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Rhodok Sergeant | Rhodok Sergeant Troop Information Culture Kingdom of Rhodoks Wages 29-15 denars Acquired from... Rhodok Veteran Spearman Upgrades to... None Upgrade Cost None XP for Kill 244 xp Ransom Value 204 denars Rhodok Sergeants are the top-tier unit in the Rhodok melee line, having been promoted from Rhodok Veteran Spearmen. They share top-tier status with Rhodok Sharpshooters. Tactics[] Rhodok Sergeants are among the best infantry melee units available, alongside Nord Huscarls, Swadian Sergeants, Vaegir Guards, and Sarranid Guards. They are quite effective on the field or for siege defense, but they have worse one-handed skill than any other elite infantry, making them less effective in that respect. Rhodok Sergeants, when defending a castle or town during a siege, are superb at standing against almost any troop belonging to other factions. Their large Board Shields and polearms are perfect for repelling any enemy unit from the walls of your castle or town. Should the enemy break through the defensive line, past the swinging polearms, Sergeants will engage in close combat with shorter weapons. This is a slight disadvantage for Sergeants, though they should be somewhat more numerous thanks to their slightly lower cost. The one-handed weapons they are typically equipped with are a mix of cleavers and hammers, making them fairly effective against most targets on foot. On open fields against cavalry, like with most other infantry, they should be pressed into close formation in large numbers on the most uneven and obstructed terrain near their initial spawn point in order to absorb the charge. Once the cavalry has been stopped, they can then pick apart any hapless riders pinned to the formation by the cavalry behind them. For Sergeants to be most effective, they should remain in formation to stop any further attempts to charge. This same principle works equally well against enemy infantry on the field, where your defending troops can act as a distraction while Rhodok Crossbowmen pelt the attacking troops into submission. Something that should be remembered when fighting against Rhodok Sergeants is that their board shields and heraldic mail make them incredibly difficult to kill, although killing a large group of them can give incredible loot, such as high-tier armor. Due to being equipped with military hammers, Sergeants are effective for capturing prisoners. 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 Sergeant - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 54 Armor Head Full Helm, Bascinet with Nose Guard, Bascinet with Aventail Body Surcoat over Mail, Heraldic Mail with Surcoat Hand Leather Gloves, Mail Mittens Foot Mail Chausses Skills Skill Points Ironflesh 6 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics 5 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 115 Polearms 155 Archery 115 Crossbows 115 Throwing 115 Weapons Melee Glaive, Military Hammer, Military Cleaver Ranged ? Shield Heavy Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter |
Rhodok Sergeant (multiplayer) | The Rhodok Sergeant is the melee infantry class of the Kingdom of Rhodoks in Multiplayer games. Rhodok Sergeants have a mediocre selection of torso armors for a melee infantry class, but their array of weapons -- including the pike, the game's longest weapon, block-crushing hammers, and the highly protective board shield -- makes them a potent class. They have the highest polearm proficiency in the game. However, at maximum equipment, they are overall the weakest-armored infantry unit; their strongest armor being a chain hauberk with a surcoat. Stats[] Attributes Stat Points Level 20 Strength 16 Agility 14 Intelligence 30 Charisma 30 Health 59 Relevant Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw 1 Power Draw 0 Shield 5 Athletics 6 Riding 1 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 110 Two Handed Weapons 100 Polearms 140 Archery 30 Crossbows 50 Throwing 110 Equipment[] The Rhodok sergeant's armory of polearms presents several options. The pike has the longest reach of any weapon in the game. Glaives combine adequate reach with power. War spears are fast, and can be used one-handed with a shield if necessary. Ashwood pikes aren't bad, but they don't seem to have any real niche. They lack the length of regular pikes, lack the power of glaives, lack the flexibility and speed of war spears. While Rhodok sergeants are excellent against cavalry, they lack any particularly good anti-cavalry one-handed weapons, like the bamboo spear or long awlpike, the simple war spear being their best. With hammers, sergeants can crush many foes reliant on blocking enemies, although this can leave them vulnerable to missiles, longer-reaching weapons, and quick attacks with weapons like scimitars. Curiously, sergeants do no employ any "real" swords, relying on cleavers and such instead. Helmets Helmet Price Padded coif 6 Leather cap 8 Footman's helmet 95 Kettle hat 240 Bascinet with Aventail 479 Full helm 811 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 Iron greaves 1770 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlets 710 Gauntlets 1040 Weapons Weapon Price Melee Weapons Maul 97 Sledgehammer 101 Great hammer 290 Morningstar 305 Fighting pick free Spiked staff 200 Military sickle 220 Military pick 280 Soldier's cleaver 193 Military cleaver 263 War cleaver 640 Spear free Pike 125 War spear 140 Ashwood pike 205 Glaive 352 Ranged Weapons Darts 155 War darts 285 Javelins 300 Shields Old board shield free Plain board shield 114 Board shield 210 Heavy board shield 370 Rhodok sergeants have no mounts. Bot Rhodok Spearmen[] The bot equivalent of Rhodok sergeants are referred to as Rhodok spearmen. (more to come later.) Rhodok Sergeant (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Leather cap Body Byrnie, ragged outfit Hand ? Foot Nomad boots Skills Skill Points Ironflesh 5 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics 3 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 115 Two Handed Weapons 115 Polearms 115 Archery 115 Crossbows 115 Throwing 115 Weapons Melee Ashwood pike, pike, sledgehammer, spiked staff, 27c sword, war spear Ranged ? Shield Board shield Mount ? |
Rhodok Sharpshooter | Rhodok Sharpshooter Troop Information Culture Kingdom of Rhodoks Wages 29-15 denars Acquired from... Rhodok Veteran Crossbowman Upgrades to... N/A Upgrade Cost N/A XP for Kill 244 xp Ransom Value 204 denars Rhodok Sharpshooters are Rhodok crossbowmen who have highly polished skills, and are the strongest crossbow-wielding troop in the game. They are armed with a fearsome Siege Crossbow and Steel Bolt combination, which can take down any enemy with any armor in one or two hits. They also always carry a Board Shield. This equipment setup allows for some very powerful strategies. Rhodok sharpshooters are the troops that can shoot to more distance, and are good on sieges too. Tactics[] If you tell them to hold fire, they will use their shield and melee weapon, as opposed to telling them to pull out blunt weapons, which causes half of them to use their fists due to carrying a Pick or Sword rather than a Hammer. If you tell them to fire at will, they will pull out their crossbows. You can unleash a nice, unison volley of bolts at prime range upon your opponents, and due to their board shields, enemy fire will not damage any of your Sharpshooters. Be careful when besieging castles, as the defenders will never run out of ammunition. It may be more effective to use Vaegir Marksmen for repeated siege assaults due to their higher rate of fire and consequently higher damage in a short period of time, allowing your archers to run out of arrows, retreat, and attack again. While being great crossbowmen, Sharpshooters are also great at self-defense. In fact, their skills are on par with veteran infantry of the other kingdoms. Their Ironflesh and Power Strike skills are impressively high. Do keep in mind, however, that their Mail with Tunic armor is mediocre at best. 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 Sharpshooter - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 5 Intelligence 4 Charisma 4 Health 55 Armor Head Kettle Hat, Mail Coif Body Mail with Tunic Hand ? Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 4 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 110 Two Handed Weapons 110 Polearms 110 Archery 100 Crossbows 140 Throwing 100 Weapons Melee Sword, Military Pick, Military Hammer Ranged Siege Crossbow, Steel Bolts Shield Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter |
Rhodok Spearman | Rhodok Spearman Troop Information Culture Kingdom of Rhodoks Wages 4-2 denars Acquired from... Rhodok Tribesman Upgrades to... Rhodok Trained Spearman Upgrade Cost 20 denars XP for Kill 72 xp Ransom Value 60 denars Rhodok Spearmen are troops of the Kingdom of Rhodoks. They wield spears and falchions. These low-ranking soldiers will guard towns alongside Trained Spearmen. Several Rhodok Spearmen will attack you if your pilgrim disguise fails when sneaking into a hostile Rhodok castle or town. These units have been significantly improved in between original game and Warband. Originally they were armed with spears and shields only, making them highly resistant to missiles but nearly useless in close combat. That way, they were nearly useless, almost impossible to upgrade unit with no real place in combat. Adding them a Falchion was one of the best improvements made in Warband. Tactics[] Rhodok Spearmen could be the best melee defense against enemy cavalry if you know how to move them, but showing Rhodok Spearmen the best place to stand and fight might be difficult. You can settle them in a line in front of your army to wear off enemy cavalry, but there is a problem with this tactical play, as the Rhodok Spearman will charge their polearms and swords to attack the cavalry when the swords of the enemy are already on their way toward your men's heads. The use of the "Hold this position" or "Stand ground" orders are not enough. However, it is quite possible to strike cavalry with polearm-wielding troops by setting up a phalanx. 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 Spearman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head (Possible): Felt Hat, Hood (a) Body Leather Armor, Arena Tunic Green Hand ? Foot Wrapping Boots, Nomad Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield 1 Athletics 1 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 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Spear, Pike, Falchion Ranged ? 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 Trained Crossbowman | Rhodok Trained Crossbowman Troop Information Culture Kingdom of Rhodoks Wages 11-6 denars Acquired from... Rhodok Crossbowman Upgrades to... Rhodok Veteran Crossbowman Upgrade Cost 40 denars XP for Kill 124 xp Ransom Value 104 denars Rhodok Trained Crossbowmen are third-tier ranged troops of the Kingdom of Rhodoks. The only significant difference from Rhodok Crossbowmen is that they always have shields and hoods. Tactics[] They wear mostly the same equipment as normal Rhodok Crossbowmen, the difference being their predecessors have more lower-end gear they can potentially spawn with, but the higher-end gear is the same. Most of their stats are slightly higher, though oddly, their Ironflesh is one point lower, giving them 2 fewer health points. Unlike normal Rhodok Crossbowmen, this unit is guaranteed a shield, which can provide an advantage if they ever need to engage in melee combat. It can also be used to defend against enemy archers until they come close enough to be in crossbow range. Trained Crossbowmen also have 20 more points in their Crossbows proficiency over their predecessors, which gives them superior accuracy at longer ranges, most useful while defending during a siege. Due to crossbows' power and ease of use, as well as the fairly low cost of keeping third-tier foot troops in a garrison, Rhodok Trained Crossbowmen can be stationed as a defense in massive numbers while still being potent enough to defend the walls. 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 Trained Crossbowman - Default Stats and Equipment Attributes Stat Points Level 15 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head Hood (a) Body Leather Armor, Arena Tunic Green Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics 3 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 105 Throwing 90 Weapons Melee Sword, Short Sword, Spiked Staff Ranged Crossbow, Bolts Shield 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 Trained Spearman | Rhodok Trained Spearman Troop Information Culture Kingdom of Rhodoks Wages 10-5 denars Acquired from... Rhodok Spearman Upgrades to... Rhodok Veteran Spearman Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Rhodok Trained Spearmen are melee troops of the Kingdom of Rhodoks. These units have been significantly improved in between original game and Warband. Originally they were armed with one-handed spears and shields only, making them highly resistant to missiles but nearly useless in close combat. That way, they were nearly useless, almost impossible to upgrade unit with no real place in combat. Adding them a two-handed Pike and a helmet was one of the best improvements made in Warband. Tactics[] Rhodok Trained Spearmen are best used against mounted units, due to the pikes and spears they carry. Compared to the Rhodok Spearmen, they are only slightly more skilled. They do carry better armor and a guaranteed shield, but their lack of a short reach weapon means they are not that strong against infantry. They can be made more efficient by setting up a phalanx. 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 Trained Spearman - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible): Footman's Helmet, Padded Coif Body Padded Cloth, Ragged Outfit Hand ? Foot Nomad Boots, Leather Boots Skills Skill Points Ironflesh 3 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield 2 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 105 Two Handed Weapons 105 Polearms 115 Archery 105 Crossbows 105 Throwing 105 Weapons Melee Pike, War Spear Ranged ? Shield Plain Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter |
Rhodok Tribesman | Rhodok Tribesman Troop Information Culture Kingdom of Rhodoks Wages 1 denar Acquired from... Rhodok Villages- or -Mountain Bandits Upgrades to... Rhodok Spearman- or -Rhodok Crossbowman Upgrade Cost 10 denars XP for Kill 38 xp Ransom Value 32 denars Rhodok Tribesmen are the basic unit recruited from Rhodok villages. The worst armed recruit in the game, having only a pitchfork and a shield for defense, nearly powerless in battle. They are lightly armed and armoured, but tend to carry shields. They can also be upgraded from Mountain Bandits. Tactics[] It is important to protect newly recruited Rhodok Tribesman with other, stronger units as they are very easily killed, especially when facing high-tier infantry. However, their long reaching weapons can keep lightly armed bandits at range and their large shields can protect from ranged attacks. 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 Tribesman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 45 Armor Head (Possible): Head Wrapping, Straw Hat Body Shirt, Tunic with vest Hand ? Foot Wrapping Boots, Nomad Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw 2 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 55 Two Handed Weapons 55 Polearms 55 Archery 55 Crossbows 55 Throwing 55 Weapons Melee Pitch Fork Ranged ? 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 Veteran Crossbowman | Rhodok Veteran Crossbowman Troop Information Culture Kingdom of Rhodoks Wages 19-10 denars Acquired from... Rhodok Trained Crossbowman Upgrades to... Rhodok Sharpshooter Upgrade Cost 80 denars XP for Kill 180 xp Ransom Value 150 denars Rhodok Veteran Crossbowmen are troops of the Kingdom of Rhodoks. These men are well-trained in the art of the crossbow, and have been outfitted with padded cloth armor. Tactics[] They are skilled with the crossbow but not as much as their higher-ups, the Rhodok Sharpshooters. Although Veterans aren't as skilled or powerful as their next tier, be warned as they can take your highest tier infantry or cavalry out of the fight in one shot nonetheless. Veteran Crossbowmen lack proper head protection, still only wearing the hats of common townsmen. 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 Veteran Crossbowman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Leather Cap, Felt Hat Body Padded Cloth Hand ? Foot Leather Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics 4 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 120 Throwing 100 Weapons Melee Sword, Short Sword, Fighting Pick, Spiked Staff Ranged Heavy Crossbow, Bolts Shield Plain Board Shield, Board Shield Mount ? Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter |
Rhodok Veteran Spearman | Rhodok Veteran Spearman Troop Information Culture Kingdom of Rhodoks Wages 18-9 denars Acquired from... Rhodok Trained Spearman Upgrades to... Rhodok Sergeant Upgrade Cost 80 denars XP for Kill 168 xp Ransom Value 140 denars Rhodok Veteran Spearmen are veteran infantry of the Kingdom of Rhodoks. Although coded to always spawn with a Board Shield, they never use them, nor can a shield even be seen on their backs. Rhodok castle guards look like Veteran Spearmen. These units have been significantly altered in between original game and Warband. Originally they were armed with swords and shields mostly, being the first Rhodok infantry unit to have anything but a spear. They were the first Rhodok infantry competent in close combat, but died quite easily due to lack of a helmet (they wore Byrnie or Ragged Outfit with Leather Cap - a curious combination!). That way, they were surprisingly hard to upgrade. Adding them decent helmets but taking away their swords and shields in Warband was an interesting change, making them more resistant in melee but more specialized and weaker to missiles at the same time. Tactics[] The primary purpose of Veteran Spearmen is to keep enemies away from your missile troops, and they are armed with a variety of polearms optimized for anti-cavalry work. Their main disadvantage is their lack of shields, leaving them vulnerable against archers. They boast a noticeably larger amount of hit points than other infantry of the same rank to compensate for their inability to use a shield. Rhodok Veteran Spearman can be used when setting up a phalanx. 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 Veteran Spearman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Kettle Hat, Mail Coif Body Mail with Tunic Hand (Possible): Leather Gloves Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 5 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics 3 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 115 Two Handed Weapons 115 Polearms 130 Archery 115 Crossbows 115 Throwing 115 Weapons Melee Ashwood Pike, Glaive Ranged ? Shield Board Shield* Mount ? * Shield is unusable due to both weapons having the (No shield) trait. Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter |
Right to rule | Right to rule is the amount of respect points you have. This is used when you are founding your own kingdom, and it only appears in Warband. The higher your right to rule is, the more likely lords will be to see you as the real monarch and even join you. If you have a low right to rule, other kingdoms will take you as a renegade, and other lords may not join your faction when you attempt to persuade them. Having low right to rule also means that the lords in different factions will not respect you as much when you talk to them. This can take the form of the lords stating that 'You are a lord with no master' and vice versa after you talk to them. Remember that you, the player, are just a foreigner in Calradia, and getting right to rule is very difficult. Getting right to rule takes time. It is advised that before you start a nation of your own, you prepare yourself enough so that the lords respect/know you. Note that Right to Rule has no impact on whether or not other factions declare war on you in Warband. It is a common mistaken belief that it does. However the internal script that decides to declare war does not check this variable. Right to rule can reach a maximum of 99. Contents 1 Chart 2 Spreading the Word 3 Recognized as Monarch 4 Glitch Chart[] The following is a list of actions that change your right to rule rating: Action Effect Do not complete Resolve Dispute quest -2 Companion returns from spreading word +3 Make peace +3 Get married (Currently bugged, see below) +15 Recruit lord +5 Companion returns with letter, recognized as monarch +10 Spreading the Word[] You can send out every companion once to spread the word about you wanting to become a king. The bonus from each companion sent out is +3, quite an increase seeing as it comes for free. You can even do this if you only have you and a companion in your party and nothing else. If you are the vassal of a monarch, they will talk about your dangerous ambitions to your face, but will do the job nonetheless. Simply ask them about what they think about you as a monarch, etc., they will begin to tell you about the old ways and so on. This will then lead to the option where you can send them off in your name. Any companion will do the job, but each has one other companion that will object if they are in your party. This means the objector will not be able to go. It should be noted that the objection is against the companion you have chosen, not that you are sending someone out. The following are companions who could be sent out and corresponding companions who object: Alayen - Borcha objects Borcha - Lezalit objects Lezalit - Katrin objects Katrin - Artimenner objects Artimenner - Rolf objects Rolf - Firentis objects Firentis - Matheld objects Matheld - Marnid objects Marnid - Klethi objects Klethi - Jeremus objects Jeremus - Nizar objects Nizar - Bunduk objects Bunduk - Deshavi objects Deshavi - Ymira objects Ymira - Baheshtur objects Baheshtur - Alayen objects If you are captured while a companion is promoting your right to rule, you will not gain right to rule when he or she returns. To prevent a companion from objecting and no longer being able to be sent out to raise your right to rule, you should not recruit the party member who objects until the one they object to has already been sent out, or you can alternatively dismiss the objector when you are about to send your companion on a mission to raise right to rule (and then rehire the dismissed companion if you want) (The objector companion will object if you hire him/her before the objected returns from the mission.). It is possible to have every companion recruited and send all but one on a mission to raise your right to rule, without having to dismiss anyone, if you follow the above list in reverse order. Start with Baheshtur (or whomever you prefer) and dismiss Alayen (the objector) beforehand. Once a companion has already performed their mission to raise your right to rule it no longer matters if they object to whomever you send out. There is a small time delay before the objection occurs, so if you recruit a companion who would object to another companion who has already been sent, you can immediately send the objecting companion before he or she has time to object. Note that you must wait some time after sending out a companion to promote your right to rule before you can send another one. As of version 1.143, the time stated in-game that you must wait between sending companions off is incorrect - if you try to send out a companion too soon he/she will tell you to wait a couple of weeks, but you only really need to wait a couple of days. The times listed in the companion mission report are also incorrect. It starts at 21 days, but goes down by more than one day per actual day. At a listed 17 days left, you can send out another companion. In Native, this is the only way to gain right to rule before becoming a king. The total bonus if you send out every companion is +48. Getting married is supposed to give player 15 right to rule, but due to an error in the source code (script_change_player_right_to_rule only accepts 1 argument which is the change amount, however in the marriage part 2 arguments are provided which means only the first one trp_player is used, which is 0 in numeric value), this bonus can never be attained. Recognized as Monarch[] After creating your own kingdom, you can talk to your minister to dispatch an emissary to another kingdom expressing good wish. Under certain conditions, they will return with a letter, recognizing you as monarch. The bonus is +10. Otherwise, the letter will say the king merely refer to you as your name, omitting any title, which will not give you any right to rule. The conditions are as below: During peace time: You share a common enemy, have a positive faction relation, and own none of their lands (this means none of the lands they started with at the beginning of the game OR any lands you might have taken directly from them even if they didn't start with them). During war time: 1. If they are at war with at least 2 others. 2. After 30 days of holding them off and keeping them from capturing any of your castles or cities. You can also make peace after these conditions, but make sure you get them to recognize you before you make peace. A third condition exists to where if you deal them massive war damage they will recognize you or make peace. Glitch[] Sometimes you can gain infinite right to rule through a glitch by going to the leader of a faction you are at war with and asking to make peace. If he agrees and says something about a truce, you will gain right to rule, but at the next dialogue option you can choose the second option then repeat first step. You can do this as many times as you like. Sometimes the leader might refuse your peace later, so you'd want to keep doing this repeatedly in one encounter. This glitch is only available with lords who want peace, it won't work with others. |
Rindyar Castle | Rindyar Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Chide Rduna Sieges with... Ladders Port No World Map Mount&BladeRindyar CastleChideTemplate:World Map/Mount&BladeWarbandRindyar CastleRdunaTemplate:World Map/Warband Rindyar Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Rindyar Castle lies southeast of Dhirim at the border with the Kingdom of Vaegirs. It is, in fact, closer to Curaw than any Swadian town. Its village is Chide which is quite close to the south, encompassed by sheer mountain rises and trees. Warband[] Rindyar Castle lies east of Dhirim at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Vaegirs to the north. Its village is Rduna which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Although the presumed door to the keep can be reached, there is no loading zone, so it can only be accessed through the menu. Siege[] Besieging Rindyar Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] <a href=" class="image"><img alt="Mb223" src=" decoding="async" loading="lazy" width="180" height="108" class="thumbimage" data-image-name="Mb223.jpg" data-image-key="Mb223.jpg" data-relevant="1" data-src=" /></a> Acquiring dialogue option It can be difficult to open dialog with a prisoner through their cell bars in the dungeon. It is possible to speak with them by angling yourself as shown in the image. 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 |
Rivacheg | Rivacheg Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages MazenShapeshteFisdnarShapeshteVezin Sieges with... Siege Tower Port No World Map Mount&BladeRivachegMazenShapeshteTemplate:World Map/Mount&BladeWarbandRivachegShapeshteVezinFisdnarTemplate:World Map/Warband Rivacheg is a town in the Kingdom of Vaegirs. It is initially owned by Boyar Meriga. As told by Alayen, Rivacheg Rock was supposedly where the Vaegirs held off the Nords in their first attempts to gain entry into Calradia. Apparently, the Vaegir king refused to pay the Nords for his people to be left alone, and so the Nords attempted to besiege Rivacheg multiple times, each time they were held off. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy 6 Trivia Territory[] Mount&Blade Its villages are Mazen and Shapeshte. Warband Rivacheg is the furthest north town in Calradia. Its villages are Fisdnar, Shapeshte, and Vezin. Rivacheg usually is very afflicted by roaming Sea Raiders and therefore is not a good place to go for new players with very small parties. However, the consistent spawn of Sea Raiders provides a good hunting ground for more experienced players. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Rivacheg can be located by turning 45 degrees to the right after selecting 'Take a walk around the streets'. Siege[] Besieging Rivacheg requires the construction of a Siege Tower. Tournaments[] Tournaments hosted in Rivacheg feature the following equipment: Lance & Shield Bow & Arrows Sword & Shield Axe & Shield Heavy Sword Horse (not every participant is mounted) Economy[] It's a very good place to buy land for a Productive Enterprise, though the lord ruling over the town may need to be appeased or displaced before anything can be done. The best is a Weavery and Dyeworks, to make Velvet from Raw Silk and Dyes, as raw silk can be bought very cheaply in Rivacheg. It will cost 10000 denars and the normal profit is between 1200-1500. Easily the most profitable single town in the game, if you keep raiding lords away from it's fiefs. Even fully raided out, it still brings in 560 profit a week. The town of Rivacheg mainly produces: Ale Bread Leatherwork Smoked Fish Wool Cloth Trivia[] Pieces of the strange set are found here in both Mount&Blade and Warband. New characters who are brave enough to face the threat of Sea Raiders can come here to obtain the armor and short sword for a decent boost in equipment. This chest can also be used as a safe storage for back-up items and equipment as long as your relationship with the kingdom that owns the town is at least neutral. 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 |
Rizi | Rizi Settlement Information Type Village Kingdom Nords Fortification Hrus CastleHrus Castle World Map Mount&BladeRiziHrus CastleTemplate:World Map/Mount&BladeWarbandRiziHrus CastleTemplate:World Map/Warband Rizi is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located straight from where the player enters, on the right side of the wooden tower, standing next to a table and brazier. Rizi is built on the top of a hill in a very hilly area with many low valleys, steep inclines, and tall trees. It has a total of seven structures, with the central-most building featuring a large tower. In addition to four fields growing cabbages and squash, other food including honey and beef can be found here. There is also a significant number of hanging pelts and fur bundles here, as well as a empty animal pen protected by a stone wall. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building with a tower from where the player enters, next to a cart. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Robber | Robber Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Highwayman Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Robbers are tier-three bandit infantry 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. Robber - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Tattered Common GambesonCrude Gambeson Hand None Foot Tattered Ankle Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 2 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 110 Polearms 190 Archery 20 Crossbows 20 Throwing 155 Slings 140 Weapons Melee Bent Heavy SpearSeax Ranged None Shield Crude Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Rodetan | Rodetan Settlement Information Type Village Kingdom Vlandia Fortification Talivel Castle Rodetan is a village in Vlandia owned by King Derthert of House dey Meroc. The village is bound to Talivel Castle and is known to produce Iron Ore. Rodetan takes its name from the ruddy, iron-rich soil of this part of the the Rhennod hills. The mines of this district supply the iron ore for many of the forges of the Vlandian kingdom. 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 |
Rodrigo de Braganca | Rodrigo de Braganca Rodrigo de Braganca is one of the eleven characters playable in Warband's Custom Battle mode. In-game description[] "There is a reason no one goes about the cities without armed guards once the sun sets, and that reason is Rodrigo de Braganca. Once a bright eyed merchant who arrived at Tihr with a small fortune in rubies and a dream to corner the velvet market, he was soon reduced to a pauper, having lost everything to cutthroat competition with the colluding Rhodok merchant guilds. But he soon turned measuring scales into swords, and applied his considerable business smarts into building up the deadliest criminal enterprise in Veluca, with hideouts and operations in every major town. He has attained his goal, for the price on his head is greater than the riches he once pursued. Now he takes great pleasure in relieving his former competitors of their worldly goods -— and worries." Stats[] Rodrigo de Braganca - Default Stats and Equipment Attributes Stat Points Level 15 Strength 9 Agility 15 Intelligence 12 Charisma 12 Health 50 Armor Head Felt hat Body Fur coat Hand Leather gloves Foot Light leather boots Skills Skill Points Ironflesh 3 Power Strike 2 Power Throw 3 Power Draw ? Weapon Master 3 Shield 3 Athletics 5 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 109 Two Handed Weapons 33 Polearms 132 Archery 15 Crossbows 32 Throwing 100 Weapons Melee Iron staff, long hafted knobbed mace Ranged Throwing daggers Shield Wooden shield Mount ? Trivia[] de Braganca might come from Bragança, a real-life city located in Portugal. |
Rolf | Rolf Appears in Character Details Hire Cost 300 denars Likes Baheshtur, Failing Quests Liked by Baheshtur Dislikes Deshavi, Bunduk, Artimenner as Emissary, Retreating Disliked by Deshavi and Bunduk Connections Veluca Noble Yes Character Background Background Noble (Claimed)Bandit (Implied) Rolf is a noble-claimed bandit and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Rolf claims to be part of a noble lineage from outside Calradia. He hopes to make a name for himself, but was branded as a bandit and a brigand unfairly, forcing him to seek employment for his services in taverns across Calradia. However, Deshavi suggests that Rolf was part of the "Brethen of the Woods", a bandit group in Ehlerdah that formed when a farmer was caught poaching the King's hunting ground. Upon his execution and seizure of property, his sons became bandits and attracted many criminals to join them. It is implied that Rolf may be one of the sons who founded the bandit group. Personality[] Rolf is a boastful individual who takes pride for his accomplishments on the battlefield and his supposed nobility. However, the mere doubt anyone expresses on his claim to nobility will cause him to lose his temper. Relationships[] Baheshtur - Rolf is impressed with Baheshtur fighting skill and appreciate his acceptance of his fraud story. Bunduk - Rolf dislikes Bunduk's hate on nobles and doubtfulness of his house. Deshavi - Like Bunduk, she equally dislikes Rolf for his banditry past and disrespect him which angers Rolf. Gameplay[] If elevated to lordship in Warband, Rolf will recruit whatever troops are available in his fiefs, regardless of nationality. Despite his highly questionable noble lineage, the nobles of Calradia believe his claim, and you will not lose any relationship points with the lords if you promote Rolf to lordship. Dialogue[] Main article: Rolf/Interactions Stats and equipment[] Rolf - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 9 Intelligence 13 Charisma 10 Health 47 Armor Head ? Body Leather Jerkin Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw 2 Power Draw ? Weapon Master 2 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery 1 First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Sword Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Rolf/Interactions | This is the list of interactions with Rolf. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Gathering Information 6 Right to Rule 7 Awarding a Fief 8 Story: Ehlerdah 9 Story Recap 10 Like Quotes 10.1 Baheshtur 10.2 Failing Quests 11 Dislike Quotes 11.1 Bunduk (Map Dislike) 11.2 Deshavi (Battle Dislike) 11.3 Right to Rule Objection: Artimenner 11.4 Retreating 12 As an Enemy Introduction[] "Greetings. I am Rolf, son of Rolf, of the most ancient and puissant House of Rolf." Hmm... I have never heard of the House of Rolf. "Really? Well, perhaps your ignorance can be forgiven. Our ancestral lands are far away, over the mountains. Like all the men of my family, I have come to a foreign land to make a name for myself in the profession of arms before returning home to take over custodianship of my estates. Unfortunately, the authorities in these lands have little understanding of the warrior code, and have chosen to call me a bandit and brigand, and put a price on my head -- a most unfair libel to throw at a gentleman adventurer, you will surely agree. But I am anxious to avoid any further trouble, so if you knew of any company of fighting men where I might enlist, I would be most grateful." I run such a company and might be able to hire an extra hand. Good! I look forward to vanquishing your enemies. Note however that as a gentleman and the holder of a barony, I expect to be in a position of command, and not be treated as one of the common soldiers. Very well. I'll be glad to have you with us, um, 'Baron'. Excellent. Before we depart, would you be so kind to lend me 300 denars? I had to pawn a family heirloom at a pawnbroker here in (Town), and I would like to retrieve it before we leave. Certainly. Here's 300 denars. Good! Give me a few moments to prepare and I'll be ready to move. Sorry. I can't afford that at the moment. Actually, we are not in the habit of hiring bandits with invented pedigrees. Good day, sir. No, sorry, I haven't heard of one. Eh? No thanks, we don't want any. Reencounter[] I went back to my ancestral barony, to inspect my lands. But we had locusts, you see, and bad rains, and other things, so here I am again, looking for work. Retirement[] I have fought with you honourably, as befits a son of the House of Rolf, but I am not altogether satisfied with your leadership. I will go home to my ancestral estates, which are much in need of my services. Rehire[] Why hello, captain. It's been a while. You've done well for yourself, I hear. For my part, I've been having some difficulties coaxing a living from my estates -- locusts, bad rains, unruly serfs, that sort of thing. I thought I might take up the sword once more. I know there's been some bad blood between us, but I'd be honoured to fight in your ranks once again. Gathering Information[] Captain, if you could spare me for a few days, I would like to look up an old comrades-in-arms in Veluca, who has from time to time led a small company in the pay of the (faction). He is a good man the kind who speaks little and listens much. I'm sure over a drink or two he might let us know which way the political winds are blowing in those parts. Right to Rule[] Well, captain, I think that you would be the kind of king that well-born gentlemen such as myself would be proud to follow into battle... Of course, captain. The trick is now to get others to follow you. As you know, one's lineage is a great determinant of one's worthiness. Perhaps you have a long-lost ancestor of whom you have not told me? Yes -- I think I have heard of that line. In fact, I can envision his entire genealogy. If you give me leave, 'Majesty', I shall travel about the villages and castles of this realm over the next several weeks, spreading word of your royal birth. Of course, I would hope that you would remember your faithful subject, when it comes to distributing lands... Awarding a Fief[] It is good of you to grant me (fief) as a fief -- and most appropriate. Proud indeed is the king who has a baron of the House of Rolf as {his/her} vassal. Story: Ehlerdah[] The Woods of Ehlerdah. Bah. This place is thick with bandits and outlaws. Well, you see, the King of Swadia declared this to be his personal hunting preserve, and said he'd kill any man who as much as strung his bow here. So what happens? Some family goes hungry, and succumbs to the temptation to poach, and the king's sheriff comes along and strings him up and takes his land. His sons, rather than starve, go bandit. And so naturally anyone in the whole valley who feels the need to run away from a debt or a nagging wife or a vengeful noble comes up here to join them, living on wild pigs and berries and the purses of unwary travellers. How do I know this, you ask? Well... I was taken by them, and held for ransom, but I got away. That's really all there is to tell. Story Recap[] Our ancestral barony is over the mountains, across the Culdarr pass. Like Quotes[] Baheshtur[] Excuse me, sir. I just wanted to say a word in praise of Baheshtur. He did well in that last battle. You chose well to enlist him in our company. He knows a thing or two about a fight, and also knows the importance of respecting his comrades-in-arms, unlike some others I might mention. Failing Quests[] Your pardon -- whatever anyone else says, I think nothing of it that you fail a quest which we undertook on the word of honour. You should adopt whatever ruse you need to survive in these survive in these troubled times. Dislike Quotes[] Bunduk (Map Dislike)[] Sir. The House of Rolf is one of the most ancient and respected families in this part of the world, with a provenance dating back to the Old Calradic Empire. Yet Bunduk openly shows me disrespect, and cast doubt on the provenance of my house. Sir, these are indeed sorry days if common folk are allowed to mock their betters. That is all. Deshavi (Battle Dislike)[] Sir. I happened to exchange a few words with Deshavi as we were dividing up the spoils of battle. Please inform her that when she speaks to me, she should call me 'Baron' or perhaps 'Baron Rolf' or 'Your Grace,' but certainly not just 'Rolf.' I am of noble blood, and she is of the basest birth. She must remember her place. Right to Rule Objection: Artimenner[] Captain, Artimenner has set off on a journey, telling the burghers that you claim the throne because you know how to balance your accounts. That's nonsense. Nobles and kings fight and rule. If they had to haggle over wages and overruns with every passing vagabond who ever did a scrap of work on their estates, then there would be nothing but disorder and chaos. Retreating[] Your pardon -- just so you know, the men of House of Rolf do not care to run from battle. I will not be pleased if you continue to take this course. As an Enemy[] Aye, well.... I'm not sure what to say. If we must fight, let's get it over with. |
Romund | Romund dey Meroc Official Information Kingdom Vlandia Monarch Derthert dey Meroc Title Nobleman Clan dey Meroc Personal Details Gender Male Romund dey Meroc is a nobleman of the Kingdom of Vlandia and a member of the Clan dey Meroc. He is presumably an undefined relative of the close family of King Derthert dey Meroc. |
Round Shield | Round Shields are a type of shield that offer high durability. Round Shields are best suited to infantry that intend to engage in close-quarters combat. Since they are not as tall as other kinds of shields, they are not as effective at protecting the lower body against projectiles, such as would be encountered in large numbers during Sieges. The lack of height may also be a concern to mounted units that frequently take hits to their lower body. Round shields are also mounted higher on the arm, blocking more of their wielder's sight in first person view than some other shields. When round shields are worn on their users back, they are better at covering the back of the head than most other shields. There are seven different types of Round Shields, which may also receive Modifiers. Stats[] Shield Durability Weight Resistance Size Speed Base Value Hide Covered Round Shield 260 2.0 3 79 100 40 Leather Covered Round Shield 310 2.5 8 79 96 80 Old Round Shield 195 2.5 4 100 93 26 Plain Round Shield 260 3.0 8 100 90 65 Round Shield 310 3.5 12 100 87 105 Heavy Round Shield 350 4.0 15 100 84 210 Huscarl's Round Shield 410 4.5 19 100 81 430 |
Rovalt | Rovalt Settlement Information Type Town Kingdom Vlandia Villages Alantas and Halisvust Sieges with... Battering Ram, Ladders, and Towers Port No Rovalt is a town of the Kingdom of Vlandia, ruled by the Baron Servic of the Clan dey Valant. Contents 1 Description 2 Territory 3 Points of interest 4 Economy 5 Trivia Description[] Rovalatys, in the mountains of the Ebor peninsula, was never fully an imperial town. Nordic migrants, drawn to the region by rumors of riches to be made prospecting for silver or hunting for furs, long outnumbered Calradians even before the Vlandian invasion. The Vlandians too recognized its potential, and despite its harsh winters this land is among the more populous regions of the kingdom, with bountiful fields in the valleys of the mountains feeding the constant flow of settlers from the south drawn here by their hunger for wealth. Territory[] The villages of Alantas and Halisvust are bound to the town. Points of interest[] Like most towns in Calradia, the town has a number of facilities and points of interest: By taking a walk through the streets you may encounter town notables looking for employees for various quests and jobs. The keep, where the nobles reside and its dungeon where any prisoners will be located. An arena where you might practice combat, participate in tournaments and pay the arena custodian to reassign character perks. A tavern, where you might rest and enjoy food and drinks. You may encounter Wanderers here to hire as Companions, or find Mercenaries for hire. Taverns also hosts patrons like Ransom Brokers, buying any prisoners your party may hold, and those who might be interested in playing the local board game. A market to buy and sell food supplies, equipment, horses and other livestock. A smithy to forge new weapons or smelt down undesirable ones into smithing materials. Criminal gangs may be present at different locales such as the Backstreet or Waterfront. Economy[] At its starting point, the town is of average Prosperity. Trivia[] Rovalt is in the position Ostican used to be in. 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 |
Rudkhan Castle | Rudkhan Castle is a multiplayer siege map featured in Mount&Blade: Warband. Layout[] This castle can be assaulted via a siege tower, a siege ramp, and multiple ladders and postern doors. |
Ruffian | Ruffian Troop Information Culture Bandits Wages 13 peningas/week Acquired from... Slave- or -Prisoners Upgrades to... Bandit- or -Footpad Upgrade Cost 192 peningas XP for Kill ? experience Ransom Value ? peningas Ruffians are tier-one bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ruffian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head Phrygian Body Tattered Simple Tunic Hand None Foot Tattered Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 5 Athletics 5 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 100 Polearms 70 Archery 20 Crossbows 20 Throwing 115 Slings 110 Weapons Melee Staff Ranged Fustibalus 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 |
Ruins | Ruins is a multiplayer map featured in Mount&Blade: Warband. Layout[] Ruins is a small map centered around the ruins of an old gray stone castle. This article is a stub. You can help out by expanding it. |
Ruldi | Ruldi Settlement Information Type Village Kingdom Rhodoks Fortification JelkalaJelkala World Map Mount&BladeRuldiJelkalaTemplate:World Map/Mount&BladeWarbandRuldiJelkalaTemplate:World Map/Warband Ruldi is a village initially owned by Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located straight forward from where the player enters, standing near some barrels at the corner of a building. Ruldi is built on somewhat hilly terrain with a moderate coverage of trees. It has a total of four structures surrounded on most sides by a low wall. Although one of the buildings is a windmill and another at the bottom of the hill is probably just storage, the two main buildings of the town are quite large, even featuring a tower. Two fields here grow cabbages, grapes, squash, and marrows. Although no meat can be seen, evidence of hunting can be found in hanging skins and a pile of animal bones just outside the village, the presence of the mill and two ovens additionally hints toward bread production despite the absence of a wheat field. There are also two wells here. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building the village elder is in front of, standing under a low roof. 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) |
Rulqarn Farm | Rulqarn Farm Settlement Information Type FarmHorse Shop Kingdom Kingdom of Swadia (presumably)Neutral (factually) World Map West of Sargoth The Rulqarn Farm was a shop on the Overland map, and the only place the player could purchase horses in Warrider. Overview[] The Farm was located to the west of Sargoth. Much like the majority of locations, the scene was a simple plain with hills, rocks and trees. In the scene, a single npc could be found. As the name suggests, the Farm is owned by the Rulqarn family. While this is not stated anywhere, in favor of this speaks the fact that Arethra Rulqarn, the npc that can be found in the scene, also bears the name Rulqarn, albeit it's her family name. It can be assumed Arethra is not the only member of the Rulqarn family, although no others are ever seen, nor are present in the game files. |
Rulund | Rulund Settlement Information Type Village Kingdom Vlandia Fortification Pravend Rulund 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. Rulund sits in the forested middle valleys of the Trand. The villagers specialize in the raising of hogs, who feast on acorns from the oak woodlands. Trivia[] It is presumed Rulund is the village which would eventually be known as Ruluns in Warband. 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 |
Ruluns | Ruluns Settlement Information Type Village Kingdom Swadia Fortification SunoSuno World Map Mount&BladeRulunsSunoTemplate:World Map/Mount&BladeWarbandRulunsSunoTemplate:World Map/Warband Ruluns is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is in front of the large building on the right almost directly straight forward from where the player enters, standing next to a wooden table and bench. Ruluns is built on a hill in uneven terrain with moderate tree cover. It has a total of eight structures. The village one large field that has already been cleared aside from some small bushes in one corner, while some marrows in a storage shed are the only hint as to what might have been growing here. Baskets of apples can be seen on a porch, but there aren't any trees locally they appear to have come from. The large number of furs decorating the walls and hanging chunks of raw and dried meat point toward a butchering industry. A pile of carts and spare wheels, as well as a wagon wheel decoration over the door to the largest building, may indicate the business of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found hiding inside a storage shed by the field. In Bannerlord, Ruluns appears as the village of Rulund, with much the same geography and layout as in Warband. Most notably the fact that the village lies on a small plateau in both games. 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 |
Rushdigh | Rushdigh Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Shariz World Map WarbandRushdighSharizTemplate:World Map/Warband Rushdigh is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive The Village Elder is standing in front of the central field area, next to the shaft well. Rushdigh is built along a hillside with an abundance of palm trees. It has a total of six structures as well as three tents. There are three fields here, growing beans, cabbages, grapes, and wheat. At the front of the village are a couple tables with apples, bread, and butter visible. There is also a well with a shadoof in the middle of the village. If sent here during a Hunt Down Fugitive quest, the target may be found behind a building on the opposite side of the village from where the player enters, standing near a wooden cart. 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 |
Russia | The banner of Russia. This article is about the faction in Napoleonic Wars. For the faction in With Fire & Sword, see Muscovite Tsardom. Russia, or Rossiyskaya Imperiya, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 2.1 Infantry 2.2 Cavalry 2.3 Specialists 3 Battle Cries 3.1 Regular Rank Soldiers 3.2 Surrendering 3.3 Officer Commands Background[] Ever since the Muscovite Tsardom transformed into the Russian Empire, expansionist ambitions has formed her foreign policy. Having successfully contested Sweden, Prussia and the Ottoman Empire for lands, St. Petersburg has now reached another level of ambition. The young Russian monarch, Alexander I, cares little for the new lands. His ambitions are much higher than that - to defeat Napoleon himself and “save Europe” from French tyranny. Russian armies have marched against Napoleon twice, and both times they were repelled with heavy casualties on both sides. The third clash, which is about to come in 1812, will be completely different. Belorussian forests and endless Russian steppes are quite different from the fields of Europe with their well-developed road networks and numerous villages. And the Russian peasant will not allow himself to be exploited by an enemy army - instead he will rather grab his axe and escape to the nearest forest. With the forest behind them filled with partisans, and the Russian army endlessly retreating in front of them, the French can look forward to a truly unique experience... Units[] Infantry[] Partizani - Partisan Irregulars Sankt-Peterburzhskoye Opolcheniye - Line Militia Simbirsky Pehotniy Polk - Line Infantry Pavlovskiy Grenaderskiy Polk - Line Infantry Leib-Gvardii Preobrazhenskiy Polk - Foot Guard 21-y Yegerskiy Polk - Rifleman Cavalry[] Sumskoy Gusarskiy Polk - Hussar Litovskiy Ulanskiy Polk - Lancer Donskoy Kazachiy Polk - Lancer Kievskiy Dragunskiy Polk - Dragoon Kavalergardskiy Polk - Cuirassier Specialists[] 8-ya Batarejnaya Rota - Artillery Saper - Engineer Feldmarshal Mikhail Kutuzov - Commander Battle Cries[] Regular Rank Soldiers[] "Ура"! (urah) - Hooray "Славься Отечество!" (Slavsya Otechestvo) - Glory to the Fatherland "Пуля - дура, штык - молодец!" (Pulya - dura, shtick - molodets) - Bullet is stupid, bayonet is good (literal). "Бей басурман!" (Bey basurman) - Kill infidels! "Воруй! Убивай!" (Voruy! Ubevay!) - Steal! Kill! Surrendering[] "Я сдаюсь!" (Ya zdoyus') - I give up! "Помилуйте!" (Pomiluyte) - Spare me! "Пощадите!" (Poshadite) - Show mercy! "Не стреляйте!" (Ne strelyayte) - Don't shoot! Officer Commands[] “Товсь!” (Tovs) - Make ready! “Кладсь!” (Klads) - Make ready! “Пли!” (Plee) - Fire! “Марш-марш! В атаку (в штыки)!” (Marsh-marsh! V ataku (v shtiki)) March into attack (or bayonet) “В атаку!” (V ataku) - Attack! “В штыки! Ура!” (V shtiki! Urah!) - Attack, hurray! "Батальон! Вперед марш!" (Batalyon! Vperod, marsh!) - Battalion, forward march! ”Батальон! Марш!” (Batalyon, marsh!) - Battalion, march! ”Вперед шагом марш!” (Vperod shagom marsh!) - Forward quick march! Держать позицию! (Derzhat' pozitsiyu) - Hold position. Стрелять по готовности! (Strelyat po gotovnocti) - Shoot when ready! “За мной!” (Za mnoy) - With me! “Солдаты, за мной!” (Soldati, za mnoy!) - Soldiers, with me! 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 |
Ruvar | Ruvar Settlement Information Type Village Kingdom Nords Fortification Alburq CastleWercheg World Map Mount&BladeRuvarAlburq CastleTemplate:World Map/Mount&BladeWarbandRuvarWerchegTemplate:World Map/Warband Ruvar is a village of the Kingdom of Nords. When the Nords are at war with the Vaegirs, Ruvar is constantly looted. Layout[] Player Elder Fugitive The Village Elder is located just inside the village from where the player enters, on the right side of the path, standing in front of the first building next to a bench. Ruvar is built in a hilly region, with many low hills as well as a large number of trees all around. It has a total of eight structures, one at the top of a hill also boasting a tower. There are several fields here growing cabbages and squash, there are also some fenced-in trees which are most likely apple trees, with fruit baskets nearby supporting this, but no apples can been seen on the trees. If sent here during a Hunt Down Fugitive quest, the target may be found standing on the porch of a small shack positioned on the far side of the village from where the player enters, near the tower. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Ryibelet | Ryibelet Settlement Information Type Village Kingdom Swadia Fortification Ryibelet Castle World Map Mount&BladeAmereRyibelet CastleTemplate:World Map/Mount&BladeWarbandAmereRyibelet CastleTemplate:World Map/Warband Ryibelet is the village of Ryibelet Castle, initially owned by the Kingdom of Swadia. If you're a Nordic lord, this village is ripe for raiding since it is quite close to the Nordic land, be warned of lords resting in the castle it's connected to. Layout[] Player Elder Fugitive The Village Elder is located at the top of the walled off hill to the right from where the player enters, standing next to a campfire. Ryibelet is built on very hilly terrain with moderately dense tree cover. It has a total of nine structures with high wooden walls around many sections. There are five fields growing cabbages, squash, small bushes of some sort, and tall trees that may be intended to be apple trees as hinted by the large number of nearby fruit baskets. Hanging meat and furs can be found in a storage shed and there is a water well in the middle of the village. In a lower area, apart from the rest of the village, is a fenced graveyard with armor decorating one of the markers. In the distance, outside of the playable area, it is possible to see Ryibelet Castle (best viewed from the top of the left hill) and a plume of smoke rising from behind the hills in the direction of Tahlberl. If sent here during a Hunt Down Fugitive quest, the target may be found in the walled area up the hill to the left from where the player enters, standing next to a campfire. 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 |
Ryibelet Castle | Ryibelet Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ryibelet Sieges with... Tower Port No World Map Mount&BladeRyibelet CastleRyibeletTemplate:World Map/Mount&BladeWarbandRyibelet CastleRyibeletTemplate:World Map/Warband Ryibelet Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Its village is Ryibelet. Location[] Mount&Blade[] Ryibelet Castle lies west of Suno at the border of Swadia and Kingdom of Rhodoks. Its village is quite close to the east. Warband[] Ryibelet Castle lies northeast of Suno. It is on the border divided from the Kingdom of Nords by a mountain range. Its village is nearby to the southeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ryibelet Castle requires the construction of a Siege Tower, needing up to 90 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 |
Saber | With Fire & Sword See Also Sabre (similar name) One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sabre | The Sabre is a curved sword used by Nomad bandits, Khergit troops, and some Vaegir troops. These swords are slightly longer than straight-bladed swords and are excellent cutters, but cannot deliver any thrust attacks. Warband Mount&Blade See Also Saber (similar name) One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sabre/Mount&Blade | Sabre SabreOne-handedBase value: 191 denarsWeight: 1.5Swing: 30cSpeed rating: 99Weapon reach: 97Mount&Blade Sabre SabreOne-handedBase value: 294 denarsWeight: 1.5Swing: 31cSpeed rating: 99Weapon reach: 98Mount&Blade |
Sabre/Warband | Sabre SabreOne-handedBase value: 191 denarsWeight: 1.5Swing: 30cSpeed rating: 99Weapon reach: 97Warband Sabre SabreOne-handedBase value: 294 denarsWeight: 1.5Swing: 31cSpeed rating: 99Weapon reach: 98Warband |
Sacrificial Ground | Sacrifice Ground Settlement Information Type Sacrificial ground Kingdom Kingdom of Swadia (geographically)Undead King Harlaus' domain Fortification Clunmarr Keep World Map At the outskirts of Mount Dhorak The Sacrificial Ground, or rather Sacrifice Ground is a location featured in version 0.202 of Mount&Blade — Warrider. Overview[] According to the game-files, the sacrifice ground is located at the outskirts of Mount Dhorak. Akhad Thell was planning to kidnap the Khergit princess Uruzuge, and bring her there during the eclipse so she could be sacrificed to dark deities in order to charge the Hand of Tsannuh. With it, he planned to make the undead King Harlaus immortal, so the latter could rule the world with justice and wisdom for all eternity. After Thell's plan was thwarted by the player, Uruzuge was still taken there by King Harlaus, who recruited Ecatha, the necromancer to conduct the sacrifice. The player then came to this location to fight Harlaus and save Uruzuge, thus marking the finale of the undead questline. Trivia[] Because Warrider was never finished, the undead questline is not accessible by normal means. |
Sacun | Sacun Official Information Kingdom Kingdom of Friese Monarch Konungr Hrorek Hemmingsson Title Lady Religion Pagan Personal Details Gender Female Sacun is a noblewoman initially of the Kingdom of Friese. She is 23 years old. Family[] Parents: Jarl Gotrik Haraldsson, Asfrid Kingdom of Friese Monarch: Claimant: Konungr Hrorek Hemmingsson None Vassals: Jarl Harald Hemmingsson Jarl Gotrik Haraldsson Jarl Hrodulf Haraldsson Ladies: Asfrid Helga Ingibjorg Sacun |
Saddle Horse | The Saddle Horse will likely be your starting horse. While the stats are quite low, they are balanced overall, so this horse is worth its cheap price, at least at the beginning of the game. New players should be careful with this horse as even Looters will be able to seriously damage it. Choosing the adulthood path of Squire, Troubadour, Student, Peddler, or Smith during character creation will give you one of these as your starting horse. As Squire, Troubadour, or Student, it will come with the Swaybacked modifier. As the second-fastest horse available without modifiers, a saddle horse can make for an effective mount to any aspiring horse archer that wishes to avoid their foes until they run out of ammunition. The alternate Saddle Horse with the Heavy modifier. The Saddle Horse is unique in that good modifiers (Heavy, Spirited) change the breed of horse. This is not a different type of horse, Saddle Horses merely come in two designs dependent on their modifiers. It can be found in any town for a relatively low price. There is a minor bug when a saddle horse with a positive modifier is reared up, causing one of its front legs to curl around itself. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Saddle Horse 8 45 44 10 100 1 240 Saddle Horse 8 45 44 10 100 1 240 |
Salt | Salt Classic/Warband Viking Conquest Games Base value 255 255 255 305 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Salt is a non-consumable trade good found in all games in the Mount&Blade series. It can be found at the goods vendor in towns and villages. Strictly a trade item, salt is not used in any Productive Enterprises in Warband. Salt can be bought very cheaply in Wercheg and sold at a premium in nearby Rivacheg. This route is often plagued by Sea Raiders, however. It can also be found for low prices in Sargoth, Tihr, Halmar, Narra, Tulga, and Bariyye. Selling salt to Curaw and taking iron from there back to Halmar can be profitable, as each item trades well in the other town. 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 |
Salt Mine | Salt Mine Settlement Information Type MineGoods shop (salt)Slave traderTroop merchant (peasants) Kingdom Neutral The Salt Mine was a neutral location found in older versions of Mount&Blade. It was first added in Warrider (version 0.202), and removed in version 0.894. It can still be found in the game files of even the latest version of Warband, and can be activated via editing. The mine makes a comeback in Viking Conquest and several mods. Overview[] In the core Mount&Blade games, the Salt Mine was a place where the player could either buy salt and ask about places where it was best to sell or buy certain goods; hire low-level troops such as peasants (in some versions); or could sell off their prisoners (a feature present since Warrider). The location had two NPCs - Barezan and Galeas - who offered the aforementioned services. In Viking Conquest, the Salt Mine can be of use to a player for several reasons. For one, they can earn an "honest" living by mining salt. The overseer will give the player a pickaxe that they can use to mine the salt, and are granted payment upon mining enough. The player is also able to purchase salt from the mine directly instead of searching for it in towns. Additionally, the player can sell prisoners to the overseer, though earning only 15 penings regardless of the prisoners' normal value. |
Samarra Castle | Samarra Castle Settlement Information Type Town Kingdom Sarranid Sultanate Villages Habba Sieges with... Ladders Port No World Map WarbandSamarra CastleHabbaTemplate:World Map/Warband Samarra Castle is a castle belonging to the Sarranid Sultanate. It is a new addition to Mount&Blade: Warband. Contents 1 Location 2 Layout 2.1 Siege 3 Gallery Location[] Samarra Castle lies northwest of Ahmerrad in the middle of flat desert sands. To the north is the mountain range that divides the Sultanate from the Khergit Khanate. Its village is Habba and is nearby to the west. Layout[] Player Keep Dungeon Breach Siege[] Besieging Samarra Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha |
Sanjar Khan | Sanjar Khan Appears in Official Information Faction Khergit Khanate Title Khan Fiefs Tulga Culture Khergits Character Background Siblings Dustum Khan (half brother) Sanjar Khan is the ruler of Khergit Khanate and the lord of Tulga. Sanjar's half-brother, Dustum Khan is claimant to the throne of the Khanate, they are both sons of the former ruler, Janakir Khan, though have different mothers. The player can overthrow him if they ally with Dustum, who claims his elder brother defied the ancient traditions of the Khergit wherein the former khan's possessions would be equally divided among his sons upon his death. Sanjar counters this by admitting such a tradition exists, but insisting that the divisions throughout history always resulted in a civil war with the strongest brother taking over anyway, so he just avoided the inevitable by taking full control immediately. He reinforces this opinion by stating that Dustum is not up to the responsibility of leading and protecting the Khanate. It seems that Sanjar Khan is a fair ruler, for he prefers to give out towns or castles to vassals who've captured them. Moreover, he is usually willing to accept the opinions of others. Sanjar Khan possesses the unique Khergit Guard Armor which is impossible to buy without modding or cheating. Stats and equipment[] Sanjar Khan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Guard Helmet Body Nomad Robe, Khergit Guard Armor Hand Lamellar Gauntlets Foot Leather Boots, Splinted Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 6 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Sabre Ranged ? Shield Elite Cavalry Shield Mount Courser Trivia[] Sanjar and his brother Dustum are the only NPCs in the game that wear the Khergit Guard Armor. Since you cannot access Sanjar's inventory, Dustum remains as the only way for the player to get it. Sanjar Khan has a similar banner to Akadan Noyan, one of his vassals. They both have the same exact symbol, differing only in the color scheme. Since the Khergits are famous for their horse archers, though, this is likely a mere coincidence. Sanjar Khan wears the Guard Helmet, which comes from the Swadian culture. Gallery[] Sanjar Khan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur |
Sapling | Sapling Troop Information Culture Vlandia Wages 4 denars/day Acquired from... Sprout Upgrades to... Arboreal Upgrade Cost 50 denars Ransom Value 25 denars Saplings are tier-three archers of the Brotherhood of the Woods. Contents 1 Tactics 2 Skills 3 Equipment 4 Gallery Tactics[] Considered at level 16, they require 1014 experience points to upgrade. Skills[] (v1.x.x) One Handed 100 Two Handed 30 Polearm 30 Bow 100 Crossbow 60 Throwing 30 Riding ? Athletics 70 Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Brotherhood of the Woods Troops Sprout Sapling Arboreal |
Saren | Saren Settlement Information Type Village Kingdom Rhodoks Fortification Grunwalder CastleAlmerra Castle World Map Mount&BladeSarenGrunwalder CastleTemplate:World Map/Mount&Blade WarbandSarenAlmerra CastleTemplate:World Map/Warband Saren is one of the villages initially owned by the Kingdom of Rhodoks. It tends to get looted by Kingdom of Swadia and Khergit Khanate, meaning that it will quickly be impoverished early game. Layout[] Player Elder Fugitive The Village Elder is located straight down the from where the player enters, standing beside a campfire. Saren is set in the middle of very uneven land filled with hills and rocks as well as some scattered trees. It has a total of eight structures, two of which seem to be collapsing. The village does not appear very tidy, in addition to the poor condition of the houses themselves, there are wheels and empty baskets tossed upon the roofs. There is no evidence of any fields or other food sources here, and none of the many baskets throughout the village contain anything. To the left of the player's initial position, at the top of a hill, is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing next to a tall 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) |
Sargot | Sargot Settlement Information Type Town Kingdom Vlandia Villages CaliocEtirburg Sieges with... Battering RamLaddersTowers Port No Sargot is a town in Vlandia owned by King Derthert of House dey Meroc. Contents 1 Official Description 2 Territory 3 Economy 4 Trivia 5 Gallery Official Description[] “ Sargot is a common name for hills, promontories, islands, and other defensible positions in western Calradia. It refers to a fortified encampment of the Massa, a tribe allied to the the Vlandians who joined their invasion. Though the Massa moved on, their stay was often so traumatic for a district that the name remained long after their departure. This Sargot was actually founded on the ruins of an imperial town, resettled by Vlandians, and which has supplanted the memory of the community that came before it. ” Territory[] The villages bound to Sargot are Calioc and Etirburg. As a frontier town situated at the crossroads of the territories of Vlandia, Battania and the Western Empire, Sargot is often a target of enemy armies in times of war. Economy[] Nothing is currently known about the economy. Trivia[] The town of Sargot was intended to be predecessor to the original Sargoth but, at the time Early Access was released, a developer oversight resulted in the town's name being mistakenly assigned to the town located between Jaculan and Lageta. Gallery[] Walls - Level 1 Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin |
Sargoth | Sargoth Settlement Information Type Town (capital) Kingdom Kingdom of Nords Villages FearichenKulumKwynnAmbeanFearichenFenada Sieges with... Ladders Port No World Map Mount&BladeSargothFearichenKulumKwynnOdasanTemplate:World Map/Mount&BladeWarbandSargothAmbeanFearichenFenadaTemplate:World Map/Warband Sargoth is the capital city of the Kingdom of Nords and a fief initially owned by King Ragnar. It hosts the normal town functions. Sargoth is one of the oldest towns. It has been present since the first version of Mount&Blade. It also used to have a tavern called the "Thirsty Lion". In these previous versions, it was a part of the Kingdom of Swadia, although it should be noted that these early versions are no longer canonical. Set in Calradia 173 years earlier, Mount & Blade II: Bannerlord features a Vlandian town named Sargot, although it is unlikely to be the same town given how this town is situated far away in what is more likely Swadian or Rhodok territory in Warband. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Fearichen, Kulum, and Kwynn. Warband[] Its villages are Ambean, Fearichen, and Fenada. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Sargoth can be located immediately behind and to the left of the player when 'Take a walk around the streets' is selected. Siege[] <a href=" class="image"><img alt="Mb9-1-" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="Mb9-1-.jpg" data-image-key="Mb9-1-.jpg" data-relevant="1" data-src=" /></a> Inside Sargoth's castle, as seen in Mount&Blade Besieging Sargoth requires the construction of a Siege Tower in Mount&Blade or Ladders in Warband. Tournaments[] <a href=" class="image"><img alt="MBSargotharena" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="MBSargotharena.jpg" data-image-key="MBSargotharena.jpg" data-relevant="1" data-src=" /></a> Sargoth's arena as seen in Mount&Blade Tournaments hosted in Sargoth feature: Axe & Shield Sword & Shield Heavy Sword None of the participants are on horses. King Ragnar himself is known to participate in this tournament often. Economy[] <a href=" class="image"><img alt="2013-10-31 00004" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00004.jpg" data-image-key="2013-10-31_00004.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Sargoth produces: Ale Bread Leatherwork Linen Oil Tools Wine Wool Cloth Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Sarimish | Sarimish Settlement Information Type Village Kingdom Rhodoks Fortification Almerra CastleVeluca World Map Mount&BladeSarimishAlmerra CastleTemplate:World Map/Mount&BladeWarbandSarimishVelucaTemplate:World Map/Warband Sarimish is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is almost directly forward from where the player enters, standing next to a wooden table with pottery on it. Sarimish is located in hilly terrain with trees spotted all around. It has a total of six structures, as well as some stone border walls. There are two fields here, both are growing squash and cabbages, while one of them is also growing grapes. Within storage sheds can be seen fruit baskets, beef, honey, ale barrels, furs, and leatherwork, while an outdoor oven has baked bread next to it. There is a small walled pen with a covering and pile of hay which may be for holding horses. There is a very large amount of cut wood here which may indicate woodcutting as a business, although the number of wagons, spare wheels, and other wood products could point to carpentry. If sent here during a Hunt Down Fugitive quest, the target may be found underneath a thatch awning on the other side of a building encircled by a stone wall, standing in front of a wood pile next to a wagon. 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) |
Sarranian War Horse | A Sarranian War Horse Sarranian War Horses are a new type of horse introduced in Warband. The Sarranid Mamluke is the only unit that rides this new war horse. Its stats are identical to the Charger, making them tied as the heaviest horses available and making their mounted Mamlukes further armored and resistant to being dismounted like their Swadian Knight counterparts. This horse can only be acquired in the desert towns initially ruled by the Sarranid Sultanate. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Sarranian War Horse 58 40 44 32 165 4 1811 |
Sarranid Archer | Sarranid Archer Troop Information Culture Sarranid Sultanate Wages 18-9 denars Acquired from... Sarranid Skirmisher Upgrades to... Sarranid Master Archer Upgrade Cost 80 denars XP for Kill 168 xp Ransom Value 140 denars Sarranid Archers are ranged specialists for the Sarranid Sultanate. Tactics[] These units are armed with Nomad Bows and Arrows for their ranged attacks, but also carry Sarranid Swords as sidearms if they are forced into close combat. Since these Archers are only lightly-armed and armored, they should be kept out of close combat as this would result in high casualties if fighting anything stronger than light infantry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Sarranid Archer - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head (Possible): Sarranid Keffiyeh Helmet, Sarranid Warrior Cap, Turban, Desert Turban Body Archer's Padded Vest Hand ? Foot Sarranid Leather Boots Skills Skill Points Ironflesh 2 Power Strike ? Power Throw 3 Power Draw 3 Weapon Master ? Shield ? Athletics 4 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 100 Crossbows 90 Throwing 100 Weapons Melee Sarranid Sword Ranged Nomad Bow, Arrows Shield ? Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Archer (multiplayer) | The Sarranid Archer is the ranged class of the Sarranid Sultanate in Multiplayer games. It lacks both particularly powerful bows like the strong bows used by Khergits and Vaegirs and powerful arrows like the Bodkin and Khergit arrows used by Nords and Khergits, respectively. Nonetheless, nomad bows and barbed arrows can be deadly. Stats[] Attributes Stat Points Level 19 Strength 15 Agility 16 Intelligence 30 Charisma 30 Health 58 Relevant Skills Skill Points Ironflesh 4 Power Strike 0 Power Throw 0 Power Draw 5 Shield 2 Athletics 3 Riding 1 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 150 Crossbows 60 Throwing 80 Equipment[] Whereas most archers get a free low-damage, rapid-shooting bow, but can spend money to get something more powerful (albeit slower), the Sarranid archer gets a free low-damage, rapid-shooting bow (the same one received by Khergits and Vaegirs), but can upgrade to even even lower damage, even faster-shooting bow (the same one received for free by the Nords). Worth it? Hard to say. Generally, Sarranid archers are the most cheaply-equipped class in the game, ahd Sarranids who do well will rapidly run out of things to spend their money on. (Even faster than archers in general, who are typically the most cheaply-equipped of the three classes.) When facing Khergits or Vaegirs, they should be on the lookout for more powerful bows (such as the war bow) if rate of fire is not of great importance. Nord long bow is also an option, being slightly more powerful but at a significant expense of speed. Having no shield available, unless planning to pick up one from a fallen soldier they should take a second quiver of arrows, which makes up for the fast rate of fire of their bows. Helmets Helmet Price Sarranid felt hat 6 Turban 28 Desert Turban 38 Sarranid warrior cap 90 Horseman helmet 180 Sarranid mail coif 430 Torso Armors Armor Price Worn robe free Skirmisher armor 74 Archer's padded vest 260 Sarranid guard armor 1200 Shoes Shoes Price Sarranid leather boots free Plated boots 280 Gloves Gloves Price Leather gloves 90 Weapons Weapon Price Melee Weapons Scimitar 210 Spiked club 45 Sarranid sword free Sarranid arming sword 218 Ranged Weapons Nomad bow free Short bow 29 Arrows free Barbed arrows 99 Sarranid archers have no mounts. Bot Sarranid Archers[] Bot Sarranid archers are strangely constructed, with no power draw (meaning that, theoretically, they shouldn't even be able to draw their nomad bows), greater proficiency with their sword sidearms than with their bows, and an inexplicably high ride skill. Sarranid Archer (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible:) Desert turban, Sarranid keffiyeh helmet, turban Body Archer's padded vest Hand ? Foot Sarranid leather boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 100 Crossbows 0 Throwing 0 Weapons Melee Sarranid sword Ranged Nomad bow, arrows Shield ? Mount ? |
Sarranid Arming Sword | Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sarranid Arming Sword/Warband | Sarranid Arming Sword Sarranid Arming SwordOne-handedBase value: 218 denarsWeight: 1.5Swing: 28cThrust: 19pSpeed rating: 99Weapon reach: 97Warband |
Sarranid Battle Axe | The Sarranid Battle Axe is a rare and powerful two-handed weapon that can only be acquired as loot from fighting Sarranid Guards. Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sarranid Battle Axe/Warband | Sarranid Battle Axe Sarranid Battle AxeTwo-handedBase value: 350 denarsWeight: 3.0Swing: 49cSpeed rating: 89Weapon reach: 95Requires strength: 10Bonus against shieldsWarband |
Sarranid Cavalry Sword | The Sarranid Cavalry Sword is one of the two longest one-handed weapons available. While weaker than the Long Arming Sword, it is faster and cheaper than its competitor. Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sarranid Cavalry Sword/Warband | Sarranid Cavalry Sword Sarranid Cavalry SwordOne-handedBase value: 310 denarsWeight: 1.5Swing: 28cThrust: 19pSpeed rating: 98Weapon reach: 105Warband |
Sarranid Elite Armor | Sarranid Elite Armor Base Value 3,828 Weight 25 Armor 52 Body Armor, 16 Leg Armor Requirement 8 Strength Sarranid Elite Armor is one of strongest armors in the game being inferior to Plate Armor and with identical stats to Coat of Plates, Khergit Elite Armor, and Vaegir Elite Armor. It will only ever be worn by Sarranid vassals or the player. The design appears similar to mirror armor used by the Ottoman Empire, although mirror armor is made with distinctive metal plates while the Sarranid Elite Armor seems to consist of a flexible material. |
Sarranid Footman | Sarranid Footman Troop Information Culture Sarranid Sultanate Wages 4-2 denars Acquired from... Sarranid Recruit Upgrades to... Sarranid Veteran Footman- or -Sarranid Skirmisher Upgrade Cost 20 denars XP for Kill 72 xp Ransom Value 60 denars Sarranid Footmen are the second-tier troops of the Sarranid Sultanate. Tactics[] They are incredibly weak troops, even by the standards of fresh recruits. A complete lack of Power Strike, as well as the relative weakness of their weapons, prevents them from posing much more of a threat than Looters. It is advised that a commander's time spent with their Footmen should be at a Training Field. Their cheap cost allows them to be used as cannon fodder of sorts. Gathered in large enough numbers, their Bamboo Spears can stop cavalry charges, though actually killing the horsemen is another matter entirely. Sarranid Footmen are only efficient in big groups; you can only win in terms of quantity instead of quality. The huge problem with them is that they are not only generally weak in melee fights, despite being infantry, but also the fact that tier 2 infantry of other factions will always dominate over them with a possible exception of the Khergit Skirmisher. This leaves only two choices of tactics: Win by quantity, but at a great loss each battle. Go to Training Fields and train them. 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. Sarranid Footman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Desert Turban, Turban Body Skirmisher Armor Hand ? Foot Sarranid Shoes, Sarranid Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? 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 2 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 75 Polearms 75 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Bamboo Spear, Sarranid Sword Ranged ? Shield Old Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Footman (multiplayer) | The Sarranid Footman is the melee infantry class of the Sarranid Sultanate in Multiplayer games. Although it lacks long, powerful polearms like the hafted blade, great long bardiche, glaive, or great long axe, it nonetheless has a versatile set of weapons that can enable it to face any foe competently. Stats[] Attributes Stat Points Level 19 Strength 14 Agility 15 Intelligence 30 Charisma 30 Health 57 Relevant Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw 3 Power Draw 5 Shield 2 Athletics 6 Riding 1 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 110 Two Handed Weapons 100 Polearms 130 Archery 30 Crossbows 50 Throwing 120 Equipment[] The Sarranid footman has an arsenal that, while hardly deficient at higher levels, performs best at low-to-mid levels of wealth. The simple bamboo spear is one of the finest weapons in the game for its cost, providing great defense against cavalry and, when wielded two-handed, often being adequate to thwart foes with big polearms like bardiches. Sarranid leather armor is a wonderful deal in terms of protection, weight, and cost. Sarranid swords are not exceptional, but they can get the job done -- their one-handed axes can be devastating. Helmets Helmet Price Sarranid felt hat 6 Turban 28 Desert Turban 38 Sarranid warrior cap 90 Horseman helmet 180 Sarranid mail coif 430 Sarrinid veiled helmet 810 Torso Armors Armor Price Worn robe free Skirmisher armor 74 Archer's padded vest 260 Sarranid leather armor 650 Sarranid guard armor 1200 Sarranid elite armor 3828 Shoes Shoes Price Sarranid leather boots free Plated boots 280 Sarranid mail boots 920 Gloves Gloves Price Leather gloves 90 Mail mitttens 350 Scale gauntlets 710 Weapons Weapon Price Melee Weapons Iron mace (one-handed) 45 Iron battle axe 250 Iron war axe 360 Sarranid sword free Sarranid arming sword 218 Sarranid guard sword 420 Sarranid war axe 280 Sarranid battle axe 350 Iron mace (two-handed) 470 Bamboo spear free Spear 85 Ranged Weapons Javelins 255 Jarids 470 Shields Old kite shield free Plain kite shield 70 Kite shield 156 Heavy kite shield 320 Sarranid footmen have no mounts. Bot Sarranid Infantry[] The bot equivalent of Sarranid footmen are referred to as Sarranid infantry. Sarranid Footman (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Horseman helmet Body Sarranid mail shirt Hand ? Foot Plated boots, Sarranid leather boots, splinted leather greaves Skills Skill Points Ironflesh 2 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 105 Polearms 115 Archery ? Crossbows ? Throwing ? Weapons Melee Sarranid arming sword, spear, spiked mace Ranged ? Shield Kite shield Mount ? |
Sarranid Guard | Sarranid Guard Troop Information Culture Sarranid Sultanate Wages 29-15 denars Acquired from... Sarranid Infantry Upgrades to... N/A Upgrade Cost N/A XP for Kill 244 xp Ransom Value 204 denars Sarranid Guards are the top-tier melee infantry units of the Sarranid Sultanate. Tactics[] Sarranid Guards are more like light infantry rather than Heavy infantry. Barely as strong as Vaegir Guards, Sarranid Guards are among the weakest elite infantry in Warband in terms of melee damage and health. They present a good number of lethal skills, and could be seen as a fusion of sorts between a Vaegir Guard and a Nord Huscarl. Compared to Vaegir Guards, Sarranid Guards usually carry shields which the Vaegirs lack, but their shields are insignificant and probably can't hold a proper shield wall. However like Vaegir Guards, Sarranid Guards sometimes carry two-handed Sarranid Battle Axes. Their use of these weapons is one of the best things about Sarranid Guards. Another consideration is that most carry war spears, making them a decent anti-cavalry unit. Compared to Nord Huscarls, Sarranid Guards are very fast due to their Athletics skill and wear durable yet light Sarranid Guard Armor, making them almost as fast as Huscarls. Also, Guards are missile infantry and are armed with 4 to 8 Jarids. This allows them to pepper and weaken stronger infantry units like Rhodok or Swadian Sergeants, and especially unshielded Vaegir Guards, thus evening out the melee battlefield. An all-Sarranid commander should know that unhorsed Mamlukes are the strongest infantry a Sarranid army can bring to bear, as the Sarranid Guards' armor is simply too light. Mamluke Mail is some of the highest-tier armor in the game, and the Mamlukes' Iron Maces have consistently high non-lethal damage, allowing you to take prisoners. Overall, Sarranid Guards, though low in stats in comparison to the elite infantry of other factions, are instead a mixture of all skills of those other elite troops. One might say that they are the "jack-of-all-trades" of military units. 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. Sarranid Guard - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Sarranid Mail Coif, Sarranid Veiled Helmet Body Sarranid Guard Armor Hand (Possible): Mail Mittens, Leather Gloves Foot Sarranid Mail Boots, Plated Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw 4 Power Draw ? Weapon Master ? Shield 3 Athletics 5 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 135 Polearms 135 Archery 75 Crossbows 75 Throwing 140 Weapons Melee Military Pick, Sarranid Battle Axe, Elite Scimitar, War Spear, Winged Mace Ranged (Possible): Jarids Shield Heavy Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Guard Sword | Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sarranid Guard Sword/Warband | Sarranid Guard Sword Sarranid Guard SwordOne-handedBase value: 420 denarsWeight: 1.5Swing: 30cThrust: 20pSpeed rating: 99Weapon reach: 97Warband |
Sarranid Horse | A Sarranid Horse. Sarranid Horses are a new type of horse introduced in Warband. Sarranid Horses have similar stats to Steppe Horses, with double the charge. They also have more maneuver and speed, taking over the top spot for maneuverability in Mount&Blade: Warband. Like the other high maneuverability horses, the Sarranid Horse can be surprisingly effective in crowded environments, such as forest battles or within the castle walls during multiplayer sieges. Like the Desert Horse, Sarranid Horses have a slimmer build than other comparable horses, letting them slip through narrower spaces than other horses while reducing their impact on the charge. This horse can be purchased in the towns owned by the Sarranid Sultanate. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Sarranid Horse 10 43 54 16 120 3 700 |
Sarranid Horseman | Sarranid Horseman Troop Information Culture Sarranid Sultanate Wages 33-17 denars Acquired from... Sarranid Veteran Footman Upgrades to... Sarranid Mamluke Upgrade Cost 80 denars XP for Kill 180 xp Ransom Value 150 denars Sarranid Horsemen are the basic cavalry of the Sarranid Sultanate. Tactics[] They are considerably faster than Sarranid Mamlukes, but also far weaker. One should not use Horsemen in a joint charge with heavy cavalry, since Horsemen tend to outrun their allies and can find themselves out of position, often costing unnecessary lives. Being the troop with best balance between armor and speed for their tier, they could be considered the most agile tier 4 cavalry. The reason for this is that Swadian Men-at-Arms are much slower than Sarranid Horseman due to lack of Coursers. Khergit Lancers are sometimes equipped with Coursers, but can also receive armored Steppe Horses still making them slower on average than Sarranid Horsemen. Sarranid Horsemen are best at fighting enemy armies that have large numbers of archers. Sarranid horseman can easily rush archers down in little time. They are best combined with any sort of infantry that can provoke enemy archers onto themselves, allowing Sarranid Horseman to make efficient flanking attacks to wipe out the enemies. Because of their fast movement on the battlefield, Sarranid Horsemen may also do well in flanking light infantry and finishing off routed enemy troops. The idea of flanking attack: Picture 1: Sarranid Veteran Footmen provoke Sea Raiders. Picture 2: Sarranid Horsemen attack from the other side leaving the enemy no chance. This tactic is best used on the plain battlefields without mountains, so that Sarranid Horsemen can easily maneuver around enemies when making flank attacks. 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. Sarranid Horseman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Horseman Helmet Body Sarranid Mail Shirt Hand (Possible): Leather Gloves Foot Plated Boots, Sarranid Leather Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Lance, Sarranid Arming Sword, Elite Scimitar, Winged Mace Ranged ? Shield Round Cavalry Shield Mount Desert Horse, Courser, Hunter Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Infantry | Sarranid Infantry Troop Information Culture Sarranid Sultanate Wages 19-10 denars Acquired from... Sarranid Veteran Footman Upgrades to... Sarranid Guard Upgrade Cost 80 denars XP for Kill 180 xp Ransom Value 150 denars Sarranid Infantry are melee specialists for the Sarranid Sultanate. They have a chance of carrying throwing weapons. Tactics[] Sarranid Infantry should make up a good bulk of a Sarranid commander's army, as they are more than capable on the battlefield. Although they are quite weak compared to other fourth-tier infantry, Sarranid Infantry are good at taking down bandits and sometimes weak mounted units. 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. Sarranid Infantry - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Sarranid Mail Coif Body Sarranid Mail Shirt Hand ? Foot Plated Boots, Sarranid Leather Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 3 Power Draw ? Weapon Master ? Shield 3 Athletics 3 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 75 Crossbows 75 Throwing 110 Weapons Melee Iron Battle Axe, Sarranid Arming Sword, Spiked Mace, Spear Ranged (Possible): Jarids Shield Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Mamluke | Sarranid Mamluke Troop Information Culture Sarranid Sultanate Wages 57-30 denars Acquired from... Sarranid Horseman Upgrades to... None Upgrade Cost None XP for Kill 272 xp Ransom Value 228 denars Sarranid Mamlukes are the top-tier mounted units in the Sarranid troop tree, sharing their elite status with the Sarranid Guard and the Sarranid Master Archer. They are available through the promotion of Sarranid Horsemen. Mamlukes are considered to be among the most powerful cavalry available in the game. Tactics[] Tactically, Mamlukes should be used similarly to their Swadian and Vaegir counterparts. Both head-on charges and flanking, while infantry and archers occupy the enemy's attention, are effective ways to use Sarranid Mamlukes. Keep in mind that flanking can result in fewer potential casualties. Commanders that exclusively use Sarranid troops will often find that dismounted Mamlukes are also the most powerful foot troop that they can bring to bear, due to the comparative inferiority of Sarranid Guards. However, this does not necessarily make the unhorsed Mamluke the "best" foot troop overall. Due to their extremely high Riding skill - matched only by Khergit Veteran Horse Archers - and heavy mounts equal to those used by Swadian Knights, Mamlukes have a slightly easier time breaking away from combat for successive charges compared to the heavy cavalry of other factions. Their riding speed also means that they are faster on the march. The high offensive capability and exceptional durability of Sarranid Mamlukes make them some of the best units in open-ground combat, as well as a safe choice for siege offense or defense situations. 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. Sarranid Mamluke - Default Stats and Equipment Attributes Stat Points Level 27 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Sarranid Veiled Helmet Body Mamluke Mail Hand Scale Gauntlets, Mail Mittens Foot Sarranid Mail Boots, Plated Boots Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics ? Riding 7 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 150 Two Handed Weapons 130 Polearms 130 Archery 75 Crossbows 75 Throwing 110 Weapons Melee Heavy Lance, Elite Scimitar, Iron Mace, Sarranid Cavalry Sword Ranged ? Shield Elite Cavalry Shield Mount Sarranid Horse, Sarranian War Horse Trivia[] Sarranid Mamlukes are named after the historical Mamluk cavalrymen and knights of the Ayyubid (slaves from the Caucasus, Central Asia, and north of the Black Sea) Dynasty, the independent Mamluk (Turkish and Circassian) Sultanate, and the Egyptian vassal regions of the Ottoman (Turkish) Empire. Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Mamluke (multiplayer) | The Sarranid Mamluke is the mounted class of the Sarranid Sultanate in Multiplayer games. The mamluke is somewhat unique in not having access to typical hunters or coursers, instead favoring fairly fast, extremely maneuverable desert or Sarranid horses. With enough money, the mamluke can also ride a Sarranian war horse, an armored steed which is every inch the equal of the charger prized by Swadian men at arms. With no athletics skill, Mamlukes are not agile fighters on foot. Stats[] Attributes Stat Points Level 19 Strength 15 Agility 14 Intelligence 30 Charisma 30 Health 56 Relevant Skills Skill Points Ironflesh 3 Power Strike 2 Power Throw 2 Power Draw 0 Shield 3 Athletics 0 Riding 5 Horse Archery 0 Proficiencies Weapon type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 90 Crossbows 60 Throwing 110 Equipment[] Helmets Helmet Price Turban 28 Desert turban 38 Horseman helmet 180 Sarranid mail coif 430 Sarranid veiled helmet 810 Torso Armors Armor Price Worn robe free Skirmisher armor 74 Archer's padded vest 260 Cavalry robe 990 Sarranid mail shirt 1400 Mamluke mail 2900 Sarranid elite armor 3828 Shoes Shoes Price Sarranid leather boots free Plated boots 280 Sarranid mail boots 920 Gloves Gloves Price Leather gloves 45 Mail mittens 350 Scale gauntlets 710 Weapons Weapon Price Melee Weapons Iron mace (one handed) 45 Iron battle axe 250 Iron war axe 360 Sarranid sword free Sarranid arming sword 218 Sarranid cavalry sword 310 Sarranid guard sword 420 Sarranid battle axe 350 Lance free Heavy lance 360 Ranged Weapons Javelins 255 Jarids 476 Shields Plain cavalry shield free Round cavalry shield 195 Elite cavalry shield 370 Mounts Mount Price Saddle horse 240 Desert horse 550 Sarranid horse 700 Sarranian war horse 1811 Bot Sarranid Horsemen[] The bot equivalent of the Sarranid mamluke is referred to as a Sarranid horseman. Sarranid Mamluke (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Horseman helmet Body Sarranid mail shirt Hand ? Foot Plated boots, Sarranid leather boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Elite scimitar, lance, Sarranid arming sword, winged mace Ranged ? Shield Round cavalry shield Mount Courser, hunter |
Sarranid Master Archer | Sarranid Master Archer Troop Information Culture Sarranid Sultanate Wages 27-14 denars Acquired from... Sarranid Archer Upgrades to... N/A Upgrade Cost N/A XP for Kill 230 xp Ransom Value 192 denars Sarranid Master Archers are the top-tier ranged specialists for the Sarranid Sultanate. They are some of the most durable archers in Calradia. This durability, along with their exceptional fire rate, make them some of the best archers for close range fire support. Tactics[] Sarranid Master Archers are capable of decimating unshielded troops, and are generally regarded as some of the best archers in Calradia. This status is rivaled only by Vaegir Marksmen, who have very similar stats and melee weapons, however Marksmen do have inferior armor. Marksmen outdo them at long range, but since the Vaegir archers use War Bows, they fire much slower. Master Archers are very effective in a defensive siege; their substantially heavier armor compared to Marksmen lets them take multiple additional hits when compared to a Vaegir Marksman, taking two siege crossbow headshots, or up to four body shots, to kill. This, combined with their ability to repeatedly stagger exposed crossbowmen with their high fire rate, can make them a surprisingly effective counter to traditionally powerful archers like Rhodok Sharpshooters. As with any other ranged troops, one should try to keep them out of close combat as most high-tier melee infantry would bring them down with relative ease. Although Master Archers can hold their own against weaker enemies, or if they have outnumbered an enemy of equal or greater strength. 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. Sarranid Master Archer - Default Stats and Equipment Attributes Stat Points Level 24 Strength 14 Agility 5 Intelligence 4 Charisma 4 Health 55 Armor Head Sarranid Mail Coif Body Sarranid Guard Armor Hand ? Foot Plated Boots, Sarranid Leather Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw 4 Power Draw 4 Weapon Master ? Shield ? Athletics 5 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 130 Crossbows 100 Throwing 130 Weapons Melee Sarranid Arming Sword, Spiked Mace Ranged Strong Bow, Nomad Bow, Barbed Arrows Shield ? Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Recruit | Sarranid Recruit Troop Information Culture Sarranid Sultanate Wages 1 denar Acquired from... Sarranid villages- or -Desert Bandit Upgrades to... Sarranid Footman Upgrade Cost 10 denars XP for Kill 38 xp Ransom Value 32 denars Sarranid Recruits are the first-tier troops of the Sarranid Sultanate. They are common folk which are recruited from the villages of the Sultanate, or they can be promoted from Desert Bandits. Tactics[] Sarranid Recruits lack any decent skills or equipment but, with hardening, these desert dwellers can advance through the ranks. They are very cheap and therefore excellent for making meat shields. If your intentions do not involve letting them get slaughtered, there is little place for recruits on the battlefield. The best place for them to fight will be at a Training Field, where they can advance to Sarranid Footmen, resulting in somewhat better melee fighters. 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. Sarranid Recruit - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Sarranid Felt Hat, Turban Body Worn Robe Hand ? Foot Sarranid Shoes Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 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 Scythe, Hatchet, Pickaxe, Club Ranged (Possible): Stones Shield (Possible): Old Heater Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Skirmisher | Sarranid Skirmisher Troop Information Culture Sarranid Sultanate Wages 10-5 denars Acquired from... Sarranid Footman Upgrades to... Sarranid Archer Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Sarranid Skirmishers are the weakest ranged troops available to the Sarranid Sultanate. Tactics[] Armed with several Jarids, they can cause quite a bit of damage when hitting their target, but they will also run out of ammunition relatively quickly. In close combat, Skirmishers fight with Sarranid Swords or Spiked Clubs and sometimes even have Plain Cavalry Shields for protection. However, since these units are only lightly armored, they are best kept out of close combat. As their ranged weapons are very limited in quantity but also incredibly powerful, an effective strategy is to order your Skirmishers to hold their fire and allow the enemy to get as close as possible to your main line of troops. The enemy would then lower their shields for melee, at which point your Skirmishers may be told to to fire at will, dealing massive damage to the opposing units. 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. Sarranid Skirmisher - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Turban, Desert Turban, Sarranid Warrior Cap Body Skirmisher Armor Hand ? Foot Sarranid Shoes Skills Skill Points Ironflesh 1 Power Strike ? Power Throw 2 Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Sarranid Sword, Spiked Club Ranged Jarids Shield (Possible): Plain Cavalry Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid Sultanate | Sarranid Sultanate Banner Troops Official Information Ruler Sultan Hakim Claimant Arwa the Pearled One The Sarranid Sultanate is a new faction introduced in Mount&Blade: Warband, located in the southern deserts of Calradia. It is led by Sultan Hakim, while the claimant to the throne is Arwa the Pearled One. Sarranid lords are called Emirs, an Arab title for a ruler. Their national animal appears to be the desert eagle, as it is depicted on their emblem. However, Hakim's banner is one of the two monarch banners that does not match up with the emblem, and the only one that does does not contain a heraldic eagle. Interestingly, Arwa has an eagle's head on her banner (and so does one of the most powerful lords of the Sultanate, Emir Uqais, initial lord of Durquba, for that matter), which could be related to her claim hinging on Sultan Ayzar's, while Hakim's hinges on Baybak's. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] The Sarranids were ruled by Sultan Ayzar prior to the events of Warband. Ayzar purchased a slave, Arwa the Pearled One, who would later endear herself to him so much that he eventually let her manage his kingdom and practically adopted her as his daughter. After Ayzar's death, Arwa was allowed to rule on the condition that she marry the realm's general, Emir Baybak, and they ruled together for ten more years. However, after Baybak was killed in a skirmish with the Khergit Khanate (likely under the rule of Janakir Khan at that point). His nephew, Hakim, staged a coup against Arwa, ousting her from power on grounds of her bewitching both the previous Sultan and his uncle. The Sarranids are possibly descendants of the Aserai. They occupy a similar portion of the maps (they likely occupied Charas/Shariz from the Vlandians/Swadians), they have very similar troop trees and the Sarranids share a name with the Banu Sarran, one of the Aserai clans. If this is true, Sultan Ayzar would have descended from Adram or Addas (Nimr had no heirs) and Arwa the Pearled One would share her name with another member of the Banu Sarran, Arwa. Rulers[] Sultan Hakim Initial Ruler Arwa the Pearled One Claimant Vassals[] Emir Amdar Emir Atis Emir Ayyam Emir Azadun Emir Biliya Emir Dhashwal Emir Dhiyul Emir Ghanawa Emir Ghulassen Emir Hamezan Emir Hiwan Emir Lakhem Emir Muhnir Emir Mundhalir Emir Nuam Emir Nuwas Emir Quryas Emir Raddoun Emir Tilimsan Emir Uqais Tactics[] Main article: Sarranid Sultanate Tactics. Strengths[] Good skirmishing ability with overall versatility, thrown weapons and polearms, and high Athletics skill. Powerful heavy cavalry, rivalling the knights of Swadia. Weaknesses[] Infantry is easily outmatched in direct engagements. Archers are outclassed at long range by those of other factions. Summary[] Starting in the Sarranid Sultanate is difficult, as many bandits roam the deserts outside of villages and towns. When you can, leave the area and come back with a large force if you want to attempt to drive out the bandits. Most of their units are relatively weak, excluding some of the higher tier archers and cavalry. The Sarranids use units and tactics that seem to be a blend between those of the Swadians and Vaegirs, giving them more versatility. The top-tier Sarranid cavalry unit, the Sarranid Mamluke, is on a par with the Swadian Knight as the toughest horsemen in the game while Sarranid infantry and archers are tactically closer to Vaegir military units, although they are generally more heavily armored and bear heavier shields than Vaegir troops. Their weakness lies in a lack of specialization arising from this blending. While their archers are relatively tough in melee, they are not as devastating in their main role as archers. Similarly, their infantry have throwing weapons, but lack staying power in melee combat, and their horsemen are slightly less well-armored than their Swadian counterparts (but still quite powerful) and carry more blunt weapons to capture prisoners. Used well, the Sarranids are a formidable force, but it is hard to squeeze a significant amount of damage out of the archers during a siege because they quickly exhaust their ammunition. Sarranid Master Archers are a hedged bet. They are better in melee combat, and thus a good backup when things go awry, but less effective compared to other ranged troops when things go according to plan. Ultimately, Master Archers may not be capable of clinching victory against powerful enemy forces. Mamlukes rule the open desert and their blunt weapons will help them pay their recruitment costs and salaries by capturing prisoners, but their expensive horses are of no use when besieging a town or castle. Sarranid infantry might score a few kills with throwing weapons, but when you need them to hold the line they simply may not be capable of holding their own against other factions' infantry in a direct clash. The Sarranid territory is mostly open desert, making battles very favorable for cavalry and archers. Unlike the Khergits, their cavalry are melee only and have no bows, making them less versatile. However, their mounted knights (Mamlukes) are some of the strongest in the game, rivaling Swadian Knights. Their infantry are considered the weakest in the game when compared to the other factions, and they are not as heavily armed as similar units in other kingdoms. However, they are reliable in large numbers and can be very useful if supported. Sarranid archers use bows and jarids rather than crossbows, and while they can out-shoot Nord Veteran Archers, they are outclassed by Vaegir Marksmen. They have a very fast rate of fire, which allows a small number of troops to lay down an impressive volley in a short amount of time. But, Sarranid archers are not always reliable because of their low damage and poor accuracy, made worse when they spawn with jarids instead of bows. Troop Tree[] Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Territory[] The territory of the Sarranid Sultanate contains the following towns, castles, and villages: 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 Note that, over the course of the game, other kingdoms may besiege and take over these lands and the Sultanate may gain more or less land. However, these places are the only places from which you can recruit Sarranid troops. The Sarranid Sultanate is the only faction in which no castle shares its name with that castle's village. You can buy Date Fruit cheaply which, when sold to the neighboring Khergit Khanate, can fetch a price of up to 100 denars. Trivia[] The Sarranid ruler and vassals, unlike those of the other factions, wear their combat attire all the time, including in the castle halls where the other lords usually wear civilian clothing. Internally, this is because the Sarranids were not given an alternate set of clothes in their inventory and so have nothing else to wear. 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 |
Sarranid Sultanate Tactics | The Sarranid Sultanate is a new empire introduced in Mount&Blade: Warband. It isn't regarded as one of the most popular Factions, simply because of its troop selection. The Sarranid army is difficult to use if you don't know how to play to their strengths. The Sarranids wear light armor, which means they are dispatched fast. But with the right know-how, they can kill the opposition faster in comparison. They move faster on the overland map and, while not as fast as a Khergit warband, are still very speedy. Contents 1 Using the Sarranid Sultanate 1.1 Campaign 1.2 Battlefield 1.3 Sieges 1.4 Prisoners 2 See Also Using the Sarranid Sultanate[] Campaign[] In the beginning, if at war with the Khergits you can easily kill small bands of lords with Sarranid horseman. They may rush to take Swadian or Khergit lands, and three things may happen. One is, they rush in and take a castle, while a larger enemy force rushes in and captures them or captures a city. Two is, A large fight between nations is fought, which Swadians they may win, or possibly Khergits, but most times a Rhodok force will win. Third and least common is that they will rush in, take over a fief, and come back flawlessly. Their infantry can make this happen with powerful throwing weapons, but their archers won't be too much help. The Sarranids have a unique advantage: they start out with four cities like the Khergits, Vaegirs, and Swadians, but only border one other nation. This means that you will almost always fight only one significant opponent at a time. Better yet, your main rival are the Khergit - the most easily conquerable nation in the game. Your enemy will harass you in open fields and constantly loot your villages, but the extremely weak Khergit infantry will not be able to capture well-fortified important locations. You, on the other hand, should travel in tight war-bands (either with your marshall or with nobles who are friendly to you) and use your better balanced units to quickly take over Khergit towns and castles. Unlike the Khergits, Rhodoks could pose a serious threat should they come near your cities, especially because the closest city to their land is your capital, Shariz. Therefore, you should switch tactics and engage the Rhodoks as if you were a Khergit - use more horsemen (to counter their infantry) and attack them in the open, looting their villages and harassing them at every turn. Initially you should only try to buy time until a ceasefire is declared, but once the Khergits are out of the picture, you could advance to Rhodok lands using either better infantry recruited from other kingdoms, or simply with much larger numbers (bolstered by your newly acquired Khergit towns - but remember that Khergit troops are merely there to overwhelm and act as a meat shield for your Mamlukes). Eventually even the powerful Rhodok Sharpshooters will have to yield to your relentless onslaught. The same strategy can be employed against Swadia, Vaegirs and the Nords. Battlefield[] On the battlefield, a Mamluke is argued to rival the powerful Swadian Knight. They can make quicker turns, wear very thick armour, and their heavy iron mace can deal blunt damage. The damage is less, and the blunt damage is not always good, but can be useful for capturing prisoners. However, their armour is slightly worse than the Swadians, so is their polearm skill. On foot, a Sarranid Guard, while it may have longer ranged throwing weapons than a Nord, is no match in hand-to-hand melee. Sarranid Guards are probably the worst top tier soldier in the game, worse than the Khergit Lancer and Nord Veteran Archer. Their archer has good armor and a fast-shooting bow, being roughly on par with the vaegirs. The Mamluke is one of the two most powerful horsemen in the game. As such, their main tactic is to charge into the fray, relying on their excellent armor to carry them through, even when surrounded by lesser enemies. Mamlukes carry shields which offer them even better defense in prolonged melee, whether on foot or on horseback. As a consequence of this, Mamlukes can also serve as the heavy infantry of the Sarranid Sultanate. Armed with iron maces, Mamlukes can smash through castle defenders, making way for weaker troops to pour into the gaps. They still have trouble attacking castles of Nords or Rhodoks, the Swadian Knight may be better because the Morningstar can crush through blocks more often. Sarranid Master Archers are a unique mix of archer and light infantry. In the open, they can decimate unprotected troops or dismount fast cavalry like Khergit Veteran Horse Archers. Heavy cavalry or infantry are much better protected against Master Archers' arrows and will destroy them if they reach them. Therefore, the best tactic for these archers is to plant them on a hill and let them do their thing while you and your Mamlukes monitor the situation. If light infantry or fast horses try to approach you need not do anything - the archers will either kill their enemies or weaken them sufficiently to take them out in melee. If they are approached by heavy infantry, the enemy will raise their shields to absorb the incoming arrows - this will slow down the enemy and will give you time to regroup your cavalry and charge at the unprotected rear and flanks of the enemy infantry (don't forget to order your archers to hold fire a few moments before so that you won't be peppered by your own troops). Sarranid Guards are the most lightly armored of all elite infantry and are of little use as heavy line infantry. They do, however, have Jarids with which they can annoy enemy forces. Since Jarids have a longer range than many other thrown weapons, you could move them with cavalry, stop them some way in front of the enemy and let the Jarids fly. The enemy will then raise their shields, giving your cavalry an opportunity to attack from the flanks. But they can and will still maneuver to defend against cavalry when your Guards run out of Jarids. It's best to order your infantry to hold fire until you're sure they can hit their targets. Alternatively, you can leave them behind your archers (hidden behind some nearby obstacle, or better yet, a slopping hill) to surprise any enemy that nears your archers (again, high speed may help them intercept the enemy). Sieges[] When trying to take a castle, you should pull back your infantry and cavalry while having your archers line up and spread out at a good spot to pick defenders off of the walls. Once the enemy is weakened or your men begin to run out of ammo, order your cavalry to charge, followed by your infantry and archers. Prisoners[] All Sarranid elite troops are either equipped with, or have a high chance of being equipped with, a blunt weapon. If you order your troops to switch to blunt weapons most of them will comply and will help you take as many prisoners as you want. The Mamlukes are one of the few elite horsemen (others being the Slaver Chiefs and Khergit Lancers) that are armed in this fashion, meaning you'll be able to maintain a good charge even though Mamluke's are better for flanking. The superior horses and equipment of the Mamlukes makes them better suited for this task than even when you set out to capture prisoners, without giving much more thought to micromanaging your troops than any other unit in the game. Note that prisoners will slow you down and can escape. You also lose morale if you recruit prisoners. See Also[] Strategy and Tactics Khergit Khanate Tactics Kingdom of Nords Tactics Kingdom of Rhodoks Tactics Kingdom of Swadia Tactics Kingdom of Vaegirs Tactics |
Sarranid Sword | Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sarranid Sword/Warband | Sarranid Sword Sarranid SwordOne-handedBase value: 108 denarsWeight: 1.5Swing: 26cThrust: 19pSpeed rating: 99Weapon reach: 97Warband |
Sarranid Veteran Footman | Sarranid Veteran Footman Troop Information Culture Sarranid Sultanate Wages 10-5 denars Acquired from... Sarranid Footman Upgrades to... Sarranid Infantry- or -Sarranid Horseman Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Sarranid Veteran Footmen are melee specialists for the Sarranid Sultanate and can be found in the armies of most Sarranid lords. They upgrade into either Sarranid Infantry or Sarranid Horsemen. Tactics[] Sarranid Veteran Footmen always have Sarranid Leather Armor that gives them 32 body defense. There is a chance that a Sarranid Veteran Footman will carry throwing weapons, making them more threatening than most third-tier melee troops of other factions. Owing to their lack of appreciable Power Strike and below average melee weapon proficiency, one will often find that their Footmen do not stack up well against their peers in other factions once their initial volley of Jarids has been spent. When fighting against these troops, it's best to charge them with cavalry. Footmen have weak shields, so troops with axes can be effective, such as those from the Kingdom of Nords. Like most Sarranids, if you choose to use them, they generally don't have great armor. But in swarms, they become less vulnerable to charges, and flanking the enemy with the famous Sarranid cavalry makes the charges less destructive. 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. Sarranid Veteran Footman - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head Sarranid Warrior Cap Body Sarranid Leather Armor Hand ? Foot Sarranid Leather Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw 2 Power Draw ? Weapon Master ? Shield 2 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 75 Crossbows 75 Throwing 100 Weapons Melee Bamboo Spear, Sarranid Sword, Sarranid Arming Sword, Spiked Mace Ranged (Possible): Jarids Shield Plain Kite Shield Mount ? Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer |
Sarranid War Axe | The Sarranid War Axe is only available to Sarranid Footmen in multiplayer or the cheat menu in single player, and is not used by any troops normally used by the Sarranid Sultanate. Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Sarranid War Axe/Warband | Sarranid War Axe Sarranid War AxeTwo-handedBase value: 280 denarsWeight: 2.5Swing: 46cSpeed rating: 90Weapon reach: 90Requires strength: 10Bonus against shieldsWarband |
Sausages | Sausages Classic/Warband Viking Conquest Games Base value 60 85 85 35 Weight 10.0 Item Quantity 40 40 40 120 Morale Bonus +5 +5 +4 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Sausages are a food item that provides a moderate morale bonus. In With Fire & Sword, sausages provide the highest morale of any solid food, beaten only by beer and wine. 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 |
Save Town from Bandits | Save Town from Bandits Given by Quest Merchant Time limit None Refresh rate Never Reward 100-200 denars This is the fourth and final quest given by the Quest Merchant. Contents 1 Summary 2 Walkthrough 3 Quest line 4 Transcript Summary[] Save (capital) from bandits Walkthrough[] You will be offered this quest with the promise of 100 denars after you have completed Attack the Bandit Lair. As soon as you accept the quest, you will be placed in the town's streets along with a large number of lightly armed civilians and a few town guards. At the merchant's signal, everyone will go on the offensive against scattered Looters. After all of the enemies have been defeated, you will return to the merchant's house to review the battle. Depending on how well you did will vary the reward. If you contributed little, you will get only the 100 denars initially promised. If you did quite well, you can receive a doubled reward of 200 denars instead and even some positive reputation with the town (+1 for each looter killed by you over 3). Once you've been paid, the merchant goes to see the king. You can meet up with the merchant one last time in the tavern, unfortunately, the events do not go over well and the merchant has been exiled. He will disappear from the game when you leave the tavern. Quest line[] Collect Five Men Learn Where the Hostages are Held Attack the Bandit Lair Save Town from Bandits Transcript[] Main article: Save Town from Bandits/Transcript |
Save Town from Bandits/Transcript | Contents 1 Quest Briefing 2 Combat 2.1 Bandits Defeated 2.2 Player Defeated 3 Quest Complete 3.1 Bandits Defeated 3.2 Player Defeated 4 Aftermath 4.1 Talk to the Merchant Again Quest Briefing[] Quest Merchant: "Well... My brother is home safe. I'm not sure what to do with him... maybe pack him off to a university outside Calradia. That way, if he gets knocked on the head in a street brawl, no one can say it's my fault. But that's not your problem. Here's the rest of your reward. It was well-earned." Player: "The money is most welcome, and I am glad to have been of service." Quest Merchant: "Good Now... Are you interested in making some more?" Player: "Possibly. What do you need?" Quest Merchant: "Remember how I told you that bandits had an ally inside the walls? I think I know who it is -- the captain of the watch, no less. Some months ago this captain, seeing the amount of profit we merchants were making from trade across the frontiers, decided to borrow some money to sponsor a caravan. Unfortunately, like many who are new to commerce, he failed to realize that great profit only comes with great risk. So he sank all his money into the most expensive commodities, and of course his caravan was captured and looted, and he lost everything. As a consequence, it seems, our captain turned to villainy to recoup his fortune. I supposed I'd do the same if, the Heavens forbid, I ever faced indebtedness and ruination. Now, any watch captain worth his salary will have a few thieves and robbers on his payroll, to inform on the rest, but our captain decides to employ these bastards wholesale. He brings them into the town, lets them do as they will, and takes a share of their take. You've heard of poachers turning gamekeepers? Well, in the unfortunate land of Calradia, sometimes gamekeepers will turn poacher. Luckily, there's are still a few brave, honest souls in the watch who've told me how he works. Now -- here's my plan. I could bring this to the attention of (faction leader), lord of the city, but that would mean an inquiry, my word against the captain's and witnesses can be bought and evidence destroyed, or maybe the whole thing will be forgotten if the enemy comes across the border again, and all I'll get for my trouble is a knife in the ribs. In time of war, you see, a king's eye wanders far from his domain, and his subjects suffer. So I've got another idea. I've got a small group of townsfolk together, some men in my employ and some others who've lost relatives to these bandits, and we'll storm the captain's home and bring him in chains before (faction leader), hopefully with a few captured bandits to explain how things stack up. All I need now is someone to lead my little army into battle -- and I can't think of anyone better than you. So what do you say?" Player: "How do I know that you're telling me the truth?" Oh, well, I suppose it's possible that I found a dozen bandits who were willing to give their lives to give a passing stranger a false impression of life in old (capital)… Well, I guess you can't really know if my word is good, but I reckon you've learned by now that my money is good, and there's another 100 denars, or maybe a little bit more, that's waiting for you if you'll do me this last little favour. So what do you say? All right. I'll lead your men. Splendid. It's been a long time since I staked so much on a single throw of the dice, and frankly I find it exhilarating. My men are ready to move on your word. Are you ready? Yes. Give them the sign. Good! Now -- strike hard, strike fast, and the captain and his henchmen won't know what hit them. May the heavens be with you. Not now. I will need to rest before I can fight again. I'm sorry. This is too much, too fast. I need time to think. Right. I can keep my men standing by. If you let this go too long, then I suppose that I shall have to finish this affair without you, but I would be most pleased if you could be part of it as well. For now, take what time you need. Combat[] You leave the tavern and go out the streets. Nervous looking young men are waiting in every street corner. You can see they have daggers and clubs concealed under their clothes, and catch a mixture of fear, anticipation and pride in the quick looks they throw at you as you pass by. Praying that your enemies have not been alarmed by this all too obvious bunch of plotters, you check you weapons for one last time and prepare yourself for the action ahead. Bandits Defeated[] The remaining few bandits scatter off to the town's narrow alleys, only to be hunted down one by one by the angry townsfolk. Making sure that your victory is complete and all the wounded have been taken care of, and the merchant head to his house to review the day's events. Player Defeated[] You fall down with that last blow, unable to move and trying hard not to pass out. Soon the sounds of fighting filling the street gives way to the cheers of the townsmen and you realize with relief that your side won the day. Soon, friendly arms pick you up from the ground and you let yourself drift off to a blissful sleep. Hours later, you wake up in the merchants house. Quest Complete[] Bandits Defeated[] Hah! Well done -- I saw at least (amount) of the enemy go down before you. Keep fighting like that, and you'll make quite a name for yourself in this land. Unfortunately, about (amount) of my lads got themselves wounded. I should go look on on them Player Defeated[] Ah! You're alive. That's a relief. You took quite a blow, there. I'm not sure that you got any of them yourself, but thankfully, the rest of us were able to beat them. We'll need to see about getting you some treatment... Unfortunately, about (amount) of my lads got themselves wounded. I should go look on on them. Let every villain learn to fear the name (player)! (Bandits Defeated, Same Result) Right. I suppose I should be more careful.(Player Defeated, Same Result) The Heavens alone grant us victory. (Same Result) I'm glad to see that you're alive, too. (Same Result) Yes, yes... Now, a couple of my boys have the watch captain pinned down in a back room, with a knife at his throat. I'll need to go drag him before (faction leader) and explain the breach of peace is all about. You don't need to be part of that, though. I'll tell you what -- if all goes well, I'll meet you in the tavern again shortly, and let you know how it all came our. If you don't see me in the tavern, but instead see my head on a spike over the city gate, I'll assume you know enough to stay out of town for a while and forget the whole episode ever happened. So -- hopefully we'll meet again! Aftermath[] Quest Merchant: "Ah... (player). Things didn't go quite so well as I had hoped. (faction leader) couldn't quite find it in him to overlook my little breach of the peace. Oh, he's grateful enough that I got rid of his crooked captain -- a guard who'll let in bandits will let in an enemy army if the price is right -- but he can't exactly have me running around here as a lasting reminder of his failure to take care of things himself." Player: "That hardly seems fair..." Quest Merchant: "Fair? This is Calradia, my boy! Kings do what they will, and the rest of us do as they must. He didn't string me up, and instead gave me time to sell my properties -- even put in a word with the other merchants that they best pay me a fair price, too. That's gracious enough, as kings go -- but he's a weak king, as they all are here, and weak kings must always look to their authority first, and justice second. I suppose I'd do the same, in his shoes. Anyway, I wouldn't go rubbing your part in this affair in (faction leader)'s face -- but he's taken note of you. and decided that you're not worth hanging, and that something to which I'll raise a glass any day of the week. He might even have work with you, further down the road. Or, you can sell your sword to one of his competitors. Anyway, I hope you've learned a bit about what it will take to stay alive in this troubled land, and I suspect that they money you've earned won't go to waste. Good luck." Talk to the Merchant Again[] I am preparing to leave town in a short while. It's been an honor to know you. Good luck. |
Save the Village | Save the Village Given by Farmer Time limit 72 hours Refresh rate 72 hours Reward Relation +8 (refuse pay)Relation +4, Goods (accept pay) Save the Village is a quest given by the farmer who is always located in the taverns. They can be randomly encountered when entering a village. Contents 1 Summary 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Quest Failure 4 Trivia Summary[] A villager from {village} begged you to save their village from the bandits that took refuge there. Walkthrough[] Every 72 hours, there is a 3% chance for a village to become infested by bandits. During this time, you may happen upon the infestation by entering the village, or discover a farmer in a nearby tavern asking for help. This quest may also be initiated by successfully training a peasant militia to defend themselves. The village will be saved simply by wiping out all bandits. Their numbers will equal (your character level + 10) * 1.2 The villagers will also come to your aid, though they offer very little actual help. The number of farmers that spawn is random, between 25-29. Once the infestation has been defeated, the villagers will offer you a reward which you can accept as just payment, or refuse on grounds that they "need it more than you" which will double the relation bonus. Note that if the village is exceptionally poor, such as having been very recently looted, there may not be anything available even if you choose to take the payment, effectively halving the relation you would have otherwise received. If you are defeated in battle regardless whether your army able to defeat the enemy, the village will result in being looted, unable to access the village until it is rebuilt. You also earn a negative relation with the village for failing to save their village Ignoring bandit infestations will result in a loss of -1 prosperity for that village. Transcript[] Quest Briefing[] "My lord, you look like a man of the sword and someone who could help us. Will you hear my plea?" What is the matter, my good man? (Same Result) What are you burbling about peasant? Speak out. (Same Result) Farmer: "A band of brigands have taken refuge in our village. They take everything we have, force us to serve them, and do us much evil. If one of us so much as breathes a word of protest, they kill the poor soul on the spot tight away. Our lives have become unbearable. I risked my skin and ran away to find someone who can help us." Player: "Why don't you go to the lord of your village? He should take care of the vermin." Farmer: "I did, sir, but our lord's men did not let me see him and said he was occupied with more important matter and that we should deal with our own problem ourselves. Please sir, you look like a man of valor and a fearsome warrior, and you have no doubt many friends and soldiers at your service. If there is anyone who can help us." Very well, I'll help you. Where is this village? (Accept) "God bless you, sir. Our village is (village). It is not too far from here." I can't be bothered with this right now. (Decline) "As you say sir. Forgive me for bothering you." Why would I fight these bandits? What's in it for me? "We are but poor farmer sir, and the bandits have already got most of what we have on this world. but we'll be glad to share with you whatever we have got. And we'll always be in your gratitude if you help us." Quest Failure[] Try as you might, you could not defeat the bandits. Infuriated, they raze the village to the ground to punish the peasants, and then leave the burning wasteland behind to find greener pastures to plunder. Trivia[] While the quest log shows there is no time limit for the quest, there is a hidden time limit and you can fail if the time limit passed. |
Savinth | Savinth Settlement Information Type Village Kingdom Vlandia Fortification Charas Savinth is a village in Vlandia owned by the baron, Ingalther of House dey Cortain. The village is bound to Charas and is known to produce Horses. Savinth sits on warm, grassy plains north of the Bay of Charas. The land is fine pasture for the renowned horses of the Vlandians. 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 |
Saxons | The Saxons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Saxons have much in common with the Angles. There is only one Saxon kingdom: the West Seaxe. Banner Name Color Ruler Claimant Capital Kingdom of West Seaxe #ff4f38 Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Troops[] Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
School | Schools are a village improvement whose construction is affected by your party's Engineer skill. Schools increase player relationship with the village by 1 every month. There is a bug in classic Mount&Blade where School bonuses are applied to all villages you own, whether they have a School or not. Schools do work properly in Warband. Construction[] Engineer Denars Days 0 9000 93 1 8550 88 2 8100 84 3 7650 79 4 7200 74 5 6750 70 6 6300 65 7 5850 60 8 5400 56 9 4950 51 10 4500 47 11 4050 42 12 3600 37 13 3150 33 14 2700 28 |
Scimitar | The Scimitar has the highest base speed of all one-handed weapons over 90 units in length. In Warband, it is used exclusively by the Sarranid Sultanate. Warband Mount&Blade See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Scimitar/Warband | Scimitar ScimitarOne-handedBase value: 210 denarsWeight: 1.5Swing: 30cSpeed rating: 101Weapon reach: 97Warband |
Scottish Broadsword | With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Scout | Scout is a quest given by the Marshall. Contents 1 Summary 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Quest Complete Summary[] The marshal claims that he does not have information about enemy territory to continue with the war, and asks the player to scout 3 locations. Walkthrough[] The quest is simple enough to do as you need to go near the locations the marshal gave you. A message will appear after each location is scouted, and also when the whole quest is completed. It is best to write down the locations on paper in case you quit the game during the middle of the quest, as in that case the places that have already been scouted will not give any prompts when reloading. Transcript[] Quest Briefing[] (player), I need a volunteer to scout the area. We're sorely lacking on information, and I simply must have a better picture of the situation before we can proceed. I want you to go to (3 locations) and report back whatever you find. You've found your volunteer, sir Good man! Simply pass near the (3 locations) and check out what's there. Make a note of anything you find and return to me as soon as possible. I fear I must decline. Quest Complete[] You make a good scout, (player). My runner just brought me your reports of the mission to (3 locations). Well done. |
Scythe | The Scythe is a humble weapon that packs a surprisingly large amount of power in each swing. In classic Mount&Blade and Warband, the Scythe is wielded so the back of the blade is the leading edge of each swing. With Fire & Sword Warband Mount&Blade See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Scythe/Warband | The Scythe is a farming tool, but the speed and cutting damage it offers is actually reasonable for poorer spearmen who want something long and quick. It can be thrusted to stop cavalry in their tracks as well. Scythe ScythePolearmBase value: 43 denarsWeight: 2.0Swing: 30cThrust: 14pSpeed rating: 97Weapon reach: 182 |
Sea Raider | 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 Sea Raider Troop Information Culture Bandits Wages 13-7 denars/week Acquired from... Prisoners Upgrades to... Nord Recruit Upgrade Cost 80 denars XP for Kill 134 experience Ransom Value 112 denars Sea Raiders are bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Roaming the northern coastal areas of Calradia in Nord and Vaegir lands, they spawn in groups of 5-50. Sea Raiders are the heaviest type of bandits. They are a good source of experience and money during mid-game but are very dangerous to new or ill-prepared players - without good armor or a shield, one is likely to be torn apart by them. Unlike other Bandit parties, Sea Raiders are a hostile, non-negotiable bandit and will not make you pay - they will just attack you instead. Similar to Looters, they will charge at you in large groups. Most Sea Raiders with Longbows will stop to fire on you and your troops, and those with Throwing Axes will continue to run, stopping every once in a while to throw. Up close, they will pull out their melee weapons and attack their opponents ruthlessly. To an experienced player, Sea Raiders are easy foes. It is not recommended for new players to go up against them unless they have played the game before. This is because Sea Raiders can easily break through shields and, in a swarm, it can be difficult to block all of their attacks. Ranged weapons are usually effective against Sea Raiders in the hands of an average archer, provided the targets don't have shields. Suggested troops to use in battle against Sea Raiders are at least tier-three faction troops, Hired Blades, or some form of cavalry. A good tactic against Sea Raiders that avoids losing any troops is to ride out alone and circle the Raiders from a distance while mounted. Once they form a tight group, shoot arrows at their feet until most of them are wounded, then order your cavalry to charge. Sometimes the Raiders lack head armor and shields - go for headshots in this case. If the player has a heavy War Axe or comparable high-damage two-handed weapon, they may simply ride in circles around the Sea Raiders, cutting down those on the edges of the swarm or who stray too far outside the group. Spears or lances are equally effective at picking off Sea Raiders one by one. If you manage to capture and recruit any Sea Raiders without them taking off in the night, their ability in melee means they can usually come out victorious against tier-two troops or other bandits. When against a larger or stronger force, Sea Raiders can weaken the enemy with their ranged weapons before moving in to attack. When recruited in Warband, Sea Raiders can be upgraded into Nord Recruits for 80 denars. This can be a poor decision, as Sea Raiders are level 16 but Nord Recruits are level 6 and are poorly equipped, so they lose a lot of strength by being upgraded. However, Nord Recruits will eventually upgrade into Huscarls, which are one of the strongest foot soldiers in the game. If you expect difficult fights to occur soon, you should wait on the upgrades, as Sea Raiders are comparable to Nord Warriors. Quotes[] If a party of Sea Raiders is caught up to or catches up to the player, they will say one of a few lines: "I will drink from your skull!" "That's a nice head you have on your shoulders." "Less talking! More raiding!" "Today the gods will decide your fate!" 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. Sea Raider - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible) Nasal Helmet(Possible) Nordic Helmet Body Mail ShirtByrnieNomad Vest Hand None Foot Leather BootsNomad Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 2 Power Draw 3 Weapon Master ? Shield ? Athletics 2 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee SpearBattle AxeFighting AxeNordic Sword (a)Nordic Sword (b) Ranged (Possible) Long Bow(Possible) Arrows(Possible) Throwing Axes(Possible) Javelins Shield Nordic ShieldWooden Shield Mount None Trivia[] According to Matheld, Sea Raiders and Nords are from the realm of Nordland, located far to the north of Calradia. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Sebula Noyan | Sebula Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Sebula Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. Family[] Siblings: Lady Qutala Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Sebula Noyan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Khergit Guard Helmet Body Khergit Lamellar Vest, Lamellar Armor Hand Lamellar Gauntlets Foot Hide Boots, Mail Chausses Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 6 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 250 Two Handed Weapons 250 Polearms 250 Archery 250 Crossbows 250 Throwing 250 Weapons Melee Heavy Sabre, Two Handed Sabre Ranged ? Shield Elite Cavalry Shield Mount Steppe Charger Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur |
Secrets and oddities | Man? Lady? Both? A spy found in With Fire & Sword This is a list of several odd and hidden things in the Mount&Blade games. The Strange set, a suit of Samurai armor and swords. The village of Glunmar has an odd collection of items. There is a skeleton in Bulugha Castle. When undergoing a certain quest from King Carl in With Fire & Sword, you will be asked to collect data from a spy in a nearby town. When the spy was located, he (she) looked like the picture. This may be the spy's disguise or may be a little joke implemented by the developers. When besieged, the towns of Durquba and Ahmerrad have a destructible door besides the usual ladder. The player can break through them to get behind the enemies. Dhirim and Suno do not have a door to the arena accessible from the streets. If one goes into the arena from the menu and then leaves through the door, they will be out of bounds. There is nowhere to go in Suno, but Dhirim allows the player to explore the entire map. Reyvadin has a gap in the invisible walls that are supposed to block the player from exploring beyond the intended area, allowing one to get out of bounds and explore the entire map. During the Main Quest Rescue Your Family, when the main character talks to Radagos in the hideout, they will say the iconic bandit quote, "Less Talking More Raiding!" from Warband. In the code of With Fire & Sword, the nations are referred to by the names of the five factions from the original Mount&Blade. Removed Features[] Some concepts existed at one time, but were later removed from the game. Remnants of these may still exist. The Dark Knight bandits. The Undead and Ghouls. The town of Zendar. |
Sekhtem | Sekhtem Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Durquba World Map WarbandSekhtemDurqubaTemplate:World Map/Warband Sekhtem is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive Sekhtem is built in the middle of mostly flat desert with scattered clusters of palm trees. It has a total of seven structures as well as two tents. There is one field here, growing grapes. Inside the red-striped tent is apple baskets, bread, butter, sacks of grain, and furs. Off to one side of the village is a well and shadoof. The Village Elder is standing in front of the blue tent, next to a wheelbarrow. If sent here during a Hunt Down Fugitive quest, the target may be found in the back of the red tent, hiding behind the baskets of apples. 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 |
Senuzgda Castle | Senuzgda Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ehlerdah Emirin Sieges with... Ladders Port No World Map Mount&BladeSenuzgda CastleEhlerdahTemplate:World Map/Mount&BladeWarbandSenuzgda CastleEmirinTemplate:World Map/Warband Senuzgda Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Senuzgda Castle lies northwest of Praven in the middle of the large forest in central Calradia. Its village is Ehlerdah which is to the northwest, set on the path over the mountains that divide Swadia. Warband[] Senuzgda Castle lies southwest of Dhirim at the edge of a cliff. Its village is Emirin which is to the northeast, next to Dhirim. Layout[] Player Keep Dungeon Breach Siege[] Besieging Senuzgda Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] The hall of Senuzgda Castle.Courtyard and keep of Senuzgda castle. 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 |
Seonon | Seonon Settlement Information Type Town Kingdom Battania Villages AndurnBryn GlasMag ArbaSwenryn Sieges with... Battering RamLaddersTowers Port No Seonon is a town in Battania owned by Mormaer Luichan of clan fen Penraic. The villages of Andurn, Bryn Glas, Mag Arba, and Swenryn are bound to the town. Contents 1 Description 2 Points of Interest 3 Economy 4 Military 5 Trivia Description[] Seonon, sad Seonon, has a history as dark as the waters of the Llyn Tywal. Here Algana the Fair stood atop the tower lamenting the death of her beloved Gorawan, until the spirits of the Otherworld were themselves overcome with sadness and allowed his shade to ascend through the pool for a day and a night to console her. In latter days this land has often been ravaged by Sturgian raiders, and not far from here lies the wood where King Aeril disappeared, clearing the way for the rise of Caladog. 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 host patrons like Ransom Brokers, buying any prisoners your party may hold, and those who might be interested in playing the local board game. A market to buy and sell food supplies, equipment, horses, and other livestock. A smithy to forge new weapons or smelt down undesirable ones into smithing materials. Criminal gangs may be present at different locales, such as the Backstreet or the Waterfront. Economy[] At the start of the game, Seonon has a Wine Press, a Tannery, and a Linen Weavery. At the start of the game, Seonon has reliably a giant supply of cheap Hardwood, allowing for quick investing into smithing. The diverse output of trade goods from the the surrounding villages and their close proximity to the town makes Seonon a strong candidate to buy a workshop during early game. Military[] Seonon starts the game with level-two walls. Trivia[] During development, Seonon was originally going to be called "Hont Sein" but was quickly renamed. Due to its location and name, Seonon is speculated to be the predecessor to the Swadian town of Suno. 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 |
Sergeant Rapek | Rapek Official Information Kingdom Kingdom of Swadia Monarch King Larec Title Sergeant Personal Details Gender Male Sergeant Rapek is a minor character in Warrider. He will offer the player a job of bringing back deserters, and will reward them with denars. Stats and equipment[] Sergeant Rapek wears a mail shirt and nomad boots. |
Sergeant (Multiplayer) | For the single-player version, see Vlandian Sergeant. Sergeant Basic Armor Improved Troop Information Faction Vlandia Type Infantry Cost 150 Class Stats Hit Points 100 Armor 41 Movement Speed 75 Army Size 15 Sergeants are a multiplayer infantry class of Vlandia. Official Description[] Vlandian Sergeants are commoners who found they have a knack for bloodletting. Often they've served time in a mercenary company, or drift from lord to lord. They're famous throughout Calradia for their tenacity and professionalism. They are the anvil part of a Vlandian force's "Hammer and Anvil", the hammer of course being the Knights. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Western Long Arming Sword One Handed Tall Heater Shield Shield Perks Western Spear Effective against cavalryTwo Handed One Handed Franceskas Grants 5 throwing axesThrown Bastard Sword Heavy sword, can be wielded with one or two hands(replaces Western Long Arming Sword)Two Handed One Handed |
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