. Lutheran Protestant Christianity: The religion of the Kingdom of Sweden. Karlsson and Ingri are Swedes and thus likely adherents of Lutheranism. Islam: The religion of the Crimean Khanate. Bakhyt, Nogai, and Fatima are apparently Muslims. Folk Religion: Although Oksana is originally from the Cossack Hetmanate, her backstory implies she doesn't adhere to Orthodox Christianity and instead practices a form of folk-religion that involves soothsaying and healing. Alternatively, she might be a stereotypical gypsy, practising "gypsy magic". Additionally, nation-specific mercenary troops are also probably adherents of these religions, or others. The Kalmyk mercenaries of the Moscovite Tsardom, although not stated as such, are most likely Buddhists. German mercenaries come from the Holy Roman Empire and, as such, are likely to be Catholics, Lutherans, or Calvinists. The Azaps, Cebelus, and Janissaries of the Crimean Khanate come from the Ottoman Empire and thus are also Muslims or possibly Orthodox Christians (Janissaries). Scottish mercenaries are likely either Catholics or Calvinists. In Bannerlord[] This section is to be expanded Like in the original games, religions in Mount&Blade II: Bannerlord are only implied and, in fact, are barely even present in the game itself, with most mentions coming from the game's Digital Companion. Calradic religion: The religion of the Calradic Empire and its people as well as, possibly, the Vlandians and at least some Sturgians. It is through the Empire's influence that this religion spread across the continent. By the time of Warband, the pan-Calradic religion seems to be one based on Catholic Christianity but, in the time of Bannerlord, the Calradic religion seemed to be one based on Greco-Roman paganism. Cult of Emperor Darusos: A minor cult within the Empire, worshiping the deceased emperor Darusos, who was too young to successfully rule and was toppled by one of his generals. Members of this cult believe that Darusos will one day return and lead the world into a golden age. Prominently, the cult is represented by Embers of the Flame, a minor faction within the Empire. Emperor Arenicos was sanctified as a demigod during his lifetime. It is unclear if all emperors - or only select individuals - were treated as divine but it corresponds to real-world Roman tradition, namely the Imperial Cult. One (type of) imperial companion claims to have been a member of an underground cult that wanted to build the Kingdom of Heaven but ended up resorting to banditry in order to continue existing after its leader died. The cult managed to fight off several imperial punishing parties but was ultimately brought down. Battanian religion: Most likely based on real-world Celtic and Thracian paganism. Animism - the belief that gods or spirits inhabit objects and places - plays a central role in the Battanians' beliefs. They hold sacred the ancient yew grove next to the city of Dunglanys, using the trees growing on its outer edges for bow crafting - the ones in the centre of the grove, however, are off-limits. It is said that, in the olden days, the so-called Holy Men - the religion's clergy - would hang human sacrifices on the tree branches in the grove. Dunglanys itself is considered a place of religious significance due to the great cliff around which the city was built - and Seonon likewise, due to its lake. It is said that Holy Men can talk to deceased ancestors by drinking only the water of this lake. The Holy Men live ascetically, are allowed to travel unhindered anywhere in the land, and speak freely to anyone they wish. Other practices in this religion include: tattooing, collecting the heads of defeated enemies, and sending youths to live as animals in the local forests. The latter is an ancient practice that allows warriors to get in touch with their wild side. It is believed that, so long as a warrior lives like an animal, they are exempt from the laws of man. In-game this is represented by the Wolfskins, a minor Battanian faction. Additionally, several Battanian scenes feature carved wood and stone statues representing either great heroes or gods. Sturgian religion: Nothing is known about the Sturgian religion outside of the Nordic influences. Just like the Nords in Warband, the Sturgians are known as good traders and, as such, commerce and/or cunning may be tied to a particular deity from their pantheon. In real life, Veles is a Slavic god whose sphere - among others - includes trickery and wealth. Given that the Sturgians are seemingly based on the pre-Christian Kyivan Rus, it's likely they have their own version of Veles. Vakken religion: Nothing is known about Vakken beliefs. Since they are based on the real-world Finno-Ugric peoples, Vakken religion is probably also inspired by them. The Vakken are represented in-game by the Forest People, a minor Sturgian faction. Jumne religion: The religion of the Sea Raiders, the Skolderbroda minor faction, the Nord miners in northern Vlandia, and of a good number of Sturgians. As written above, this religion's most prominent gods are most likely war gods. Khuzait religion: Little is known about the Khuzait religion but they most likely share their beliefs with the Khergit, as described above. Even so, the clans in the Khanate all believe themselves descended from the "Great She-Wolf" and value freedom and clan loyalty above all else. The Iltanlar, a mountain people related to the Khuzait, worshiped a god named Iltan. It is unknown if Mount Iltan was named after the god - or if it was the other way around - but there is no way of finding out seeing as the Iltanlar were completely assimilated into the Khuzait Khanate, Sturgia, and the Calradic Empire. There is a removed Khuzait faction called the "Chosen of the Sky" in the game files and whose names implies it to be a religious group. Aserai religion: Little is known about the Aserai religion. They hold superstitious beliefs about the jinn, considering them dangerous if not outright evil. Another superstition is tied to the Kannic people, whom the Aserai believe practiced evil magics and cavorted with jinn and demons. TaleWorlds described the Aserai as inspired by pre-Islam Arabs and thus their religion is most likely based on Arabic paganism. Beni Zilal: The Sons of the Shadows are a quasi-religious order of assassins and warriors led by a messianic preacher. Not much is known about their beliefs and practices aside from the fact they keep some great secret and consume hallucinogenic herbs. They are a minor faction of the Aserai Sultanate and are most likely inspired by the real-world Order of Assassins, a Shia Islam order of warriors. There is mention in the game files of a character called "Father of the Night", which may or may not be the faction's formal leader. Darshi religion: The religion of the Darshi people. Nothing is known about it but, since the Darshi are inspired by Persians, it is possible their beliefs are based on pre-Islam Iranian paganism and Zoroastrianism. The Darshi are represented by the Ghilman, a minor Aserai faction. Additionally, people in Calradia observe various quasi-religious activities: People in the Empire, Vlandia, Battania, and parts of Sturgia seem to be observing solstices and equinoxes, lighting bonfires at nights and organizing gatherings. Many people throughout Calradia hold superstitious beliefs. One companion (type) backstory is that she believes herself to have been born cursed, because all her suitors ended up dying prematurely. Another companion (type) was disowned by her family because of a body mark she had been born with, which the family believed to be a mark of evil.
Remental
Remental Settlement Information Type Village Kingdom Vlandia Fortification Ostican Remental is a village in Vlandia owned by Baron Hecard of House dey Molarn. The village is bound to Ostican and known to produce Olives. Description[] Remental sits in a gap in the mountains of the Ebor peninsula. Towering fir and spruce grow on the slopes. Villagers trap fur-bearing animals like marten, rabbit and fox. This wild region has recently attracted many settlers drawn to the relative freedom of the woods, where the rule of the Vlandian barons is much lighter than in the south. 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
Renown
Renown will be earned by your character as you progress through the Mount&Blade games. Your character's renown is basically how well known they are throughout Calradia or Eastern Europe. The other lords and rulers also have renown, which over time, assuming you are relatively successful, you will surpass. You can gain renown in a number of ways: Winning battles - The more the odds are stacked against you, the more renown you will earn, up to a maximum of 50 per battle. Winning Tournaments. Completing Quests. Holding successful Feasts (Warband only). As a female character, countering remarks from lords. However, depending on their personalities, you may lose relation and some will want to duel you, or even worse, send their army at you. Others will admire your quick tongue and you will gain relation. You can also lose renown over time by not doing any or enough of the above. Renown is important, as it affects a number of things, such as whether you can join a faction. The base requirement to join a faction is 150, or 200 if your character is female. To be able to help a claimant gain control of one of the factions, you need 200 renown. A female character will need 700 renown to own a fief. Renown heavily affects your party size. The more Renown you have, the more difficult it becomes to maintain and accumulate. At the beginning of each battle, there is a "Renown value" shown, which is the base amount you would gain for winning (the effective Renown value of Tier 6 in a tournament is 20); for every 200 Renown you currently have (rounded down), the amount of Renown you gain for winning is reduced by 1. For instance, if you have over 1200 renown, then you will not gain any Renown for winning a battle with a Renown value of 6 or less. This reduction (i.e. your current Renown / 200, rounded down) is also the amount of Renown you lose at the end of each week. The weekly renown loss can be found/modified in simple_triggers.txt, and the reduction of renown gain can be found in scripts.txt. Contents 1 Minimum Renown 2 Bannerlord 2.1 Clan Tier 3 See Also Minimum Renown[] Goal Renown Become a Lord or Lady 160 Woo, ask for, and marry a Lady 1/2 the renown of the Guardian for approval Become a Marshall Participate in feasts without vassalage 200 Lead a Claimant's rebellion 200 Bannerlord[] Like previous games, Bannerlord uses renown as a measure for the player character's fame in the world. Renown is earned mostly through feats of combat prowess. This includes: Winning battles Destroying bandit hideouts Winning tournaments Clan Tier[] Renown is needed to unlock higher clan tiers. Each clan tier increases the party size limit for each party in the clan, the party limit in the clan, the companion limit, and unlocks new ways to engage politically. Tier Requirement Unlocks 1 50 renown Companion Limit: +1 Party Size: +15 Eligible to join a kingdom as mercenary clan 2 150 renown Clan Party: +1 Companion Limit: +1 Party Size: +15 Eligible for being a Vassal 3 350 renown Clan Party: +1 Companion Limit: +1 Party Size: +15 4 900 Renown Clan Party: +1 Companion Limit: +1 Party Size: +15 Eligible to create a kingdom See Also[] Gameplay mechanics
Rescue prisoner
Rescue Prisoner Given by Vassal Time limit 30 Days Reward Relation +1 (Accept)Relation +8 (Complete) This quest is given by a lord. A lord will beseech you to recover one their family members from a prison in an opposing castle or town. Unfortunately, the ransom option does not appear to work in this situation. You can bribe the prison guard 100 denars to be allowed entry to the prison, but this does not help much as the guard keeps the key to the lord's chains (probably designed for the Deliver message to prisoner lord quest). It is necessary to fight the guards (convincing a nearby village with a bribe of up to 300 denars to fake a fire drastically reduces the number of guards). Oddly enough, whatever your method in completing the quest, neither your relationship with the lord of the castle, nor that of the faction he represents will be harmed. However, you will receive a fair relationship boost with the freed prisoner and a significant boost with the quest giver in addition to 1500-2000 denars and 2000-4000 experience points. Sometimes, you may encounter a bug where the prisoner lord becomes hostile to you, which makes it impossible to complete the quest. This can only be fixed by shutting down and reopening the game. Also, be aware that once you have rescued the prisoner, if the lord is defeated again, the quest will be cancelled and you cannot collect your reward.
Resolve Dispute
Resolve Dispute Given by Minister or Spouse Time limit 27-28 days Refresh rate 4-8 days Reward 3 honor, 500 experience, 25 renown Resolve Dispute is a quest you can be given by your minister, your spouse or a lord's spouse in order to persuade two lords to end a conflict between themselves. Depending on who gives you this quest, you have to complete it in different ways. Given by another lord's spouse[] When given by another lord's spouse, they will request furs to make a velvet robe to please said lord. After that, you may speak with the lord and complete the quest. Given by your minister or spouse[] When you are king and/or married, your minister and/or spouse will occasionally inform you (upon asking for their advice to strengthen your kingdom's unity or improving your standing in your realm) about a dispute that is happening between two lords. You are then given the chance to solve this problem by persuading each of them to resolve their dispute. Note: you are given this quest more often when you're a vassal. When talking to one of the two lords, you can agree with him, as to take his side in the argument. This will resolve the dispute and boost your relationship with the lord you agreed with, but the other one may or may not take offense depending on his personality and your relationship with him. If you're a king, this decision will also be viewed as controversial by your other vassals. Alternatively, you won't risk offending either party if you ask both lords to "settle their differences". This is, however, more difficult to achieve, as it also requires a good enough persuasion skill. When successful, this action will give you 3 honor, 500 experience and 25 renown. If you're a king, denying to resolve a dispute after you've accepted to do so will provoke a negative reaction from all vassals who don't have a good relationship with you. If you fail the quest by running out of time, your right to rule will go down by 2.
Reveran
Reveran Settlement Information Type Village Kingdom Rhodoks Fortification Maras Castle World Map WarbandReveranMaras CastleTemplate:World Map/Warband Reveran is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located through the village to the building farthest from where the player enters, next to some barrels. Reveran is set on the side of a steep hill in very uneven terrain with a small stream below and a moderate number of trees. It has a total of seven structures and many pole fences throughout. Two distinct fields can be found growing cabbages, grapes, squash, and some sort of shrubs, though numerous stacks of straw and fences suggest more fields may have already been harvested. There are several oil jugs present here as well. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, under a tree. 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)
Reyvadin
Reyvadin Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages AyyikeRebacheSumbujaAyyikeUlburban Sieges with... Ladders Port No World Map Mount&BladeReyvadinAyyikeRebacheSumbujaTemplate:World Map/Mount&BladeWarbandReyvadinAyyikeUlburbanTemplate:World Map/Warband Reyvadin is the capital city of the Kingdom of Vaegirs. This town is initially owned by King Yaroglek. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Ayyike, Rebache, and Sumbuja. Warband Its villages are Ayyike and Ulburban. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located two turns to the right of the Tavern and just to the right of the keep's gates. There is a small gap in the invisible barriers around the entrance to the city. Passing through the gap will give the player access to explore the entire map. Siege[] Besieging Reyvadin require the construction of Siege Ladders. Tournaments[] If you take part in a Tournament in Reyvadin, you can be given any of the following sets of equipment: Heavy Sword Sword & Shield Axe & Shield Lance & Shield Any set of weapons can also be provided with a horse, but not all participants are on horses. Reyvadin Tournaments do not include ranged weapons. The game seems to favour having 2 large teams fighting over 3 or 4 small teams. Economy[] Reyvadin has three villages linked to the town, and two more villages linked to castles, improving its production. It sells cheap wool and buys iron and velvet at a high price, making it a good stop for merchants. Reyvadin mainly produces: Bread Wine Leatherwork Tools Wool Cloth Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Rheinbund
Der Rheinbund, or Confederacy of the Rhine, is a playable Nation in Napoleonic Wars. Contents 1 Background 2 Troops 2.1 Infantry 2.2 Cavalry 2.3 Specialists Background[] The Confederacy of the Rhine, known as "Der Rheinbund" in the game, was a German confederation forged from 16 German nation-states in 1806 that the Grande Armee had invaded in 1803, such as Wurttemberg, Saxony, and Bavaria. The Confederation of the Rhine would supply Napoleon with 61,000 German troops that would help in his 1812 invasion of Russia, and would finally be disbanded on the 30th May 1814, following the Treaty of Paris. Troops[] Infantry[] 2. Infanterie-Regiment Kronprinz, Bayern - Line Infantry Infanterie-Reg, No.2 Herzog Wilhelm, Wurttemberg - Line Infantry Infanterie-Regiment, Prinz Friedrich August, Sachsen - Line Infantry Infanterie-Reg, No.4 Von Franquemont, Wurttemberg - Line Infantry Grenadiers de la Garde, Westphalen - Foot Guard Infanterie-Reg, Gross- und Erbprinz, Hessen-Darmstadt - Light Infantry 7. Leichtes Infanterie-Battalion, Bayern - Light Infantry/Riflemen Cavalry[] Reitende Jaeger, Nassau - Hussars Ulanen Regiment, Prinz Clemens, Sachsen - Lancers Leichtes Dragoner Regiment, Baden - Light Horse/Light Dragoons 1er Regiment De Cuirassiers, Westphalen - Cuirassiers Garde du Corps, Sachsen - Heavy Cavalry Specialists[] Artillerie Regiment, Bayern - Artillery Medecin de 2e Classe, Frankreich - Surgeon Pioniere, Berg - Engineer Friedrich August I, Konig Von Sachsen - Commander Wikipedia has an article on this subject at:Confederation of the Rhine Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Rhodok Crossbowman
Rhodok Crossbowman Troop Information Culture Kingdom of Rhodoks Wages 5-3 denars Acquired from... Rhodok Tribesman Upgrades to... Rhodok Trained Crossbowman Upgrade Cost 20 denars XP for Kill 80 xp Ransom Value 66 denars Rhodok Crossbowman are troops of the Kingdom of Rhodoks. Other than the Nord Huntsman, these are the only ranged unit that can be acquired at the second tier. They are just village trainees who understand the basics of firing the crossbow, and have been outfitted with simple body armor and a piece of cheap headgear. Tactics[] Rhodok Crossbowmen are tier-two troops that offer the firepower of third tier troops at a very early stage. They are slow to reload, so it is best to keep them away from the front lines of combat and, if possible, to station them on higher ground behind your infantry. Keeping these weak but reliable crossbowmen alive and upgrading them through the ranks into Rhodok Sharpshooters will have its benefits, though the above-average firepower and low upkeep of basic Rhodok Crossbowmen make them an excellent choice for garrison duties before this. 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. Rhodok Crossbowman - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Felt Hat, Hood (a) Body Arena Tunic Green Hand ? Foot Nomad Boots, Wrapping Boots Skills Skill Points Ironflesh 2 Power Strike 1 Power Throw ? Power Draw ? Weapon Master ? Shield 1 Athletics 2 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 85 Two Handed Weapons 85 Polearms 85 Archery 85 Crossbows 85 Throwing 85 Weapons Melee Sword, Falchion, Spiked Staff Ranged Crossbow, Bolts Shield (Possible): Old Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter
Rhodok Crossbowman (multiplayer)
The Rhodok Crossbowman is the ranged class of the Kingdom of Rhodoks in Multiplayer games. The Rhodok Crossbowman has the weakest torso armor of any multiplayer class in the game, but its combination of accurate crossbow shots, solid melee weapon selection and board shields, and melee weapon proficiencies approaching the level of a dedicated melee class nonetheless give them advantages. They should not attempt to duel against archers at range unless they have cover -- the rapid shots of an archer will render them incapable of successfully reloading, while rapidly sapping their health. Stats[] Attributes Stat Points Level 20 Strength 16 Agility 15 Intelligence 30 Charisma 30 Health 55 Relevant Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 0 Power Draw 0 Shield 2 Athletics 4 Riding 1 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 60 Crossbows 180 Throwing 90 Equipment[] Crossbows present a tradeoff of speed and damage -- the standard crossbow being quickest to reload, and the siege crossbow doing the most damage. The other dilemma is two-hander and extra bolts vs. one-hander and board shield for melee backup. If you find yourself rarely getting off more than 30 crossbow shots before dying anyway, then a board shield could add to your life span. The spiked staff provides a good level of reach, and can be used one or two-handed. The hammers provide an excellent surprise to anyone approaching you with a 1-handed weapon and shield -- as many people do when approaching ranged classes. Helmets Helmet Price Padded coif 6 Leather cap 8 Footman's helmet 95 Kettle hat 240 Torso Armors Armor Price Tunic with green cape Free Leather armor 65 Padded cloth 297 Shoes Shoes Price Ankle boots free Leather boots 174 Splinted greaves 853 Gloves Gloves Price Leather gloves 90 Weapons Weapon Price Melee Weapons Short sword 152 27c Sword 163 28c Sword 243 Maul 97 Sledgehammer 101 Fighting pick free Spiked staff 200 Military pick 280 Ranged Weapons Crossbow free Heavy crossbow 349 Siege crossbow 683 Bolts free Steel bolts 210 Shields Old board shield free Plain board shield 114 Board shield 210 Heavy board shield 370 Rhodok crossbowmen have no mounts. Bot Rhodok Crossbowmen[] Rhodok Crossbowman (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Leather cap Body Padded leather Hand ? Foot Nomad boots Skills Skill Points Ironflesh 4 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics 6 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 120 Two Handed Weapons 100 Polearms 110 Archery 0 Crossbows 120 Throwing 0 Weapons Melee Fighting pick, maul, spiked staff Ranged Heavy crossbow, bolts Shield Board shield Mount ?
Rhodok Horseman
The Rhodok Horseman is the mounted class of the Kingdom of Rhodoks in Multiplayer games. The campaign lore pegs the Rhodoks as an infantry power, and the Rhodok horseman, with below average proficiencies and riding skills (although still high enough to just ride any horse in the game), supports this. Nonetheless, they are capable of typical heavy cavalry functions. Stats[] Attributes Stat Points Level 20 Strength 15 Agility 15 Intelligence 30 Charisma 30 Health 56 Relevant Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw 1 Power Draw 0 Shield 3 Athletics 3 Riding 4 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Equipment[] Helmets Helmet Price Padded coif 6 Footman's helmet 95 Kettle hat 240 Bascinet with nose guard 479 Torso Armors Armor Price Green tunic free Leather armor 65 Padded cloth 297 Ragged outfit 390 Surcoat over mail 1720 Shoes Shoes Price Ankle boots free Leather boots 174 Splinted greaves 853 Plate boots 1770 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlet 710 Gauntlets 1040 Weapons Weapon Price Melee Weapons 27c Sword free 28c Sword 243 Arming sword 410 Morningstar 305 Fighting pick 108 Military pick 280 Soldier's cleaver 193 Military cleaver 263 Shortened military scythe 264 War cleaver 640 Light lance free Lance 270 Heavy lance 360 Ranged Weapons Darts 155 War darts 285 Javelins 300 Shields Horseman's heater shield free Knightly heater shield 390 Mounts Mount Price Saddle horse 240 Courser 600 Hunter 810 War horse 1224 Bot Rhodok Scouts[] The bot version of Rhodok horsemen are known as Rhodok scouts. (more to come later) Rhodok Horseman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Skullcap Body Padded cloth, ragged outfit Hand ? Foot Ankle boots, nomad boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 3 Power Draw ? Weapon Master ? Shield 1 Athletics ? Riding 5 Horse Archery 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Light lance, 27c sword Ranged ? Shield Horseman's heater shield Mount Saddle horse