title stringlengths 2 53 | content stringlengths 53 109k ⌀ |
|---|---|
Townsman | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: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 Townsman Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoners Upgrades to... Watchman Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 32 denars Townsmen are the residents of towns. They are similar to Farmers in that they can only be recruited from prisoners. In older versions of Mount&Blade, they used to be recruited from taverns, alongside Farmers. They wielded peasant weapons such as staffs and wore basic equipment such as straw hats. However, since then, they have been removed from the active part of the game. The Townsmen in actual towns are not the same unit, as they do not even have a weapon. Tactics[] Townsmen have some of the cheapest and weakest weapons in the game. Their equipment is similar to that of looters, except they wear better armor. Their only effective tactic is to outnumber the enemy in a swarm or rush them before their opponents gather into a good position, as they have no shields to resist arrow fire and no spears to resist cavalry. It may be better to take your townsmen to a training field, rather than into battle, until they are ready to upgrade if you aren't able to keep them alive through a real fight. 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. Townsman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Leather Cap Body Linen Tunic, Tunic with vest, Leather Apron Hand ? Foot Nomad Boots, Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Cleaver, Knife, Club, Quarter Staff, Dagger Ranged (Possible): Stones Shield ? Mount ? Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister |
Track Down Bandits | Track Down Bandits Given by Guild Master Time limit 60 days Track Down Bandits is a quest given by a town. Contents 1 Summary 2 Walkthrough 3 Transcript 3.1 Encountering Bandits 3.2 Quest Complete Summary[] Track down the (bandits) who attacked travellers near (town), then report back to the town. Walkthrough[] Transcript[] We have heard that about a week ago, some travallers on the road from (village) were attacked by (bandits). We would like you to track these (bandits) down. The merchants of the town were able to get a description of their leader, and have put together a bounty. If you can hunt them down and destroy them, we'll make it worth your while... Aye, I'll do it. Very good. The band may not have lingered long in the area, but chances are that they will be spotted by other travellers on the road. I'm afraid I can't take the job at the moment. Encountering Bandits[] Bandit: "This must be your unlucky day, mate. We've just about the worst people you could run into, in these parts." Player: "Heh. For me, you are nothing more than walking money bags. A merchant in (town) offered me good money for your heads. Bandit: "A bounty hunter! Kill him! Kill him now!" Quest Complete[] Well -- it sounds like you were able to track down the bandits, and show them what happens to those who would disrupt the flow of commerce. Here is your reward: 1000 denars. I is well earned, and we are most grateful. |
Tracks | Tracks are shown on the map screen, and give you an idea of where other parties are. Rolling your mouse over them can tell you how large the party is, as well as a wealth of other information, depending on your skill level in tracking. Improving the tracking skill will allow you to see tracks from a further distance and will increase the time it takes for tracks to fade from the map. Increased tracking skill will also increase the precision of the party size estimate from the tracks and allow you to identify what type of party left them behind (caravans, farmers, bandits, etc.). The tracks are colour-coded based on time elapsed and scaled to reflect party size. Arrows are initially red when fresh and transition to light blue to indicate old tracks. Level 1 of the tracking skill only allows you to see white arrows that give no indication of how old the tracks are. Level 2 enables colour-coding of tracks and allows the player to know the age of the tracks. With 14 in tracking, you can see tracks that were laid up to 21 hours ago. In contrast, with a low tracking skill, you can only see freshly-laid tracks. Eventually, tracks allow you to identify the type of party that passed through the area. Tracks are most useful for parties with large amounts of cavalry or for tracking large groups of infantry as it is easier to catch your prey if you're much faster. The formula for determining what level of tracking skill is required to identify a party from its tracks is the remainder of the party template ID divided by 7, and then plus four. The party template ID is defined by the order that the party template appears in the file party_templates.txt. The first entry would have an ID of 0, with each subsequent entry increasing the ID by one. Sea raiders are the 14th entry in party_templates.txt, and as a result have an ID of 13. Applying the formula, the remainder of (13 / 7) is 6, which added to 4 makes 10, thus requiring a tracking skill of 10 to identify sea raider tracks. tracking_requirement = remainder_of(party_template_id / 7) + 4 Some examples in Warband: 4 Tracking: Enemy Lords, Deserters 5 Tracking: Steppe Bandits 6 Tracking: Kingdom Caravans, Tundra Bandits, Troublesome Bandits 7 Tracking: Desert Bandits 8 Tracking: Forest Bandits 9 Tracking: Mountain Bandits, Village Farmers 10 Tracking: Looters, Sea Raiders |
Trade | The help window that pops up the first time you initiate a trade. Trade is a skill available to players and NPCs. Ranks in this skill reduce the difference in price between what you can purchase goods for and what you can sell goods for by 5% per rank. As a party skill, if your character has 10 ranks in Trade, you can have a maximum effective skill level of 14, worth a 70% reduction in the trade penalty. In any given settlement, there will be the base value assigned to specific goods which can be influenced by a buy price (what you pay), a sell price (what they pay), and a market supply modifier (based upon local abundance or scarcity of that type of commodity). At the start of a new game, the market values of goods across all settlements will need between 1 week to 3 months to stabilize, depending on bandit activity and war raiding in the region. With no skill in trade, you purchase commodities for 112% of their base value multiplied by their market supply modifier, and sell commodities for 89% of their base value multiplied by their market supply modifier. With 9 trade skill, you can change these to purchasing at 103% and selling at 97%, giving you an edge in expanding your profit margins, although exploiting market supply, even with no skill, will always yield far more profit than simply reducing the penalty you have in trade alone will. Weapons and armor (which you can acquire in abundance from fallen enemies), however, have a radically different trade penalty, with you purchasing arms and armor at around 200% to 130% of their base value, and selling at around 20% to 45% of their value, depending on your trade skill. This is to ensure that simply looting the corpses of enemies isn't far more profitable than any other way of making money in the game. Trade skill will also affect how long it takes to collect taxes. Contents 1 Gameplay 1.1 Basic Principle 1.2 Supply and Demand 1.3 Economic Example Gameplay[] Basic Principle[] The amount listed will not be added/deducted until you exit the trade window. Every town and village in the game will produce several different kinds of goods. Generally, villages only produce "raw material" goods like wool, grapes, or chicken, while towns have the industry to create "finished product" goods like wool cloth or wine. Villages produce raw materials based upon the village prosperity, with more prosperous villages producing more goods. Towns, meanwhile, consume raw materials when they produce finished product goods. Producing a unit of wool cloth consumes a unit of wool, and since towns do not produce their own raw materials, they are dependent upon their villages supplying them (and by extension, their peasants not being attacked on the road to the town when they go to trade). Some goods are neither raw materials for other products generated at villages, nor finished products produced from an associated raw material item generated in towns. These goods can be produced either by villages or towns, although it is worth noting that most of these goods are foods only produced in villages. If towns produce these products, however, such as spice being produced at Tulga, they are produced directly at the town itself, and do not require any trade or any villages to produce that item, and production is based solely upon that town's productivity score, bypassing the need for villages for that one type of product. Players can also own a Productive Enterprise at a town, which will produce finished goods from raw materials just like towns will, but where the productivity of the facility is fixed. A player-owned ironworks will turn 2 iron into 2 tools regardless of town productivity, which may be a lot or a little depending on the relative prosperity of the town. The villages attached to castles will send their peasants to the nearest town of their own faction, supplying that town with their raw materials. In the event that a castle is taken far from the rest of the faction (such as Vaegirs taking a Rhodok castle), this can result in a long and vulnerable trade route for the peasants to follow, but occasionally providing towns with access to goods they normally would not have, and potentially upsetting normal town supplies of certain goods if they rely upon a castle village whose castle was taken by an enemy faction. Villages and towns also consume certain commodities at a given rate. Food items, for example, tend to be consumed fairly quickly and regularly. Raw material items are consumed only in the production of finished goods unless they are also food items (like grapes). Some items, like Velvet, are rarely used, so almost no town will actually have shortages of that product. Supply and Demand[] The entire model of "supply and demand" is based around a "market supply modifier", which is a number that multiplies the value of a given type of good. This is ultimately just a simple number for each type of trade good for each town and village in the game that tries to abstract the complex concept of Supply and Demand without having to track how many of each village has of which goods. While the items in the market are the "Supply" of a given market, the presence or absence of these items ultimately doesn't matter to the price of goods or productivity in a town or village, only the market supply multiplier does. This is probably to represent a supply that is simply not for sale, but the mechanics of the system are sometimes off. Even while this is just a single simple value, however, the sheer number of these simple values, and the way in which they interact with one another, ultimately creates a complex and difficult-to-predict market. Talking to the Guild Master about trade in a town will let you see all of the goods whose market supply multipliers are over 1100, with the format of saying something like, "We have shortages of Trade Good (1234), and other commodities," where the (1234) is the market supply modifier, representing, in this case, prices that are 123.4% of that product's true price. (There is no way to directly see the market supply modifier of a village, you can only infer through the prices they will trade at). A market supply modifier of 1000 is an "average" price, where goods are worth exactly their base value (plus or minus your trade penalty when you actually buy or sell). When the market supply modifier goes up, goods are bought and sold for more, and "shortages" occur when the value is over 1100 (which means 110% normal prices), and villagers from other towns will start to tell you that you can get "very high prices" of a good at a market supply modifier of 1300 or more (when they buy and sell for 130% or more of the normal value). Market supply multiplier values below 1100 are never directly displayed, although they can be inferred through understanding the other mechanics of pricing. Over time, as towns and villages consume products, the supply multiplier rises, and when goods are produced, that lowers the supply multiplier. Likewise, purchasing goods raises the supply multiplier of a good, and selling lowers the supply modifier of a good. It is important to note that every time you buy or sell a good, the market supply modifier for that good changes at the moment that you have transferred the good. The magnitude of the impact of each unit you buy or sell varies depending upon the type of good and size of the market you are buying and selling from, but generally, you can expect the price to change by about 2% or 3% of the base value (the market supply modifier will go up or down about 20 to 30 points) each time you make a purchase or sale. This applies before you can sell the next item in your inventory, meaning that if you purchase and sell 6 units of a single type of good at a time, the price of the sixth unit will be 10% to 15% higher or lower than the price of the first unit. Hence, buying and selling in bulk ultimately winds up diminishing your overall per-unit profit margins. Although one should not generally purchase and sell the same good from the same market, it is worth noting that purchasing a unit of a trade good and then selling it back to the same market will not result in the town having the same market supply modifier as before you purchased and sold that unit. For example, selling a unit of Ale at 140 denars, leaving the menu, returning, purchasing it back, leaving the menu, then returning again, will show the price of that same unit of Ale to now be selling at 138 denars. In other words, selling goods to a town in a "shortage" of a certain good will cause that good's market supply modifier to go down by a greater amount than buying that good back will cause it to go back up. The cause of this discrepancy is currently unknown, but may have to do with a quadratic change in the market supply modifier as the modifier becomes higher (reflecting more desperate shortages of a good), or may have to do with the overall impact that a purchase or sale to a market will have on the market supply modifier is at least partially based upon the overall number of goods that are in the market at that time. Furthermore, you can "exchange" goods like a 1/30 unit of cheese for a 30/30 unit of cheese, but while the game pays less for a mostly-eaten unit of food, it actually still counts exactly the same as a full unit of food. Doing that exchange of 1/30 cheese for 30/30 cheese while there is a minor shortage will actually wind up dropping the price of cheese by 1%, as if there were more cheese in the market after buying a full wheel of cheese, and selling back only crumbs, rather than there being less cheese (and higher prices) that one would rationally expect. To get around this issue, it may be advisable to purchase items in bulk where they are cheap, and then sell them only one or two at a time at each town or village you come across until you have sold them all to prevent the price of the goods from dropping too far. Unlike real life, the "supply and demand" system of Mount&Blade only seems to demonstrate the "supply" portion of the economics picture. When prices for beef get too high, townspeople will not just eat more pork instead (this principle of economics being called a "substitute good"), nor will low beef prices drive down demand (and hence prices) for pork. Likewise, what is called the "elasticity of demand" (which explains how much price impacts whether or not customers will consume a product) has only rudimentary implementation. Towns that produce bread, for example, but cannot import enough grain, will continue to make bread even after the supply multiplier has been pushed to the point where the grain is more valuable than the bread they are turning it into. (This is especially obvious with Dhirim's bread/grain supply and Ichamur's wool cloth/wool supply). While this is unconfirmed, the only function of a shortage seems to be that the greater the shortages of goods become, the more impaired productivity becomes in general, meaning that they will still be turning wool into wool cloth even after they have "run out of wool", just at a lower rate. This ultimately means that the largest "shortages" (and hence, the largest swings between how low you can purchase the product and how high you can sell the product) will occur only on "raw material" goods, like iron or flax, between towns and villages where much of that material is produced, but none of the related "finished product" goods are produced (and hence, with nobody consuming them, the market supply multiplier only goes down over time), and selling them to the towns where that raw material is not produced, but the finished product for that raw material is produced (and hence, supply is continually exhausted, but never renewed without trade). It is important to note, however, that there are no cities where prices for some goods are automatically very low or high - prices fluctuate solely upon the rates of production and consumption in the market. Because each village and town tends to keep producing the same goods, and tends to have voids in their production in the same goods, however, (outside of player-owned facilities which can drastically change local supply,) there are some very predictable patterns for where prices for one good will be cheap, and another will be expensive. Economic Example[] For example, in Warband, the town of Halmar produces Bread, Ale, Wine, Leatherwork, Tools, Wool Cloth, Pottery, and Oil. Its only directly attached village is Peshmi, which produces Pork, Chicken, Bread, Grain, Sausages, Hides, and Wool. Without the support of castle villages, and assuming Peshmi is not continually looted and raided, this means that four of the eight products of Halmar (Bread, Ale, Leatherwork, and Wool Cloth) are produced from raw materials produced by Peshmi, and as such, prices will generally be dependant upon how much Peshmi is raided, but usually fairly low for these finished goods. One of the eight products of Halmar (Pottery) is a direct product of Halmar, and needs no supply from trade to produce, although they produce more than they need, causing Pottery to typically be inexpensive in Halmar so long as it maintains high productivity. Wine, Tools, and Oil, meanwhile, are produced in Halmar, but the raw materials (Grapes, Iron, and Olives) are not, causing the prices for these raw material goods to become unusually high when Halmar has high productivity. Meanwhile, neither Halmar, nor its villages produce or use as raw materials Velvet, Raw Silk, Dyes, Linen, Flax, Furs, Date Fruit, Honey, Dried Meat, Smoked Fish, and other food items. The raw materials Raw Silk, Dyes, and Flax, therefore, will only have average or low prices, even though they are not produced there, because they are never consumed in the production of finished products. The food items and goods like spices and furs may have higher or lower prices, depending on how much of those products that particular market likes to consume, although consumption of these types of goods tends to be much slower than consumption of raw materials, so places where prices were once high can be brought down low if you try to exploit a trade route too frequently. Halmar is a town that is frequently visited by caravans by virtue of its central location, however, which means that its lack of supply from its villages can often be mitigated by caravans trading at Halmar. A town further on the edges of the map will often have more extreme variations between the market supply modifiers of the goods it produces itself and the ones it must import than a town near the center of the map. The nearby castle village of Ehlerdah, attached to Reindi Castle (initially owned by Swadia) will also provide Pork, Chicken, Bread, Grain, Fruit, Cabbages, Iron, Wool, and Pottery to Halmar if Reindi Castle is in the possession of the same faction as the one that holds Halmar. If this is the case, Iron will no longer fetch such a high price at Halmar's market, as Iron can be supplied to Halmar through one of its villages. Likewise, Fruit and Cabbages will become available, and Pork, Chicken, Bread, Grain, Wool, and Pottery will all become less expensive for as long as Ehlerdah can produce and supply Halmar with its goods. In this way, the tides of battle can have an indirect impact on the layout of the most profitable trade routes. Also, some of the most drastically cheap goods occur when villages produce a raw material, but towns do not make their finished products. Rivacheg and Jelkala are the only two towns that usually have villages that produce Raw Silk in their area, but Jelkala produces Velvet from that Raw Silk, and as such, Raw Silk can sometimes be more expensive in Jelkala than even in towns which do not produce Raw Silk at all (since they do not consume any of it, either). Rivacheg, meanwhile, will almost always have the cheapest Raw Silk prices in the game, as they produce quite a bit, but use none of the product. Because you can purchase land for your own industries to turn raw materials into finished products for your own profit, the locations where raw materials are produced, but not the finished products, are the ideal locations to set up facilities that make those finished products, as your raw materials will be as cheap as they possibly can be, and you face the least competition for the products you sell. Rivacheg, then, is a great place to set up an extremely profitable velvet weavery and dyeworks (which can often produce as much as 1300 denars a week all by itself). Other towns featuring these opportunities are Dhirim, which has plenty of cheap grain, but no breweries of its own, and Curaw, whose villages produce iron but where there is no production of tools. Some goods are very heavy and thus slow down your party. The weight penalty can be partially offset by keeping horses in your inventory (rule of thumb is to keep one horse per five units of *heavy* inventory, but experiment to find optimal level). The quality of the horses is irrelevant to their ability to act as pack mules; a Lame Sumpter Horse will give you the same bonus to carry weight/speed ratio as a Spirited Courser, so stock up on Lame and Stubborn horses (or better yet, just keep the horses that you take from Steppe Bandits for free) to save money. As a final note, selling goods to the Book Merchant means that the book merchant will buy goods at the price that those goods trade for in that town. While it is perhaps a bug, he will continue to carry those goods in his own inventory to other towns, where the prices will change, potentially giving you a chance to sell goods to the book merchant and then buy those exact same goods back from him in a different town at a lower price, only to sell them back to him again in another town for even more profit. This also affects the local market supply modifiers, even though the "actual goods" you have traded never hits those markets, and the goods will leave town along with him. In the actual trade screen, it is possible to make transactions with few Denars changing hands. Because transactions only occur once you click "return," you can first select items you want from the merchant's inventory, and then pick items to sell him back. In the middle of the screen, it shows who will have to pay who how many Denars once "return" is selected. In this way, you can in effect purchase goods with goods. This method is also helpful if the merchant doesn't have enough Denars to buy all of your loot, you can simply trade your loot for something of his that you like. |
Train the Peasants | Train Peasants Given by Village Elder Time limit 20 days Refresh rate 40 days Reward Relation +3 (accept)Relation +8 (refuse pay)Relation +4, Goods (accept pay) Training Peasants is a quest given by a Village Elder. It consists of training a number of peasants to fight against local bandits. Contents 1 Summary 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Training Peasants 3.2.1 Victory 3.2.2 Defeat 3.3 Facing Bandits 3.4 Quest Failure Summary[] The elder of the village of (village name) asked you to train 5 peasants to fight against local bandits. Walkthrough[] First you need a certain amount of time, dependent on the highest training level in your group, to train said peasants. After this, a number of peasants will spar against you, both you and the peasants will wield staffs and wear only Hide Boots as armour. If you beat them, no matter your remaining health, you will get a success message. If you lose to one of them, a message appears saying their morale was boosted but they didn't learn what you wanted to teach. Training level 0-1 = 11 hours & max 3 peasants at a time Training level 2-3 = 10 hours & max 3 peasants at a time Training level 4-5 = 9 hours & max 4 peasants at a time Training level 6 = 8 hours & max 4 peasants at a time Once you've adequately trained up the peasants (this will take multiple training sessions), the village will be attacked by bandits. This part is the same as a Save the Village. Defeating the infestation leads into the same reward opportunities available as a regular infestation while failing this quest will result in the village being looted. Just like the Bandit Infestation, taking the reward offers 4 relationship, but as this quest is only given by poor villages, you are unlikely to get much reward, so it is best to get the 8 relationship by refusing the reward, and recruiting soldiers from the village. Despite the villagers being personally trained by you and being named "Peasant" instead of "Farmer," their stats and equipment are identical to regular Farmers. Transcript[] Quest Briefing[] "We are suffering greatly at the hands of a group of bandits. They take our food and livestock, and kill anyone who doesn't obey them immediately. Our men are angry that we cannot defend ourselves, but we are only simple farmers... However, with some help, I think that some of the people here could be more than that. We just need an experienced warrior to teach us how to fight." I can teach you how to defend yourself You will? Oh, splendid! We would be deeply indebted to you, sir. I'll instruct the village folk to assemble here and receive your training. If you can teach us how to defend ourselves, I promise you'll receive everything we can give you in return for your efforts. You peasants have no business taking up arms. Just pay the bandits and be off with it. (Decline) Yes, of course sir. Thank you for your counsel. Training Peasants[] You put the peasants through the basics of soldiering, discipline and obedience. You think (amount) of them has fully grasped the training and is ready for some practice Victory[] After beating your last opponent, you explain to the peasants how to better defend themselves against such an attack. Hopefully they'll take the experience on board and will be prepared next time. Defeat[] You were beaten. The peasants are heartened by their success, but the lesson you wanted to teach them probably didn't get through... Facing Bandits[] As you get ready to continue the training. a sentry from the village runs up to you, shouting alarums [sic]. The bandits have been spotted on the horizon, riding hard for (village). The elder begs that you organize your newly-trained militia and face them. 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. |
Train troops | Train Troops Given by Vassals Time limit 120 days Refresh rate 15 days Reward Relation +1 (accept)Relation +3 (complete) This is a quest given by a lord of a friendly faction that is not marshall. You must be level 6+, have 100+ renown and have enough space in your party. Contents 1 Summary 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Quest Complete 3.3 Quest Failure Summary[] (Lord) asked you to raise (amount) (unit) and bring them to him. Walkthrough[] It consists of training five to eight tier 1 troops provided by the lord until they reach the target type he requests, then giving them back. The troops you give to the lord do not have to be the same men he gave to you, you can even finish the quest immediately if you already have the troops he needs in your party. Target troops are of tier 1+(Player_Level+random(20 to 40))/10 or last tier. Note that if you are of a sufficiently high level, the quest given by Nord vassals is significantly more difficult to complete as they will always require Nord Huscarls who are one tier higher than any other factions' top tier. On failure, you will incur a debt of 100 denars with the lord, as you had been paid in advance. It has a time limit of 120 days and takes 15 days to become available again. Transcript[] Quest Briefing[] Lord: "No lord should have to admit this, (player), but I was inspecting my soldiers the other day and there are men here who don't know which end of a sword to hold. They're good enough lads, but I am afraid that they are not quite ready for a battle just yet. Your re a warrior of renown, (player). Will you train some troops for me? I would be grateful to you." Player: "How many men do you need?" Lord: "If you can (amount) (unit) and bring them to me, that will probably be enough. Of course, sir. Give me (amount) fresh recruits and I'll train them to be (unit). You've taken a weight off my shoulders, (player). I shall tell my sergeants to sent you the recruits and attach them to your command. Also, I'll advance you some money to help with expenses. Here, this purse should do it. Thank you for your help. I am too busy these days to train anyone. Oh, of course. I had expected as much. Well, good luck to you then. Quest Complete[] Player: "Indeed, I have raised (amount) (unit). You can take them." Lord: "These men may well turn the tide in my plans, (player). I am confident you've trained them well. My thanks and my compliments to you." Player: "Well, the lads are at your command now, sir. I am sure you will take good care of them." Quest Failure[] Very well. I am sure that you gave it your best effort. |
Traveller | A Traveller in Mount&Blade Travellers can be found in a town's Tavern. They have two main functions in the game. Both of these services require a fee of 30 denars. The first is their ability to locate heroes who you have joined your party but resigned by the player. Note that companions who recently abandoned you will not reappear for several in-game weeks after their abandonment, and they will be treated by the traveller as companions who you have never met during this time. Secondly, they can tell where to find the claimants to the various kingdoms' thrones. Transcript[] Classic and Warband[] Traveller: "Greetings, friend. You look like the kind of man who'd do well to know me. I travel a lot all across Calradia and keep an open ear. I can provide you information that you might find useful. For a meager price of course." Player: "What can you tell me about this land?" Traveller: Calradia is divided into rival kingdoms, which can neither manage to live in peace with their neighbours [sic], nor completely eliminate them. As a result, there's seldom a break to the bitter wars which plague this land and drain its life blood. Well, at least this must be a good place to be for an adventurer such as yourself. With some luck and skill, you can make a name for yourself here, amass a fortune perhaps, or gain great power. Opportunities are endless and so are the rewards, if you are willing to risk you life for them." Player: "Tell me more about these opportunities" Traveller: "The kingdoms will pay good money for mercenaries if they are engaged in a war. If you have done a bit of fighting, speaking with one of their lords will probably result in being offered a mercenary contract. However the real rewards come if you can manage to become a vassal to a king. A vassal can own villages, castles and towns and get rich with the taxes and revenues of these estates. Normally, only nobles of the realm own land in this way, but in time of war, a king will not hesitate to accept someone who distinguishes himself on the battlefield as a vassal, and grant him the right to own land. It is not unheard-of for adventurers to renounce allegiance to a Calradian king altogether, declare themselves kings, and claim land in their own name. This is a difficult path, however, as the great nobles of the land, with their long ancestries, are not likely to accept such upstarts as their monarch. Such rulers would need to be very careful in establishing their right to rule, or they would be set upon from all sides. I might be easier for an adventurer like yourself to pledge support to an existing king's rival. There are many such pretenders in Calradia -- those who are born to the right family, who go around and stir trouble saying they have a better claim to the throne than the current king. If those claim holders could find supporters, they could easily start civil wars and perhaps even replace the king one day. Player: "Interesting. Where can I find these claim holders?" Traveller: A claim holder's life would be in danger in his own country of course. Therefore, they usually stay at rival courts, raising support and hoping to find someone willing to champion their cause. I usually hear news about some of them, and may be able to tell you their location with some precision. But of course, I would ask for a little something for such a service. With Fire & Sword[] Greetings, player. Yes? What can you tell me about this land? (If this is the player's first ever encounter with a traveller)There's seldom a break from the bitter wars... Well, at least that makes it a good place to be, for daring people such as yourself. With some luck and skill, you can make a name for yourself here, perhaps even amass a fortune, or gain great power. Interesting... Tell me more. Nations engaged in war will pay good money for mercenaries. If you've done even a bit of fighting, speaking with one of the sovereigns will probably result in a mercenary contract. However, the real rewards come if you can manage to become a sworn subject of one of these sovereigns. Subjects can own villages, fortresses, and towns -- and grow wealthy from the taxes and revenues of their estates. Normally only nobles of the realm own land in this way, but in times of war, a regent will not hesitate to accept as his confidant someone who distinguishes himself/herself on the battlefield, and grant him/her the right to own land. Nowadays there is no rest for the kings! Each has his own rivals, other men born to the right family, who might go around stirring up trouble, claiming a right to the throne. If these men find supporters, they could easily start civil wars, and perhaps even win the crown one day. Interesting. Where can I find men who hold such claims? A claim holder's life is in danger in his own country, of course. Therefore, they usually travel constantly through the towns and cities of their nation, raising their supporters. I often hear rumors about some of them, and may be able to tell you their location with some precision. But of course, I would ask for a little something in return for such a service. I guess I have heard enough already. Thank you. (If the player has encountered a traveller before, not necessarily the same one)Well, you probably know everything I could tell you already... |
Tribe of Osraige | Tribe of Osraige Official Information Ruler Ruire Cerball mac Dunlainge Tribe of Osraige is one of the 21 factions in Viking Conquest. It is one of the smallest factions in the game. It is a Christian Gaelic faction. Rulers[] Ruire Cerball mac Dunlainge Initial ruler Vassals[] Mael Diarmait mac Cerbaill Mael Cellach mac Cerbaill Ard Tiarna Riacan mac Dunlainge Territory[] Territory of the Tribe of Osraige TownsCeall Cainnigh CastlesMairg Laigen VillagesBal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Wikipedia has an article on this subject at:Osraige 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 |
Troop stats | Every troop has a set of stats in the troops.txt file. These define the troop's level, starting stats and skills. However, the actual stats of troops do not match the file, as the game uses a different method of determining those stats. At the beginning of a new game, the game engine takes the starting stats of the troop, then randomly adds more stats until it runs out, and then uses this stat set for the rest of that game. This randomizing effect, in tandem with the slightly less randomized equipment that troops can receive, allows for variety of the troops in-game. At the same time, it could upset balance by its random nature, if a troop is particularly blessed with good stat placement or cursed with poor stat placement. This makes it important to look at the game's unique stats to ensure that desired troops are not gimped. Attributes[] The formula that it uses to determine the total attribute points (at least for factional troops) appears to be Troop Level + 20. So a Level 21 Swadian Man-at-Arms has a total of 41 Attribute points. These stats are not distributed equally, so the troop could theoretically receive most of its points in less useful attributes like Intelligence and Charisma. Skills[] The method by which skills are distributed is less coherent, as there is far less consistency among the troops skill sets. All that can really be said is that the skills will always be at least as high as reported in the troops.txt file, and that these troops do not have the same restrictions the player and companions have, and are thus able to have higher skills than their stats would normally allow. Proficiencies[] Weapon Proficiencies appear to be completely static, and match the file. |
Troop trees | The following are the troop trees of the various factions across all games. Mount&Blade and Warband[] ▼ Show/Hide Troops ▼ Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief Khergit troop treeNord troop treeRhodok troop treeSarranid troop treeSwadian troop treeVaegir troop treeMercenary (Sellswords) troop treeMercenary (Sword Sisters) troop treeManhunter troop tree ▲ Show/Hide Troops ▲ With Fire & Sword[] ▼ Show/Hide Troops ▼ Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman ▲ Show/Hide Troops ▲ Viking Conquest[] ▼ Show/Hide Troops ▼ Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Briton Troops Serf Priest Freeman Skirmisher Spearman Warrior Archer Horseman Elite Spearman Standard Bearer Champion Noble Bodyguard Frisian Troops Frisian Warrior Horseman Veteran Gaelic Troops Serf Priest Laborer Skirmisher Freeholder Warrior Veteran Skirmisher Veteran Standard Bearer Champion Elite Skirmisher Horseman Noble Bodyguard Norse Troops Freedman Gothi Freeholder Bowman Spearman Companion Warrior Archer Elite Spearman Standard Bearer Veteran Noble Bodyguard Pictish Troops Peasant Priest Landowner Skirmisher Spearman Axeman Veteran Skirmisher Warrior Standard Bearer Veteran Elite Skirmisher Horseman Noble Champion Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard Angle troop treeBriton troop treeFrisian troop treeIrish (Gaelic) troop treeNorse troop treePictish troop treeSaxon troop tree ▲ Show/Hide Troops ▲ Bannerlord[] ▼ Show/Hide Troops ▼ Troops of the Aserai Peasant Recruit Recruit Tribesman Bedouin Rover Mamluke Soldier Bedouin Rover Youth Footman Light Archer Mamluke Axeman Mamluke Regular Nomad Bandit Tribal Horseman Infantry Archer Mamluke Guard Mamluke Cavalry Harami Faris Veteran Infantry Master Archer Mamluke Palace Guard Mamluke Heavy Cavalry Veteran Faris Vanguard Faris Desert Bandit Troops Bedouin Rover Nomad Bandit Harami Boss Beni Zilal Troops Beni Zilal Recruit Beni Zilal Soldier Beni Zilal Royal Guard Ghilman Troops Koleman Ghilman Ghulam Jawwal Troops Jawwal Recruit Jawwal Camel Rider Jawwal Bedouin Troops of Battania Peasant Volunteer Clan Warrior Wood Runner Bushwacker Highborn Youth Trained Warrior Skirmisher Raider Freebooter Highborn Warrior Picked Warrior Scout Veteran Skirmisher Falxman Forest Bandit Hero Oathsworn Horseman Wildling Mounted Skirmisher Veteran Falxman Fian Fian Champion Forest Bandit Troops Bushwacker Freebooter Forest Bandit Boss Wolfskins Troops Young Wolf Seasoned Wolf Chosen Wolf Troops of the Khuzait Peasant Nomad Nomad Footman Steppe Bandit Tribal Warrior Steppe Bandit Noble's Son Spearman Hunter Raider Horseman Marauder Qanqli Spear Infantry Archer Horse Archer Lancer Raider Torguud Darkhan Marksman Heavy Horse Archer Heavy Lancer Kheshig Khan's Guard Steppe Bandit Troops Steppe Bandit Marauder Raider Boss Karakhergit Troops Karakhergit Nomad Karakhergit Rider Karakhergit Elder Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion Sea Raider Troops Sea Raider Warrior Chief Boss Forest People Troops Recruit Forester Expert Forester Veteran Forester Lake Rats Troops Lake Rat Recruit Lake Rat Veteran Lake Rat Wrecker Skolderbroda Troops Skolder Recruit Skolder Warrior Broda Skolder Veteran Broda Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight Mountain Bandit Troops Hillman Brigand Highwayman Boss Brotherhood of the Woods Troops Sprout Sapling Arboreal Company of the Golden Boar Troops Boar Novice Boar Veteran Boar Champion Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker Eleftheroi Troops Recruit Eleftheroi Expert Eleftheroi Veteran Eleftheroi Embers of the Flame Troops Spark Flame Blaze Hidden Hand Troops Hidden Pawn Hidden Hand Puppeteer Legion of the Betrayed Troops Hastati Principes Triarii Mercenary Troops Sellswords Sword Sisters Watchman Mercenary Guard Mercenary Scout Sisterhood Follower Mercenary Swordsman Hired Crossbow Mercenary Horseman Sword Sister Hired Blade Elite Hired Crossbow Mercenary Cavalry Veteran Sword Sister Gallant Sword Sister ▲ Show/Hide Troops ▲ |
Tshibtin | Tshibtin Settlement Information Type Village Kingdom Swadia Fortification UxkhalDhirim World Map Mount&BladeTshibtinUxkhalTemplate:World Map/Mount&BladeWarbandTshibtinDhirimTemplate:World Map/Warband Tshibtin is a village initially owned by the Kingdom of Swadia. It is near the Khergits and belongs to Uxkhal. Layout[] Player Elder Fugitive The Village Elder is standing in front of a building almost directly straight forward from where the player starts, next to a small wooden stool. Tshibtin is built on a relatively flat area on top of a hill in very uneven terrain with moderate tree cover. It has a total of seven structures with a stone wall around some parts. There are two fields here growing cabbages and squash, there is also a small tree in one of the fields that may grow apples, though none can be found. There is an outdoor oven behind one of the buildings with a large number of loaves of bread stacked nearby. The two areas surrounded by stone walls appear to be pens for animals. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, standing next to a stone wall. 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 |
Tulbuk | Tulbuk Settlement Information Type Village Kingdom KhergitKhergit Fortification Tulbuk CastleTulbuk Castle World Map Mount&BladeTulbukTulbuk CastleTemplate:World Map/Mount&BladeWarbandTulbukTulbuk CastleTemplate:World Map/Warband Tulbuk is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located next to a bench on a balcony on the central building within the village. Tulbuk is built upon the top of a hill among many steep hills with a few tall trees scattered about. It has a total of six structures at the top of a very steep path. There is a single field in a valley below the village with several clusters of haystacks. Other than a single string of hanging garlic on one of the buildings, there is no other sign of any food source. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building farthest from where the player enters, standing next to a woodpile. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Tulbuk Castle | Tulbuk Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tulbuk Sieges with... Tower Port No World Map Mount&BladeTulbuk CastleTulbukTemplate:World Map/Mount&BladeWarbandTulbuk CastleTulbukTemplate:World Map/Warband Tulbuk Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Tulbuk. Location[] Mount&Blade[] Tulbuk Castle is the southernmost castle on the map, it lies southwest of Halmar near a narrow valley. Its village lies to the southeast within the entrance of the valley. Warband[] Tulbuk Castle lies northeast of Ichamur, encircled by mountain slopes. The Kingdom of Vaegirs is to the north, connected by a small mountain pass guarded by Nelag Castle. Its village lies to the southwest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tulbuk Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] In Warband's Custom Battles, there is a map called "Tulbuk's pass". It is unclear where the pass is supposed to be located in-universe, seeing as how its terrain is different from the area on the world map. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Tulbuk's Pass | Tulbuk's Pass is a Custom Battle map in Mount&Blade: Warband. Description[] The map is a pass between some hills on one side and cliffs on the other, with a path in-between them. Trivia[] In single-player mode, there are a similarly named castle (Tulbuk Castle) and village (Tulbuk) but it is unclear where Tulbuk's Pass is supposed to be located since the terrain on the overland map does not seem to correspond to what the Pass implies. It is possible the Pass is located along the mountain ridge, connecting the two locations in-universe, but there is no way to know for certain. It is possible all three places are named after an individual known as Tulbuk. |
Tulga | Tulga Settlement Information Type Town Kingdom Khergit Khanate Villages Dirigh AbanDuganDashbighaDusturil Sieges with... Ladders Port No World Map Mount&BladeTulgaDirigh AbanDuganTemplate:World Map/Mount&BladeWarbandTulgaDusturilDashbighaTemplate:World Map/Warband Tulga is the capital city of the Khergit Khanate. The town is initially Sanjar Khan's fief. It has a comparative advantage at producing Spice. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Dirigh Aban and Dugan. Warband[] Its villages are Dashbigha and Dusturil. Steppe Bandits are often located near the town after fleeing from npc parties. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Tulga can be located by turning 90 degrees to the right after selecting 'Take a walk around the streets.' He will be in an alcove up a flight of stairs. Siege[] Besieging Tulga requires the construction of ladders. Tournaments[] If you take part in a Tournament in Tulga, you will be given a horse and either of the following sets of equipment: Javelins & Shield Bow & Arrows, Dagger Economy[] Tulga sells spice and salt cheaply and buys grain and tools for a good price. It has two villages linked to the town and two more nearby villages linked to castles, improving its production. It is one of the most important trade towns in-game, as it is the primary source for spice. Tulga produces: Bread Ale Leatherwork Tools Wool Cloth Pottery Salt Spice Oil Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Tulug Noyan | Tulug Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Tulug 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. He wears the Brown Tourney Armour, which is only avaliable to the player through the cheat menu. Family[] Siblings: Lady Hindal 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[] Tulug Noyan - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Khergit Cavalry Helmet Body Leather Vest, Studded Leather Coat Hand Leather Gloves Foot Nomad Boots, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Crossbows 150 Throwing 150 Weapons Melee Heavy Sabre Ranged Khergit Bow, Arrows Shield Round Cavalry Shield Mount Courser 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 |
Tunsberg | Tunsberg Settlement Information Type Town Kingdom Kingdom of Northvegr Villages Tuns By WestTuns By East Port Yes Tunsberg is the capital of the Kingdom of Northvegr and its only town. It has a port and is ruled by Konungr Harald Halfdanarson. Territory[] Tunsberg is located in Norway, on the northeastern edge of the overland map. Its villages are Tuns By West and Tuns By East. Siege[] Tunsberg can be besieged like any other city, but can be easily conquered through a coastal attack. Economy[] Tar, Furs, Soapstone and Timber all can be bought cheaply in Tunsberg. This makes Tunsberg also a good place to build ships as only Wool needs to be found elsewhere. Additionally, all ships can be built in Tunsberg as it is a Norse city. Tunsberg produces: Bread Barley Smoked Fish Ale Furs Tools Wool Cloth Linen Tar Wikipedia has an article on this subject at:Tønsberg Territory of the Kingdom of Northvegr TownsTunsberg CastlesSkiringssalr Hordaland Agdir Rogaland VillagesSkiringssalr By Horda By Agdir By Rogaland By Tuns By East Tuns By West |
Turid | Turid Official Information Kingdom Kingdom of Northhymbre Monarch Jarl Halfdan Ragnarsson Title Lady Religion Pagan Personal Details Gender Female Turid is an unmarried noblewoman of the Kingdom of Northhymbre. Family[] Parents: Jarl Sidroc the Elder, Gudrun Kingdom of Northhymbre Monarch: Claimant: Jarl Halfdan Ragnarsson Aetheling Oswine Vassals: Cyning Egbert Jarl Rathbarth Ragnarsson Ealdorman Ealdred Jarl Sidroc the Elder Ealdorman Ricsige Ealdorman Egbert the Second Jarl Bjorn Ragnarsson Hersir Guthred Knutr Hersir Rognvald Hersir Harald Hersir Sidroc the Young Hersir Fraena Jarl Ivarr Inn Beinlaussi Jarl Hubbi Ragnarsson Konungr Bagsecg Ladies: Aebbe Alof Ragnarsdottir Eanflaed Freydis Gudrun Sigrid Sigrunn Svanhild Turid |
Turin Castle | Turin Castle is a multiplayer siege map present in Mount&Blade: Warband. Layout[] Turin Castle can be assaulted by ladders or a siege tower. Trivia[] There exists a real-world Turin Castle in Ireland, which consists of a donjon similar to the keep of the Warband one. This article is a stub. You can help out by expanding it. |
Two Handed Axe | Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Two Handed Axe/Warband | Two Handed Axe Two Handed AxeTwo-handedBase value: 90 denarsWeight: 4.5Swing: 38cSpeed rating: 96Weapon reach: 90Requires strength: 10Bonus against shieldsWarband |
Two Handed Sabre | Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Two Handed Sabre/Warband | Two Handed Sabre Two Handed SabreTwo-handedBase value: 523 denarsWeight: 2.8Swing: 40cSpeed rating: 96Weapon reach: 120Requires strength: 10Warband Two Handed Sabre Two Handed SabreTwo-handedBase value: 920 denarsWeight: 2.8Swing: 44cSpeed rating: 96Weapon reach: 120Requires strength: 10Warband |
Two Handed Sword | The Two Handed Sword is the fastest two-handed weapon available. Warband Mount&Blade See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Two Handed Sword/Mount&Blade | Two Handed Sword Two Handed SwordTwo-handedBase value: 670 denarsWeight: 2.8Swing: 40cThrust: 28pSpeed rating: 97Weapon reach: 110Requires strength: 10Mount&Blade |
Two Handed Sword/Warband | Two Handed Sword Two Handed SwordTwo-handedBase value: 670 denarsWeight: 2.8Swing: 40cThrust: 28pSpeed rating: 97Weapon reach: 110Requires strength: 10Warband |
Two Handed War Axe | Warband See Also Two-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Two Handed War Axe/Warband | Two Handed War Axe Two Handed War AxeTwo-handedBase value: 152 denarsWeight: 4.5Swing: 44cSpeed rating: 96Weapon reach: 92Requires strength: 10Bonus against shieldsWarband |
Two-handed One-handed weapons | Two-handed/One-handed weapons can be used either in both hands or in one hand with a shield. Depending on how they are used, they have the advantages and disadvantages of both weapon types. To switch between one and two-handed modes, the player's shield must be equipped/unequipped. Using one of these weapons allows the choice between less damage/speed and more defense or more damage/speed and less defense. Note that any two/one-handed weapon is faster and deals more damage when used with both hands. On horseback, all melee weapons - except the Hafted Blade - are held with one hand only. Either one-handed or two-handed proficiencies, however, will increase depending on whether the player is holding their hybrid weapon alone (2H) or with a shield (1H). Using them on horseback has the unique advantage of being able to use overhead attacks even while in two-handed mode - something that is usually impossible for weapons from the two-handed proficiency. The stats below apply when using them two-handed - when using them one-handed, speed and damage are reduced by 15%. List of Two-handed/One-handed Weapons[] ▼ Show/Hide Two-handed/One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Bastard Sword 9 98 101 35(cut) 26(pierce) 2.0 294 MasterworkTemperedBalancedChippedRusty Heavy Bastard Sword 9 96 105 37(cut) 27(pierce) 2.3 526 MasterworkTemperedBalancedChippedRusty Morningstar 13 95 85 38(pierce) - 4.5 305 HeavyChippedRusty Can crush through blocksUnbalanced Spiked Staff 9 95 117 24b 20(pierce) 2.5 200 HeavyChippedRusty Strange Sword 9 108 95 32(cut) 18(pierce) 2.0 679 - Part of the strange set ▲ Show/Hide Two-handed/One-handed weapons ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Two-handed weapons | Two-handed weapons include large axes, swords, and hammers. They can deal more damage per hit and have longer reach than their one-handed counterparts but are generally slower and cannot be used with a shield. Two-handed weapons can be used to block most melee attacks but not projectiles. While on horseback, a 23.5% penalty to damage and speed is applied to these weapons. List of Two-handed Weapons[] ▼ Show/Hide Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Axe 8 91 108 32(cut) - 4.0 65 HeavyChippedRusty Bonus against shields Two Handed Axe 10 96 90 38(cut) - 4.5 90 HeavyChippedRusty Bonus against shields Battle Axe 9 88 108 41(cut) - 5.0 240 HeavyChippedRusty Bonus against shields Sarranid Battle Axe 10 89 95 49(cut) - 3.0 350 HeavyChippedRusty Bonus against shieldsUnbalanced Two Handed War Axe 10 96 92 44(cut) - 4.5 152 HeavyChippedRusty Bonus against shields War Axe 10 86 110 43(cut) - 5.0 264 HeavyChippedRusty Bonus against shields Sarranid War Axe 10 90 90 46(cut) - 2.5 280 HeavyChippedRusty Bonus against shieldsUnbalanced Great Axe 10 94 96 47(cut) - 4.5 316 HeavyChippedRusty Bonus against shieldsUnbalanced Maul 11 83 79 36(blunt) - 6.0 97 HeavyChippedRusty Can crush through blocksUnbalanced Sledgehammer 12 81 82 39(blunt) - 7.0 101 HeavyChippedRusty Can crush through blocksUnbalanced Great Hammer 14 79 75 45(blunt) - 9.0 290 HeavyChippedRusty Can crush through blocksUnbalanced Iron Mace - 90 95 35(blunt) 22(blunt) 4.5 470 HeavyChippedRusty Can crush through blocksUnbalanced Shortened Military Scythe 10 90 112 45(cut) - 3.0 264 MasterworkTemperedBalancedChippedRusty Voulge 8 87 119 35(cut) - 4.5 129 HeavyChippedRusty Bonus against shields Shortened Voulge 10 92 100 45(cut) - 4.5 228 HeavyChippedRusty Bonus against shields Bardiche 10 91 102 47(cut) - 4.8 291 HeavyChippedRusty Bonus against shieldsUnbalanced Great Bardiche 10 89 116 50(cut) - 5.0 617 HeavyChippedRusty Bonus against shieldsUnbalanced Sword of War 11 94 130 40(cut) 31(pierce) 3.0 524 MasterworkTemperedBalancedChippedRusty Two Handed Sword 10 97 110 40(cut) 28(pierce) 2.8 670 MasterworkTemperedBalancedChippedRusty Great Sword 10 95 125 39(cut) 31(pierce) 2.8 423 MasterworkTemperedBalancedChippedRusty Great Sword 10 96 120 42(cut) 29(pierce) 2.8 1123 MasterworkTemperedBalancedChippedRusty Strange Great Sword 11 92 125 38(cut) - 3.5 920 - Part of the strange set Two Handed Sabre 10 96 120 40(cut) - 2.8 523 MasterworkTemperedBalancedChippedRusty Two Handed Sabre 10 96 120 44(cut) - 2.8 920 MasterworkTemperedBalancedChippedRusty War Cleaver 10 93 120 45(cut) - 2.8 640 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide Two-handed weapons ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Uchalion Plateau | The Uchalion Plateau or "Uchalion Massif" is a large stretch of highlands located in northwestern Calradia. Along the southern and eastern edge of the plateau are the mountains and steep cliffs of the Cursion Escarpment. To the north is the Ailta Druin mountain range and to the west are the great Rhennod Mountains. Two defining features are at the center of the plateau: the Rock of Glanys, where ancient tribal high kings were crowned, and the Llyn Tywal or "dark lake". By the time of the Calradic civil war, the once widespread tribes of the ancient Battanian people have been pushed so far back that the majority of the territory consisted of what was atop the Uchalion Plateau. 173 years later, the plateau would be depopulated, with its territory divided between the Kingdom of Nords and the Kingdom of Swadia. Major Settlements[] Car Banseth Dunglanys Marunath Pen Cannoc Seonon |
Udiniad | Udiniad Settlement Information Type Village Kingdom NordsVaegir Fortification WerchegBulugha Castle World Map Mount&BladeUdiniadWerchegTemplate:World Map/Mount&BladeWarbandUdiniadBulugha CastleTemplate:World Map/Warband Udiniad is a village initially owned by the Kingdom of Nords in classic Mount&Blade and the Kingdom of Vaegirs in Warband. Layout[] Player Elder Fugitive The Village Elder is located straight forward from where the player enters on the left side of the path, standing next to a bench. Udiniad is set on quite level terrain with moderate tree coverage. It has a total of six structures, while stone ruins around the perimeter seem to imply it had at one time been a much bigger or more important location. There are three fields here, one growing squash, though the others appear to have already been harvested and only contain piles of hay or straw. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the left from where the player enters, near some bushes in one of the cleared fields. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg Territory of the Kingdom of 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 |
Uhhun | Uhhun Settlement Information Type Village Kingdom KhergitKhergit Fortification Uhhun CastleUhhun Castle World Map Mount&BladeUhhunUhhun CastleTemplate:World Map/Mount&BladeWarbandUhhunUhhun CastleTemplate:World Map/Warband Uhhun is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located in front of a house on the far side of the village from where the player enters, next to a low bench. Uhhun sits on very hilly terrain, with virtually no flat areas at all. It has a total of five structures as well as many tall torch posts situated throughout. The village seems extremely barren, there are no fields growing here or any other sign of a food source, no water well, and no trees or bushes either. In the middle of the village, along with some wagons, are several piles of sticks and apparently burning stakes. If sent here during a Hunt Down Fugitive quest, the target may be found standing behind one of the buildings on the left side from where the player enters. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Uhhun Castle | Uhhun Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Uhhun Sieges with... Towers Port No World Map Mount&BladeUhhun CastleUhhunTemplate:World Map/Mount&BladeWarbandUhhun CastleUhhunTemplate:World Map/Warband Uhhun Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Uhhun. Location[] Mount&Blade[] Uhhun Castle lies between Halmar and Tulga, next to a forest grove in the heartland of the steppes. Its village is quite close, to the north. The area surrounding it appears to be a hive for Steppe Bandits, making it difficult to keep villagers in the area safe. The bandit patrols come in all directions to area around the castle and its village. However, as far as faction enemies go, it is a helpful watch point for Uhhun village, being so close by. Warband[] Uhhun Castle lies west of Narra at the top of a small ridge on the border with the Kingdom of Swadia. Its village is close, within a small forest to the east. The terrain of the area can give an advantage for Uhhun Castle. Uhhun Castle can only be besieged from two directions. Also, Uhhun is right next to it, so it's easier to spot intruders. The area is also relatively safe from bandit patrols. The Sarranid Sultanate considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Uhhun Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. The front of Uhhun Castle is a narrow walkway perpendicular to where your troops enter the castle. This narrow walkway continues around, meaning your troops don't get a chance to spread out. Above is another walkway, often filled with ranged troops. Defensively, it is often advantageous to cede the outer wall entirely, fall back to the walls surrounding the courtyard, and position your archers on the far side while your melee soldiers hold positions that keeps the enemy in the firing line of your ranged soldiers. If positioned right, attackers will be under constant fire and will be unable to reach your archers, while their own archers will have a very hard time returning fire over their comrades. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Ui Neill of Aileach | Ui Neill of Aileach Official Information Ruler Ard Ruire Aed mac Niall Claimant Ard Tiarna Dungal The Ui Neill of Aileach are one of the 21 factions in Viking Conquest. It is one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic kingdom. Contents 1 Rulers 2 Vassals 3 Territory 4 Trivia Rulers[] Ard Ruire Aed mac Niall Initial ruler Ard Tiarna Dungal Claimant Vassals[] Mael Domnall mac Aeda Mael Dabaill Mael Dub mac Aeda Ruire Congalach mac Finnachta Tiarna Cummascach mac Muiredaig Mael Padraig mac Curarada Tiarna Laidhgnen mac Donnagain Territory[] Aileach is its capital and only port. Territory of Ui Neill of Aileach TownsAileach CastlesRath Clochair Fir Fearnmhaigh Ard Macha Mag Dumai VillagesBal Clochair Bal Fearnmhaigh Bal Macha Bal Dumai Bal Aileach East Bal Aileach West Trivia[] The Ui Neill in-game represent the rule of the Uí Néill dynasty in medieval times, a powerhouse clan that acted as a hegemon in the north of Ireland. Ruled by the descendants of Niall Noígíallach, the Kingdom of Aileach prospered for centuries until its eventual fall. In the 867 starting date, Aileach is coming off of a massive victory at the battle of Lough Foyle in 866, which more or less permanently drove the vikings from Ulster. This was at the hands of King Áed Findliath, who currently rules over the north. Wikipedia has an article on this subject at:Northern Uí Néill 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 |
Ulaan | Ulaan Settlement Information Type Village Kingdom Khuzait Fortification Baltakhand Ulaan is a village of the Khuzait owned by Mesui Begum of the Khergit. The village is bound to Baltakhand and known to produce Flax. Description[] Ulaan sits in the valley of the Karakaz river. The villagers, nomads who have recently been forced by the khans to settle, have learned to grow flax in this low-lying marshy land. Territory of the Khuzait TownsAkkalat Baltakhand Chaikand Makeb Odokh Ortongard CastlesAkiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar CastleKhimli Castle Simira Castle Tepes Castle Usek Castle VillagesAkiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy IspantarKamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk MazenMivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira TepesTismil Ulaan Urunjan Usek |
Ulbes Castle | Ulbes Castle is a siege map present in the Custom Battle mode in Mount&Blade: Warband. |
Ulburban | Ulburban Settlement Information Type Village Kingdom Vaegir Fortification KhudanReyvadin World Map Mount&BladeUlburbanKhudanTemplate:World Map/Mount&BladeWarbandUlburbanReyvadinTemplate:World Map/Warband Ulburban is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the right side of the path straight ahead from where the player starts, standing next to some barrels. Ulburban is located on top of a hill with valleys all around it, along with some scattered pine trees. It has a total of seven structures. There are some fields here covered under snow, presumably already harvested with only refuse heaps remaining. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building down the main road to the left from where the player enters, next to a log pile. 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 |
Ulusamai Noyan | Ulusamai Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Ulusamai 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[] Parents: Brula Noyan, Lady Nirvaz Siblings: Lady Dulua Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Ulusamai Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Khergit Guard Helmet Body Leather Vest, Khergit Lamellar Vest Hand Leather Gloves Foot Leather Boots, Mail Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Crossbows 150 Throwing 150 Weapons Melee Great Bardiche Ranged Khergit Bow, Arrows Shield Elite Cavalry Shield Mount Courser 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 |
Unbalanced | A weapon with the Unbalanced trait. Unbalanced is a trait given to certain heavy, Two-handed weapons and Polearms in Warband, which causes a brief delay when switching to defense once an attack has been started and also when it is finished. This results in feinting being more difficult and less reliable, and cancelling an attack to block is also affected. Unbalanced weapons are not recommended for dueling. Most unbalanced weapons have traits such as Can crush through blocks and Bonus against shields which make them effective in crowded scenarios such as sieges. Weapons with this effect[] Bardiche Great Axe Great Bardiche Great Hammer Great Long Axe (Two-handed) Great Long Axe (Polearm/Two-handed) Great Long Bardiche Long Axe (Two-handed) Long Axe (Polearm/Two-handed) Long Bardiche Long War Axe (Two-handed) Long War Axe (Polearm/Two-handed) Maul Morningstar (One/Two-handed) Sarranid Battle Axe Sarranid War Axe Shortened Voulge Sledgehammer Two Handed Axe Two Handed War Axe Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord) |
Undead | <a href=" class="image"><img alt="Zombie" src=" decoding="async" loading="lazy" width="284" height="161" class="thumbimage" data-image-name="Zombie.jpg" data-image-key="Zombie.jpg" data-relevant="1" data-src=" /></a> Found in Mount&Blade\CommonRes\body_meshes.brf Undead are a faction and finished graphics that were not included in the final game, similar in the scripts/code to the Ghouls (also removed). The undead are hostile storyline characters featured in version 0.202 of Mount&Blade, then called Warrider. Proof of their existence can be found in four BRF files called "undeadbody" found in the Mount&Blade CommonRes, bodymeshes.brf, and an undead head. The appearance of the undead consisted of exposed body muscle and a big hole in the stomach where the intestines should be. They did have pale cloudy blue eyes, despite the rotting muscle. The undead and other odd fantasy creatures were removed from the game as of 2005. They were probably removed because they didn't fit the style of a game like Mount&Blade, or they may have feared the gruesome looking corpses would have turned away potential players. It would not have increased the game's rating, however, as per rating regulations, even unused game content that is still accessible in the game files must be included in the rating decision. Contents 1 Undead quest 2 Undead facts 3 Undead warriors 4 Undead textures 5 External Links Undead quest[] This line of conversation found in the conversation.txt appears to be a quest about the undead: ▼ Show/Hide Conversation ▼ "Indeed $playername$. I have a rather important matter at hand. Only a trusted knight such as you may help me at this." "It would be my honor to serve you milord." "Then let me tell you about the problem. You see $playername$, the common folk have always been ignorant and superstitious. They tend to believe in every story they hear and follow every charlatan they see. Me? Of course as a man of noble birth I have had the benefits of education and I pride myself in being a firm believer of our holy church and a man of practical reason. However, lately I have been getting reports and complaints that go beyond simple tales of old women. Villagers and travellers say that they see unnatural things and that they are being attacked by these... creatures." "Creatures?" "Undead, to be exact. Of course I don't believe in any of this stupidity. The dead stay put, they do not rise again and loiter around, at least not until resurrection day. But still, I need to have these claims investigated. It may be more than the simple blabbering of a few idiots. These rumors, $playername$, well may be spread by our enemies." "The vaegirs?" "Of course. After all, they are the ones who would benefit from this. We can't let these rumors spread panic and despair among our people and army. Soldiers may start to think that God has abandoned our cause and is favoring our enemies. And an army without morale is destined to lose the war." "And what do you want me to do sir?" "I want you to investigate the source of these rumors and bring it to an end. Go there and hang everyone that talks about it if necessary. But I do not want to hear another word about undead rising in my county. Do you understand that?" "Yes sir." "Good. I trust you at this $playername$. Now go and make this nonsense come to an end." "Indeed $playername. I have a rather important matter at hand. Only a trusted knight such as you may help me at this." "It would be my honor to serve you milord." "Good. I trust you at this $playername$. Now go and make this nonsense come to an end." Perhaps civilian input: "Noble knight, please, you must help us. They are hunting us, they are going to kill us one by one. They come at night. Always at night. And they kill without mercy." "Who is this you are talking about? What is hunting you? Stop blabbering you fool! You are not making any sense." "The undead. The stench of the grave is still on them but they hunt and kill as if alive. They have come to take their toll on us. Please you must do something. You must save us from them." "All right. I will do what I can." "At night. They always come at night." "The undead are coming for you. Run away. Save yourself while you can." "Please you must help us. You must stay here and protect us." Conversation with the undead: "What devil's work are you? Your decomposing flesh is infested with worms and your stench can make a dead horse throw up. You are clearly dead if there is a dead thing in this world. Yet you walk as if you are among the living..." "Hear me mortals. For many years you have followed false kings... bastards and imposters who ruled without rightful authority. But soon the kingdoms you have built will crumble to dust. Mortals, rejoice... for the one and true king has finally arrived. And he is wise and he is ancient and he will smite the kingdoms of the world with rightful fury. And his order shall be just and his glory shall be great. He has come back to reign again and reign he will. And this time it is going to last forever..." "You can talk. Your voice shakes my soul with terror. You are like a terrible nightmare... except you are real. If I had half the wits of a fool I would run away now.... I would run from this land that God has abandoned... But I won't. You may be an arrogant bastard to come back from the halls of the dead. But I am going to send you back there even if I have to drag you there all the bloody way myself." ▲ Show/Hide Conversation ▲ King Harlaus was also involved in a quest in which he was killed and came back as an undead king. See more on his article. Undead facts[] <a href=" class="image"><img alt="UHead" src=" decoding="async" loading="lazy" width="180" height="162" class="thumbimage" data-image-name="UHead.jpg" data-image-key="UHead.jpg" data-relevant="0" data-src=" /></a> An undead head found within the game's files. Unlike Bandits, undead would only appear when a certain quest is activated. The undead and the humans shared 1 sound. But it was only used when killing the undead or hurting them. The sound was a low pitched low-quality sound. You can find this sound in your Mount&Blade sounds folder. The sound file is called s_hit_scream_1 The Undead are their own faction and a necromancer, Akhad Thell, is their leader. There is a quest in the game that involves killing the necromancer. The Undead Faction still exists in the game files as well, you can find them in factions.txt. The Sacrificial Ground location is suspected to be related to this faction. There are 2 undead faces: the first is the one pictured; the second has moss on the face and head instead of red fleshy parts. The undead are one of the oldest files in the game. Since the first downloadable version of Mount&Blade (0.202) and they still exist inside the Common Res folder of Warband (1.154) Undead warriors[] The Undead had different troops. Here are all the troops they had (found in version 0.202 in the troops.txt). undead_walker undead_horseman undead_nomad undead hell_knight These pictures of undead warriors can be found in the image gallery in the TaleWorlds forums and may be a glimpse at what could have been. Note that they are not from any mods. Undead warrior attacking.Preparing to attack.undead battle 1undead battle 2 Undead textures[] The following textures can be still found in the "Textures" folder in the original Mount&Blade or Warband. undeadbodyundeadface_aundeadface_b External Links[] Keedo's undead pack will enable the undead. |
Unit Type Comparison | In Mount&Blade, the player will generally rely upon their war party to carry fights that they and their companions alone would not be capable of handling. Understanding the differences between the troops they can recruit and train, and how to command them to gain their fullest benefit, is the key to success as a military commander. This article compares only the top-tier versions of each type of unit - generally, all units have less-trained versions of the same type, where the top-tier units are better equipped, more skilled, more durable, and more expensive, but functionally fill the same roles as their lower-tier versions. Except in the early game, where unit costs can be prohibitive to a player who has yet to get a grasp on how to earn a steady income, players should try to upgrade their units up to their maximum tier as soon as they possibly can. Units are divided by the role that they fill - a balance of each type of role is generally recommended, although cavalry are generally more useful when the player is not expecting to engage in siege warfare, and archers are more useful when the player is, and making use of garrisons to switch units out can make this type of strategy more easily performed. Players can also blend multiple types of units of the same role, trying to shore up weaknesses with the strengths of others, such as putting shieldless Vaegir infantry behind shielded Rhodok infantry, but this may require a care that not all players will want to pay attention to in a game where every battle starts with a general order for all units to charge. Contents 1 Melee Infantry 2 Cavalry 3 Infantry Archers 4 Horse Archers 5 See Also Melee Infantry[] Every faction but the Khergit Khanate have a specialized melee infantry unit. Heavy infantry are generally best used in the defense or besieging of castles, or in other close-quarters terrain, as in open fields cavalry will generally carry the day instead. In these close quarters, the fight generally devolves into a free-for-all brawl where tactical choices, the terrain, and unit skills matter little as both sides simply try to hack into one another until one side stops moving. Because of this, the relative power of infantry troops generally comes down to the strength of their arms and armor more than the exact skills. Nord Huscarls are considered to be the strongest unit, however, this is not to say that other units are not worth the money it takes to recruit them, as the differences between the melee infantry units are so small that the functional difference is only in a slight change in the number of soldiers it takes to win a battle (especially since Huscarls cost more in exchange for slightly outperforming their rivals). The Nord Huscarl is by general consensus the strongest melee unit in the game due to having a good shield (Huscarl's Round Shield) and good armor, but more importantly due to having axes, which are more effective at chopping through enemy shields than other types of weapons are. They also have a chance to carry throwing weapons, which can give them an additional edge in battle. Huscarls also have a good Athletics rating, making them less of a drag on your party speed if you are also using cavalry. The Rhodok Sergeant generally ranks in second place, thanks to its better Board Shield, but the Rhodok troops tend to rely upon blunt weapons for attack (alongside a two-handed spear or pike they rarely use while they still possess a shield). This blunt weapon, however, will net you more prisoners which you can make more money with (and hence, support paying for more troops). They are not quite as powerful as Huscarls, but are not a bad choice by any means. The Hired Blade is a pricey, but fairly well-armored unit, looking much like a Swadian Knight that has been dismounted. They have the added bonus of being considered mounted when on the map, so that they are not a hindrance to your party speed. Their shield is, however, somewhat small, so they can fall victim to ranged attacks as their shield does not cover their whole body the way that huscarl or board shields do. The Swadian Sergeant is a relatively versatile, but unfortunately slow melee unit, which lacks the hit points and shield of a Huscarl, but has better armour, being equipped with the very strong coat of plates armour. They use one-handed weapons such as a sword and mace so that they can either kill or capture foes. They also carry a heater shield. In a castle where they will not need to move much, they are durable opponents, and good defenders, but lack the edge in breaking shields that Huscarls have. Their low Athletics rating will also slow down your party speed. The Vaegir Guard, alongside the Sarranid Guard, is a marked drop in soldier quality from their other top-tier counterparts. Vaegir Guards have relatively poor armor and many of them lack shields altogether, making them vulnerable to ranged missile fire and in a melee. They do, however, possess a good running speed and tend to carry powerful polearms or two-handed weapons like the bardiche that have a bonus to breaking through enemy shields, and they are capable of dealing quite a bit of damage in a short period of time, although they ultimately fall short because they are so incapable of resisting damage themselves. The Sarranid Guard is alongside the Vaegir Guard for "weakest melee infantry". Like the Vaegir version, they sometimes rush into battle with no shield (although they carry shields more often than Vaegirs do) and only medium armor, making them vulnerable to missile fire and melee, although they are even faster than the Vaegirs. They often carry jarids, which are capable of inflicting kills before they even reach melee range against unshielded opponents, although most other infantry units do carry shields. They generally use spears as their main weapon, although they are also capable of carrying a rare two-handed Sarranid Battle Axe that is more powerful than even the already powerful two-handed battle axes that other factions gain access to. Cavalry[] Four factions have specialized melee cavalry units, the exceptions being the Nords and the Rhodoks, which lack any form of cavalry outside of their nobles or odd units they have picked up from the prisoners of bandits. Cavalry has a great advantage in the open field - especially with lances, where they can use their couched lance damage to inflict instant death upon any unit that does not somehow block the attack. Even without lances cavalry units are devastating in a charge, as their speed adds a bonus to the damage they deal, making any weapon with a good reach potentially fatal when they attack from a gallop. Their speed can also be a disadvantage in a head on charge, as incoming attacks will also benefit. Cavalry is weak, however, when it gets "stuck" in melee, which happens fairly often when attacking close-formation infantry with shields to block the initial charge. Cavalry, then, is best used by distracting enemy units with infantry or archers or even the player's character before attacking them from behind, where their shields are of no use. In melee, shorter-range weapons are more valuable than polearms that don't have the swinging room to be used effectively, and if a cavalryman is dismounted, a lance is a liability rather than a fearsome weapon. Strong cavalry units often have heavy armor, lances and most importantly, heavily armored horses so that their horses do not die in the initial charge while the riders are left as oddly equipped and overpaid melee infantrymen. Swadian Knights are considered top-tier cavalry for their Chargers, which are extremely durable, and their generally heavy arms and armor. They carry a lance, the highly durable Knightly Heater Shield, and an arming sword or morningstar for close range. Their cavalry charge is fearsome, but they are not lacking in melee capacity either. Sarranid Mamlukes are functionally almost identical to Swadian Knights in Warband, and as such they can be used almost interchangeably with each other. Mamlukes are slightly less armoured than Swadian Knights, but have an advantage in blunt weaponry, making them useful in acquiring more captives to sell to the ransom broker, which helps to pay for their high salary. They also have 2 more points in riding over the Swadian Knights, making them faster and more agile, making them suitable for chasing down Horse Archers. However, they sometimes are equipped with a unarmored but faster horse which means they get quickly dismounted. Mercenary Cavalry are the most expensive of the top-tier cavalry, with a weekly expensve of 57 denars per unit. They are equiped with good armor, horses, and equipment rivaling those of Swadian and Sarranid cavalry. They are useful for their ability to be quickly hired from taverns, albeit at a great cost. While fielding an army of mercenary cavalry can be impressive, it would be more cost efficient and practical to train other units. Sword Sisters are equipped with the heaviest attainable armors in the game - plate mail, gauntlets, plate boots, and steel shields, but oddly will occasionally go without any helmet at all (presumably to let you see their hair and let you know they are female) giving a certain portion of them a glaring weak point. They also ride in on lighter coursers, which make them vulnerable to dismounting. They do, however, tend to have only one-handed swords along with very good shields, so they are not as vulnerable when dismounted as other cavalry. They can also carry a crossbow, which can turn them into mobile horse archers if the need arises, giving them an additional layer of versatility (note, however, that their crossbows cannot be reloaded while on horseback; their ranged attacks may still be utilized if they are ordered to dismount and join the archer or infantry line). They are significantly less expensive than standard cavalry, and their top-tier armor and close-range weaponry makes them usually very durable, outside of headshots, in a melee brawl, so they are not to be discounted. They are, however, not easy to levy replacements for when one of them falls in battle, as the only way to raise Sword Sisters is to rescue female peasants or refugees from bandits, and train them through several ranks of generally worthless infantry units. Because of their low cost they are attractive in the early stages of the game when players would have trouble affording a knight or Mamluke, if any female peasants can survive long enough to become a sword sister. Ultimately, while not a bad unit, the difficulty in easily replacing them will probably mean they see less use unless players purposefully go out of their way to try to use female troops. Slaver Chiefs are upgraded from the Manhunter unit, and ride into combat with medium armor and armored warhorses while swinging heavy mauls that make them effective shock troops and very capable of capturing enemies alive for the ransom broker, but they are not as effective in a pitched battle as a dedicated cavalry troop will be. They lack shields, and as such can fall victim to ranged attacks, and are poor soldiers off their (fortunately durable) horses. They are also hard to replace quickly when killed, as only hiring released Manhunters captured by bandits will provide a source of replacement troops. They do, however, excel against bandits in the early stages of the game when you need prisoners for money, and bandits are ill-equipped for handling a large number of cavalry units. When you get into the late game, and need the ability to match horseman to horseman, however, they should be replaced by heavier cavalry. Khergit Lancers have only occasionally-armored horses and alternate between having an axe or sword and shield or a two-handed weapon that leaves the man (and possibly also the horse) unshielded and vulnerable to missile fire. As lighter cavalry, they tend to perform better on the open plains and steppes where they can maneuver for multiple hit-and-run attacks, rather than staying in melee, and in melee they tend to go down faster than heavier cavalry do. Commanders will get more from this unit if they take advantage of the mobility of these units by ordering those types of hit-and-run attacks manually, although this takes time a player may not have if they are fighting for their own lives in melee. Vaegir Knights are a lighter cavalry force that possesses heavy armor on the rider, but unarmored (yet fast) horses and two-handed (shieldless) weapons that make for an impressive initial charge that can cut unprepared enemies to ribbons in the initial wave, but when they (inevitably) get stuck in melee they are terribly weak and unlikely to last long. Vaegir Knights require more commander supervision to use properly, demanding being pulled in and out of combat to make use of their impressive charge, which in turn requires that the player manually supervise combat rather than participate in it. Brigands are obtained by taking prisoner, recruiting, and then upgrading Bandits that spawn during some quests. They are thus very hard to acquire and replace. While better than Caravan Masters, their stats and equipment are still very inferior to other top-tier units and they have practically no use. Caravan Masters are the worst cavalry troops in the game, with low stats, slow and unarmored horses, no shields and inferior armor and weapons. They are however, very cheap to maintain and, if you manage to get a few, they can be used early game against low-tier troops until you can afford to get better cavalry. Infantry Archers[] Archers are the ranged dimension of combat in Mount and Blade, they tend to be more useful to the player who takes the time to order their units than the one who simply charges headlong into the fray, and rely upon their skill in and weight of arms to carry the day. When positioned in a place where they have a great field of view against an enemy that is either distracted by infantry in another direction, or struggling to scale a steep slope, they can deal significant damage. If left to be charged by cavalry or engaged in melee, they will likely wither, and you would have been better served with melee infantry. Archers are also of great value in the initial stages of a siege, before melee can be properly joined. Defending archers on castle walls will shred unshielded infantry and cavalry long before they can scale your walls. Attacking archers will pick through defending archers before they can eliminate your infantry. Good archers are not only the units that deal the most damage, but also the units that can withstand the most punishment in return - a bow or crossbow is a two-handed weapon, which means that a shield cannot be held while firing those weapons. Good archers are also decent in a melee, because eventually they will be faced with someone who rushes through their missiles. Vaegir Marksmen are considered the best bow infantry unit in the game - with a better rate of fire, if weaker damage-per-shot, Vaegir bowmen are capable of inflicting more damage over a short period of time than their Rhodok counterparts. The reason Rhodok Sharpshooters are often considered superior is that siege battles are often long enough to exhaust the quivers of archers, and rate of fire is of lesser importance than total damage. Vaegir marksmen are superior in the open field, but since cavalry dominate in the open field, many players prefer to focus their archers in the specialization of siege warfare. Sarranid Master Archers are a new addition to Warband. They are capable of decimating unshielded troops like any other archers and they are generally regarded as the best archers in Calradia, rivaled only by Vaegir Marksmen who have very similar stats in terms of power draw, melee weapons and life, however Vaegir Marksmen do have inferior armor and Sarranid Master Archers use weaker, but faster firing bows than the Vaegir Marksmen. Strangely, they sometimes spawn with throwing jarids instead of bows and arrows, severely limiting their effectiveness as ranged combatants. They are the most durable archers in Calradia, even better than Rhodok Sharpshooter (except for the lack of shields and melee inferiority). Truly, Sarranid Master Archers are almost as great as Vaegir Marksmen in combat. Nord Veteran Archers are comparable to Vaegir Marksmen. Although they have inferior ranged damage output due to a slower firing rate, they are more flexible. Their armor and melee weapons proficiency allows them to perform well if pressed into close combat, and they have the highest Athletics skill of any soldier in the game, tied with Nord Huscarls. Additionally, they reach top tier faster than any other archer, and are the least expensive. Rhodok Sharpshooters are generally considered the best siege archers in the game because their thick board shields will protect them if told to hold their fire (and wait for enemy archers to run out of ammo. Although note that this does not happen for siege defenders, who have infinite ammo), and their heavy siege crossbows will deal more damage per bolt over the long haul of a grueling siege battle. They also posses decent armor and melee capacity, making them useful even when engaged in melee when they have been flanked or when they have run out of bolts. Their melee weapon is often a hammer, giving them a chance to capture enemies alive for later ransom. Swadian Sharpshooters are slower, less heavily armored, and less melee-ready versions of the Rhodok Sharpshooter. In their specialized role of firing crossbows, they are functionally similar, but they lack the well-rounded nature of a Rhodok Sharpshooter, and offer no advantages to compensate. Mercenary Crossbowmen are the mercenary's only ranged unit, and like the Nord's, they are lower-tier versions of the Rhodok or Swadian Sharpshooters, and lack the features of their higher-tier kin, making them inferior troops. Horse Archers[] Only the Khergit Horsemen have true horse archers, the Khergit Veteran Horse Archer, although Sword Sisters, Desert Bandits, and Brigands can pull some double duty in this role with their light crossbows and bows respectively. Horse Archers are problematic to use, because only in Warband can you separate out a "Horse Archer" unit type to command them separately. Otherwise, they will be either held at a distance or thrown into the charge along with all the other cavalry. Because of their lack of armor on both men and horses, horse archers are very vulnerable and quickly die off in melee. When ordered in a separate formation, players who can keep them on the edges of the battle can take advantage of a highly mobile set of archers that can fly around behind infantry to attack their unshielded rear while their own infantry distract them from the front. The efficacy of this type of unit depends entirely on whether or not the player is willing to order this unit separately, or if they prefer to simply charge into the fray and let the AI handle the details of tactics. Horse archers will usually only reward the player willing to command them to keep them out of battle. See Also[] Faction Specialties |
United Kingdom | The banner of the United Kingdom. The United Kingdom is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The British Empire is on the rise, constantly expanding and strengthening her influence over the world. However, to become the world’s dominant power, Britain first need to get rid of her most dangerous and ambitious enemy - Imperial France. While Britannia may rule the waves, France still dominates the continent, something London neither can, nor will tolerate. As financing the armies of Napoleon’s enemies to get rid of the "Corsican monster" turned out to be ineffective, His Majesty’s armies are now to take over and make their own attempt to drive back the French with fire and cold steel. However, trying to maintain a huge empire as well as a war against the United States, Britain has to compensate the lack of troops with professionalism and solid discipline. At the same time huge diplomatic resources are being used to pressure Austria and Prussia to join another coalition. Britain needs all the help she can get if she is to beat back the huge armies of France. Units[] Infantry 33rd (1st York, West Riding) Regiment of Foot - Line Infantry 5th Line Battalion, The King's German Legion - Line Infantry 42nd (The Royal Highland) Regiment of Foot - Highland Infantry 51st (2nd York, West Riding, Light Infantry) Regiment of Foot - Light Infantry 95th Regiment of Foot (Riflemen) - Riflemen Cavalry 1st KGL Hussars - Hussar 23rd Light Dragoons - Light Horse 6th (Inniskilling) Dragoons - Heavy Cavalry Royal Horse Guards Blue - Heavy Cavalry Specialists Royal Foot Artillery - Artillery 2nd Rocket Troop - Rocket Artillery Sapper - Engineer Ship Crew - Infantry (HMS Neptune) Arthur Wellesley, Duke of Wellington - Commander Voice commands & Battle cries[] Battle cries "Huzzah!" "God save the king!" "For king and country" "Rule Britannia" "Hurrah for old nosey" "Bydand" "Come on yer bastards" "Scotland Forever" "Sons of the hounds, come here and get flesh" Surrendering "I surrender!" "Don’t shoot me!" "Spare me!" Officer commands "Make Ready" "Present" "Fire" "Charge!" "Company, advance!", "Company, forward march!", "Company, forward!" "Hold this position!", "Defend this position!" "Fire at will!" "Company, on me!", "On me!" "Fall back!" Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Unqid Banu Hulyan | This article is a stub. You can help out by expanding it. Unqid Banu Hulyan Official Information Kingdom Aserai Title Sultan Fiefs SanalaQuyazAin Baliq Castle Clan Banu Hulyan Personal Details Gender Male Age 44 Spouse Jinda Children DhiyulAnidha Unqid Banu Hulyan is the sultan of Aserai and the leader of the Banu Hulyan clan. He is one of the nobles who can talk about the Battle of Pendraic. Contents 1 Official Description 2 Quotes Official Description[] “ The current Sultan of Aserai is Unqid. He wears his authority lightly, preferring to charm rather than to coerce, always deferring to the laws of the Banu Asera in his judgments. But there are some who say that Udhain is remiss in his duty to administer justice, allowing the wealthiest clans - such as his own - to use bribes and clever legal arguement to oppress the others. ” Quotes[] “ Well. Let me put things this way... The Banu Hulyan have never sought glory or domination. Where some see an enemy, we see only a trading partner who has gone astray. For that reason, we have tried to treat all others with fairness and respect. For that reason, the clans have always brought their quarrels to us, to adjudicate. And it was natural that, when it came time for the Banu Asera to choose a sultan, that we were the ones chosen. But it is wearisome to be a Sultan. The clans cling to their grievances as though they were children. It is not in men's nature to appreciate the fruits of peace and order. Rather, they brood over small injustices and perceived slights, and dream of shedding blood. ” — on Politics “ It was a tragedy that gnawed at the roots of all the great families of Calradia, even ours, so far away from the battle. We heard that the Empire was making war on the Sturgians, or maybe it was the other way around. I thought that we had no stake in this quarrel but Nimr, a fiery young hero from the Banu Sarran, asked me for permission to take some young warriors, eager for glory. The Empire had left us alone for a while, and Neretzes was offering silver for men, so I thought, "Why not? Let them help the Empire." Ah, I should have known. The best course with wars is to have as little to do with them as you possibly can. So Nimr went, and fought, and won glory, but also got a number of men killed, especially those of the Banu Qild. And he became boastful, and arrogant. And then... Well, that is the beginning of the great feud between Sarranids and Qilds, but the rest of the story I should perhaps leave for someone else. ” — on the Battle of Pendraic Aserai Monarch: Claimant: Sultan Unqid Unknown Vassals: |
Unriya | Unriya Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Bardaq Castle World Map WarbandUnriyaBardaq CastleTemplate:World Map/Warband Unriya is a village of the Sarranid Sultanate. Layout[] Player Elder Fugitive Unriya is built in hilly terrain with an abundance of palm trees all around. It has a total of five structures as well as two tents. There are two fields here, growing cabbages, grapes, and wheat. A well and shadoof can be found on one side of the village and two coursers and a hunter are stabled in the middle. The Village Elder is in front of the large building on the far left side of the village from where the player enters, standing in a bush. If sent here during a Hunt Down Fugitive quest, the target may be found within the fenced area behind the blue-striped tent, near a pile of straw. 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 |
Unthery | Unthery Official Information Kingdom Vlandia Monarch King Derthert Title Nobleman Clan dey Arromanc Personal Details Gender Male Spouse Calatild Children ThomundSilvindLasand Unthery is a nobleman of Vlandia and a member of House dey Arromanc. He is the husband of Baroness Calatild and the father of Thomund, Silvind, and Lasand. He is one of the nobles with extended dialogue, and may share his thoughts on the Battle of Pendraic. Description[] According to his Personality Traits, Unthery is reported to be brave but headstrong. He also appears to be among the more loyal of King Derthert's vassals, if his dialogue is anything to go by, as he chastises certain Barons, like Aldric dey Tihr and Ingalther dey Cortain, as willfully ignoring King Derthert's plan at Pendraic. Quotes[] “ Yes. I was tasked by Derthert with command of the crossbowmen. Our knights spotted a mass of Aserai light infantry spread across a valley, and charged them. They weren't ready to meet the onslaught, and were routed. But then a bunch of Khuzait showed up and kept their distance, giving the knights a hard time, shooting their horses out from under them. That's when we showed up. When it was just us fighting the horse archers, we were winning.. A man on foot can shoot as well or better than a man on horseback, all things being equal, and there were a lot more of us. So they started to go down and galloped off. The knights of course pursued, and that's when the problems started. Imperial cataphracts showed up, armored head to foot and their horses too, so they just ignored our shooting and tore right through us. I was swept away in the retreat and saw no more of the battle. King Derthert had a good enough plan but the barons - Ingalther, Aldric, that lot - ignored him, as they always do. ” — On the Battle of Pendraic |
Unuzdaq Castle | Unuzdaq Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Kedelke Amashke Sieges with... Ladders Port No World Map Mount&BladeUnuzdaq CastleKedelkeTemplate:World Map/Mount&BladeWarbandUnuzdaq CastleAmashkeTemplate:World Map/Warband Unuzdaq Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Unuzdaq Castle lies far to the northeast from Narra on the top of a steep mountain pass at the edge of the Kingdom of Swadia. It is, in fact, closer to Uxkhal than any Khergit town. Its village is Kedelke which lies at the base of the pass to the south. Warband[] Unuzdaq Castle lies southwest of Halmar at the edge of the Khergit territory. It is at a focal point with the Sarranid Sultanate to the south, the Kingdom of Rhodoks to the west, and the Kingdom of Swadia to the north. Its village is Amashke which is nearby to the southeast. The Kingdom of Swadia considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Unuzdaq Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Urkhun | Urkhun Official Information Kingdom Khuzait Title The KhuzaitKhan (formerly) Reign circa 1040s Personal Details Gender Male Urkhun became the first Khan of the Khuzait approximately forty years before the Calradic civil war.[1] He is the ancestor of Monchug Urkhunait, the current Khan. Background[] Urkhun would unify the various clans of horse lords who inhabited the Great Grass Sea to the far east of Calradia. Urkhun and led his people to the west and into the frontier territories of the Calradic Empire and established his khanate there. As a ruthless leader, Urkhun forced discipline upon the subjugated Khuzait so they would ride to war at his command rather than at their own whims. He centralized the Khuzait and forced them to adapt their nomadic lifestyle to the settled ways upon the Devseg Plateau. At Baltakhand, Urkhun and his riders braved the frigid air and forced the fortress into submission. He broke the mercenary armies of Ortongard, rewarding the town to his Khergit allies. When Urkhun reached the town of Makeb, he demanded tribute from its petty king, but when the demand was refused Urkhun beheaded the king himself and took the town for himself.[2] Once Urkhun died, the Khuzait clans began to chafe from the yoke he placed upon them. The Khan's family took on the name "Urkhunait" to honor him and legitimize their claim to the khanate. References[] <references> ↑ Encyclopedia Calradia, entry "Baltakhand" ↑ Encyclopedia Calradia, entry "Makeb" |
Urkhunait | Urkhunait Official Information Faction Khuzait Leader Monchug Khan Fiefs MakebChaikandTepes Castle Tier ? Wealth ? The Urkhunait are the ruling clan of the Khuzait led by Monchug Khan. Description[] "I am sure you have heard the name of our clan in the epics of the steppe. We carry the name of one the ten sons of the she-wolf, mother of the Khuzait." Members[] Monchug (leader) Anat Bortu Chaghan Alijin Bolat Urkhun (deceased) Settlements[] Towns Makeb Chaikand Castles Tepes Castle Villages Shapeshte Hanekhy Mazen Okhutan Ispantar Pabastan Tepes Kuruluk Clans of the Khuzait Major Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Minor Karakhergit |
Urubay Noyan | Urubay Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Urubay 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[] Parents: Alagur Noyan, Lady Borge Siblings: Lady Tuan 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[] Urubay Noyan - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health 61 Armor Head Khergit Cavalry Helmet Body Nomad Robe, Khergit Lamellar Vest Hand Lamellar Gauntlets Foot Nomad Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 4 Power Strike 5 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 3 Riding 5 Horse Archery ? Looting ? Trainer 3 Tracking ? Tactics 4 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 6 Trade ? Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Crossbows 200 Throwing 200 Weapons Melee Fighting Pick Ranged Khergit Bow, Arrows Shield Elite Cavalry Shield Mount Courser 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 |
Urumuda Noyan | Urumuda Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Urumuda Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. He is the most lightly armored lord in the game, wearing the same clothes in battle as he does when resting in his keep. You may fight him or have him side with you if you help Dustum Khan, the claimant of Khergit Khanate and Sanjar's brother, to gain control of the Khanate. His banner resembles the flag of the Crimean Tatar people. The Crimean Khanate later appeared in With Fire & Sword. Family[] Spouse: Lady Yasreen Children: Akadan Noyan, Lady Nadha 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[] Urumuda Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Skullcap, Khergit Guard Helmet Body Leather Vest Hand Lamellar Gauntlets Foot Leather Boots, Hide Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 160 Polearms 160 Archery 160 Crossbows 160 Throwing 160 Weapons Melee Sabre Ranged ? Shield Round Cavalry Shield Mount Courser Gallery[] Urumuda Noyan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur |
Uruzuge | Uruzuge Official Information Kingdom Khergit Khanate Monarch Barthai Khan Title Princess Personal Details Gender Female Uruzuge was a noble lady of the unjoinable Khergit faction in version 0.202 of Mount&Blade. She is the daughter of Barthai Khan, and introduces herself as a princess. Uruzuge used to have three brothers, all of whom have died of a mysterious disease that she initially managed to avoid, but ultimately caught as well. When she fell ill, the Khan's shaman and elder-women declared that there was nothing to be done for her, and that she would die, but a Vaegir healer named Akhad Thell found a way to save her. However, he later informed the Khan that the disease was still in Uruzuge, and that in order to fully cure her, he required a magical talisman. The Khan then sent the game's protagonist to find the talisman in question. After the talisman was found, Uruzuge was presumably healed. Some time later Uruzuge was kidnapped by Nuyukh Khan - Barthai's rival - to be brought to Akhad Thell, who was revealed to be a necromancer, to be sacrificed to dark deities. Once Uruzuge was rescued, she choose to go to Ecatha, another necromancer, to undergo a magic ritual that would taint her soul, rendering her unsacrificeable. She then plotted with Ecatha and the player to lure Thell from his lair and have him killed while she remained at Ecatha's hideout. Despite the plan being a success, she was still not safe as Thell himself was outplayed by the undead King Harlaus who took the talisman and went to Ecatha, convincing her to complete the sacrifice. She was finally rescued by the player after the defeat of Harlaus. Family[] Parents: Barthai Khan, Unnamed mother Siblings: Three deceased, unnamed brothers Stats and equipment[] Uruzuge - Default Stats and Equipment Attributes Stat Points Level 9 Strength 6 Agility 8 Intelligence 7 Charisma 8 Health N\A Armor Head ? Body Nomad Armor Hand ? Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw 1 Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking 1 Tactics 3 Path-finding ? Spotting 1 Inventory Management ? Wound Treatment ? Surgery 1 First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 66 Polearms 67 Archery 72 Crossbows 60 Throwing 69 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] Uruzuge can be found in a hidden location marked as 'khergit_camp' along with her father. Unlike the ladies in later Mount&Blade versions, she cannot be interacted with in any romantic way, nor does she wear a lady's dress. |
Usanc | Usanc Settlement Information Type Village Kingdom Vlandia Fortification Usanc Castle Usanc is a village in Vlandia owned by Baron Berican of House dey Rothad. The village is bound to Usanc Castle and known to produce Olives. Usanc sits by a small bay that flows into the larger Gulf of Charas. This warm southern land supports the growing of olive trees. 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 |
Usanc Castle | Usanc Castle Settlement Information Type Castle Kingdom Vlandia Villages Usanc Usanc Castle is a castle in Vlandia owned by Baron Berican of House dey Rothad. The village of Usanc is bound to the castle. Usanc Castle watches over Vlandia's southern border with the Western Empire. 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 |
Ushkuru | Ushkuru Settlement Information Type Village Kingdom Swadia Fortification DhirimDhirim World Map Mount&BladeUshkuruDhirimTemplate:World Map/Mount&BladeWarbandUshkuruDhirimTemplate:World Map/Warband Ushkuru is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the building at the top of the highest hill in the village, standing near a campfire and wooden table. Ushkuru is built up a slope in very uneven terrain with a light scattering of trees. It has a total of seven structures, with three dirt roads leading into the village. There are five fields here growing apples, cabbages, grapes, squash, wheat, and some sort of small shrubs. There are also two outdoor ovens which may be used for baking bread. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building the player directly faces when entering the village, standing next to a straw roof and curved wall. 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 |
Usiatra | Usiatra Usiatra is one of the eleven characters playable in the Custom Battle mode of Mount&Blade: Warband. In-game description[] "Usiatra usurped leadership of the group of bandits that occupied Siri, a rural village in the southern deserts outside the realm of Calradia, in a curt and bloody fashion when she was seventeen years old. Under her direction, the band of ruffians quickly expanded their operations across the southlands. Her shrewd, decisive manner, combined with her merciless ambition which she acts upon with inhuman composure and cruelty, garners fanatic admiration from those that follow her. As such, amongst her own she lives a decadent, spoilt lifestyle -- built upon the violent plundering she exacts in her travels. Her military strength and natural strategic wit allowed her outfit to remain undealt with in her homeland, and now she turns her eye towards the rich lands of Calradia to sustain her war band." Stats[] Usiatra - Default Stats and Equipment Attributes Stat Points Level 22 Strength 12 Agility 14 Intelligence 11 Charisma 18 Health 55 Armor Head ? Body Leather armor Hand ? Foot Splinted greaves Skills Skill Points Ironflesh 4 Power Strike 3 Power Throw 1 Power Draw 2 Weapon Master 4 Shield 2 Athletics 4 Riding 3 Horse Archery 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 182 Two Handed Weapons 113 Polearms 112 Archery 159 Crossbows 82 Throwing 115 Weapons Melee Scimitar Ranged Nomad bow, arrows Shield Elite cavalry shield Mount Sumpter horse |
Uslum | Uslum Settlement Information Type Village Kingdom Vaegir Fortification CurawKhudan World Map Mount&BladeUslumCurawTemplate:World Map/Mount&BladeWarbandUslumKhudanTemplate:World Map/Warband Uslum is a village initially owned by the Kingdom of Vaegirs. The village is a former home of Klethi, along with Malayurg Castle. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the right side of the village from where the player starts, standing next to a campfire. Uslum is located on somewhat level terrain with low hills and valleys, along with some scattered pine trees. It has a total of six structures. There appear to be a few fields here covered under snow, presumably already harvested with only refuse heaps remaining. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building almost directly straight forward from where the player enters, between two fenced-in fields. 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 |
Uxkhal | Uxkhal Settlement Information Type Town Kingdom Kingdom of Swadia Villages AmereTshibtinNomarIbiranTahlberl Sieges with... Ladders Port No World Map Mount&BladeUxkhalTshibtinAmereTemplate:World Map/Mount&BladeWarbandUxkhalNomarIbiranTahlberlTemplate:World Map/Warband Uxkhal is a town of the Kingdom of Swadia and is initially owned by Count Delinard. Presumably, the Vlandian town of Ocs Hall as seen 173 years earlier in Mount&Blade II: Bannerlord is meant to be the same town, as supported by text in the settlement.xml file in that game's directory. This theory is further supported by comparing the banners of Count Delinard and the clan dey Fortes, the rulers of each town in their respective games. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Amere and Tshibtin. Warband[] Its villages are Ibiran, Nomar, and Tahlberl. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is directly outside the tavern, turn to the left to see. Siege[] Besieging Uxkhal requires the construction of ladders. Tournaments[] If you take part in a Tournament in Uxkhal, you will have one of the following equipment sets: Heavy Sword Sword & Shield All participants are on horses. Economy[] In Warband, Uxkhal sells Grapes cheaply. This is an excellent location for a Wine Press due to the availability of grapes. It buys Grain at a good price, sometimes as high as 50 denars, this makes a Grain trade from Dhirim an easy way to make a few hundred denars in the early game. Uxkhal produces: Ale Bread Leatherwork Oil Tools Wine Wool Cloth Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Uzgha | Uzgha Settlement Information Type Village Kingdom Sarranid Sultanate Fortification Ahmerrad World Map WarbandUzghaAhmerradTemplate:World Map/Warband Uzgha is a village of the Sarranid Sultanate. It is economically tied to the town of Ahmerrad and is usually one of the most looted villages. Layout[] Player Elder Fugitive The Village Elder is within the village walls, standing on a porch on the far side of the village from the entrance. Uzgha is built on top of a hill in open desert with palm trees growing only near the village. It has a total of seven tightly packed structures within a tall wall. Low stone walls outside the village surround a date palm farm with visible irrigation grooves and a runoff pond. A well and shadoof is located within the palm farm that is used to supply the water for the irrigation system. 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 outside the walls next to a palm tree. 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 |
Vaegir Archer | Vaegir Archer Troop Information Culture Kingdom of Vaegirs Wages 18-9 denars Acquired from... Vaegir Skirmisher Upgrades to... Vaegir Marksman Upgrade Cost 80 denars XP for Kill 168 xp Ransom Value 140 denars Vaegir Archers are ranged troops of the Kingdom of Vaegirs. Tactics[] Being some of the best archers of their tier compared to other factions, these units can easily be fielded against other archers, even those of better tiers. However as with all archers, they are easily beaten by heavy infantry with shields and all kinds of cavalry. Vaegir Archers are best kept behind other infantry, in hilly areas or among trees. This way, the mobility of cavalry is severely impeded by the terrain and the Archers' light armor can allow them to move quickly around the battlefield. Vaegir Archers have great accuracy, but only average bows, with fire rate that outclass other archers. They are comparable to the abilities of Rhodok Crossbowmen, with lower range and attack but higher rate of fire and arrow capacity. The sabres and axes of Vaegir Archers will outclass the Crossbowmen's spiked staves, and the Archers' body armor is better than the budget Arena Tunics of the Rhodok Crossbowmen. 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. Vaegir Archer - Default Stats and Equipment Attributes Stat Points Level 19 Strength 12 Agility 5 Intelligence 4 Charisma 4 Health 49 Armor Head (Possible): Spiked Cap, Vaegir Helmet, Cap with Fur, Nomad Cap Body Leather Jerkin, Leather Vest Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw 1 Power Draw 3 Weapon Master ? Shield ? Athletics 2 Riding ? Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 110 Crossbows 70 Throwing 70 Weapons Melee Axe, Nomad Sabre Ranged Nomad Bow, Short Bow, Arrows Shield ? Mount ? Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Archer (multiplayer) | The Vaegir Archer is the ranged class of the Kingdom of Vaegirs in Multiplayer games. It is the most powerful pure archer of the game, with a power draw level two higher than other archers and the mightiest bow in the game. Its options for melee weapons are desultory, although the knobbed mace's stunning ability gives it some potential. Stats[] Attributes Stat Points Level 19 Strength 14 Agility 14 Intelligence 30 Charisma 30 Health 53 Relevant Skills Skill Points Ironflesh 2 Power Strike 0 Power Throw 0 Power Draw 7 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[] The Vaegir archer gets a variety of bows. The high power draw of Vaegir archers (7) means that they benefit more than most archers from using bows with a power draw of 3 or higher, which enables them to add all seven levels of power draw to their damage (not that a nomad bow enhanced by six levels of power draw is by any means useless). Their choices of melee weapons are probably the worst of any class in the game, so they should be on the lookout to loot better weapons like spears or bardiches from fallen friends or foes. Helmets Helmet Price Cap with fur 50 Vaegir helmet 110 Spiked cap 230 Helmet with lamellar guard 360 Torso Armors Armor Price Linen tunic free Leather vest 146 Leather jerkin 321 Lamellar vest 1261 Shoes Shoes Price Hide boots free Nomad boots 90 Splinted leather greaves 310 Weapons Weapon Price Melee Weapons Spiked club free Knobbed mace 98 Falchion 105 Ranged Weapons Nomad bow free Khergit bow 269 Strong bow 437 War bow 728 Arrows free Barbed arrows 124 Vaegir archers have no gloves or mounts. Bot Vaegir Archers[] Vaegir Archer (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 15 Agility 5 Intelligence 4 Charisma 4 Health 58 Armor Head Nomad cap, spiked helmet Body Leather vest Hand ? Foot Nomad boots Skills Skill Points Ironflesh 4 Power Strike ? Power Throw ? Power Draw 5 Weapon Master ? Shield 2 Athletics 6 Riding ? Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 110 Crossbows 0 Throwing 0 Weapons Melee Scimitar Ranged Nomad bow, arrows Shield ? Mount ? |
Vaegir Elite Armor | Vaegir Elite Armor Base Value 3,828 Weight 25 Armor 52 Body Armor, 16 Leg Armor Requirement 8 Strength Vaegir Elite Armor is one of the strongest armors in the game. It is inferior to Plate Armor and with identical stats to Coat of Plates, Khergit Elite Armor, and Sarranid Elite Armor. It is the only armor in the game to have a texture resolution of 2048x2048, giving it a high detail appearance even when viewed up close. |
Vaegir Footman | Vaegir Footman Troop Information Culture Kingdom of Vaegirs Wages 4-2 denars Acquired from... Vaegir Recruit Upgrades to... Vaegir Skirmisher -or-Vaegir Veteran Upgrade Cost 20 denars XP for Kill 72 xp Ransom Value 60 denars Vaegir Footmen are the second-tier unit of Kingdom of Vaegirs. These troops are in the first melee tier in the Vaegir troop tree and are found in good numbers under Vaegir lords. They are poor fighting men hailing from villages without many real skills. Tactics[] Vaegir Footmen are the second weakest infantry in the Kingdom of Vaegirs, so try to upgrade them as fast as possible to Veterans or Skirmishers. However, most of them spawn with shields, and most have spears and two handed axes as well. Their weak armor is the same as that worn by units like Mountain Bandits, and their shields are of low quality. They are best used in combination with stronger troops to reduce casualties and upgrade them more quickly 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. Vaegir Footman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Nomad Cap, Cap with Fur Body Rawhide Coat, Nomad Armor Hand ? Foot Nomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 75 Polearms 75 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Spiked Club, Hand Axe, Nordic Sword, Two Handed Axe, Spear Ranged ? Shield Old Kite Shield, Plain Kite Shield Mount ? Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Guard | For the Bannerlord organization, see Vaegir Guard (Bannerlord). Vaegir Guard Troop Information Culture Kingdom of Vaegirs Wages 27-14 denars Acquired from... Vaegir Infantry Upgrades to... N/A Upgrade Cost N/A XP for Kill 230 xp Ransom Value 192 denars Vaegir Guards are the top-tier infantry units in the Vaegir troop line, the other top tier units being Vaegir Marksmen and Vaegir Knights. They are obtained from upgrading Vaegir Infantry for 80 denars. Tactics[] These units are slightly more mobile than their Swadian Sergeant or Rhodok Sergeant counterparts, but their general lack of shields leave them very vulnerable to archer fire. They are the least-shielded top-tier infantry in Calradia, more so than Sarranid Guards. Vaegir Guards can be seen to best Nord Huscarls in melee, likely due to the Guards favoring two-handed axes in battle, allowing them to destroy their opponents' shields and then strike enemies in the head for one-hit kills during the brief stuns caused when their guard is broken. In order to increase the likelihood of Vaegir infantry upgrading to shielded guards, the player should command their troops to use blunt weapons at first(which will make them all draw their shields), and then command them to use their regular weapons before closing range, so that the Vaegir infantry uses their shields and one handed weapons more often. Guards fight well in defending castles because of their weapons, but otherwise will fall prey to enemy archers quite easily. Some spawn with pikes to counter cavalry. If you use Vaegir Guards, it is important to suppress enemy archer fire quickly by any means, such as firing a volley of arrows or a cavalry charge. You can also use another shielded infantry as core infantry, and use Vaegir Guards as shock troopers. This can be done by setting the Guards as another group type, and keeping them behind the troops with shields until your infantry are about to charge to the enemy. This way, the Guards will almost never face the arrows. An open field method could also involve using cavalry to bait enemy archers away while your infantry closes in. 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. Vaegir Guard - Default Stats and Equipment Attributes Stat Points Level 24 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Vaegir War Helmet, Helmet with Lamellar Guard Body Banded Armor, Lamellar Vest, Lamellar Armor Hand (Possible): Leather Gloves Foot Mail Chausses, Iron Greaves Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics 4 Riding 2 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 150 Two Handed Weapons 130 Polearms 140 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Ashwood Pike, Fighting Axe, Bardiche, Battle Axe Ranged ? Shield Heavy Kite Shield Mount ? Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Guard (Bannerlord) | For the Warband troops, see Vaegir Guard. “ I was part of the old Emperor Arenicos' Vaegir Guard. But the people turned on us after his death, and attacked us. Maybe you've heard the story before. There's a whole lot of us, spat out into the world by the ungrateful Calradians. ” — companions named Bloodaxe The Vaegir Guard was an elite unit of Sturgian mercenaries used by Emperor Arenicos Pethros as his personal bodyguards. Overview[] “ Aye - you've heard about the death of the last Emperor? I'll tell you - what most people believe is a pack of lies. I was in the Vaegir Guard in the time of Arenicos. We took our discipline seriously; we were proud of it. Then the riots happened. What I saw in Lycaron. Even now it makes me feel ashamed. ” — companions named Bloodaxe The Vaegir Guard was present in Lycaron when Arenicos was assassinated, its members finding themselves blamed by the locals for the Emperor's death. The outrage resulted in a riot and the Vaegir Guard, unable to restore order, pillaged the town and killed many of its residents. After that the Vaegir Guard was disbanded. Legacy[] 173 years after the events of Bannerlord, the "Vaegirs" established their own kingdom in northern Calradia. It is unclear if it was named after the (in)famous Vaegir Guard or was established by the descendants of the Sturgian clan Vagiroving. Trivia[] Companions named Breakskull, disgruntled with the Vaegir Guard's pride in their discipline - as companions named Bloodaxe state - describe them as "all about marching here and there in their pretty uniforms, not pulling sword from scabbard for months on end". They are likely based on the historical Varangian Guard, foreign mercenaries of Norse and Anglo-Saxon origin who served as bodyguards for Byzantine emperors. |
Vaegir Horseman | Vaegir Horseman Troop Information Culture Kingdom of Vaegirs Wages 36-19 denars Acquired from... Vaegir Veteran Upgrades to... Vaegir Knight Upgrade Cost 40 denars XP for Kill 192 xp Ransom Value 160 denars Vaegir Horsemen are the fourth-tier cavalry unit of the Kingdom of Vaegirs. They are upgraded from Vaegir Veterans and can be further upgraded to Vaegir Knights. Compared to other fourth-tier cavalry, they have below average riding skill. Vaegir Horsemen generally ride Steppe Horses or Hunters. They carry a variety of weapons, from two-handed axes and swords to spears and shields, although they very rarely use the shield-and-sword set and are unable to use any form of ranged weaponry. They wear lighter armor, from low-tier leather to high-tier lamellar. Tactics[] While not as strong or heavily-armored as Vaegir Knights, the Horsemen's faster horses will enable them to attack the enemy first if ordered to charge. Their primary strength is to charge through enemy ranks and break them into a disorganised mass, so that archers are then able to pick off the scattered opponents. Vaegir Horsemen are also useful as a lure to keep enemies away from archers or 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. Vaegir Horseman - Default Stats and Equipment Attributes Stat Points Level 21 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Helmet with Lamellar Guard, Spiked Cap, Vaegir Helmet Body Studded Leather Coat, Lamellar Vest Hand ? Foot Leather Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Battle Axe, Sabre, Lance, Spear Ranged ? Shield Horseman's Kite Shield Mount Steppe Horse, Hunter Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Horseman (multiplayer) | The Vaegir Horseman is the mounted class of the Kingdom of Vaegirs in Multiplayer games. It is a fairly typical cavalry class, although like the Sarranid Mamluke, the Vaegir horseman has zero athletics skill, making them somewhat slow when fighting dismounted. Nonetheless, when wealth is extremely limited, a dismounted Vaegir horseman may be preferable to a Vaegir Spearman, because the dismounted horseman's free equipment -- scimitar, lance, and horseman's kite shield -- can be preferable to the spearman's spear, spiked club, and old kite shield (unless you are a highly skilled two-handed spear wielder and cavalry with long lances don't concern you). Stats[] Attributes Stat Points Level 19 Strength 16 Agility 15 Intelligence 30 Charisma 30 Health 59 Relevant Skills Skill Points Ironflesh 4 Power Strike 3 Power Throw 4 Power Draw 0 Shield 3 Athletics 0 Riding 5 Horse Archery 1 Proficiencies Weapon type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 90 Crossbows 60 Throwing 110 Equipment[] Helmets Helmet Price Cap with fur 50 Vaegir helmet 110 Spiked cap 230 Helmet with lamellar guard 360 Vaegir nobleman helmet 710 Vaegir war helmet 820 Vaegir war mask 950 Torso Armors Armor Price Linen tunic free Leather vest 146 Studded leather coat 690 Lamellar vest 1261 Lamellar armor 2410 Vaegir elite armor 3828 Shoes Shoes Price Hide boots free Nomad boots 90 Splinted leather greaves 310 Splinted greaves 853 Plate boots 1770 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlets 710 Weapons Weapon Price Melee Weapons Scimitar free Elite scimitar 435 Bardiche 291 Lance free Heavy lance 360 Ranged Weapons Darts 155 War darts 285 Shields Horseman's kite shield free Kite shield 187 Knightly kite shield 360 Heavy kite shield 387 Mounts Mount Price Saddle horse 240 Courser 600 Hunter 810 Steppe charger 1400 Bot Vaegir horsemen[] Vaegir Horseman (multiplayer) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Spiked helmet Body Lamellar vest, studded leather coat Hand ? Foot Nomad boots Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 4 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Battle axe, lance, scimitar Ranged ? Shield Horseman's kite shield Mount Saddle horse |
Vaegir Infantry | Vaegir Infantry Troop Information Culture Kingdom of Vaegirs Wages 18-9 denars Acquired from... Vaegir Veteran Upgrades to... Vaegir Guard Upgrade Cost 80 denars XP for Kill 168 xp Ransom Value 140 denars Vaegir Infantry are troops of the Kingdom of Vaegirs. They are in the fourth tier of units for Vaegirs, upgraded from Vaegir Veterans and upgradable to Vaegir Guards. Tactics[] Vaegir Infantry wear decent enough armor and will hold their own in a one-on-one in the field against just about any other infantry. They carry two-handed axes, which can break shields and can offer an easy two-hit kill on many high-tier units, or pikes and spears to counter cavalry. Due to the ability to mass Vaegir Infantry in high quanities and cheap prices, they are ideal as garrisons in newly captured castles and towns. 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. Vaegir Infantry - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Helmet with Lamellar Guard, Spiked Cap, Vaegir Helmet Body Mail Hauberk, Lamellar Vest Hand ? Foot Leather Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics 3 Riding ? Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Pike, Battle Axe, Nordic Sword, Sabre, Spear Ranged ? Shield Kite Shield Mount ? Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Knight | Vaegir Knight Troop Information Culture Kingdom of Vaegirs Wages 52-17 denars Acquired from... Vaegir Horseman Upgrades to... None Upgrade Cost None XP for Kill 258 xp Ransom Value 216 denars Vaegir Knights are the top-tier cavalry troop of the Kingdom of Vaegirs. They can be upgraded from Vaegir Horsemen. Tactics[] It is argued that they are worse than Swadian Knights and Sarranid Mamlukes, however each troop has advantages over the other. The Vaegir's two-handed weapons allow for consistently powerful hits against enemies and their horses are typically more maneuverable breeds. They are best used in an initial charge, led by the player, through enemy lines before being issued the command to charge by themselves and mop up any survivors. With their long, powerful bardiches and maneuverability, Vaegir Knights are effective against most forms of light horsemen. This makes them an attractive option against a Khergit army. One should take care, since Knights are often equipped with a second bardiche instead of a shield, reducing their effectiveness when using a lance in the charge as well as severely encumbering them should they find themselves dismounted. As with most other Vaegir troops, one should always remember that enemy ranged troops will be more effective against your army. 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. Vaegir Knight - Default Stats and Equipment Attributes Stat Points Level 26 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Vaegir War Helmet, Helmet with Lamellar Guard Body Banded Armor, Lamellar Vest, Lamellar Armor Hand Leather Gloves Foot Mail Boots, Plate Boots Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 4 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 120 Two Handed Weapons 140 Polearms 120 Archery 120 Crossbows 120 Throwing 120 Weapons Melee Bardiche, Great Bardiche, War Axe, Fighting Axe, Lance Ranged ? Shield Knightly Kite Shield Mount Hunter, Steppe Charger Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Marksman | Vaegir Marksman Troop Information Culture Kingdom of Vaegirs Wages 27-14 denars Acquired from... Vaegir Archer Upgrades to... N/A Upgrade Cost N/A XP for Kill 230 xp Ransom Value 192 denars Vaegir Marksmen are the highest tier archers for the Kingdom of Vaegirs. Tactics[] These units are generally considered to be the best bow-wielders in the game, and can unleash a hail of arrows that will destroy opposing infantry. Their damage per second is higher than that of the crossbow-wielding Rhodok Sharpshooters, due to their five ranks of Power Draw, which apply a 170% multiplier to their bows, and they shoot about twice as quickly as Siege Crossbows. However, these troops' damage per arrow is lower than that of the Sharpshooters, so they may perform comparatively worse against heavily armored, top-tier enemies. Consequently, they are an inferior choice for attacking and defending castles when compared to the Sharpshooters, as they lack the staying power necessary to survive long sieges. This disadvantage is not present in field battles due to the battles' shorter duration. There, archers rarely have enough time to unload their entire quiver, making total possible damage output less important than rate of fire, raw damage per second, accuracy, and mobility. The Marksmen's high firing rate is very strong against infantry, especially when fighting against weakly-armored or unshielded troops. Their high firing rate will harass the enemy advance and can also make these troops a solid counter to enemy archers, which is vital as many other Vaegir troops forgo using a shield in favor of a larger weapon. Vaegir Marksmen have clear tactical value, different than Rhodok Sharpshooters. If you can take them to the right place with the right protection, these troops will more than earn their pay. As with all archer types, they must be defended by a spear wall, protected by heavy infantry, or screened by allied cavalry to mitigate the threat of an enemy cavalry charge. The Marksman's biggest weakness is a lack of heavy armor. 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. Vaegir Marksman - Default Stats and Equipment Attributes Stat Points Level 24 Strength 14 Agility 5 Intelligence 4 Charisma 4 Health 53 Armor Head Helmet with Lamellar Guard, Spiked Cap, Vaegir Helmet Body Leather Vest, Studded Leather Coat Hand ? Foot Leather Boots Skills Skill Points Ironflesh 2 Power Strike ? Power Throw 1 Power Draw 5 Weapon Master ? Shield ? Athletics 3 Riding ? Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 140 Crossbows 80 Throwing 80 Weapons Melee Axe, Voulge, Sabre Ranged Strong Bow, War Bow, Barbed Arrows Shield ? Mount ? Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Recruit | Vaegir Recruit Troop Information Culture Kingdom of Vaegirs Wages 1 denar Acquired from... Vaegir villages-or-Taiga Bandit-or-Tundra Bandit Upgrades to... Vaegir Footman Upgrade Cost 10 denars XP for Kill 38 xp Ransom Value 32 denars Vaegir Recruits are the first-tier units of the Kingdom of Vaegirs. Tactics[] Though called "Recruits", they are basically bandit-like peasants with better arms but worse skills. It's best to beat these soldiers to a pulp repeatedly at a Training Field until they level up before taking them out to real combat, as they will probably be easily killed by anything that isn't a Looter. Because there are so many Vaegir villages, a commander can quickly raise a large army of these soldiers. One can spend several in-game days visiting all the villages in the north, and in a few days' time any companions who have their training skill upgraded will have made your Recruits into a force that won't fold to the first Sea Raiders you meet. However, one has to remember that any army made up exclusively of Vaegirs will be inferior to any similarly sized, composed, and upgraded enemy force because they simply don't have enough armor to survive. 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. Vaegir Recruit - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head ? Body Linen Tunic, Rawhide Coat Hand ? Foot Nomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Scythe, Hatchet, Cudgel, Axe Ranged (Possible): Stones Shield (Possible): Old Kite Shield Mount ? Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Skirmisher | Vaegir Skirmisher Troop Information Culture Kingdom of Vaegirs Wages 10-5 denars Acquired from... Vaegir Footman Upgrades to... Vaegir Archer Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Vaegir Skirmishers are third-tier units of the Kingdom of Vaegirs. Tactics[] Due to their decent ranged weaponry and mobility, it is best to keep these units among hills and trees to counter the strengths of cavalry and heavy infantry, the enemies of light infantry. Skirmishers' weaponry is effective against all types of light armored units, so they should not be regarded as useless. They also upgrade to become one of the best archers in the game, so try to keep these units safe from cavalry on open ground. The weakness that these units share with most Vaegir troops is their lack of shielding. However, with the high amount of Vaegir villages and their ranged weaponry, Vaegir Skirmishers can pose a threat to Khergit horses, unshielded infantry like Sarranid Guards, or even other Vaegir 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. Vaegir Skirmisher - Default Stats and Equipment Attributes Stat Points Level 14 Strength 10 Agility 5 Intelligence 4 Charisma 4 Health 47 Armor Head (Possible): Steppe Cap, Nomad Cap Body Leather Vest, Nomad Armor Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw 1 Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding ? Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Spiked Mace, Axe, Nomad Sabre Ranged Short Bow, Hunting Bow, Javelins, Arrows Shield ? Mount ? Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vaegir Spearman | The Vaegir Spearman is the melee infantry class of the Kingdom of Vaegirs in Multiplayer games. Vaegir spearmen have a good set of weapons when they can afford them — but they have little available for free, and some weapons cost more for Vaegir spearmen than for most. Stats[] Attributes Stat Points Level 19 Strength 15 Agility 15 Intelligence 30 Charisma 30 Health 58 Relevant Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw 3 Power Draw 0 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[] Vaegir spearmen have a broad selection of equipment, from lightning-fast scimitars to stunning maces to devastating bardiches. However, getting started can be tough. Besides a basic spear, the only free weapon for a Vaegir spearmen is a simple spiked club. Javelins and shields get a 20% markup. Lamellar vests and scimitars cost 30% more than they "should," awlpikes and elite scimitars 50% more. A rich Vaegir spearmen is the match of any warrior in the game, but low wealth levels seem to hit this class harder than any other. Helmets Helmet Price Cap with fur 50 Vaegir helmet 110 Spiked cap 230 Helmet with lamellar guard 360 Vaegir nobleman helmet 710 Vaegir war helmet 820 Torso Armors Armor Price Linen tunic free Leather vest 146 Leather jerkin 321 Lamellar vest 1261 Lamellar armor 2410 Vaegir elite armor 3828 Shoes Shoes Price Hide boots free Nomad boots 90 Splinted leather greaves 310 Splinted greaves 853 Gloves Gloves Price Leather gloves 90 Mail mittens 350 Scale gauntlets 710 Weapons Weapon Price Melee Weapons Scimitar 273 Elite scimitar 410 Spiked club free Knobbed mace 98 Spiked mace 152 Winged mace 212 Long spiked club 264 Long hafted spiked mace 310 Bardiche 291 Long bardiche 390 Great bardiche 617 Great long bardiche 660 Spear free War spear 140 Awlpike 517 Ranged Weapons Javelins 360 Shields Old kite shield free Plain kite shield 84 Kite shield 187 Heavy kite shield 384 Bot Vaegir Spearmen[] Vaegir Spearman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 15 Agility 5 Intelligence 4 Charisma 4 Health 58 Armor Head Nomad cap, spiked helmet Body Padded leather Hand ? Foot Nomad boots Skills Skill Points Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw ? Weapon Master ? Shield 2 Athletics 6 Riding ? Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Spear, spiked club Ranged (Possible): javelins Shield Plain kite shield Mount ? |
Vaegir Veteran | Vaegir Veteran Troop Information Culture Kingdom of Vaegirs Wages 10-5 denars or 17-9 denars (mounted) Acquired from... Vaegir Footman Upgrades to... Vaegir Infantry-or-Vaegir Horsemen Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Vaegir Veterans are troops of the Kingdom of Vaegirs. Although classified as infantry, they may also have mounted troops amongst their ranks. If they are dismounted, they will not be able to remount any horses as they do not have any points in their riding skill. They are some of the first troop types in Mount&Blade, dating as far back as Warrider in 2003. Tactics[] Vaegir Veterans can serve as early cavalry, but if you are facing a force over twenty and you only have a few mounted Veterans as your cavalry, tell your men to stand ground or hold position before allowing them to charge. This prevents your mounted Veterans from rushing into the enemy all by themselves and getting clustered and killed. However, even when put into danger, Vaegir Veterans rival the strength of Nordic troops of the same tier and possess powerful weaponry. Like all Vaegir units, they are a great threat to anything without a shield (which is ironic, as most Vaegirs have no shields). They use powerful two-handed axes which destroy any shield regardless. However, they lack shield defense themselves, spawning with inadequate shields. Nevertheless, their decent armor and consistently effective axes balance them with most other troops in their tier. 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. Vaegir Veteran - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Steppe Cap, Spiked Cap, Vaegir Helmet, Cap with Fur Body Leather Jerkin, Studded Leather Coat Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics 2 Riding ? Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Crossbows 0 Throwing 0 Weapons Melee Spiked Mace, Two Handed Axe, Nordic Sword, Spear Ranged ? Shield Plain Kite Shield, Kite Shield Mount (Possible): Saddle Horse Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman |
Vagiroving | Vagiroving Official Information Faction Sturgia Leader Knyaz Godun Fiefs TyalUrikskala Castle Tier ? Wealth ? Vagiroving is a clan of Sturgia led by Knyaz Godun. Contents 1 Description 2 Members 3 Settlements 4 Trivia Description[] At the start of the Calradic civil war, the clan holds territory on Sturgia's easternmost border region with the Khuzait and the Northern Empire. Members[] Godun (leader) Erta Lek Svana Osven Settlements[] Towns Tyal Castles Urikskala Castle Villages Visibrot Bukits Urikskala Alov Trivia[] Due to their name, it is possible the clan holds some connection to the future Kingdom of Vaegirs. Clans of Sturgia Major Gundaroving Kuloving Vagiroving Ormidoving TogarovingIsyaroving Vezhoving Ubroving Kostoroving Minor Forest People Lake Rats Skolderbroda |
Valanby | Valanby Settlement Information Type Village Kingdom Vlandia Fortification Drapand Castle Valanby is a village in Vlandia owned by the baron, Aldric of the House dey Tihr. The village is bound to Drapand Castle and is known to produce Olives. It is likely that the town is famous for its horses and the namesake of the Valanby Courser breed. Valanby sits overlooking the Trand estuary. Villagers plant flax in land reclaimed from the riverside marshes. 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 |
Vanguard (Multiplayer) | For the single-player version, see Vlandian Vanguard. Vanguard Basic Armor Improved Troop Information Faction Vlandia Type Cavalry Cost 140 Class Stats Hit Points 100 Armor 19 (basic)28 (improved) Movement Speed 71 Army Size 9 Vanguards are a multiplayer cavalry class of Vlandia. Official Description[] Vanguards are usually sons and daughters of wealthy burghers, minor nobility, or anyone who can afford a horse. They make up the mainstream light cavalry of the Vlandians. They serve as vanguards, scouts, outflankers, or they are used when Knights don't want to bother chasing down routed troops or other faster moving light or ranged cavalry. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Western Spear Two Handed One Handed Western Rider's Kite Shield Shield Western Long Arming Sword One Handed Hunter Mount Perks Charger A bigger, tougher, but slower horse(replaces Hunter)Mount Western Lance Longer, can be couched(replaces Western Spear)Two Handed One Handed Couch Lance Improved Armor Provides +9 armor |
Varcheg | Varcheg Settlement Information Type Town Kingdom Sturgia Villages Rodobas, Kargrev Sieges with... Battering Ram, Ladders, and Towers Port No Varcheg is a town of the Principality of Sturgia. The town's ruler is the Grand Prince of Sturgia, Raganvad of the Clan Gundaroving. Contents 1 Description 2 Territory 3 Points of Interest 4 Economy 5 Trivia 6 References Description[] The former Nord colony of Varcheg sits on a windswept sea-bluff at the base of the Kachyar peninsula, in what was once Battanian land. The jarl who founded this coastal outpost, hoping to trade with the interior, pledged himself in fealty to the Battanian High King Dernmachad, but then proceeded to dabble in Battanian politics. Annoyed, Dernmachad hired a Sturgian army to crush his unreliable new vassal. The Sturgians complied and routed the Nords, but then demanded the newly captured town as their payment. They called the town 'Varcheg', a corruption of the Nordic term for 'oathsworn companion', to mock both rivals whose quarreling had handed them their prize. Varcheg is the namesake of the Bay of Varcheg just south of the town, with the village of Kargrev serving as the town's port. This town is constantly invaded by Vlandia, constant sieges and rebellions gradually make this town the poorest in the whole of Calradia. Territory[] The villages of Rodobas and Kargrev are bound to Varcheg. 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 for smithing materials. Criminal gangs may be present at different locales such as the Backstreet, or Waterfront. Economy[] At its starting point, Varcheg is of average Prosperity. Its economy is based upon the Sturgian fur trade, with the villages of Rodobas and Kranirog selling their furs here. Trivia[] Varcheg did not receive an official lore description in the town Encyclopedia article until patch 1.2.7. According to the game files, Varcheg is said to mean 'far-flung on peninsula'. This document also hinted at the town meaning 'sworn companion' [1] 173 years after the Calradian Civil War, by the time of Mount&Blade: Warband, the Nordic town of Wercheg is presumed to be the same settlement given their similar names and location. Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan References[] ↑ From comments in the game file settlements.xml |
Varnovapol | Varnovapol Settlement Information Type Town Kingdom Sturgia Villages Yangutum, Omkany, Borchovagorka Sieges with... Battering Ram, Ladders, and Towers Port Yes Varnovapol is a town of the Principality of Sturgia. It is governed by boyar Yorig of Ormidoving clan. Description[] Varnovopol, which sits beneath the Chertyg Mountains on the crystal waters of Lake Laconis, has the dubious honor of being perhaps the most-often conquered city in Calradia. Originally it was a colony of the Empire, infamous as a place of exile for dissident senators, before it was seized by Nords as a base to expand their influence into the Sturgian fur trade. It was taken by the Alkit tribe from the eastern steppe and briefly served as the capital of a small khanate, before finally falling to the fierce Ormidoving clan.[1] Territory[] Varnovapol has three villages, Yangutum, Omkany, and Borchovagorka. Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan ↑ Encyclopedia Calradia, entry "Varnovopol" |
Vartin | Vartin dey Jelind Official Information Kingdom Vlandia Monarch Derthert dey Meroc Title Baron Fiefs Hongard Castle Clan dey Jelind Personal Details Gender Male Vartin dey Jelind is a Baron of the Kingdom of Vlandia and the head of the Clan dey Jelind. He is the ruler of Hongard Castle. Description[] He is according to his Personality traits reputed to be dishonorable in every way. |
Varvara | Varvara Appears in Official Information Culture Russian Character Details Hire Cost 200 thalers Likes Victor De La Buscador Liked by Mamai Dislikes Ingri, Tepes, Kill local merchant, Bring back runaway serfs, robbing or raiding villages Disliked by Bakhyt, Sarabun Character Background Home Novgorod Background Housewife Varvara is one of the Heroes in With Fire & Sword. She is comparable to Deshavi in terms of the backstory similarity and Katrin in Attribute Similarity. Dialogue[] Main article: Varvara/Interactions Stats and equipment[] Varvara - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 7 Intelligence 8 Charisma 10 Health 47 Armor Head ? Body Female Dress Hand ? Foot Village Boots Skills Skill Points Ironflesh 2 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting 1 Inventory Management 2 Wound Treatment 2 Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 1 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Bludgeon Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei |
Vassals | A group of vassals following their Marshall. A vassal is a servant of a ruler, and are usually lords of castles and villages. There are many vassals in the game, each one aligned to a certain faction. The player can become a vassal by swearing an oath to a king or by marrying into the family of one of his vassals. When swearing an oath to a king, the king will bestow upon the vassal a fief, which will be the current poorest village in the faction's territory. You will also be given the option to choose a Banner, if you don't already have one. Breaking your oath will result in a large drop of honor and relation, as well as making enemies with all of your previous faction. They can be restored if you want to be friends with them again by allying with another faction, however your honor will stay the same. In Warband, the player can create their own kingdom and give vassalage to their companions, thus allowing them to have their own army. Non-Town/Castle Owning Vassals does not start spawning until Day 1 in the Afternoon. Every faction has 20 vassals, 8 old ones and 12 young ones. Contents 1 Titles 1.1 Warband 1.2 With Fire & Sword 1.3 Viking Conquest 2 Houses of vassals 3 Romance of vassals 4 Realigning 4.1 Indictments 4.2 Political Calculations 5 Personalities 5.1 Overview 5.1.1 Martial 5.1.2 Quarrelsome 5.1.3 Pitiless 5.1.4 Cunning 5.1.5 Sadistic 5.1.6 Good-natured 5.1.7 Upstanding 5.2 Regarding release 5.3 Regarding war 5.4 Regarding foreigners 5.5 Regarding Village Aid 5.6 Normal Introduction and Rumor 5.7 Female Introduction 5.8 Politics 5.9 Battle Dialogue 5.10 Other Titles[] Warband[] All vassals held the title of "Lord" in classic Mount&Blade, however Warband gave the various factions different titles. Faction Title Placement Meaning Khergit Khanate Noyan After name Mongolian: Commander/Gentleman Kingdom of Nords Jarl Before name Old Norse-derived: Chieftain Kingdom of RhodoksKingdom of Swadia Count Before name A particular high-ranking European noble title Sarranid Sultanate Emir (male)Sayeda (female) Before name Arabic: Commander/Prince/Leader Kingdom of Vaegirs Boyar Before name Russian/Ukrainian/Romanian/Bulgarian: Commander/aristocrat Player kingdom Lord Before name A person of authority Bunduk Tribune Before name Roman: an elected official who worked for the plebeians With Fire & Sword[] With Fire & Sword expanded on titles, giving various titles even within the same Nation. Nation Title Placement Meaning Crimean Khanate Bey After name Turkic: Chieftain Crimean Khanate Khan After name Turkic: Military ruler Crimean Khanate Mirza Before name Turkic: Prince(In reality, Turkic grammar would dictate this title be placed after the name) Crimean Khanate Pasha After name Turkic: Lord Cossack Hetmanate Army Chief Before name - Cossack Hetmanate Colonel Before name Senior military officer below general Cossack Hetmanate Company Commander Before name Commanding officer of a "company" Kingdom of Sweden Baron Before name Title of nobility Kingdom of Sweden Elector Before name Member of the electoral college of the Holy Roman Empire Kingdom of Sweden General Before name High-ranking officer Kingdom of Sweden Governor Before name An executive official Kingdom of Sweden Governor-General Before name An official representing the monarch in an independent territory Kingdom of Sweden Ratsherr Before name German: Councilor Muscovite Tsardom Chief Before name Supreme military commander (Ataman) Muscovite Tsardom Prince Before name A hereditary title of nobility Muscovite Tsardom Noble Before name A person of nobility Muscovite Tsardom Warlord Before name A person with civil and military control over an area (Voivode) Polish Commonwealth Colonel Before name Senior military officer below general Polish Commonwealth Cornet Before name Cavalry officer Polish Commonwealth Hetman Before name Polish: General Polish Commonwealth Prince Before name A hereditary title of nobility Polish Commonwealth Warlord Before name A person with civil and military control over an area Viking Conquest[] Viking Conquest has an all new set of titles. Many of them overlap between the numerous factions in the game. Factions Title Placement Meaning Kingdom of AlbanKingdom of LaiginKingdom of MumainKingdom of UladhTribe of Osraige Ard Tiarna Before name Irish: High lord Kingdom of West Seaxe Aetheling Before name A prince eligible to the throne Kingdom of Northhymbre Cyning Before name Old English: King Kingdom of East EngleKingdom of MierceKingdom of West Seaxe Dryhten Before name Old English: Lord; Governor Kingdom of East EngleKingdom of MierceKingdom of NorthhymbreKingdom of West Seaxe Ealdorman Before name Chief magistrate Kingdom of DanmarkKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Hersir Before name Viking commander Kingdom of DanmarkKingdom of NorthhymbreKingdom of Northvegr Konungr Before name Old Norse: King Kingdom of DanmarkKingdom of FrieseKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Jarl Before name Old Norse-derived: Chieftain Kingdom of Alt ClutKingdom of CornubiaKingdom of GlywyssingKingdom of Gwynedd Guledic Before name Chief elder Kingdom of AlbanKingdom of Alt ClutKingdom of BrycheiniogKingdom of ConnachtaKingdom of CornubiaKingdom of GlywyssingKingdom of GwyneddKingdom of MideKingdom of UladhTribe of OsraigeUi Neill of Aileach Mael Before name Middle Welsh: Prince Kingdom of Gwynedd Ri Before name King Ui Neill of Aileach Ruire Before name King Kingdom of AlbanKingdom of ConnachtaKingdom of LaiginKingdom of MideKingdom of MumainKingdom of UladhUi Neill of Aileach Tiarna Before name Irish: Lord Kingdom of GlywyssingKingdom of Gwynedd Tiern Before name Spelling variant of Tiarna; Lord Houses of vassals[] Some vassals are in a family of others (Warband and Bannerlord only). If you intend to make a syndicate of vassals, it is highly recommended to find the oldest vassal and set him as standard, as he will have many sons, nephews, and sons-in-law who are vassals too. Note that certain members of family are randomized at the beginning of a new game. Only the younger vassals' parents and siblings, and the older vassals' spouse and children are not randomized. Vassals in the same family will... Not try to denounce, indict, or attack each other. Ask players for help when one of them is captured. Pressure or support romance of player and a lady, if the lady is member of that family. Try to denounce other families aggressively. Romance of vassals[] You are not the only person dealing with courtships. Unmarried vassals will meet with ladies and occasionally marry them. Male characters may see vassals as rivals. If you have a contender in romance and you don't want to lose, you can: Duel with him. Damage his renown, or indict treason. Gain more renown and become a more competent groom. Note that above ways will damage your relationship with that vassal, resulting in damage to your kingdom. Female characters can attempt to marry vassals, but depending upon their personalities, not everyone will be receptive to the idea. Realigning[] An indictment notification from the mod Anno Domini 1257. Sometimes, a vassal will change their alignment if: Their kingdom is defeated and they have nowhere to go. They think their kingdom is hopeless. They have a low relation with their liege. Their kingdom holds no territory but has not yet been defeated (i.e. the ruler of the faction remains on the overworld map). The player persuades them to realign. Note that while most vassals think realigning is a dishonorable act, many of them will do so with every month or so. Especially when Syndicating of that kingdom is serious. Also, if you managed to persuade a lord that is in a faction you are in war with to become one of your faction's vassal, his title will be changed to that specific faction. For example, if you persuade a Swadian Count to join the Kingdom of Nords, his title will be changed to Jarl. However, you have to successfully persuade them, or their title remains the same, and they will stay in that faction. Success requires very high charisma and persuasion around 8-10, though you can decrease these requirements by increasing your relations before you are at war with that faction. Indictments[] Vassals can be indicted by monarchs, including the player, for treason. This happens in non-player kingdoms when a vassal's controversy is high and their relation with their liege is low. Most often, this occurs because a vassal has not had a fief for a long time. All other vassals in the kingdom will lose relation with their liege. How much relation is lost depends on a variety of factors, such as the indicted vassal's relation with their liege and their family connections. Family of an indicted vassal lose more points of relation with their liege than other vassals. The amounts are: Spouse: -7 Parent/child: -6 Sibling: -4 Other familial relation (cousin, in-laws): -2 Political Calculations[] In Warband, the game is continuously cycling through all vassals in the background in order of their position in troops.txt. During this process, they asses their court position, relation with their liege, and their position on the faction's political issue. For example, if a faction's political issue is selecting a marshal, when the game reaches them in the list, they will decide who they support for marshal. The same is true for a fief. However, during the political calculations process, vassals will also either gain or lose relation with their liege, most often because they have fiefs or do not have them. Martial and cunning lords lose 2 relation with their liege for every cycle they do not have a fief, while quarrelsome, sadistic, and pitiless lords lose 4. Good-natured and Upstanding lords do not lose relation for lack of a fief. Once relation between liege and vassal is below -50, they will begin to realign. Vassals can only realign autonomously if they are alone (i.e. if their party is next to another vassal's, they cannot realign). However, if they are alone, they will either be indicted or defect once their position in the list is reached and political calculations are performed. Personalities[] All vassals have different values and personalities, ranging from peaceful inland patrol to restless warmongers. Senior vassals (the ones who already have children) have consistent personalities between games, while the younger vassals' personalities are randomly assigned at the start of every new game. Most of the vassals who own cities are martial. A kingdom with an extra city usually has lords that have personalities that are not martial. All of these are quarrelsome (with exception of Clais, who is pitiless). Overview[] There are seven lord personalities in Warband: Martial Quarrelsome (called Bad-Tempered upon encounter if Cheat Menu is enabled) Pitiless Cunning (sometimes called Calculating) Sadistic (called Debauched on Notes page if the Cheat Menu command "Update political notes" is used) Good-natured Upstanding Martial[] Martial lords, as the name implies, are primarily concerned with warfare. A neutral personality type, martial lords are somewhat easy to manage as a ruler. They are chivalrous, but not to the extent of good-natured and upstanding lords. Most notably, they love war, and will become restless if the faction is at peace for a long time. An easy way to resolve this is to hold a feast every time you are able to in peacetime, while in wartime they are happy, so this becomes unnecessary. Martial lords will also slowly become disgruntled over time if they do not have fiefs, and will become upset if another vassal is granted a fief if they have fewer than three. They make for useful and aggressive marshals, and usually have higher renown and thus can field bigger armies. Like their more honorable counterparts (good-natured and upstanding), martial lords dislike unjust wars. Even though they will be contented in war time, declaring war without justification results in a loss in relation with martial lords. However, declaring war with provocation results in a relationship gain of 1. This effect is global; chivalrous lords in all kingdoms, not just the player's, will lose relation for unjust wars. Quarrelsome[] Quarrelsome lords are dishonorable, cruel, and rude, and they frequently start rivalries within a faction. They are difficult to manage by the player, similar to sadistic lords. They are perhaps the worst personality for a vassal to have, and will become upset if another vassal gets a fief. Like pitiless and sadistic lords, they constantly want fiefs, and are generally selfish after their relatives are provided enough fiefs. Quarrelsome lords, like sadistic and pitiless lords, love raiding villages, and will often do so even if their faction is on campaign and the army is assembling nearby. They do not tolerate having no fiefs, and will become disgruntled over time. Upon defeat by the player, regardless if they are let go or not, you will lose 1 relationship point with them. Honorable players begin a relationship with a -3 relation to a quarrelsome lord. As with every other dishonorable lord, is it inadvisable to recruit them into your kingdom unless the player is dishonorable. Pitiless[] Pitiless lords are merciless lords who love war and dislike honorable actions. They are not as difficult to manage as quarrelsome and sadistic lords but are of a somewhat negative personality type. You gain relationship with them when they are released, but they are dishonorable, and, like the other two, are fine with switching lieges. In most respects, pitiless lords are identical to sadistic and quarrelsome lords, except that they are grateful to be released, save for a parting insult that the player will be "finally defeated" and they will request for their "death to be swift and merciful." Like other lords, they require a fief to content. They give quests that require the player to behave dishonorably, such as Kill local merchant. They also exclusively give the quest Bring Back Runaway Serfs. Like quarrelsome lords, victory over a pitiless lord will cause your relationship with that lord to decrease by 1. Cunning[] Cunning lords are of a neutral personality type. They are primarily concerned with themselves and amassing as much power as possible. Like martial lords, they require three fiefs to keep happy. They also start rivalries more frequently than martial lords, but not as frequently as quarrelsome, pitiless, and sadistic lords. They appreciate being released, and there are no negative consequences to doing so, however if your faction is still at war with theirs, you do not gain bonus points with them upon next meeting, a quality shared with Pitiless lords. They also give some dishonorable quests, such as Kill local merchant. Sadistic[] Sadistic lords are cruel lords who hate chivalry, love conflict, and revel in death. They freely raid villages, attack caravans, and they disregard the wellbeing of others. Sadistic lords are perhaps the second worst if not worst personality type, beside quarrelsome. They share almost all traits and behaviors with other dishonorable lords, including dishonorable quests. They also hate being released after defeat, like quarrelsome but unlike pitiless. However, a potential benefit to a player is that sadistic lords will consistently, almost feverishly, raid villages during wartime, like quarrelsome lords, which enables a faction to quickly rack up war damage against another. Similarly, Sadistic (and quarrelsome) lords are almost incapable of talking to the player without insulting them, and are thus easy to identify. Good-natured[] Good-natured lords hold one of two positive personality types in Warband, and perhaps have the best. These lords are friendly, affable, and want to see justice done in the world. They are also less formal than upstanding lords, and are most concerned with a ruler ruling justly. Good-natured lords, like upstanding lords, gain 1 point of relation with the player per 3 points of honor. This means that if the player has 300 points of honor, good-natured lords are devoted to the player before they even meet them. They also cannot lose relationship with the player past that point unless honor goes below 300. Good-natured lords tolerate having no fiefs, and do not care if someone other than them or their supported choice is given a fief, even if they have none for a long time. Having high honor negates any potential ramification of a good-natured lord not having a fief. Good-natured lords do not, however, make exceptional marshals, unless they have high renown. Despite this, they do behave honorably on campaign, and will avoid raiding villages, believing that they should not attack innocents. Like upstanding lords, they almost always love their liege, and are nearly impossible to persuade to join your faction unless they have been beaten repeatedly (and thus repeatedly lose relation with their liege) or their kingdom is on the verge of collapse. This remains true even with a very high relationship. They are selfless with who they support in getting a fief, as long as they have enough to match their renown (the higher the renown, the more fiefs they'll want for themselves before they start supporting everyone else). When persuading to join a faction, the correct options is, "Because I will rule justly and protect the rights of the commons." Upstanding[] Like good-natured lords, upstanding lords are one of two positive personality types in Warband. Upstanding lords value honor, loyalty, and valor, and they are fiercely loyal to their liege. They share almost all traits with good-natured lords, including a point in relationship per every three points of honor. They tolerate not having a fief, and do not become disgruntled when a fief they want is given to someone else. Like good-natured lords, they hate dishonorable lords, and often feud with cunning lords. Unlike good-natured lords, however, they make for better marshals, and more frequently besiege towns and castles (but also avoid attacking villages). If the player is dishonorable, it is inadvisable to recruit upstanding or good-natured lords, as they will frequently be upset with the player for their actions. If the player is honorable, however, upstanding and good-natured lords can be indispensable for a stable kingdom, though they are also very difficult to persuade. A notable difference between upstanding and good-natured lords exists for female characters, whom upstanding lords will refuse to marry regardless of relation. Good-natured lords are not so conventionally-minded. When persuading to join a faction, the correct option is, "According to the ancient law of Calradia, I should be {queen/king}." Regarding release[] If defeated in battle by the player, some lords take being released as honorable act. Others, however, will take it as an offense. The player will gain relationship bonuses after releasing them, and will get a chance to beg them to let them go in the next battle (with a steep cost in relation). However as mentioned before, some take being released as dishonorable, resulting in a relationship penalty on the next meeting. The best way to find out who hates being released is by releasing every caught lord and keeping track. Lord reactions to being released are as follows: Appreciates release, 5 point relation bonus: Martial Appreciates release, 2 point relation bonus if still at war: Good-natured, upstanding Appreciates release, 1 point relation bonus if still at war: Liege (kings) Appreciates release, no relation bonus if still at war: Cunning, pitiless Hates release: Bad-tempered/quarrelsome, sadistic Regarding war[] Some lords hate wars. They stick themselves inside the kingdom, battle with bandits, and do nothing else. If that lord becomes marshall of the kingdom, the campaigns will often be touch-and-go without any progress every time. With aggressive lords, it's the exact opposite. Lords do tend to support their friends, if a lord has many friends within his faction, then his friends will attempt to help defend his fiefs, whereas if a lord is hated, they will not defend him by their own choice. Regarding foreigners[] The player is always of foreign birth, and this attracts hate from some xenophobic lords. If you try to marry a lady, some lords will say you're foreigner and have no rights to do so. The result is nearly -10 relationship penalty. Regarding Village Aid[] Completing quests for villages is beneficial to the player, increasing the number and quality of troops that can be recruited from them, and is often a common task performed before swearing fealty or starting one's own faction. Some lords will thank the player for aiding their tenants, while others will warn the player away from accepting quests from their fiefs, as it undermines their authority. Normal Introduction and Rumor[] Personality Introduction (low Renown) Introduction (high Renown) Introduction (Noble) Rumor Upstanding Peace to you, and always remember to temper your valor with mercy, your courage with honor. I know your name. They say you are a most valiant warrior. I can only hope that your honour and mercy matches your valor. I see that you carry a nobleman's banner, but I do not recognize the device. No doubt you have come to Calradia in search of wealth and glory. If this indeed is the case, then I only ask that you show mercy to those poor souls caught in the path of war. People say that it is good to be in the service of <name>. He is good to his followers, and rewards them if they work well. Martial Perhaps you are not of gentle birth, but even a commoner, be he of sufficient valor, may make something of himself some day. Your fame runs before you! Perhaps we shall test each other's valor in a tournament or on the battlefield! I see that you carry a nobleman's banner, but I do not recognize the device. No matter -- a brave {man's/warrior's} home is all the world, or so they say! They say that <name> loves nothing more than war. Good-Natured Well, you look like a good enough sort. I've heard of you! It's very good to finally make your acquaintance. I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance, {sir/my lady}! It is good to make your acquaintance They say that <name> is a good man and treats people living in his lands decently. That is more than what can be said for most of the nobles. Quarrelsome Speak quickly, if you have anything to say, for I have no time to be bandying words with common soldiers of fortune. I've heard of you. Well, I'm not one for bandying words, so if you have anything to say, out with it. I don't recognize the device on your banner. No doubt another foreigner come to our lands, as if we didn't have so many here already. They say that <name> almost came to blows with another lord lately, because the man made a joke about his nose. Cunning Well... I have not heard of you, but you have the look of a man who might make something of himself, some day Ah, yes. At last we meet. You sound like a good man to know. Let us speak together, from time to time I see that you carry a nobleman's banner, but I do not recognize the device. Still, it is always worthwhile to make the acquaintance of {men/women} who may one day prove themselves to be great warriors. They say that <name> is a cunning opponent. Pitiless You have the look of a mercenary, another vulture come to grow fat on the misery of the land. I know your name. It strikes fear in men's hearts. That is good. Perhaps we should speak together, some time. I see that you carry a nobleman's banner, but I do not recognize the device. Another vulture come to grow fat on the leftovers of war, no doubt! I heard that <name> has a squire executed because the unfortunate man killed a deer in his forest. Sadistic Normally I cut the throats of impudent commoners who barge into my presence uninvited, but I am in a good mood today. I know your name -- and from what I hear, I'll warrant that many a grieving widow knows too. But that is no concern of mine. I see that you carry a nobleman's banner, but I do not recognize the device. Perhaps you are the bastard {son/daughter} of a puffed-up cattle thief? Or perhaps you stole it? They say that <name> likes to torture his enemies. I wouldn't want to get on the bad side of that man. Female Introduction[] Personalities Introduction (Low Renown) Introduction (High Renown) Introduction (Noble) Upstanding It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Greetings, my lady. Even with the dust of the march upon your clothes and gear, I can see that you are not lacking in the graces of your noble sex. It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Martial I must say, my lady -- do be careful, riding about this dangerous land. If you ever wished to seek a more... em... settled life, I'm sure I could find you a worthy husband from among my men. Greetings, my lady. Although I see from your demeanor that you are not a conventional maiden, I hope that you are not averse to a declaration of admiration from me, your most humble servant. I do not recognize the device on your banner, but clearly you are a lady of rank. Please consider me your most humble servant. Good-Natured From the look of you, I suppose you can handle yourself, but do be careful out there, my lady. My lady, if you are skilled as arms as you are fair in countenance, then your enemies should indeed fear you! I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance,, my lady! It is good to make your acquaintance. Quarrelsome By the way, girl -- does your husband know that you nicked his weapons and armor? I'll bet you're in for a right old beating when you get home! Heh. Fancy this -- a maiden, all equipped for war. Well, it's a strange sight, but in your case, I can imagine that it might grow on me. I don't recognize the device on that banner. Clearly another foreigner come to our lands, bringing their strange ways. Cunning It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Greetings, my lady. Please do not think it forward, if I say that it is unusual to see a woman caparisoned for war. I hope that one day I may be the father of a daughter possessed of such bravery and spirit. It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Pitiless These are fallen times indeed, when even women turn brigand, to pick the leavings from the wreckage of war. It is unusual to see a woman girt for war. Be careful, my lady -- it is a harsh world, and it would be a shame to see such beauty marred by a sword-blow. I see that you carry a noble's banner, but I do not recognize the device... You should know, lady, that in Calradia it is the men to ride to war, and if you seek to overturn the natural order of things, you will find your fair head stuck on a pike -- like that of any other rebel! Sadistic A woman, caparisoned for war! Well, I suppose that you're no more womanly than most of those in my service who call themselves warriors. What have we here! A woman, caparisoned for war! Well, I dare say that one as fair as you could lend a touch of femininity even to a mail hauberk. You appear to be of noble rank, but I don't recognize your banner. Clearly, another foreigner come to our shores -- no doubt from a land where men are weak, and the women ride to war in their place! Politics[] Personalities Private Chat (Insufficient Relation) Private Chat (Low Relationship) Philosophy Rebellion Dillemia Rebellion Dilemma 2 Upstanding I would prefer to conduct our affairs out in the open. Do not take this amiss, but with you, I would prefer to conduct our affairs out in the open. Kingship and lordship have been instituted to keep the peace and prevent the war of all against all, yet that must not blind us to the possibility of injustice. This is troublesome. It is a grave thing to declare my homage to (faction leader) to be null and void, and dissolve the bonds which keep our land from sinking into anarchy. Yet I am also pledged to support the legitimacy of the succession, and (claimant) also has a valid claim to the throne. I feel that I must do whatever is best for the realm, to avoid it being laid waste by civil war and ravaged by its enemies. Martial Forgive me, but I'm not one for going off in corners to plot. Pleace do not take this amiss, but I do not trust you. My sword is at the disposal of my rightful liege, so long as he upholds his duty to me. (claimant) was clearly wronged. Although I gave an oath to (faction leader), it does not bind me to support him if he usurped his throne illegally. On the other hand, (faction leader) has led us in war and peace, and I am loathe to renounce my allegiance. Good-Natured Surely we can discuss whatever you want to discuss out here in the open, can't we? Surely we can discuss whatever you want to discuss out here in the open, can't we? Well, you should keep faith with your promises, and not do injustice to others. Sometimes it's hard to balance those. Stick with people you trust, I think, and it's hard to go far wrong. I do not know what to say. I gave an oath to (faction leader) as the lawful ruler, but if he is not the lawful ruler, I don't know if I am still bound. (faction leader) has always treated me decently, yet it's true that he did wrong to (claimant). I hesitate to renounce my homage to (faction leader), yet I also don't think it's right to support injustice. Quarrelsome Bah -- I'm in no mood for whispering in the corner. Bah. I don't like you that much. I'm not going to go plot with you in some corner. Bah. They're all a bunch of bastards. I try to make sure that the ones who wrong me learn to regret it. Hmm. (faction leader) has never given me my due, so I don't figure I owe him much. However, maybe <name> will be no better, and <name> has at least shown himself. So tell me, why should I turn my back on the bastard I know, in favor of the bastard/a woman I don't know? Cunning Em.. Let's keep our affairs out in the open, for the time being. Em.. Let's keep our affairs out in the open, for the time being. Well, it's a harsh world, and it is our lot to face harsh choices. Sometimes one must serve a tyrant to keep the peace, but sometimes a bit of rebellion keeps the kings honest. Circumstance is all. Hmm. I gave an oath of homage to (faction leader) yet the powerful are not bound by their oaths as our ordinary people. Our duty is to our own ability to rule, to impose order and prevent the war of all against all. (faction leader) has been challenged, and thus he will never be able to rule as strongly as one whose claim has never been questioned. Yet if (claimant) takes the throne by force, (claimant) will not be as strong as one who succeeded peacefully. Pitiless What do you take me for? A plotter? Hah! I trust you as I would a serpent. I think not. Men will always try to cheat others of their rightful due. In this faithless world, each must remain vigilant of his own rights. Hmm. (claimant) says {she/he} is the rightful heir to the throne. That is good -- it absolves me of my oath to (faction leader). But still I must weight my decision carefully. It is a most perilous position to be in, to be asked whom I would make (faction leader) of this land. Yet it is also a time of opportunity, for me to reap the rewards that have always been my due! Sadistic Trying our hand at intrigue, are we? I think not. Hah! I trust you as I would a serpent. I think not. My philosophy is simple: it is better to be the wolf than the lamb Hmm. In this vile world, a wise man must think of himself, for no one else will. So -- what's in it for me? Perhaps if I join (faction leader) while (claimant) is still weak (claimant) will enrich me, but perhaps if I bring (faction leader) your head he will give me an even greater reward. Battle Dialogue[] Personalities Introduction Being Demanded Surrender Demand Surrender Battle Negotiation Failure Capture Prisoner Release Encounter after defeated Encounter after joined battle on their side Upstanding Who are you, who would come in arms to dispute our righteous cause? So be it. It saddens me that you cannot be made to see reason. You may fight us, but many of your men will be killed, and you will probably lose. Yield, and spare us both the unnecessary bloodshed. That may be, but my duty to my liege requires me to fight with you I yield! Grant me the honours of war, and do yourself credit! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! I will not forget our victory over [enemy name]. Let us once again give thanks to heaven, and pray that we not grow too proud. Martial What is your name, {sir/madame}? If we come to blows, I would know whom I fight. So be it. Defend yourself! The odds are not in your favor today. You may fight us, but there is also no shame if you yield now. That may be, but it is my duty to fight with you Stop! I yield! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Good-Natured What is your name, {sir/madame}? If we come to blows, I would know whom I fight. Very well. I had hoped that we might avoid coming to blows, but I see that have no choice. We have the advantage of you. Yield, and you will be well-treated. I'm sorry -- I can't just let you ride away. No hard feelings? I yield! Congratulations on your victory, {sir/madam}! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Quarrelsome Who the hell are you? You impudent whelp! I'll crush you! I've got you cornered. Give up, or I'll ride you down like a dog. Hah! I want to fight with you Enough! You win today, you dog! Ach, the shame of it! I'm free? Well... Good bye, then. I have been looking forward to meet you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Cunning Tell me your name. It is always good to know your enemy. Well, if you leave no choice... You are outmatched today. Give up -- if not for your own sake, then think of your men! Ah. Unfortunately, you see, I wish to fight with you Stop! I yield to you! Am I? You are a good {man/woman}. I will try to find a way to repay you. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Pitiless Who are you? Speak, so that I may know whom I slay. If you so badly wish to die, then I have no choice but to oblige you. You cannot defeat me, and I'll teach you a painful lesson if you try. Yield! Why should I care? I wish to fight with you I yield! You have won. Cursed be this day! Thank you. When you are finally defeated, I will request for your death to be swift and merciful. Unless, that is, you care to join us... Good bye, for now. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Sadistic Who are you? Speak quick, before I cut your tongue out. You heap of filth! I'll make you wish you'd never been born. Surrender or I'll gut you like a fish! Still your tongue! You will have need of it shortly, while begging for mercy I give up! I give up! Call back your dogs! Am I? So refined is your cruelty, that you would rather see me free and humiliated, than in chains. Enjoy your triumph! I have been looking forward to meeting you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Other[] Personalities First encounter after noble (met before, good/neutral relation) First encounter after noble (met before, bad relation) Village Pillaged Upstanding I heard that you have pledged allegiance to our lord, [lord name]. Fight against our foes with valor, but also with honour and compassion. A good name is as valuable as a sharp sword or a swift horse in affairs of arms. I heard that you have pledged allegiance to our lord, [lord name]. Alas, from what I know of you I fear that you will disgrace us, but I will be happy if you prove me wrong. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Martial I heard that you have pledged allegiance to our lord, [lord name]. I look forward to fighting alongside you against our foes. I heard that you have pledged allegiance to our lord, [lord name]. Pray do not disgrace us by behaving in a cowardly fashion. You have raided my village of {village name}, destroying my property and killing tenants under my protection. You will pay the price for your crime! Good-Natured I heard that you have pledged allegiance to our lord, [lord name]. Good {man/woman}! Our lord is a noble soul, and rewards loyalty and valor with kindness and generosity. I heard that you have pledged allegiance to our lord, [lord name]. Well, I can't say that I would have trusted you, but perhaps you deserve the benefit of the doubt. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Quarrelsome I heard that you have pledged allegiance to our lord, [lord name]. Fight hard against our foes, respect your betters, and don't cross me, and we will get along fine. I heard that you have pledged allegiance to our lord, [lord name]. Bah. Do yourself a favor, and stay out of my way. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood! Cunning I heard that you have pledged allegiance to our lord, [lord name]. That is good. The more skilled fighters we have with us in these troubled times, the better. I shall be watching your progress. I heard that you have pledged allegiance to our lord, [lord name]. I do not pretend to be happy about his decision, but perhaps it is better to have you inside our tent pissing out, than the other way around. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Pitiless I heard that you have pledged allegiance to our lord, [lord name]. Fight bravely and you will be well-rewarded. Betray us, and we shall make of you the kind of example that will not soon be forgotten. I heard that you have pledged allegiance to our lord, [lord name]. If I were he, I would not trust you to clean the sculleries. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Sadistic I heard that you have pledged allegiance to our lord, [lord name]. Excellent... I am sure that you and I will become very good friends. But remember -- if you betray us, it will be the biggest mistake you will ever make. I heard that you have pledged allegiance to our lord, [lord name]. No doubt you will soon betray him, and I will have the pleasure of watching you die a traitor's death. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood! |
Vayejeg | Vayejeg Settlement Information Type Village Kingdom Nords Fortification Knudarr CastleTehlrog Castle World Map Mount&BladeVayejegKnudarr CastleTemplate:World Map/Mount&BladeWarbandVayejegTehlrog CastleTemplate:World Map/Warband Vayejeg is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located to the left from where the player enters, standing on a covered porch next to a bench. Vayejeg is situated on two distinct levels in an extremely hilly area with many trees. It has a total of six structures, as well as a short, but thick stone wall near the entrance. There are two fields here growing Cabbages and Squash. Oddly, there are several dirt paths leading out from the village, but none of them actually lead anywhere and simply disappear after a short ways. If sent here during a Hunt Down Fugitive quest, the target may be found on the behind the farthest building from where the player starts on the higher right half of the village, hiding under a roof next to some haystacks. 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 |
Veidar | Veidar Settlement Information Type Village Kingdom Swadia Fortification YalenPraven World Map Mount&BladeVeidarYalenTemplate:World Map/Mount&BladeWarbandVeidarPravenTemplate:World Map/Warband Veidar is a village initially owned by the Kingdom of Rhodoks in Mount&Blade and the Kingdom of Swadia in Warband. Layout[] Player Elder Fugitive The Village Elder is in front of the large building up the hill on the opposite side of the village from where the player enters, standing next to a wooden table and stools. Veidar is built on a flat piece of land between a mountainside and stream with a moderate number of trees. It has a total of nine structures, as well as two bridges. The village has five fields growing cabbages, squash, wheat, and two different types of shrubs of some sort, while the largest field has been cleared aside from stacks of straw. Fish nets can be seen in the stream and hanging from a nearby shack which also contains whole fish. Another area has hanging meat and several knives for butchering. Strings of garlic also hang from multiple buildings. If sent here during a Hunt Down Fugitive quest, the target may be found hiding behind the fishing shack apart from the rest of the village. 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) 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 |
Veluca | Veluca Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages ChaezaEmerFednerIlviaRuldiChaezaEmerFednerSarimish Sieges with... Ladders Port No World Map Mount&BladeVelucaChaezaEmerFednerTemplate:World Map/Mount&BladeWarbandVelucaChaezaEmerFednerTemplate:World Map/Warband Veluca is a town of the Kingdom of Rhodoks. It is Initially held by Count Matheas at the start of the game. According to Ymira, Veluca has hot, dry summers and cool, wet winters, suggesting a Mediterranean climate in the valley in which the town is located. She also says that Veluca is a paradise frequently mentioned by poets. Veluca is apparently renowned for its wine. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Chaeza, Emer, Fedner, Ilvia, and Ruldi. Warband Its villages are Chaeza, Emer, Fedner, and Sarimish. Layout[] Guild Master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Veluca is located behind and to the right of the player, up a small set of stairs when 'Take a walk around the streets' is selected. Siege[] You can besiege Veluca with siege ladders. Tournaments[] When you participate in tournaments held in Veluca, you can receive the following equipment: Heavy Sword Lance & Shield Sword & Shield Crossbow & Bolts, Sword Bow & Arrows, Dagger Not all participants are on horses. Economy[] Veluca exports wine and grapes. It is a good location to buy an oil press and sell furs. Veluca produces: Ale Bread Leatherwork Oil Pottery Tools Velvet Wine Wool Cloth 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) |
Velvet | Velvet Games Base value 1025 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Raw Silk Made Into... N/A Velvet is a non-consumable trade good. It can often be found for purchase in all three towns of the Kingdom of Rhodoks: Jelkala, Veluca, and Yalen. Jelkala in particular produces large quantities of velvet. Suno will also often have some velvet for sale; however, it is usually priced above market value there. It can reliably be sold at Shariz for over 1,000 denars. Velvet is one of two items needed for the Procure Gift quest. This item can be produced by a velvet weavery and dyeworks from raw silk in Warband. The initial cost to buy a velvet weavery and dyeworks is 10,000 and the cost every week is 160 denars. The business requires 2 raw silk and 1 dye a week (both can be bought by the player) and produces 2 velvet per week. The average profit per week is 490 denars with a rate of return of 4.9%. When founding your own kingdom, there will be a court in your first town (or castle, if you don't own a town). To move the court, you will need tools and velvet. In With Fire & Sword, velvet is best bought at Kyzykermen for about 100 thalers and then sold in Vyborg for about 1000 thalers. With Fire & Sword has a Steam achievement, Velvet Commander, for having 10 units of velvet in your inventory. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Verecsand | Verecsand Settlement Information Type Village Kingdom Vlandia Fortification Verecsand Castle Verecsand is a village in Vlandia owned by the baron, Belgir of the House dey Fortes. The village is bound to Verecsand Castle and is known to produce Grain. Description[] Verecsand sits by the waters of the Ocspool, a small but deep inland lake. Villagers here grow wheat in the gentle downs by the lakeside. 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 |
Verecsand Castle | Verecsand Castle Settlement Information Type Castle Kingdom Vlandia Villages Verecsand and Marin Verecsand Castle is a castle in Vlandia owned by the baron, Belgir of the House dey Fortes. The villages of Verecsand and Marin are bound to the castle. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin |
Vesin | Vesin Settlement Information Type Village Kingdom Vlandia Fortification Charas Vesin 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 Olives. The village of Vesin lies by a creek running down from the Epiric Hills to the Bay of Charas. This warm land is well-suited to the growing of olive trees. 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 |
Veteran Slave Hunter | Veteran Slave Hunter Troop Information Culture Manhunters Wages 43-50 peningas/week Acquired from... Slave Hunter Upgrades to... Slaver Chief Upgrade Cost 1352 peningas XP for Kill ? experience Ransom Value ? peningas Veteran Slave Hunters are tier-three manhunter archers in Viking Conquest. 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. Veteran Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Old Simple Helm Body Common Long Gambeson Hand None Foot Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 2 Weapon Maintenance 0 Weapon Master 8 Athletics 2 Riding 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 100 Polearms 210 Archery 40 Crossbows 0 Throwing 185 Slings 150 Weapons Melee Heavy Long SpearHunting Knife Ranged Javelins Shield Round Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief |
Veteran (disambiguation) | This article is a disambiguation page for Veteran (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Veteran may refer to: A Mount & Blade Wiki Achievement Nord Veteran Vaegir Veteran Angle Veteran (Gesith) Frisian Veteran (Werand) Irish Veteran (Boaire) Norse Veteran (Rekkr) Pictish Veteran (Arsaid) Saxon Veteran (Gesith) Veteran Asturian Veteran Varyag Veteran Lake Rat Veteran Boar Veteran Veteran (Multiplayer) |
Vezin | Vezin Settlement Information Type Village Kingdom Vaegir Fortification Dramug CastleRivacheg World Map Mount&BladeVezinDramug CastleTemplate:World Map/Mount&BladeWarbandVezinRivachegTemplate:World Map/Warband Vezin is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the left side across the stream from where the player enters, standing next to campfire. Vezin is built on hilly terrain with a stream and evenly spaced tree coverage. It has a total of seven structures and two wooden bridges over the water. There are a couple fields here, one growing Grapes and Cabbages, while the other is empty. There are fishing nets in the water and the campfire by the Village Elder is smoking a fish over it. An animal pen of some sort can also be found, bordered by a stone wall, as well as covered spots for horses. If sent here during a Hunt Down Fugitive quest, the target may be found on the far side of the village from where the player enters, standing next to a shed. 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 |
Victor de la Buscador | Victor de la Buscador Appears in Official Information Culture Spanish Character Details Hire Cost 500 thalers Likes Tepes Liked by Varvara and Yelisei Dislikes Karlsson and Sarabun, Failing Quests, using the collected money of Collect debt from lord Disliked by Oksana Character Background Home Spain Background Mercenary Victor De La Buscador is a Spanish conquistador and one of the Heroes in With Fire & Sword. He is similar to Lezalit of the previous games. Contents 1 Biography 2 Personality 3 Gameplay 4 Dialogue 5 Trivia 6 Stats and equipment Biography[] Personality[] Gameplay[] Note: Even if you don't want him, it is recommended to hire this companion to steal his helmet (morion) as it has +31 Head armor points which is worth more than his hiring cost. Dialogue[] Main article: Victor de la Buscador/Interactions Trivia[] Victor's name translated would mean "Victor of the Buscador", or Victor of the House of Buscador, as he implies. However, "La" denotes that Buscador would be a feminine word, which it is not. It may have been intended to say "Victor de la Casa Buscador" which would make sense (Victor of the House of Buscador). The correct plural of "buscador" should be "buscadores" (searchers, seekers) and not "buscadors" as his dialogue states. Stats and equipment[] Victor de la Buscador - Default Stats and Equipment Attributes Stat Points Level 8 Strength 10 Agility 8 Intelligence 12 Charisma 14 Health 45 Armor Head Simple Morion Body Bodyguard Camisole Hand Infantry Gloves Foot Infantry Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 2 Shooting from Horseback 0 Looting ? Trainer 2 Tracking ? Tactics 4 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 145 Two Handed Weapons 125 Polearms 135 Archery 0 Firearms 0 Throwing 0 Weapons Melee Sword Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei |
Viking Conquest | Mount&Blade: Warband - Viking Conquest, or simply Viking Conquest, is a single player and multiplayer expansion for Mount&Blade: Warband. Developed by the people behind the popular "Brytenwalda" mod, it was released on the 11th of December 2014, becoming the second official expansion to be published after Napoleonic Wars. Contents 1 Description 2 Plot 3 Features 3.1 Viking Conquest 3.2 Viking Conquest: Reforged Edition 4 Factions 5 Media 6 External Links Description[] “ Anno Domini 867 We are in the ninth century. Long gone are the lights of Rome, absorbed by the tide of time, yet several centuries remain until the golden age of knights and princesses to come. It is a brutal, dark and ruthless era of raw strength and survival, where men go to bed every night praying to see a new day. It is the age of the Viking, the clans of Ireland, the ascension of Wessex and the emergence of the Kingdom of Alba. It awaits you... ” — upon starting a new game, before character creation Viking Conquest takes the player to dark-age northern Europe during the ninth century, when Norsemen invaded the British Isles en masse. It introduces six historically accurate cultures and twenty-one corresponding factions. All these factions are ruled by monarchs. The game was "remastered" on the 27th of July, 2015, being released under the title "Viking Conquest: Reforged Edition." The "reforged edition" was made available for free to anyone who purchased the original game before its update. Plot[] While being able to play in "sandbox" mode, Viking Conquest also grants the player the ability to follow a storyline. The story begins with the player character waking aboard the Woden Ric, a merchant ship. Having seemingly forgotten everything, the player asks the captain to refresh their memory, after which it becomes apparent that the Woden Ric is transporting them and their mother. After the Woden Ric is attacked by the Danish Viking, Sven Bull-Neck, the player will have to locate their mother, who has disappeared, taking the player all across northern Europe, Scandinavia and the British Isles. Features[] Viking Conquest[] Interactive world Living world that evolves around you, with historical and random events, as well as the actions of the player all contributing. Settlements More than 300 new cities, castles, villages and special scenes to discover, explore, conquer and plunder. Characters More than 200 historical characters and 100 extra NPCs: Kings, Lords, Ladies, bards, priests and many others. Meet legendary figures like Ivar the Boneless or his brother Sigurd Snake-in-the-Eye, royalty like Harald, later known as FairHair, or Aelfred of Wessex. Storyline A story mode where the player will be part of a complex plot involving political conspiracy, during the time the sons of Ragnar were leading their Great Heathen Army through Britain. An immersive game style with choice and consequence, romance, betrayal, moments of greatness and ruin. Sandbox mode A sandbox mode, the classic Mount&Blade system, where goals are determined by the player, but with all the richness and options offered by the new setting. Companions More than 15 possible companions, with deep interaction and different personalities. Sometimes their conflicts will force you to use cunning and diplomacy. Religion A complex religion system with two faiths, the Norse Gods and Christianity, with monasteries, special NPCs and parties. Religion will be a important factor in the game that will affect the player's interactions even within their own party. Naval travel Naval travel and warfare, a key feature to really make the setting complete. Warfare Battles can range from simple robbery to massive naval conflicts between huge fleets laden with warriors, all in dynamic battles where you can pilot your own boat, adjusting for factors such as wind, waves, and weather. Settlement building The option to build your own refuge, hire staff for it, and populate it with the wives and children of your troops... Siege warfare Detailed siege warfare system, with options to reduce a defender by hunger or morale, or by direct assault. With hard choices, plagues and famines, coastal assaults. Viking Conquest: Reforged Edition[] The Last Tuatha De Danann All new story, set in dark, mysterious Ireland where nothing is what it seems and truths are hidden... Hofs of the Nordic gods Visit the holy grounds of the Nordic Gods. Make sacrifices and recruit powerful yet unpredictable Berserker troops into your army. Dog companion A loyal canine friend who will stay by your side, even on the battlefield. Start as leader of a faction Skip the rise to power and get straight into Reforged Editions expanded kingdom management. Crouching and hunting Feed your men a better variety of food by hunting wild boar but beware, startle these creatures and they're liable to attack. Working (minigames) Out of luck and out of penningas. Commit yourself to an honest day's work in a quarry, mine or farmstead. New ambush system There is no greater weapon than the element of surprise; catch your enemies off guard with an ambush attack. Though you must keep your wits about you, or you could be the target of an ambush yourself. Adventuring companions Companions that leave the player's party from discontent may now strike out on their own as adventurers, gathering their own forces and making their mark on the world. New quests and roleplay events Discover assassination plots, interfere in affairs of religion and more with these new sandbox quests. Improved atmosphere New ambient sounds and scene contribute to a richer experience in historical Dark Age Britain. New items Dozens of new weapons and armours as well as updates to old visuals. Battles Improved enemy AI, incorporating tactics and formations add a new dimension to battles. Shock troops such as the Berserkir fight like animals but in the heat of battle may not distinguish friend from foe. Kingdom improvements Customise your kingdom's colour, ransom prisoners to the enemy and raise your peasants as a levy army in times of need. Expanded multiplayer New scenes and Raid game mode. Improvements to the UI and additional options for server admins to take control of the invaders in Invasion mode. More immersion Special player traits and the ability to spread rumours to influence people throughout the land. More lively scenes with domestic animals walking around. Extra information about your companions and the option of a second player outfit for use outside of battle, as well as much more roleplay and many more immersive features. Customise your level of difficulty and goals Set your own goals to become an Infamous Raider, Strong King, Beloved Warrior and more. Customise your difficulty options to cater your own experience and challenge. Factions[] Main article: Factions (Viking Conquest) Media[] Mount & Blade Warband Viking Conquest - "First Gameplay" TrailerViking Conquest Reforged Edition Launch Trailer External Links[] Viking Conquest on Tale Worlds Viking Conquest on Steam Viking Conquest on GOG |
Vikingr | Vikingr Troop Information Culture Norse Wages 31 up to 37 Acquired from... Hof, Liberating or recruiting prisoners Upgrades to... N/A Vikingarnir (singular: Vikingr) are bandits in Viking Conquest, that can be found in raiding parties on land or sea. If in player's party, they count as sailors for map speed purposes at sea. How to acquire and tips[] Get them from Hofs if you are Pagan. Fight sea parties (close to Tunsberg or in the seas south of Englaland or around Dun Bretann or Aileach) and recruit them from prisoners. Examples of sea parties where you can find them: Frankish Raiders. They are obvious picks for the shield wall though there are stronger melee troops. They count as bandits so they will cost more then regulars. Stats and Equipment[] Vikingr - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Norse Gambeson Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 2 Weapon Maintenance ? Weapon Master 7 Athletics 2 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 230 Two Handed Weapons 170 Polearms 190 Archery 50 Crossbows 0 Throwing 205 Slings 145 Weapons Melee ? Ranged ? Shield ? Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Vlandia | Vlandia Official Information Capital Galend Ruler King Derthert Claimant BereninHervard Hardskull Ruling Clan dey Meroc Minor Factions Brotherhood of the WoodsCompany of the Golden Boar Faction Location Vlandia in red The Kingdom of Vlandia is a kingdom in Mount&Blade II: Bannerlord ruled by Derthert dey Meroc. It occupies the western forests and coastal plains of the Calradian continent. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 5.1 The Battle of Pendraic 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery 12 References Overview[] The Vlandian kingdom, named after the early warlord Wilund the Bold (Calradic: "Valandion"), began as a large number of barbarian tribes, who migrated into former Battanian lands during the waning period of the Calradic Empire. The Empire was at war on all sides, so it offered these new barbarian tribes land grants in exchange for mercenary work. Unfortunately, this gave Vlandian nobility a taste for Empire lands, and they united under King Osric Iron-Arm to conquer the far west of the Empire and declare themselves an independent nation. Militarily, the Vlandians are best known for their powerful, well-armored heavy cavalry units who charge with couched lances. They also field well-trained crossbowmen, and their cultural Bonus lets their leaders gain 5% more renown from each battle. Mercenaries that are Vlandian-cultured earn 15% more Money and Villages that are bound to castles, are 15% more productive. However, their cultural penalty means that it costs 20% more influence to invite Lords to armies. They start with slightly more territory than the other factions, but are vulnerable to internal dissent.[1] Vlandia is the predecessor to the Kingdoms of Swadia and Rhodoks in Mount&Blade: Warband, with the Kingdom of Swadia even inheriting the tradition of the ruling clan's heraldry featuring a lion. Ruler[] King Derthertdey Meroc Vassals[] Baron Aldricdey Tihr Baroness Calatilddey Arromanc Baron Ingaltherdey Cortain Baron Ospirdey Gunric Baron Servicdey Valant Baron Belgirdey Fortes Baron Hecarddey Molarn Baron Vartindey Jelind Baron Ecaranddey Folcun Baron Bericandey Rothad Official Description[] “ They came from overseas, mercenaries and adventurers, speaking the tongues of many lands, taking the empire's silver to guard the frontiers against the unsubdued tribes of the interior. They took their name from one of their first warlords, Wilund the Bold - Valandion, in Calradic - and became known as the Vlandians. Their heavy cavalry, second to none, ran down the Emperor's foes from the Aserai wastes to the distant steppes. But the empire never had as much silver as it needed, and treasury officials soon learned that it could pay its mercenaries with land grants and titles. This was perhaps not the most far-sighted of policies. The Vlandians settled, married, planted farms, and built fortresses. It was not difficult, during the recent interregnum, for Osric Iron-Arm to declare himself king, independent in all but name. He seized the imperial capital of Paravenos and the lands along the coast, and that was how the west was lost to the empire. ” Lore[] The Vlandians originated overseas and came to Calradia as mercenaries and adventurers. They take their name from one of their first warlords Wilund the Bold (Calradic: "Valandion"). The Vlandians were employed by the Calradic Empire primarily for the use of sieges, utilizing their skill in crossbows and board shields, and paid in land grants and titles, predominately located along the western coast. During a period of instability in the Empire, Osric Iron-Arm declared himself king of Vlandia, leading to de facto independence. He in turn recognized his lieutenants as barons and counts, granting them suzerainty over their lands in exchange for rallying to his banner in war. Some Vlandian kings have sought to expand the powers of the kingship; others have allowed the barons to feud amonst themselves so long as the money and manpower is there when needed. The Battle of Pendraic[] When King Derthert, great-grandson of Osric Iron-Arm, ascended to power, the Vlandian realm still paid lip service to the Empire and was in a shaky alliance with it. Osric Iron-Arm negotiated this alliance in return for the Empire leaving Vlandia alone, and had received a crown from the then-emperor as a gift of good-will. Derthert promised Emperor Neretzes he would aid him in war when he took the throne, not suspecting that war would actually come under Neretzes' rule. But in 1077, when the Sturgians raided the Empire's border, Neretzes called the Vlandians to march with him on the Sturgians and Battanians. Derthert was reluctant to do so, and the Emperor insulted him, calling him and all of Vlandia cowards. The Barons were furious and Derthert was forced to march against the Empire, maintaining the illusion of alliance until the last minute. While the Vlandians played a great part in the Battle of Pendraic, they also sustained the most casualties. A great deal of Vlandian knights fell to Imperial cataphracts. Many Lords and Barons still blame Derthert for their heavy losses; Derthert himself calls Pendraic "a battle with no victors". Tactics[] Strengths[] Powerful lancer cavalry available from both common branch and the noble troop tree. Dedicated branch of crossbowmen provides early access to well-equipped and powerful ranged troops. All infantry options include access to polearms, reducing vulnerability to enemy cavalry. Economically balanced and densely settled home region. Weaknesses[] Complete lack of horse archers. Light Cavalry troops are particularly fragile and can therefore be a source of high attrition, including the mounts unless carefully deployed and managed. It is recommended to take special care so they may survive long enough to upgrade to Vanguards. Relying completely on crossbows instead of bow archers reduces effectiveness against numerous infantry. Some troops lack alternative equipment options like throwing weapons despite having room for them. Mounts native to their home territory (Saddle Horse, Vlandian Courser) are costly compared to other cultures, even when supply is plentiful. Several Vlandian towns are chronically short on mounts. Economy[] 8 cities 8 castles 36 villages Main products: olives (main producer), iron (1/6 of all deposits), grain, fish, sheep, pigs, grapes (a little of all this). Summary[] Vlandian forces pack a powerful one-two punch delivered by their crossbowmen and heavy cavalry charge. Since Vlandian troop lines have access to lancers by both the common troop tree and the noble recruits, they always have access to either elite or regular lancers. However, in Vlandian lands, there is only a single horse farm in the south, meaning that Vlandian barons and mercenaries probably need to travel to other lands to replenish their supply of war horses. Fortunately, their chosen mounts are of sturdy stock and the knights' average speed and protection and long lances allow for relatively high survivability and reduced casualties. Curiously, conventional military troops of Vlandia do not train in the use of bow and arrow. They rely exclusively on infantry crossbowmen, which reduces their mobility (as opposed to horse archers) and capability of continuous rain of fire, but allows for powerful, synchronized volley fire to be used against enemy lines. Vlandian crossbowmen are also available very early and higher tier variants can possess large shields to protect themselves in close combat. Together with their billmen (which are effective against shields), sergeants and voulgiers (who all possess polearms and backup weapons), Vlandian defensive formations can be a tough nut to crack – but they may be unable to act decisively if their heavy cavalry support or crossbow fire is disrupted by horse archers or other multi-pronged attacks. A good strategy for Vlandia when faced with superior foes is defense and counter offense. The Vlandian defensive line should be three formations, one behind another. The first is a two-row formation of Pikemen and/or Sergeants, which are capable of bracing their pikes; this should decimate and stop enemy cavalry charges. The second formation should be Billmen and Voulgiers, their role is to finish the remaining enemy cavalry that was stopped and decimated by pikemen. The third formation, preferably on elevated ground, should be Crossbowmen providing fire support to the first two. Once the enemy's first wave of attackers is thwarted, use your shock lance cavalry to launch a counteroffensive, break the ranks of the advancing enemy infantry and scatter them. Then order your pikemen, billmen and crossbowmen to march ahead; the goal is to bring the enemy into range of the Crossbowmen and provide fire support to the cavalry. Troop Tree[] Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight Clans[] Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar Territory[] 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 Trivia[] Vlandia owns the highest number of settlements and occupies the largest amount of territory in-game. The inspiration for the Vlandians in Mount&Blade II: Bannerlord comes from the Normans of Normandy (a region in northern France), particularly the conflicts involving William the Conqueror, Robert Guiscard of Sicily, and the crusader Bohemond I of Antioch.[1] Leaders of Vlandian clans bear the title of Baron, a nobility title of Old French origin. Pravend and Ocs Hall are perhaps the old names for the cities of Praven and Uxkhal. Sargot is perhaps the old name for the city of Sargoth, initially owned by the Kingdom of Nords in Warband. However, it should be taken into account this cannot be the same city, as it is placed much further south than Sargoth in Warband. Galend and Jaculan correspond to Yalen and Jelkala. Encyclopedia entries hint Charas corresponds to Shariz, owned by the Sarranid Sultanate by the time of Warband. Gallery[] Vlandian cultural style exampleVlandian soldiers in shield wall formationVlandian cavalry chargeVlandian troop treeVlandian noble troop treeBrotherhood of the Woods troop treeCompany of the Golden Boar troop tree References[] ↑ 1.0 1.1 Dev Blog - Vlandia. TaleWorlds Entertainment (30 November 2017). Retrieved on 2 March 2018. 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 |
Vlandia Peasant | Vlandia Peasant Troop Information Culture Vlandia Wages ? denars/day Acquired from... Prisoners Upgrades to... Vlandian Recruit Upgrade Cost ? denars Ransom Value ? denars Vlandia Peasants are tier-zero infantry of Vlandia. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight |
Vlandian Banner Knight | Vlandian Banner Knight Troop Information Culture Vlandia Wages 17 denars/day Acquired from... Vlandian Champion- or -Vlandian villages (rare) Upgrades to... None Upgrade Cost None Ransom Value ? denars Vlandian Banner Knights are tier-six noble cavalry of Vlandia. Contents 1 Tactics 2 Skills 3 Equipment 4 Armor Ratings 5 Weapon Ratings 6 Gallery Tactics[] Compared to Imperial Elite Cataphracts, they are similar in strength yet less armored both body- and horse-wise. Unlike their Imperial counterpart, however, Vlandian Banner Knights have a higher One Handed skill, are paid lower wages, and carry a shield that makes them slightly less vulnerable to archer fire. Still, Vlandian Banner Knights' heavy armor, speed in charging, and lances make them very deadly when charging into archers or flanked infantry - a commander can order their infantry to engage the enemy's at the front, keeping them busy while ordering Vlandian Banner Knights to charge into the enemy flanks and behind. Similar to all cavalry, a low Athletics skill means that, once either ordered to dismount or unhorsed by enemy archers, Vlandian Banner Knights run slower than infantry - this makes them less able to escape archer fire as well as unlikely for them to outrun infantry if unhorsed amid enemy lines. Skills[] (v1.2.11) One Handed 220 Two Handed 60 Polearm 260 Bow 25 Crossbow 60 Throwing 30 Riding 200 Athletics 60 Equipment[] Troops may spawn with these items in battle. (v1.2.11) Weapons Knight LanceFullered Cavalry MaceRidged Arming SwordSpiked Battle Axe Shield Reinforced Cavalry Kite Shield Head Armor Full Helm Over Mail Coif Shoulder Armor Heavy Cloak Body Armor Brigandine Over Hauberk Hand Armor Heavy Mail Mittens Foot Armor Mail Chausses Mount Destrier Mount Harness ? Armor Ratings[] Note: These items are taken from the in-game encyclopedia. Troops may spawn with visibly different equipment that may affect their in-game ratings. (v1.5.4 beta) Armor Head Body Arm Leg Weight Full Helm Over Lace Coif 50 - - - 3.5 Green Hood - 3 - - 0.5 Coat Of Plates Over Mail - 50 14 16 25.11 Heavy Mail Mittens - - 24 - 1.7 Mail Cavalier Boots - - - 23 1.8 Total 50 53 38 39 32.61 Weapon Ratings[] Note: These items are taken from the in-game encyclopedia. Troops may spawn with visibly different equipment that may affect their in-game ratings. (v1.5.4 beta) Melee Name Vlandian Lance Ridged Arming Sword Type Polearm 1H Weapon Class 1H Polearm 1H Sword Swing Speed - 86 Swing Damage - 76 Thrust Speed 83 90 Thrust Damage 37 42 Length ? ? Handling ? ? Weight 1.99 1.54 Shield Name Reinforced Cavalry Kite Shield Class Large Shield Speed 82 Hit Points 430 Weight 4.9 Gallery[] Front viewBack viewTroop icon Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight |
Vlandian Billman | Vlandian Billman Troop Information Culture Vlandia Wages 8 denars/day Acquired from... Vlandian Spearman- or -Brigand( Veteran's Respect)- or -Vlandian villages Upgrades to... Vlandian Voulgier- or -Vlandian Pikeman Upgrade Cost ? denars Ransom Value ? denars Vlandian Billmen are tier-four infantry of Vlandia. Skills[] (v1.2.11) One Handed 90 Two Handed 100 Polearm 80 Bow 15 Crossbow 35 Throwing 35 Riding 60 Athletics 110 Equipment[] Troops may spawn with these items in battle. (v1.2.11) Weapons Short BillRidged Tipped Arming SwordInfantry Axe Shield ? Head Armor Peaked Helmet Over Padded Cloth Shoulder Armor Hood Body Armor Leather Tabard Over Mail Hand Armor Padded Vambraces Foot Armor Leather Cavalier Boots Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight |
Vlandian Champion | Vlandian Champion Troop Information Culture Vlandia Wages 12 denars/day Acquired from... Vlandian Knight- or -Vlandian villages (rare) Upgrades to... Vlandian Banner Knight Upgrade Cost 1 War Mount? denars Ransom Value ? denars Vlandian Champions are tier-five noble cavalry of Vlandia. Contents 1 Tactics 2 Skills 3 Equipment 4 Gallery Tactics[] They wear above-average armor and thus can withstand some hits if stuck in melee combat after charging into enemies. In sieges, they serve as good heavy infantry - their shields provide some protection against archers. Similar to all cavalry, however, it is very ill-advised to order Vlandian Champions to charge into tightly packed infantry formations - this will easily unhorse them and get them stuck in close combat. Their low Athletics skill also means they usually cannot outrun infantry or archers once stuck in enemy lines. Skills[] (v1.2.11) One Handed 130 Two Handed 60 Polearm 160 Bow 20 Crossbow 50 Throwing 80 Riding 130 Athletics 80 Equipment[] Troops may spawn with these items in battle. (v1.2.11) Weapons Knight LanceFullered Cavalry MaceRidged Arming SwordSpiked Battle Axe Shield Reinforced Cavalry Kite Shield Head Armor Full Helm Over Cloth Headwrap Shoulder Armor ? Body Armor Brigandine Over Mail Hand Armor Heavy Mail MittensReinforced Mail Mittens Foot Armor Strapped Mail ChaussesMail Chausses Mount Destrier Mount Harness ? Gallery[] Front viewBack viewTroop icon Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.