» A collection of Mount & Blade secrets, tips and tricks. The best mount & blade warband singleplayer mod How to assert your right to rule

A collection of Mount & Blade secrets, tips and tricks. The best mount & blade warband singleplayer mod How to assert your right to rule

“A hundred and forty-seven came from Hald.
At the walls of Brattingsborg soon
They are their silk tents
Scattered in the open."

Song of one hundred and forty seven

First, let's briefly go over the essentials. Despite the fact that the game was released a long time ago, no one really promoted it (in fact, one of the first projects at the dawn of independent developers), the graphics did not shine even then, and therefore the toy may turn out to be an unexpected discovery for the general public.

FAQ

Q: What is it anyway?

O:Mount & Blade - a kind of "simulator of the Middle Ages". You take control of a character and start your journey to glory. The game is built on the principle of the greatest possible realism - as much as possible for two people without funds.

AT: How to play it? In what order do addons go?

O:Yes in any. "Warband", "Fire and Sword", "Viking Conquest" - all this just fills the game with additional content, that's all. The game is essentially a "sandbox", with a very good implementation of the Middle Ages. The additions are not related to each other in any way, but the most complete and finalized versions are Warband and Viking Conquest.

AT:What do the different settings do in the game?

  • Control eg. block - when you press RMB, your character will place a block. If this item is "auto", then a block corresponding to the direction of attack will be automatically delivered. You can also change this state to move arrows or move the mouse.
  • Control eg. strike - when you press LMB, you will swing or aim (depending on the weapon), releasing will strike or shoot. With the default settings, the impact is set by the movement of the mouse, that is, whether you move it right-left-up-down (that is, there are four directions of impact). When on foot, this does not really interfere, but when on horseback, you can switch to the arrows.
  • Pike control - pole weapons in the game have a special status, as they are the only ones of their kind that have real kinetic energy when moving. Simply put, without even swinging, but simply holding it “on weight”, you will inflict a “knightly blow”, i.e. pierce (or knock down) the enemy. In addition, you can complicate your life by setting manual control (there are two gradations: easy and difficult).
  • Damage to player/damage to allies. By default, it is in states 1/4 and 1/2, respectively. It is recommended to set other indicators only for experienced players for the so-called. "winning back" - without proper skill (and desire), they can knock you down at maximum settings with one blow. Do you want to feel like a simple soldier in a massacre of a hundred people? Feel free to put "normal! If you want to be a knight who overcomes the army - put 1/4.
  • Combat AI is a setting that affects how the AI ​​will behave in battle. The skill of shooting, swordsmanship increases, enemies learn to bypass you from the rear and even use additional formations. In fact, there is not much difference between “easy” and “hard”, since since the demo version the AI ​​has been improved so much that it fights well without it.
  • Game difficulty is essentially a useless option, only needed for those who want to get "100%" game difficulty (these percentages are specified in the settings). Depending on the level, the amount of experience and money gained changes (downward).
  • Battle speed - affects the speed at which battles take place on the global map.
  • The size of the battle - how many warriors can participate in the battle at the same time. (If there are more enemies, then they may appear in the form of reinforcements)

AT: What is Calradia? Who are Vegirs, Khergits, Swads and Nords?

O:Despite the fictional setting, the nations in the game obviously have real prototypes. Nords are obviously Scandinavians, Norwegians, Swedes and so on. Vegirs - the Commonwealth, the Principality of Lithuania and other Western Slavs. Khergits are nomadic tribes, Mongols and Tatars. Sarranid Sultanate - Arabs, Turks and other so-called. "Saracens". Svady and rodoks divide central Europe among themselves - these are Italians, French, Hungarians and so on.

AT: And for whom to play something?

O:For whom you want. All nations are playable. It is enough to take an oath to the king of the faction you are interested in. Of course, you will first need to earn trust, but this is done simply - almost every king, if he is not angry with you, will give you some kind of assignment. Over time, your fame will increase and you can become someone's vassal without running errands.

AT: And for whom it is better play?

O:Again, who do you like better? The Nords are the best foot soldiers and shooters, indispensable in the siege and defense of cities and fortresses, the Vegirs have the best knights, and the Khergits and the Sarradi Sultanate are professional horsemen, even their basic unit has a horse and they are very mobile. Swads and rodoks are balanced, they have both infantry and cavalry (only swads, rodoks are spearmen), in addition, their shooters are armed with crossbows, not bows.

AT: And who to be?

O:Depends on what you like best. Do you want to be a serious warrior? Swing two-handed weapons and polearms (it will be difficult for a non-cavalry in this game in open spaces - they will trample). Love to shoot - bows and accurate shots are your choice. You can only dissuade from the idea of ​​being a horse archer - leave these fun to the Hergits, the character shoots too inaccurately even with good pumping. In addition, you can be an engineer, a merchant, just run around and do errands, although this is still a hassle.

AT: Ok, how to make money?

O:You can run and complete various tasks, but firstly, it’s long, and secondly, it’s a chore .. The easiest way to earn money is by playing in tournaments, betting on yourself. However, it will be difficult for a beginner - practice first in the "training" camps. that are scattered around the map, but hunt for small (up to 10 people) groups of bandits. The vassal of the king receives a weekly income from his village or castle. After you get a detachment, you can start robbing villages - the most profitable activity, because selling the loot can bring up to 10 thousand denarii. When you feel the value of money on yourself (having seen in the store armor worth more than your annual income from three estates), you will begin to think about whether it is worth preserving the honor of the coat of arms, yeah. If you participate in wars, you may be lucky to capture one of the opponents. For them sometimes appoint a solid ransom.

AT: What should they be spent on first?

O:Depending on who you want to be . In any case, do not throw away the very first money for a beautiful helmet with plumage, first take care of a sensible bib. It doesn’t make sense to buy a weapon right away either, captured in battle is not much worse, although if your profile weapon doesn’t drop for you for too long, you still have to buy something simple - because possession skills directly swing from the frequency of its use. The next purchase should be a good horse. Then you can already show off in a beautiful helmet, and, for complete luxury, buy combat gloves. If you play with a sword and shield, then before the helmet you need to buy a fairly strong shield, where you first need to look at its strength, and then everything else.

If everything is bought from you, then the life of a secular nobleman begins - buy useful books (at high levels this is very important), develop your own estate and roll feasts.

AT: Where can I get all this?

O:In cities! Large capital cities like Praven, Uchkhala, Veluki, Sargoth and others have a weapons and armor seller, horse and food merchants. In addition, the latter can be bought in any village.

AT: The siege of the castle/fortress is going on for a long time! What to do?

O:The skill "engineering" is responsible for the siege of cities . Keep it at least 2 points in order to quickly besiege those castles and cities that require the construction of stairs. In the same place where you need to build siege towers - alas, you will have to endure three days, since it is very difficult to speed up this process. If there is no time or money to raise the skill (at the expense of books), then you will resort to the help of your companions - some of them have the required skill level. In this case, during the siege, entrust the construction of structures to him.

In addition, this skill significantly reduces the time of buildings in the estate, and their cost.

AT: Companions? Who else is this?

O:In various taverns it will be possible to meet characters who have some kind of history behind them. They may be willing to join you for some fee. . It is worth considering that they may conflict with each other, so select your companions carefully.

AT: What else is useful in taverns?

O:In them you can also meet book sellers or mercenary units. . The latter are not particularly good, and they require a solid payment, so you should turn to them for services only in case of extreme hopelessness (as well as to any mercenaries in general). Also in the latest additions, there are minstrels in taverns who can teach you verses. They can be told to the lady of the heart, unless of course you are afraid of angular models. (no, no mods for grafon were delivered. Wait for Bannerlord)

AT: What weapon should you choose?

O:Everything depends on the tasks. When besieging / defending a fortress, it is useful to have a bow and arrows, because you can have time to shoot a decent number of frags before the battle goes into the active stage. Various clubs will come in handy for those who expect to increase the army at the expense of captives - stunning weapons will allow you to disable enemy troops with a high chance without killing them. Cutting and piercing weapons traditionally deal the highest damage, and spears come in handy in mounted battles.

AT: How to turn in quests?

O:You will need to be sure to find the one who asked you the quest (that's bad luck!). Considering that the world of Calradia lives its own life and literally does not stand still, it is sometimes difficult to find a quest giver. He can be found by asking people who belong to his faction or in the "quests" section to see where he can be. Geographical places can be seen in the "reports" column, by clicking on some object you will be transferred to it on the global map and you can order the character to go there.

O:There is an option "camp" in the menu on the global map. After you break it, both of these options will appear, as well as the opportunity to end the journey. Look carefully, some books do not have to be read - just carry them in your inventory.

AT: I am not satisfied with the king/sultan, is there anything I can do?

O:If you suddenly want to be known as a mother's revolutionary, the game will provide you with such an opportunity. In each kingdom, in the capital (that is, in the city owned by the king of the faction) there will be a character who is a contender for the table of some other faction. After talking with him, you can start a series of events, and begin to elevate the pretender to the throne. Keep in mind that you need to have a serious army to arrange this.

  1. Creating a character here is not just about throwing parameters around. Initially, you are tormented by the question of your origin, occupation, and other seemingly abstract things. So, all this directly affects your characteristics or skills. By choosing the background of the “impoverished nobleman”, for example, you will immediately receive a coat of arms at your disposal. Choose a career as a veteran - you will have more strength and better use of weapons. A child of the steppe will add a point to your riding and shooting skill. The tradesman's assistant will obviously have a better understanding of prices. So if you want to be a salesman, it's obvious that a career as a street bum is not for you. And again, a noble knight who is going to spend his entire adult life in campaigns and buhurts should not know how to handle cloth.
  2. Initially, it is worth recruiting an army from the Nords. They are the best infantry in the game, and it will still be difficult to swing to good shooters / riders at first. When you reach enough skill and strength to kill squads of 30+ people, you can try to start recruiting your squad from vegir.
  3. Why are horsemen needed for the most part? In addition to the advantages on the plains, the speed of the squad also depends on the composition of the troops, so having knights on horseback is much more profitable than foot warriors when chasing some especially nimble lord. Well, or you can just pump "path search".
  4. It is better to leave the captured lords in the castle - they will not escape from there until you receive a ransom for them.
  5. Try to have very good relations with the king of the faction you swore allegiance to - in recent updates they like to constantly change the owners of villages and castles. So a good reputation will help you get your castle back.
  6. You shouldn't mess with even five bandits if you don't have a horse - you can easily be killed. Being on a horse, at first, until you learn how to play, do not attack units of more than ten people. Tournaments for the same reason are better to first take place in the kingdom of Vegir and Nord - more convenient weapons for beginners fall out there more often (yes, you will have to fight in training).
  7. Throw in a couple of points in the surgery skill - this will seriously increase the chances of your soldiers to survive, and therefore, you will not have to spend money on recruiting, and more importantly, spend time pumping them and gathering troops.
  8. The duration of the swing affects the damage. Such an obvious thing has two nuances - it also depends on the speed with which you are moving (suddenly, physics, yes, and now remember in which modern games this is implemented in practice), and on where you hit (it is expected that more painful ). If everything is clear with the second point, then two things immediately follow from the first: firstly, if you release the swing button at full gallop a little earlier than you collide with the enemy, then the weapon will receive an increase in “speed” and inflict more damage. Secondly, therefore, it’s better not to swing spears at all - it’s much more efficient to simply lower the spear and run into the enemy (you will be notified of a successful maneuver by the message that appeared in the log “a knightly strike!”
  9. Feel free to hire companions - many of them have useful skills that you don't have to focus on yourself (for example, engineering with Artimener, trading with the Cage, etc.)

On this, in principle, and all. It would seem that not much is gained, but the seeming emptiness of the game depends solely on the imagination of the player - the atmosphere and mechanics of the game are simply wonderful, and what goals the player sets for himself is his business. In addition, there are a lot of very playable mods, for example, the Game of Thrones mod. So if in the usual Middle Ages you are not interested in fantasizing, perhaps in a more familiar fantasy setting the game will let you turn around.

Comments

One colleague plays it often. Spinal game. Jumping, slashing, making alliances, capturing. Medieval world of tanks. Looking at how he plays, I don’t understand how he decides so quickly what to do, where to jump, etc. He himself explains that he simply already knows all the dialogues, etc., what could be in any possible scenario, since he has played thousands of times, so he simply skips the text after reading a couple of words - he knows what to do next. I don't understand what it's like to play now. But, I think, if I had played it earlier, I would also have stuck, since the automation of the gameplay here is at the level of Heroes. Apparently, the chela just likes to run different scenarios over and over again. He sometimes even, as he admitted to me, cheats out of boredom and somehow changes the attack of the spear, etc. Makes a good sword/shield etc. Just so that these long wounds according to the scenarios pass quickly. But that's just how it goes. At work there is no time to play, so it somehow breaks the game. He can’t help but play, but he wants to win there, fight, etc.

vegiers have the best knights

Svads and rodoks are balanced, they have both infantry and cavalry, in addition, their shooters are armed with crossbows, not bows.

Initially, it is worth recruiting an army from the Nords. They are the best infantry in the game, and it will still be difficult to swing to good shooters / riders at first. When you reach enough skill and strength to kill squads of 30+ people, you can try to start recruiting your squad from vegir.

Brad infantry<конницы да и глянь ветку раскачки пехоты нордов и конницы свадов, а затем сравни длину.

Why are horsemen needed for the most part? In addition to the advantages on the plains, the speed of the squad also depends on the composition of the troops, so having knights on horseback is much more profitable than foot warriors when chasing some especially nimble lord. Well, or you can just pump "path search".

Horsemen endure absolutely everything alive during the siege of the castle or on the plains (yes, even in the mountains). With pathfinding companions and a cavalry army, the army flies with at least 10.

Sarradi Sultanate

*Sarranid Sultanate

Throw in a couple of points in the surgery skill - this will seriously increase the chances of your soldiers to survive, and therefore, you will not have to spend money on recruiting, and more importantly, spend time pumping them and gathering troops.

Try to have very good relations with the king of the faction you swore allegiance to - in recent updates they like to constantly change the owners of villages and castles. So a good reputation will help you get your castle back.

It seems like nonsense ... He appoints the owner of a newly captured castle.

Q: I am not satisfied with the king/sultan, is there anything I can do?

A: If you suddenly want to pass for mom's revolutionary, the game will provide you with such an opportunity. In each kingdom, in the capital (that is, in the city owned by the king of the faction) there will be a character who is a contender for the table of some other faction. After talking with him, you can start a series of events, and begin to elevate the pretender to the throne. Keep in mind that you need to have a serious army to arrange this.

You can swing the right to the throne and capture in one (without any help from other lords) the castle to tell the king what you want him to, if he refuses (due to a low relationship with him), then you declare yourself the king with the initial territory in the form of this castle, then you tear his country (your king who declared you a rebel) into shreds and ....
PROFIT you eventually have your own country. (Because of this feature, many people probably started playing it)

It seems that the whole article is not bad, I liked it (rather its presence, but oh well).

No, with their two-handed axes, they are clearly losing to the cavalry of the Swadi and Sarranids.

Weapons may vary. The most important thing - spears - everyone has.

Rodoks have no cavalry and are conceived as spearmen (who can only win in the deep mountains and that is unlikely)

That's for sure? I remember there was.

Brad infantry<конницы да и глянь ветку раскачки пехоты нордов и конницы свадов, а затем сравни длину.

The point is that in the field, infantry humiliates the same foot soldiers, simply due to speed and a quick attack.

Horsemen endure absolutely everything alive during the siege of the castle or on the plains (yes, even in the mountains). With pathfinding companions and a cavalry army, the army flies with at least 10.

Here, during sieges, they are just something else shit, they are dying like flies forever. And with any complexity.

It is better to download it for companions (yes, several) along with the pathfinder and the trainer.

We're talking solo here.

It seems like nonsense ... He appoints the owner of a newly captured castle.

It seems like, but I have accurate information. Changes owner constantly.

You can swing the right to the throne and capture in one (without any help from other lords) the castle to tell the king what you want him to, if he refuses (due to a low relationship with him), then you declare yourself the king with the initial territory in the form of this castle, then you tear his country (your king who declared you a rebel) into shreds and ....
PROFIT you eventually have your own country. (Because of this feature, many people probably started playing it)

Here we are not talking about our state, but about what is the so-called. called palace coups. It is still more difficult with your own state, and in general it is difficult to fight against a country. This is a fact (i.e. for beginners), so there is no talk of such tricks here.

shadow scarab,

Rodoks have no cavalry and are conceived as spearmen (who can only win in the deep mountains and that is unlikely)

That's for sure? I remember there was.

No, maybe in the first part.

No, with their two-handed axes, they are clearly losing to the cavalry of the Swadi and Sarranids.

Weapons may vary. The most important thing - spears - everyone has.

All spears are usually blocked by the edge of the shield or fly into armored horses (simple ones and they are demolished with swords), and just during the siege of the spear-shit.

Horsemen endure absolutely everything alive during the siege of the castle or on the plains (yes, even in the mountains). With pathfinding companions and a cavalry army, the army flies with at least 10.

Here, during sieges, they are just something else shit, they are dying like flies forever. And with any complexity.

Well, if you have 60-90 knights against 300-400, then you will sit standing on the sidelines hiding behind a shield from random arrows. (More than half of yours will be injured, though)

It seems like nonsense ... He appoints the owner of a newly captured castle.

It seems like, but I have accurate information. Changes owner constantly.

“Like” wrote out of respect for you, when talking to the king (or another lord of the same faction) there is a line “Who are you going to appoint as the owner of Uchkhala”. This means that such and such an allotment that does not have an owner (which was recently captured) will be appointed next, in this case Uchkhala

It is better to download it for companions (yes, several) along with the pathfinder and the trainer.

We're talking solo here.

The bottom line is that you take charisma and leadership for yourself. In the solo game, you can hire and download companions. Hiring solo companions won't stop the game from being solo. Everyone plays how they want, so this part is generally unimportant.

You can swing the right to the throne and capture in one (without any help from other lords) the castle to tell the king what you want him to, if he refuses (due to a low relationship with him), then you declare yourself the king with the initial territory in the form of this castle, then you tear his country (your king who declared you a rebel) into shreds and .... PROFIT you eventually have your own country. (Because of this feature, many people probably started playing it)

Well, if you have 60-90 knights against 300-400, then you will sit standing on the sidelines hiding behind a shield from random arrows. (More than half of yours will be injured, though)

Here's something, but it's stupid to stand under fire in general, a star.

“Like” wrote out of respect for you, when talking to the king (or another lord of the same faction) there is a line “Who are you going to appoint as the owner of Uchkhala”. This means that such and such an allotment that does not have an owner (which was recently captured) will be appointed next, in this case Uchkhala

So damn it, here it’s not about the fact that it’s not known who he will choose, but that he likes to change often. What's the difference from the fact that we will know who he will choose if it is impossible to influence it? (also, he always offered himself to me)

Here's something, but it's stupid to stand under fire in general, a star.

It’s just that if the war hasn’t pumped out of itself, then you can kill 30 people. (Maximum for the sake of experience because it won’t affect the battle much) The point is that 60-90 knights against 300-400 in a siege are completely pulled out. And you stand and save hp for a breakthrough deep into the castle (or whatever).

“Like” wrote out of respect for you, when talking to the king (or another lord of the same faction) there is a line “Who are you going to appoint as the owner of Uchkhala”. This means that such and such an allotment that does not have an owner (which was recently captured) will be appointed next, in this case Uchkhala

So damn it, here it’s not about the fact that it’s not known who he will choose, but that he likes to change often. What's the difference from the fact that we will know who he will choose if it is impossible to influence it? (also, he always offered himself to me)

No, all the lords express their opinion, and taking into account their opinions, he issues an allotment (when he gives out an allotment, his relationship with the lords changes because he greased one and not the other).

Among fans of computer games, the game from the TaleWorlds Mount and Blade: Warband studio is quite popular. How to become a king in this game? The question that arises almost immediately, because one of the main changes in the gameplay was the ability to lead your own state. But first we need to say a little about the game itself.

When did Mount & Blade appear?

The first part of Mount & Blade was released in 2008. This was a solid RPG with elements of strategy, the possibility of mass battles and normal graphics. However, there were still a lot of shortcomings in the game that the developers wanted to fix in order to win the love of the players even more. In fact, the game is a journey into the world of fictional Calradia. The player will have to roam the game world, fight robbers, participate in tournaments, hire warriors to join his squad. And in general, to do everything that a brave and skillful warrior is supposed to do.

Mount & Blade: Tournament Age

So, after 2 years, a completely updated version of the game was released, in which a lot of delicious features were added. The graphic component has undergone very serious changes, a new faction has been added, the map has been enlarged. All this has allowed a game like Mount & Blade: Warband to become a masterpiece. Becoming king is the most interesting and exciting change in the game. After all, before the players could only serve the king of another state, but they themselves would never be able to achieve such power. The new update made the game doomed to success.

Mount and Blade Warband: how to become a king in the game

Thousands of players on the very first day of the release of the game began to play the game in the hope of gaining full power and eventually uniting all of Calradia under their banners. But how do you become king in Mount and Blade? It turned out that it is not so easy at all, it takes many hours to obtain such a high rank. So, let's look at the main steps for recognizing the royal title:

1) Build your character, paying special attention to the characteristics of leadership and persuasion, because these are the most important qualities for a future head of state.

2) In battles, win some fame, collect a normal army and go to the service of any king.

3) Continue to increase your renown, complete quests and increase your troops.

4) Having collected a large army, renounce your ruler and capture any of his castles.

5) Name your state and send an ambassador to those factions that have reacted well to your rebellion. Most likely, these kings recognize your right to be the ruler. Keep sending ambassadors with a high persuasion skill until you are recognized as the king of the new state.

But that's not all the features of Mount and Blade Warband. How to become a king differently? We have considered the military-diplomatic method of seizing power. The second way is to marry the king's daughter. To do this, you need to improve your relationship with the royal family, increase your fame by participating in tournaments and battles, increase your honor and your friendly relations with the faction you need. If you can achieve all this, then after the wedding you will be recognized as king. Do not rush to propose a hand and heart, but first, become the most famous and respected person in the state.

How to assert your right to power

In fact, after the coronation, you are just starting your journey in the game. This is another plus of Mount and Blade Warband. How to become a king is one thing, but to stay and rule successfully is quite another. After the coronation, start gathering an army. Remember: the king needs a large and strong army, otherwise you risk being defeated by enemy kings or lords. Conquer cities, win over friendly lords and increase your influence throughout Calradia. Mount&Blade: Warband is a wonderful computer game that gives you complete freedom of action.

I've played quite a few in the single player Mount & Blade. And I looked at a lot of modifications. I'll tell you about one very cool fashion here.

I think many will agree with me, the original game is very interesting to start. Until the hero is pumped over, surrounded by a retinue of immortal heroes and leading a heavy cavalry, sweeping away everyone in its path. Then it gets boring.

Very soon you find yourself weighed down with the protection of your lands and the maintenance of garrisons, you can no longer roam the world so freely. The desire to get involved in political strife, the war for the throne, also does not contribute to the economic component (in the original) of managing their lands, it is frankly weak. Starting the redistribution of land, you get involved in an endless bloody war. But there is not much to do, because this is the only way in the game (to collect all the lands under your flag).

For those who are bored with the original Kilradia, I advise you to install the mod Prophecy Of Pendor.

"Prophecy of Pendor" is a very high-quality modification. This is already a separate game with its own factions and global goals, and a completely different world (the map has been completely redone). The mod has incorporated some other high-quality mods, textures, items. In general, more than a dozen people worked on it.

A completely different system of tournaments and bets awaits you. Armies of foreign invaders, nomads and heretics can roam the map.

The only thing that hasn't changed is the siege. Apparently, they require too deep engine changes. The mod will please you only with new decorations (many new fortresses and castles).

The victory conditions are formulated explicitly, and they are very global.

  • You need to capture all the lands (or help one of the kingdoms take dominance over the rest),
  • make friends with the Noldor.
  • burrow all secondary factions, crush all their armies
  • smash the armies of all NPC heroes.


Separately, it is worth mentioning such a faction as the Noldors. These are wood elves, and they even have their own city, where you can visit to participate in tournaments and trade. To do this, of course, you need to somehow make friends with them, since at first your relationship with them is “stretched”. I used to hang around with their squads and help them in small skirmishes, for which I received the reputation I needed from them.

It turned out that it was possible to do this in another way, I will not say that it is simpler. When capturing elves, you can release them, which will also allow you to earn relationship points with this faction.

The game has an achievement system. There are more than a dozen of them, and they are not just medals on your shiny armor. Each of the achievements gives some kind of bonuses to the player's main stats, affects fame. Here is their list.

ACHIEVEMENT HOW TO GET THE BONUS
Competent Aide 30 completed quests +20 renown
Imposter King (Rogue Sovereign) create your own kingdom +1 leadership
Master Builder build 30 upgrades +1 engineer
Great Orator (Great Persuader) 30 own lords +1 persuasion
Defender Of Pendor destroy 7 invading armies +1 intelligence
Guardian Of Pendor destroy 15 invading armies +2 intelligence
Hero of Pendor reach 5000 renown +1 charisma
Lion of Pendor reach 7500 renown +2 charisma
Chevalier of Pendor get 500 honor +1 charisma
Masterful Warrior kill or wound 5000 enemies +1 trainer
Legendary Warrior kill or wound 10,000 enemies +2 trainer
Cult Banisher destroy the Serpent Cult army +1 survivability
Scourge of Jatu destroy the Jatu army +1 riding
Gloombane (Bane of Vejovis) destroy the Mistmountain army +1 Agility
Purger of Heresy destroy the heretic army +1 strength
Deathbringer kill 50 enemies per battle +20 renown
Arena Survivor win 25 tournaments +200 renown
Tournament Champion (Arena Master) win 50 tournaments +1 weapon proficiency
Battle Master win 250 battles +1 tactic
Great General win 500 battles +2 tactics
NEGATIVE Achievements CONDITIONS MALUS(fine)
Caravan Marauder robbery 30 caravans -1 charisma
Village Plunderer looting 20 villages -1 charisma
Epitome of Ineptitude 10 failed quests -10 renown
*Slippery Fellow 10 captures -1 tactics
cheater using cheats in 3 battles,
tournaments
Achievement lock.
Impossibility of Victory

Please note that there are also negative ones.

At first, fighting is quite difficult, especially after the relaxing atmosphere of the original warband version. Until your weapon skills creep up to 120-150, the enemies seem merciless and the tournaments are exhausting. But even after that, the game does not go into a relaxation phase, all the time you have to think about tactics, give orders to soldiers, optimizing their losses.

There are also completely unique artifacts in the game (Ruby, Emerald and Sapphire), which are exchanged in one of the locations (hidden mines of Al-Aziz) for unique Qualis Gems known as Dragon's Tears (dragon's tears). Dragon tears can also be used for other purposes. It is better to read about this in the original manual -.

Mount and blade is a famous and at first glance unusual game that made the dreams of lovers of the Middle Ages and various intrigues come true. You start playing as a simple wanderer, no matter what story you chose at the very beginning. By fighting enemies, scheming and faithfully serving your king, you can achieve many privileges, castles and tie the knot with some girl from a noble family, but you will never become a king. To take over and manage your kingdom, you will need to do a lot of work, as well as win a huge number of battles and intrigues. In this article, we will detail how to become king in mount and blade warband.

Preparing and founding your kingdom

First, upgrade your hero (in particular charisma, persuasion, leadership o), and collect a large number of soldiers, preferably cavalry, for example Swadian Knights. After that, carry out the termination of all vassal duties to the king, unless of course you have one and capture one of the castles of some kingdom. As soon as you capture the castle, a tab will appear where you need to enter the name of the kingdom, your coat of arms will be displayed as a flag. A small kingdom has been created, now you need to hold your castle and capture others!

Vassals

Fighting alone is very difficult, so you need to call on vassals from different kingdoms. To do this, you can talk to them personally, at the time of the conversation, say that he could join you and that you will give him land, it turns out extremely rarely, it depends on what kind of relationship you have with this person and the presence of a high Persuasion skill. Or the vassal himself will come to you after one of the kings kicks him out, and this happens quite often. As soon as you capture one of the castles, try not to appropriate the lands for yourself, but leave them without owners, from this the vassals will flow like a river in the desire to acquire possessions.

Wars

“Do not fight on two fronts” is the main rule in war. Command armies personally, do not appoint a marshal, they are very slow and take castles for a long time. Maintain good relations with the vassals, they will not leave you or even betray you, leaving along with the castles that you gave them.

Final goal

In the end, through hundreds of battles and sieges, you will capture all the lands and become the absolute king of Calradia. It should be noted right away that you cannot marry the daughter of one of the kings, although there is such a tab. Whatever your relationship with the king, he will constantly answer that his children deserve a more noble groom.

Conclusion

Now you know how to become king in mount and blade warband. You should not expect special laurels from this, there will not even be an inscription that you are the king of all lands. But on the other hand, you will put an end to the endless wars between the kingdoms, and the only enemies will be sea robbers, bandits and raiders who can be dispersed alone. Good luck in capturing and ruling Calradia!

Mount & Blade. The Age of Tournaments offered players some sort of final goal - to create their own kingdom and expand its borders to the size of the whole of Calradia. Technically, it is not difficult to found a new kingdom, it is enough to capture at least one castle and declare your sovereignty to the whole world. However, the life of such an early kingdom is calculated in days, and even hours.

If you want to create a state that will last more than one week and be able to grow into a powerful empire, preparations must begin long before you put a crown on your head. And today we want to tell you how to quickly go from a simple mercenary to the ruler of all Calradia.

The beginning of the way

Preparation for the accession to the throne begins from childhood, read - at the time of character creation. The future ruler must first of all be a skilled diplomat, and secondly, a competent strategist. Therefore, of the four characteristics, the most important for us is charm (here - charisma), and the second most important is intelligence.

Of the skills, as you might guess, the main ones will be leadership and persuasion. This is followed by tactics that allow you to more effectively realize a numerical advantage in battle or, on the contrary, compensate for the superiority of the enemy. It would also be nice to learn education- both before and after ascending the throne, you will have to carry crowds of recruits with you, so let them grow in levels along the way, right?

On a note: if you are used to starting the game as a merchant or a lone fighter, no one bothers you to do so this time. But then you still have to retrain the hero - of course, in the world of Calradia, even a gladiator can rule the state, but the spectacle will turn out to be miserable.

Having taken care of your education, you can join the caravan going to the Vegir Kingdom. Why Vegirs? It's just that their army is best suited to solve our future problems. In the struggle for the throne, you have to fight a lot in general and very often take and defend castles in particular. The tenacious vegir infantry, coupled with well-aimed archers, will serve us best.

Advanced training skill allows you to literally "on the go" turn recruits
into real soldiers.

Well-balanced rodoks and "infantry" nords also perform well (although the latter can be a sip of grief if cavalry regiments fall upon your young kingdom). The “horse” Svadia, the Khergit Khanate and the newcomers from the Sarranid Sultanate who joined them disappear - at least until the release of a mod that would teach riders to climb walls.

In general, the ideal army in our case is the Nordic infantry under the cover of Vegir archers. The creation of an international army is fraught with certain problems, but it is worth it.

Now your task is to put together a starting capital and assemble a squad with which you are not ashamed to go into battle. For the future king, the most convenient way to people lies through the battlefield. High charisma and leadership will help literally for a penny to recruit a crowd of recruits in the surrounding villages who will crush the enemy in numbers. You will quickly replace the dead with new recruits, and the few survivors will begin to grow rapidly in ranks. Trade in spoils of war and captives (in the future - a noble family) will provide a stable inflow of funds.

So look for bandit camps, train on the bandits "born" in them, then slowly move on to hunting enemy lords, and at the first opportunity, enter the royal service and start participating in military campaigns. As soon as the assault on a middle-class castle ceases to be an insoluble problem, it will be time to move on to active preparations for an uprising.

On the brink of rebellion

Each of the satellites comes up with their own ways of agitating for your rule. Sometimes very original.

“Why not immediately capture the castle and establish your own kingdom, if we already have the strength?” - you ask. I answer: as soon as you gain a foothold in some territory, guests armed to the teeth will immediately come to you. At a minimum, the owners of the land that you have declared yours. As a rule - one or two more neighbors who are flattered by easy prey.

Therefore, before raising a rebellion, it is necessary to accumulate enough resources to subsequently defend their right to exist. And it's not about money and not about the army. Against the real kingdom, you still can not stand. The key to the existence of any young state is the reputation of its ruler. It depends on her how favorable the neighbors will be to you.

This resource itself is of three types. The first is your level of fame. Here since Mount & Blade. The Hero's Story hasn't changed. The second is the “Right to Rule” indicator, an innovation of the Tournament Age. As the name implies, it determines how legitimate other lords and kings consider the existence of your kingdom. To put it simply, the lower it is, the worse the attitude towards you and the more often your state is attacked.

Lord Falzevor expresses dissatisfaction with the existing system, but does not yet trust us enough to decide on an open rebellion.

There is only one way to claim your rights to the throne - send one of the characters who have joined you to campaign for your humble person (for this you need to mention in a conversation with him that you want to become king). After some time (up to three weeks), your henchman will return and bring with him +3 to the right to rule.

Which, by the way, is very small. If you want to sit quietly on the throne, at least for the first time, you need to bring the indicator of the right to rule to at least 50. If you feel very itchy, you can do less, but below 30 at the beginning of the rebellion - certain death. "Swing rights" then it will be too late. Therefore, it is better from the very beginning of the game to recruit all available characters from taverns and send them to conduct a PR campaign. You don’t have to worry about their personal compatibility, they still won’t see each other.

On a note: if the hero has just returned from a mission, you cannot send him again to increase your right to rule. So the “agitators” who have worked their way can be safely sent to all four sides. If you need it, hire again.

Finally, the third measure of your reputation is your relationship with the local lords. It is especially relevant if you are going to bite off a piece of territory from the power that you currently serve. In this case, you will surely have time to enlist the support of other feudal lords before the time comes to declare independence. And then the king in his capital can shout as much as he likes about "treacherous rebels" and "ancestral lands" - you have real chances to drag your neighbors to your side before the start of active hostilities.

Family matters

A good bride is not only a lot of friends now, but also a crowd of faithful you
Salov in the distant future.

As it was sung in a famous song, "no king can marry for love" - ​​including the future king. The spouse will have to choose based not on external data, but on the number of relatives - after all, after the wedding, you will automatically get good relations with all members of her family. Of course, there can be no talk of any kidnapping of the bride - only matchmaking with all the formalities.

You can, however, try the opposite approach - first become a king, and then choose a richer feudal lord from the neighbors and quickly marry his daughter (or sister - depending on who is available). It will take quite a bit of time, and you can easily make him your vassal. Often, in this way, a territory equal to the entire kingdom is added to your possessions. Yes, and the rest of the spouse's relatives will sooner or later go over to your side.

One step away from the throne

A couple more blows, and on the site of the former capital of the Sarranides-
whom sultanate my own empire will arise.

There are two ways to create your own kingdom. The first is to storm the castle, wait for the king to give it to another lord, immediately declare his displeasure and "put the party card on the table." The possessions granted by the ruler will be left behind for you, all that remains is to choose a flag and compose a more harmonious name for the kingdom (kingdom, principality, emirate, khanate - underline as necessary).

There is an alternative way to secede along with their lands. You leave one soldier in your castle, after which you inform the king about the refusal of the oath. Immediately rob the nearest caravan or farmers, earn negative relations with the once native kingdom and quickly jump to storm the abandoned castle. You don't even have to climb the walls - a lone defender capitulates without a fight.

The second option: voluntarily write a letter of resignation, lose all possessions, and only then, being a free shooter, capture a suitable castle. Among the players, the first option is more popular, since it allows you to start ruling on the territory already equipped with your own hands. However, in reality, this path justifies itself only if your castle is well located or if you managed to earn a considerable territory.

In turn, method number two gives a wide wiggle room. At least you can choose the starting territory yourself. Agree, it’s one thing to be in the middle of a kingdom hostile to you, at arm’s length from the local army, and quite another to start somewhere in a secluded corner of the map, where enemy soldiers get for several days.

Never do that! The king should not risk his life in battle, so it is better to watch the battle
from the nearest hill.

On a note: ideally, you should choose a place for the kingdom in advance and only then, starting from the decision made, make friends with neighboring lords or, conversely, try to weaken the neighbors.

A very good place to start ruling is the land on the outskirts of a kingdom that is already at war on two fronts (or one, but extremely unsuccessfully). Then the local ruler will simply not be up to you. However, here it is necessary to take into account how long the hostilities are ongoing. If more than a month and a half, there is a great chance that the affected side will quickly conclude a truce and turn to you.

Of course, no one bothers to weaken the future victim on their own, while still in the service of any sovereign. If you have enough patience, this path can be taken to extremes. Namely, to ensure that only one capital remains from the neighboring kingdom. After that, you can safely resign and take the last stronghold by storm.

To do this, by the way, will not be so easy, since the enemy lords will be there like herring in a barrel. We'll have to run first, catching them one at a time. But then, since there will be no one to claim legal rights to this land, you will be left alone for a long time. Minus - at hand will be a strong empire created by your own labors. However, what to do with neighboring states is a question for the next chapter.

The first steps of the young king

Small but experienced infantry-
ny detachment is able to repel the assault of the enemy with the corresponding
wearing strength one to eight.

So, the first stage on the way to world domination has been passed. If you are not too lazy to create a good reputation for yourself and correctly choose a place for your kingdom, you will not be asked from the throne in the first few days (if you still have pigs - see the Save the Situation sidebar). Once everything calms down, you will be faced with the task of consolidating and building on your success.

First of all, we continue to strengthen the diplomatic status of the state. Characters who previously traveled around Calradia eulogizing you are now sent to the rulers of other realms as official ambassadors. The more people recognize our independence, the higher will be the right to rule and the calmer life.

At the same time, we begin to add to our possessions everything that lies badly. And the category of badly lying in the “Age of Tournaments” includes two types of lands. First, the outskirts of the kingdoms, which are already embroiled in confrontation with other states. You won’t master a full-fledged war yet, but if the enemy has enough problems without you, you will be able to bite off a piece or two from him. In general, this rule applies at any stage of the game - of all possible opponents, invariably choose the weakest one.

On a note: from such a situation, you can also extract good diplomatic advantages, first signing up as allies to the two attacking countries, and then offering peace to the one that was subjected to your aggression. As a result, relations will improve with all three.

The second way to expand the territory is to attract "fluctuating" lords (those who have a negative relationship with the faction leader) to their side. Some themselves will come to you in the capital in order to enter the service. True, rich feudal lords rarely come across among them, but there are plenty of lovers to change overlords like gloves. You can take them, but do not count on a rich catch.

The larger your kingdom
in, the more Mount & Blade begins to resemble Total War.

Much more effective to campaign among the disgruntled lords. In order not to pester everyone with seditious speeches in vain, regularly send out your characters on spy missions (for example, those who are not busy as diplomats). Thanks to them, you will always know which of the feudal lords is ready to change citizenship.

True, even a disgruntled lord is not so easy to lure. First, you must be on very good terms, at least +25, otherwise the lord will generally refuse to talk about such a sensitive topic as betrayal. Secondly, it is important that the interlocutor is your neighbor, otherwise he will grumble that, they say, you will not be able to protect him. In a conversation with him, you must correctly guess the argument in your favor (or pick it up using Save / Load).

You can’t put pressure on the lords either - almost no one immediately agrees to the transition, but if you give a potential vassal a week or two to think, the chances of a positive response will increase markedly. Although in the end everything is decided by the notorious right to the throne - with an indicator of more than 80, only a geographical factor can become a serious obstacle.

On a note: separate conversation - landless lords. It is easy to attract them to your side, it is enough to promise such a person to put on, and he is yours forever. But why, if you need land, and not the owners for it? It makes sense to call such lords only during military campaigns, when one or several ownerless castles are in your hands.

Diplomatic development is the main way to expand in the early stages of development. But be prepared that sooner or later your manner of pocketing foreign lands will become familiar, and they will start beating you - what kind of king will like that you are poaching vassals from him? By the way, as practice shows, kings react more calmly to the loss of acquired lands than those that originally belonged to them.

Saving the Situation

In battle, enemies also come in "waves" - first the cavalry, followed by the infantry and archers.

When it comes to warfare with superior enemy forces (and a novice ruler does not do otherwise), one should remember the mistake that enemy commanders invariably repeat - each lord moves on his own, because of which the army is pulled into a line, small detachments run ahead, and large ones trail behind. Thus, you can break the enemy troops in parts, retreating for reinforcements if necessary.

If the situation is completely seamed and the advancing enemy cannot be stopped in any way, it is better not to wait for the inevitable end and sell out with the giblets of any faction. Independence will be lost, but with a high probability they will leave you behind and the lands will remain with you. And you can regain your independence at any suitable moment.

On the road to triumph

Enemy "flying" units are rapidly running to the wasp
du castle with a garrison of 10-15 people. It remains only to
you from around the corner and kill everyone.

Having learned where the troops of the Sultanate were gathering, I caught the enemy by surprise - half of the army was just approaching, and the second was already being destroyed by my troops.

The kingdom, which has already begun to successfully expand at the expense of its neighbors, is facing two serious problems - the financial crisis and the protection of its own borders. The taxes you collect from your holdings are usually barely enough to support an ever-growing army. But the opponents are very skillful in using guerrilla tactics, making constant raids on your villages. A devastated village will not soon be able to bring a normal income.

In addition, with the growth of the kingdom, an item of expenditure called “inefficient taxation” increases, which in critical cases can eat away two-thirds of the funds received. The result of all this is weekly losses, sometimes exceeding ten thousand gold coins. A small kingdom, in principle, can exist due to trade, but during the war it is difficult to do business. In addition, the king running around the markets with bundles of dried fish is a depressing sight.

Both problems are solved simply - you need to actively distribute castles for the use of vassals. Ideally, each fortress should have a lord. There are not enough of your own - call the landless from the outside. But I would not advise making feudal lords from the characters who joined you. In order for a companion to become an intelligent commander with a strong army, he must reach at least the fifteenth level, and be developed in the same way as your hero. That is, you need to prepare a vassal from it from the very beginning of the game.

It is interesting: for some reason, lord characters prefer to take compatriots into the army. Therefore, do not be surprised if one of the lords suddenly jumps for recruits to the other end of the map.

At the end of the game, castles begin
nayut swarm with lords of different nationalities - subjects
we conquered by you powers.

Active distribution of vassals across holdings helps reduce the cost of inefficient tax collection. In addition, garrisons in fortresses are removed from your balance - from now on, castle owners pay for them, and where they get the money for this is no longer your concern. Finally, numerous detachments can be sent to patrol the borders - of course, they will not cope with a full-fledged invasion, but those who want to rummage around the peasant barns are quite capable of scaring them away.

Do not be afraid that relations with the feudal lord worsen every time you give the castle to someone else (lords are especially furious if you make a character of humble origin into full-fledged vassals). It is better to have many disgruntled vassals than one or two happy ones. To prevent betrayal, you can regularly hold feasts in the capital with the obligatory attendance of all the lords.



In general, that's all. The main thing is that if you were not crushed at first and allowed to establish expansion, then they will not stop you later. With a little patience, Calradia will be at your feet.