O============================================================================O | Table of Contents | O============================================================================O Hit Ctrl + F on Windows Systems and search for the section ID to quickly move around in this FAQ. Include the leading zeroes to narrow Find results. If a section code has a trailing letter, include that. Trailing letters only mean the section was added after the numbering system was finalized. A. Before We Begin.....................................................(00001) i. Introduction...................................................(00002) B. Mount & Blade: Warband mechanics....................................(00003) i. Characters.................................................(00004) a. Basics....................................................(00005) b. Attributes, Skills, & Proficiencies.......................(00006) c. NPCs......................................................(00007) d. Heroes....................................................(00008) e. Your Character - Renown, Honour, and other Abstractions...(00009) ii. Armies....................................................(00010) a. Recruitment...............................................(00011) b. Training, Experience, & Promotion.........................(00012) c. Maintenance, Morale, and other Numbers....................(00013) iii. Combat...................................................(00014) a. Controls..................................................(00015) b. Damage & Other Important Calculations.....................(00016) c. Starting & Finishing Battles..............................(00017) iv. Romance...................................................(00018) a. Benefits of a Spouse......................................(00019) b. Finding and Attracting a Potential Spouse.................(00020) c. Getting Married...........................................(00021) d. How to Use Your Spouse....................................(00022) v. Items......................................................(00023) a. Weapons...................................................(00024) b. Armor.....................................................(00025) c. Horses....................................................(00026) d. Food......................................................(00027) e. Goods.....................................................(00028) f. Books.....................................................(00029) vi. Factions..................................................(00030) a. Joining a Faction.........................................(00031) b. Life as a Lord............................................(00032) c. Being Marshal.............................................(00033) d. Claimants and Rebellions..................................(0033a) vii. Your Own Faction.........................................(00034) a. Forming...................................................(00035) b. Managing..................................................(00036) c. Defense & Diplomacy.......................................(00037) C. Gameplay Advice.....................................................(00038) i. Your Character.................................................(00039) a. Design/Builds.............................................(00040) b. Leveling..................................................(00041) c. Using Other Heroes........................................(00042) ii. Making Money..............................................(00043) a. Tournaments...............................................(00044) b. Production Enterprises....................................(00045) c. Fiefs.....................................................(00046) d. Pillaging, Prisoners, and Combat..........................(00047) iii. Warfare and Combat.......................................(00048) a. Building an army..........................................(00049) b. Strategy..................................................(00050) c. Tactics...................................................(00051) D. FAQ Stuff...........................................................(FQ000) i. FAQs...........................................................(FQ001) ii. Version History...........................................(FQ002) iii. Contact/Legal............................................(FQ003) iv. Credits/Thanks............................................(FQ004) O============================================================================O | Before We Begin (00001) | O============================================================================O M&B: Warband /---------------------------------------------------------o -------o--------\ Introduction | (00002) \--------------------------------------------------------o Welcome to my FAQ for Mount & Blade: Warband, and thank you for reading it. Before we begin, it would be best if I explained how I'm going to do things here. * When the FAQ mentions "you", that means, well, you. As in the person reading this document. Should be obvious, but clarity is important. * "This FAQ", "the FAQ", "this document", and "the document" all refer to the collection of words you are currently reading. Again, should be obvious. * I expect you to know the basics of the game: How to move, how to navigate menus, how to interact with party members, buy/sell items, and so on. If you have not played the game before, do the tutorial. It will show you the basics you need to understand to use this FAQ. * The letters "MBW" will be short for Mount & Blade Warband, as will "this game" or "the game". "M&B: Warband" and "M&B:W" will also be short for Mount & Blade: Warband. * Likewise, PC will stand for Player Character, or the person you, the player, directly control. NPC will stand for Non-Player Character, meaning other people with names and faces that you do NOT control. * In general, when a term is followed by a short sequence of letters in parentheses, that will be the abbreviation for that term going forward. For example: " Strength (Str), Agility (Agi) " - Strength is specified to be abbreviated 'Str' in this case, and Agility is abbreviated Agi. * None of these are absolute rules, mainly because I'm only human and thus I make mistakes. O============================================================================O | Mount & Blade: Warband mechanics (00003) | O============================================================================O M&B: Warband /---------------------------------------------------------o -------o--------\ Characters | (00004) \--------------------------------------------------------o [MBW] Basics (00005) Each and every character in MBW has his/her own attributes, skills, and proficiencies. Combined, these numbers reflect a character's abilities to accomplish tasks in the world of MBW (combat is also heavily impacted by one's equipment, though). There's also the important derived value of Hit Points (HP), which is equal to 35 + S + 2I, where S = Strength attribute and I = Iron Flesh skill. A character with 0 HP is killed or knocked unconscious. Lords, your character, and heroes are always knocked unconscious instead of being killed. Related to all these things is Experience and Level. Like in most RPGs, the characters of MBW have experience points and levels. Once a character reaches certain experience thresholds, they advance in level. Each level grants an additional attribute point, an additional skill point, and some additional proficiency points. This section will contain an explanation of the various things you can do with your character, in addition to some basic advice as to how each thing is valuable to you. The game contains explicit explanations of how each skill impacts your character at the character screen. Since listing stats for all the soldiers and heroes isn't really feasible due to GameFAQs's format requirements, I've put together a Google Documents spreadsheet containing most of the recruitable soldiers and all of the recruitable heroes. It can be found at the following link: https://spreadsheets.google.com/ ccc?key=0AtswgbELO72adGF0R0JrWk91NmtFanFBVm9BZE5fVkE&hl=en&authkey=CKbzxaUB You will need to be careful when copying it, as the link itself is too long for GameFAQs format requirements, as was thus broken up into two lines. I will be copying this link to relevant sections for ease of access, but the only explanation of how to read it will be here: Spreadsheet reading guide To save space, the spreadsheets makes use of many abbreviations. *Faction units do not have their faction name as a prefix. They are listed under a heading of their faction name in bold, however. So a Nord Archer is listed as "Archer" under the bolded "Nords" heading. *As stated before, Strength is Str, Agility is Agi, Intelligence is Int, and Charisma is Cha. *I. Flesh is Iron Flesh; PS is Power Strike; PT is Power Throw; PD is Power Draw; WM is Weapon Master; Sh is Shield; Ath is Athletics; Rdg is Riding; HAr is Horse Archery; Loot is Looting; Trk is Tracking; Tac is Tactics; Wound is Wound Treatment; Surg is Surgery; and Eng is Engineering. The rest are either spelled out or should be obvious. *The number-letter prefixes in parentheses, such as (3A), indicate the unit's position on the promotion tree. Numbers indicate the level, and letters indicate the branch. Let Swadia's unit tree serve as an example: (1) Recruit | (2) Militia / \ (3A) Skirmisher (3B)Footman------------------------------\ | | | (4A) Crossbowman (4C)Infantry (4D)Man At Arms | | | (5A) Sharpshooter (5C)Sergeant (5D) Knight So, without a letter, promotion is linear. A branching uses the next two available letters. Linear promotion after branching maintains the same letter as the previous level. *Vet. is short for Veteran; Tr. is short for trained; HA is Horse Archer; d is short for denars. [MBW] Attributes, Skills, & Proficiencies (00006) Attributes reflect a character's basic physical and mental aptitudes. Attributes consist of Strength (Str), Agility (Agi), Intelligence(Int), and Charisma (Cha). Each attribute "governs" a set of skills - a skill can not rise above 1/3 (one third) of the total of the attribute that governs it (this resitriction only applies to your characters and heroes that he/she recruits). Skills reflect the ability to complete a specialized task, such as following tracks left by other parties, using bows, trading, and so on. Proficiencies reflect the ability to use a certain type of weapon - one handed weapons (small swords, small axes, small hammers), two handed weapons (mauls, greatswords, heavy axes), polearms (spears, lances), crossbows, draw bows (bows with strings, such as the longbow), and throwing weapons. Attribute bonuses are explained below, and improving a skill obviously makes a character better at it (the game provides explicit explanations for most skills, so there's little need to repeat them ehre). Increasing proficiencies provides greater ability to use a weapon. While I'm not entirely certain, higher procifiencies seem to mostly be related to higher weapon speeds. I also know without doubt that higher proficiencies for missile weapons do lead to improved precision (that is, if you take the same shot multiple times, there will be less spread amongst your shots - it's up to you to properly aim your shots, however). Strength governs Iron Flesh, Power Strike, Power Throw, and Power Draw. Each point of Strength also grants a character an additional Hit Point. Strength directly governs the ability to use heavy armor, crossbows, and melee weapons. Each of these will explicitly state exactly how much Str is needed to use it. Some lighter armor and weapons will not have any Str requirement. Since Str governs Power Throw and Power Draw, it also indirectly governs what throwing weapons and hand-drawn bows (not crossbows) a character can use. Each of these items will also explicitly state how much Power Draw/Throw is necessary to use it. All bows require at least 1 Power Draw, but some throwing weapons have no requirement. A character with high strength will be allowed to do more damage, wear better armor, use better weapons, will have more HP, and can get even more HP by investing in the Iron Flesh skill. Thus, you will want your character to have decent Str, as in addition to leading your army, you will almost certainly be its most experienced and best equipped soldier. Your army will also automatically lose any battle in which you are knocked out, so don't neglect Str. The Power skills each impact a different weapon type (Strike for all melee weapons, Draw for bows, Throw for thrown weapons; crossbows derive their power from mechanically stored tension and thus have no corresponding skill), and it's very difficult to specialize in more than one. However, you should generously pour points into the weapon type you do use, as the Power skills can give tremendous damage bonuses when developed (80-140%, depending upon weapon type). Agility governs Weapon Master, Shield, Athletics, Riding, Horse Archery, and Looting. Each point of Agility also grants a character another five weapon proficiency points to spend. A character with high agility will generally increase their weapon proficiency ratings more easily, with investment in Weapon Master. However, the best skill that Agility governs is Shield. Shields are great for defense, and higher Shield skill improves everything about a shield - coverage, speed, and its durability. If you intend to ride a horse, which you should, you will want at least 12 Agility, so you can ride a Charger, which is the best horse for direct combat. The fastest horse, the Courser, only requires 2 Riding, but more Riging skill also means you move more quickly on horseback, so at least 4 Riding will be useful anyway. Your Athletics needs will depend upon your playstyle. Even mounted characters will still be on foot during sieges, so Athletics can be useful for exposing yourself to fewer missile attacks, but your skill points are likely better spent elsewhere. If your character is going to be on foot, then you'll get a lot of value from Athletics. As stated, Weapon Master allows you to put more proficiency points into your weapon proficiencies. However, you can also increase your proficiencies by using the related weapon, so it's a bit of a waste of skill points to increase Weapon Master. If you plan on doing any horse archery, you'll need to pour points into the related skill. Otherwise, don't put any in. Looting is somewhat useful, but don't waste your personal character's points on it - leave that to your Hero characters. Intelligence governs Trainer, Tracking, Tactics, Pathfinding, Spotting, Wound Treatment, Surgery, First Aid, Engineering, Inventory Management, and Persuasion. Each point also gives a character an extra skill point, which is fortunate because Int governs many important skills. These skills all have their uses, but only Persuasion and Inventory Management are Leader skills (meaning the game will only use your skill in it for the relevant checks). Trainer is very useful, and every party should have someone with high Trainer skill, as it will result in your soldiers more rapidly advancing in rank, making your army inherently more effective. Tracking is useful for several different quests, as well as during warfare in general. Tactics changes a parameter for battle called battle advantage, which seems to impact morale, but might also or instead impact each side's skill at arms. Pathfinding increases your party's speed on the map, and you should have a hero who focuses heavily on maximizing it. Wound Treatment, Surgery, and First Aid will all keep your army healthy, which is essential. You will want one character who specializes in these three skills to act as party doctor, and another person who puts some skill into them to act as a backup doctor when the primary one is injured. Each skill point in Engineering will make your siege engines build more quickly (I believe it's 1 hour less per point for ladders and 6 hours less per point for siege towers), which will give enemy forces less time to send relief units to the site of your siege, making Engineering a very valuable skill to have. Persuasion is most useful for a character who is trying to recruit lords to their cause - be it your own kingdom or the cause of the Claimant you support. Inventory Management lets your party carry more items, which boils down to letting you claim more loot while holding your food supplies stable, allowing you to earn more money from battles/pillaging. Lesser benefits include being able to carry alternate equipment and being able to transport more goods for sale. Intelligence governs too many vital skills for one or even three characters to handle. So, you'll likely want pretty much every hero in your party to focus on at least one Int-governed skill. Some characters start with decent (3-4) values in certain skills, and thus make great specialists for those skills. Charisma governs Prisoner Management, Leadership, and Trade. Each point of Cha also increases your maximum party size by one. Leadership and Prisoner Management are both Leader skills. Prisoner Management allows you take five more prisoners per point (at 0 skill, you can not take any prisoners). Taking prisoners is useful for some quests, and is also a pretty good way to add income to your fights - and if you can capture a lord attached to a faction, you can make anywhere from 1,000 to 4,000 denars by selling them back to their faction (Kings will typically yield 6,500 to 10,000 denars, but are difficult to capture). You will want at least 1 skill point in Prisoner Management to facilitate quests and ransom. Leadership is the most important skill in the game for anyone looking to build an army. Each point increases max party size by 5, increases party morale (which boosts map movement speed as well), and lowers wages paid to troops. These are three very useful effects, and you will want to get them many times over as you advance in level. Trade reduces the "trade penalty," which allows you to pay less for items and sell them for more. It's waste of skill points to increase your own Trade skill. If you want to pay less/sell for more, get a hero to boost their Trade skill. Since Trade is governed by Charisma, however, it will be difficult to raise it very high without giving up more useful attributes and skills, so it's best to just find a hero with high Trade skill and dedicate them to it - or even just rely on their starting Trade skill. As mentioned earlier, some skills are personal, some are party, and some are leader. Personal skills are related to each character individually, and each character must raise their own personal skills to benefit from them. Party skills use the highest value held by any conscious (<33% HP) hero or by the PC (regardless of HP). Also note that the PC's skill in a party skill will provide a bonus to any party skill if the PC has ranks in that skill. This is a largely meaningless thing, since you won't want to waste your PC's precious skill points on small, inefficient bonuses. However, a single skill point will provide a +1 bonus, which is the only level at which this feature is remotely useful. I'd ignore it entirely, though. [MBW] NPCs (00007) There are several kinds of NPCs: Kings, who each lead a faction (some have other names like Sultan, but are functionally equivalent); Claimants, who each want to lead a faction; Ladies, who are sisters/daughters/mothers/wives to lords; Lords, who directly manage parts of a kingdom; Towns, which do many things; and villages, which provide recruits and sell some supplies. Info on all of these things can be found in Notes tab from the main screen. When you visit a town/village, you can see its relation with you. When you speak to a person, you can mouse over their portrait to see your relation with them. Strong relations with kings and lords will result in them giving you more quests, and more important ones, and make them more open to romance with a female PC. Positive relations with ladies will open up the option to use the lady to influence lords in their faction. However, this is expensive and does not provide serious changes to relations - helping a lord by accomplishing a quest he gives you is far more useful. Male PCs will be able to dedicate tournament victories to ladies and discuss poetry with them to bump their relations into marriage range. Claimants are a special type of NPC, and can be very useful when utilized properly. There is one claimant for each kingdom in the game. You can find a claimant by speaking with the 'Traveler' NPC in a tavern. Once you follow the traveler's information and speak with a claimant, you will have a chance to offer your assistance to the claimant, if your renown is high enough. The minimum renown requirement is fairly low (no higher than 250, as far as I can tell), but you will want much more renown than that (more on renown in a later section) before you begin the claimant's quest. Once you agree to be a claimant's champion, you will be part of their pseudo-faction, and leave any other factions. If you are taking your current faction's claimant's quest, you will take all cities, castles, and villages you own with you. To complete a claimant's quest, you will have to defeat the faction they wish to control. Stronger relations with towns may impact the prices of goods purchased there, but I am not certain. Either way, it is quite difficult to change your relations with a town for better or worse. Collecting full taxes from them is the main way to hurt relations, doing quests for the town's guildmaster is the main way to improve relations. You can also spend 1000 denars to buy many rounds of drinks for the entire town, but this gives a mere +1 to relations and isn't really worth the cost. Improving relations with villagers is accomplished by completing quests for their elder. The main benefit is that they will provide you with more recruits more often - a great benefit indeed. However, you won't really need too many villages to recruit from, and even those at 0 will still provide a decent stream of recruits, so don't go overboard on helping villages - aside from improving recruiting prospects, it doesn't provide many other benefits, as village quests pay VERY poorly. You can locate any town or village by clicking on the Notes tab, then clicking on Locations, selecting the location you desire from the list on the right hand side, and then clicking 'Show On Map' on the top of the screen. If you go to characters instead, you will be able to find an NPC's last known location. However, you can update their last known location by speaking to any other lord or lady in their faction and asking this lord/lady where the person you wish to find is. This will not totally pinpoint their location, and they will usually be on the move, but it is still very useful for locating people, as otherwise you're stuck wandering around at random until you bump into them. If you wish to locate a Claimant, you must go to the tavern in a town and speak with a 'Traveler' NPC (they are not always present in taverns) and pay them 30 denars for the location of a Claimant. Claimants usually stick to one town for 3-10 days, then instantly transport to another one. Claimants can always be found in the castle section of the town they occupy, and will never be in a town controlled by they faction they wish to seize control of. [MBW] Heroes (00008) MBW contains nearly two dozen 'heroes' that the player can potentially recruit to join their party. A hero is an NPC with a name and unique 3D model that can join the party and act, in some ways, as another leader. The main exception is that they can not use leader skills - that PC must use those skills. Any skill listed as a 'party skill' can be used by either the PC or heroes, and this is where heroes are most useful. There are far too many skills, and most of them are useful in some way, for one character to handle. However, for each party skill, the game will use the highest score amongst the PC and able bodied (that is, currently >33% HP) heroes for a given skill's various functions. Heroes can be recruited in taverns for anywhere from 0 to 500 denars. They will tell you a brief backstory when spoken to, and then ask if they can join your party. There's no upfront way to tell what a hero's stats are, so I've compiled this information in a Google docs spreadsheet. The link will be repeated below: https://spreadsheets.google.com/ ccc?key=0AtswgbELO72adGF0R0JrWk91NmtFanFBVm9BZE5fVkE&hl=en&authkey=CKbzxaUB To change a hero's equipment or manage their level ups, click on the party tab and then choose the hero in question and speak with them. These options, along with some others, will be available. These other options are much more strategic ones. Sending out a hero to convince people that you would make a good king will gain you "right to rule," which is only useful if you intend to form your own faction. The option about sending them to speak with contacts they have in a region will send the hero out for a few days to gather information on how much discontent there is in the faction that rules the hero's contact location. This function is useful for claimant quests, primarily. Each hero has one other hero they like, two other heroes they dislike, and a variable amount of things they don't like. Many of the things heroes dislike should be avoided anyway, such as retreating, heavy casualties, running out of food, and failing quests. Some heroes dislike raiding villages/caravans, but as long as you do these things sparingly and keep other morale factors high, you should be fine. If you fail to maintain a decent morale level, a hero may decide to leave the party. If they do, they will take all of their equipment with them. However, they can be easily located by speaking to a 'Traveler' NPC in a tavern and paying a small fee (30 denars). The hero will be eager to rejoin the party, but bear in mind that if conditions have not changed, they will be eager to leave once more. You might also simply run into a hero at random without needing to ask the Traveler where the hero is. [MBW] Your Character (00009) Your character, the PC, is the leader of an army. Or perhaps a merchant. Or maybe a tax collector. But probably the leader of an army, as bandits necessitate moving around with some manner of armed guard. As the leader, your PC is the only person whose Leader skill values are used by the game. Other consquences of being the leader: * You control the party's finances. * You decide where to go and what to do or not do. * If you are defeated in a battle (overall), you will always be captured. This will cause your army to be dispersed, some of your posessions to be taken, and you to be dragged about for a while (usually 2-10 days) while you wait for a chance to escape from your captors. Once you do, you will be alone and will have to relocate your heroes, rebuy any missing goods, and rebuild your army. * If you fall in battle, that phase will end. Fall too many times and your party will instantly lose, no matter how great of an advantage you had. To edit your character's equipment loadout, go to the Inventory tab. To edit or see your character's stats, go to the Character tab. M&B: Warband /---------------------------------------------------------o -------o--------\ Armies | (00010) \--------------------------------------------------------o [MBW] Recruitment (00011) There are three main ways to recruit soldiers: By going to villages and asking for recruits, by freeing prisoners from other parties, and by hiring mercenaries. The primary source of your troops will likely be villages. They will almost always supply the basic 'Recruit' unit (sometimes a Tribesman). Each recruit will cost 10 denars to hire and join with no experience whatsoever. To recruit in this way, simply travel to a village and select the recruit option. It will be the top option if you can recruit at the village. If you have a negative relation with the village, you will not be able to recruit there. A strong relationship with the village will result in more recruits more often. I have, on occasion, seen a village offer recruits from tiers besides the basic tier, but this is rare and I have not been able to pin down any reason that it has happened, and I might just be remembering incorrectly, so consider this notion a baseless rumor. To free prisoners, you must either defeat an enemy party in the field or capture an enemy castle/town. These troops can be anything from the mighty Swadian Knight or Sarranid Mamluke to lowly peasant women and farmers. Since you freed them from a life of imprisonment, they will cost nothing to add to your party. Liberation is the only way to recruit certain troops, the most notable of which are women, who can eventually promote to the fairly powerful Sword Sister class. Manhunters, whose entire promotion chain uses blunt weapons the facilitate prisoner capture, can also only be recruited by liberation. To hire mercenaries, go to taverns are look for armed men. Mercenaries will require a hiring fee scaled to the number and type of mercenaries you are hiring. You can also recruit prisoners. To do so, click on the Camp tab, select take an action, and then choose recruit prisoners. Warning: This action is usually not very successful, and will put a serious penalty on morale. Recruited prisoners are also a thankless lot, and will often run away at the next night phase. All of the faction soldiers, and most others besides largely useless bandits, are summarized in my MBW spreadsheet. https://spreadsheets.google.com/ ccc?key=0AtswgbELO72adGF0R0JrWk91NmtFanFBVm9BZE5fVkE&hl=en&authkey=CKbzxaUB [MBW] Training, Experience, & Promotion (00012) Heroes and soldiers can both gain experience to level up or promote. There are two primary ways that soldiers and heroes gain experience: success in combat and by training. Soldiers gain experience for their kills/knockouts in battle, and the party gets an experience bonus after each battle based on its size. Training can be done in two ways: The Trainer skill and training fields. Each hero (and the PC) with the trainer skill will provide an experience bonus for training each day to each party member on a level lower than themselves. This bonus is scaled based on the Trainer skill user's rank in the Trainer skill. Trainer skill ranks provide a great way to keep your force constantly getting better. As elite units die, your Trainers will be training new troops to replace losses as long as you provide them with raw recruits. This creates a steady stream of good troops so long as you provide recruits as input (and make sure the wages are paid!) for the system. Training fields can be used to hold sparring matches and other types of training, but all of them are quite tedious, and consume lots of in-game and real-world time - too much to be worthwhile for their meager experience gains. When units are ready to promote, you will be notified with a message in the message line. Go to the party tab, and troops ready for promotion will have a plus symbol ( + ) after their names. Click on the troop to bring up the promotion choices. Promotions cost denars, and the specific amount is based on the level being promoted to. Heroes ready to level up will also have a plus symbol, but you'll have to ask them about their skills to handle their level ups. [MBW] Maintenance, Morale, and other Numbers (00013) There are several factors that go into party maintenance: Morale, wages, and medicine. Morale is provided with a succinct number that you can find in the Reports tab by selecting View Party Morale Report. The report will explain all facets of morale. Base morale does not change, Leadership is directly related to the PC's Leadership skill rank, the party size penalty increases as party size increases. These three factors can not be easily managed - Base does not change, leveling can not be done easily, and a smaller party may have higher morale, but is less able to fight large battles and absorb casualties. So, the primary ways to prop up morale are food variety and recent events. Each food item will spell out how much morale it provides and how many units it has left, so managing that is a simple matter of stopping at villages often enough and having enough cash and space. Note that extra units of food will only last longer, not provide stacking morale bonuses, so you must balance the extra weight they give with the longer time between shopping trips. I usually snap up low unit items like Honey and Butter because Sausages, Fish, Dried Meat, Grain, and Bread can be easily found at almost any village (Fish may require a trip to the more coastal Nord villages). The food types are summarized in the table below. o------------------o---------o---------o-------o | Food | Morale | Weight | Units | o------------------o---------o---------o-------o | Beef* | 7 | 20 | 50 | * Beef, Chicken, and Pork | Bread | 8 | 30 | 50 | will go rotten after a | Butter | 4 | 6 | 30 | few days. Once rotten, | Cabbage | 2 | 15 | 50 | they will provide no | Cheese | 5 | 6 | 30 | morale bonus and should | Chicken* | 8 | 10 | 50 | be thrown out. | Dried Meat | 5 | 15 | 50 | | Fruit | 4 | 20 | 50 | ** Olives and Grapes have | Grain | 2 | 30 | 50 | such a high weight due | Grapes | 3 | 40** | 10 | to their status as | Honey | 6 | 5 | 30 | goods. Each can be used | Olives | 1 | 40** | 10 | in production and trade | Pork* | 6 | 15 | 50 | and are thus too heavy | Sausages | 5 | 10 | 40 | and have too few units | Smoked Fish | 4 | 15 | 50 | to make viable food for o------------------o---------o---------o-------o an army. If you have one of each and every food item, your party will get +70 morale. However, since Olives and Grapes are too heavy and fresh meat rots too quickly the realistic cap will be +45 morale. This is still a very significant bonus, as the highest morale value possible is +99. Morale is important because it plays a major role in determining map speed, and high map speed is key to use of strategic moves to control battles. M&B: Warband /---------------------------------------------------------o -------o--------\ Combat | (00014) \--------------------------------------------------------o [MBW] Controls (00015) The tutorial will explain most of the controls, and your preferred difficulty will dictate most of the specifics. Instead, I'll mention that you can look up some very useful commands in the controls menu, or by pressing Backspace in a battle. Backspace will also bring up a radar that will show you where all living units, enemy, ally, and your own, are. Enemy units will be red, allied and your own units will be color coded based on their type (cavalry, infantry, or missile). Backspace also brings up a variety of army controls, such as blunt weapons only (for taking prisoners). [MBW] Damage & Other Important Calculations (00016) Damage is based primarily on three factors: speed advantage, damage type, and enemy armor levels. Speed advantage is fairly simple: The faster your "closing speed" when you strike an enemy, the greater the bonus. This bonus will be listed for each attack that lands, even if it is blocked, so you can quickly train yourself. By "closing speed," I mean the difference between your speed and the enemy's. If you and your opponent are both charging at each other on horseback, any blow either of you land will get a sizeable speed advantage bonus. If you are chasing someone running away from you, your speed bonus will be lessened. There are three types of damage: Cutting (c), Blunt (b), and Piercing (p). Weapons will list what type of damage they do, with what type of attack (some weapons do cutting damage on a swing and piercing damage on a thrust, for example). Blunt damage does not, to my knowledge, do anything special except for its ability to cause any unit finished with blunt damage to be knocked out instead of killed, allowing you to take them prisoner after the battle. Cutting damage does nothing special at all. Piercing damage, however, will ignore a portion of a target's armor, making piercing weapons more suitable for heavily armored foes. Weapons will list what type of damage they do after the number listing for how much they do (such as 40c or 27p - 40 cutting and 27 piercing damage, respectively). Cutting damage is typically the highest in terms of base damage, and are thus very effective for taking out archers and lightly armored foes. Blunt damage is exclusively for taking prisoners. Piercing damage is typically not as high in base damage as cutting, but is effective against heavily armored foes, like knights, sergeants, or mamlukes. [MBW] Starting & Finishing Battles (00017) Generally, to start a battle, you must approach or be approached by an enemy. This can be a faction you are at war with, bandits, or an enemy settlement. If you are being approached, bandits will give you the chance to pay some denars for passage instead of always forcing the fight. If you are friends with an enemy lord, you may be able to convince him to not fight you. If you do wish to fight someone, the option will usually mention there being no other option or something of that sort. It will be obvious which option will lead directly to combat. To siege a castle or town, look for the option to build ladders or a siege tower, then select it. Once the siege engine is built, you can choose to fight. For each battle, you have the option of leading your men, sending them to fight without you, or retreating (or not attacking if you are a besieger). In general, you should lead your men to battle, as the simulation (send them to fight without you) will not be kind to them - if you have the difficulty on anything less than maximum, this will not impact events, so you may suffer casualties on levels you're not really used to. Retreating is very costly, and even if successful it doesn't usually work too well - you will go back to the world map and the group you just retreated from will be close to you and will start pursuing once again - if you couldn't outrun them before, you likely won't be able to after retreating. M&B: Warband /---------------------------------------------------------o -------o--------\ Romance | (00018) \--------------------------------------------------------o [MBW] Benefits of a Spouse (00019) Note: I have not had a female character marry a male, so all of this info will pertain only to a male PC marrying a female NPC. Your wife has several practical uses in MBW. She can come up with ways for you to "improve your standing" in the realm - generally by helping to resolve a conflict between two lords within your kingdom. She can also store items for you, and host feasts. [MBW] Finding and Attracting a Potential Spouse (00020) To find a spouse as a male, you need to visit castles/castles within towns and speak to women. Ask them to know more about them, and if they do not mention a husband, they are a potential spouse. For female PCs seeking a male spouse, find a male and speak to him and ask him about cementing an alliance with his house. If he mentions an available male, you can speak with that man. To attract a male NPC, simply complete quests for him. Get his relation to more than 10, and he should be receptive to a marriage proposal. To attract a female NPC, learn poems from wandering poets (called bards, ashiks, or such, and found in town taverns) and discuss them with the lady in question. You may also dedicate tournament victories to her. Once you get a lady to >25 relation, she will be plenty willing to marry you. She may have a male relative who might object. You can choose to run off an elope with her, or take the time to win him over. Once his relation is at 10-15+, he will be willing to let you marry his sister/daughter. [MBW] Getting Married (00021) Once you have taken care of buttering up the requisite individuals, you may formally propose to your spouse. To do so, speak to them and mention it. If they accept, simply wait for a feast, then attend it and marry them. Female NPCs will show up at any feast in the faction they are a member of. If you are seeking a male NPC, simply follow him around and wait for a feast in the kingdom. [MBW] How to Use Your Spouse (00022) To use your female spouse, you will (to my knowledge) need a castle or town for her to hang out in. Once she establishes a home base, she will stay there unless the settlement is captured by another faction, at which she will move. Once you locate your wife, you can simply talk to her to bring up the options. M&B: Warband /---------------------------------------------------------o -------o--------\ Items | (00023) \--------------------------------------------------------o [MBW] Weapons (00024) Without mining into the game's data files, I can't feasibly display all of the weapons in the game. Plus, it's not like you can just get whatever weapons you want at will anyway. So, I will summarize and explain what each attribute indicates. Bows and Crossbows do not have a line indicating that they are such. However, all of them will say either "bow" or "crossbow" in their names. Melee and thrown weapons will have a line of blue text near their mouse over info box that will indicate how they can be used. Many thrown weapons can be switched between modes using the x key. This allows you to save your last throwing weapons as a melee weapon. Weight is just that, an item's weight. Equipping higher weight items will decrease a character's speed. Damage indicates how much damage a weapon does. Damage is explained more thoroughly above, but part of the explanation will be repeated here. There are three types of damage: Cutting (c), Blunt (b), and Piercing (p). Weapons will list what type of damage they do, with what type of attack (some weapons do cutting damage on a swing and piercing damage on a thrust, for example). Blunt damage does not, to my knowledge, do anything special except for its ability to cause any unit finished with blunt damage to be knocked out instead of killed, allowing you to take them prisoner after the battle. Cutting damage does nothing special at all. Piercing damage, however, will ignore a portion of a target's armor, making piercing weapons more suitable for heavily armored foes. Weapons will list what type of damage they do after the number listing for how much they do (such as 40c or 27p - 40 cutting and 27 piercing damage, respectively). Cutting damage is typically the highest in terms of base damage, and are thus very effective for taking out archers and lightly armored foes. Blunt damage is exclusively for taking prisoners. Piercing damage is typically not as high in base damage as cutting, but is effective against heavily armored foes, like knights, sergeants, or mamlukes. Speed is how quickly a weapon strikes or is drawn (in case of ranged weapons). Higher speed numbers mean a weapon strikes/is drawn more quickly. Reach indicates how far away from the character the weapon can strike. True ranged weapons (throwing, crossbows, and bows) do not have a range attribute. [MBW] Armor (00025) There are two types of armor: Shields and armor. SHIELDS Weight: Same as with weapons, more equipment weight slows you down.
: How much health a shield has. Once its health hits zero, a shield will break and be useless for the remainder of the battle. It will be fully repaired at the end of the battle, so you needn't buy another. Resistance: How much damage a shield ignores. Shields do not reduce damage in any other way, so high resistance is key to a shield surviving. High resistance shields typically have resistance greater than 12. Very high resistance shields have resistance greater than 18. Size: How much of the user's body the shield covers. Circular shields have one number indicating the diameter of the shield. Higher is better. Speed: How quickly the shield's user can raise it to protect him/herself. Once again, higher speed is better. ARMOR Weight: Same as always, more weight slows you down. Armor: More is better. [MBW] Horses (00026) The stats of all the horses I have ever encountered are in the spreadsheet. https://spreadsheets.google.com/ ccc?key=0AtswgbELO72adGF0R0JrWk91NmtFanFBVm9BZE5fVkE&hl=en&authkey=CKbzxaUB [MBW] Food (00027) Food is used to boost an army's morale. The various types of food are listed in the table below. This table is a duplicate of the table in Section 13. o------------------o---------o---------o-------o | Food | Morale | Weight | Units | o------------------o---------o---------o-------o | Beef* | 7 | 20 | 50 | * Beef, Chicken, and Pork | Bread | 8 | 30 | 50 | will go rotten after a | Butter | 4 | 6 | 30 | few days. Once rotten, | Cabbage | 2 | 15 | 50 | they will provide no | Cheese | 5 | 6 | 30 | morale bonus and should | Chicken* | 8 | 10 | 50 | be thrown out. | Dried Meat | 5 | 15 | 50 | | Fruit | 4 | 20 | 50 | ** Olives and Grapes have | Grain | 2 | 30 | 50 | such a high weight due | Grapes | 3 | 40** | 10 | to their status as | Honey | 6 | 5 | 30 | goods. Each can be used | Olives | 1 | 40** | 10 | in production and trade | Pork* | 6 | 15 | 50 | and are thus too heavy | Sausages | 5 | 10 | 40 | and have too few units | Smoked Fish | 4 | 15 | 50 | to make viable food for o------------------o---------o---------o-------o an army. [MBW] Goods (00028) Goods are items that can be used purely in production enterprises or trade. These items can be purchased from the goods merchant in cities or from villages. Using the Trade skill by choosing "Assess the local prices" in a town, you can find out what goods will sell best where. [MBW] Books (00029) There is a total of ten books in MBW, split into two basic types. Seven of the books can be read for a permanent boost of a single skill point (which skill is increased depends upon the specific book), and the other three books give a +1 bonus to one of the PC's skill as long as the book is in your inventory. Books that provide a bonus when held in the inventory will list what skill they boost. To read one of the other seven books, select the Camp tab and then select Take An Action. Over time, you will read the book if your Int score is high enough. The Int restrictions are, in practice, not much of hindrance, as you'll want more than 12 Int by the time you can afford books anyway (books will cost anywhere from 2900 denars to ~9000 denars, depending upon the book and party Trade skill). Books can be purchased from book vendors, who will sometimes appear in town taverns. There are two book vendors with different inventories. The two have the exact same appearance, so you'll have to get a little lucky to acquire all ten books. The ten books are summarized in the table below. o------------------------------------o-----------------------------------o | Title | Skill Boosted | o------------------------------------o-----------------------------------o | De Re Militari | Tactics | | Rhetorica ad Herennium | Persuasion | | The Life of Alixenus the Great | Leadership | | On The Art of Fighting With Swords | Weapon Master | | Methods of Mechanical Theorems | Engineer | | Essays on Logic | Intelligence** | | A Treatise on the Value of Things | Trade | | Manual of Arms* | Trainer | | The Book of Healing* | Wound Treatment | | The Great Book of Surgery* | Surgery | o------------------------------------o-----------------------------------o * These three books provide bonuses while held in the inventory. ** This book boosts the Intelligence attribute. Intelligence is not a skill. M&B: Warband /---------------------------------------------------------o -------o--------\ Factions | (00030) \--------------------------------------------------------o There are six factions in MBW: The Kingdom of Swadia, the Kingdom of Rhodoks, The Kingdom of Nords, The Kingdom of Vaegirs, The Sarranid Sultanate, and The Khergit Khanate. [MBW] Joining a Faction (00031) In order to join a faction you need 160 renown. This figure is reduced by 5 renown for every 1 point of positive relationship you have with the king of the faction. One way to join a faction is simply by offering a king to join, if you have enough renown this will work. The other way is to parlay work as a mercenary into lordship. To become a mercenary for a faction, you only need to have a decent size army and ask a king/lord for quests. Then, once you are a mercenary, follow orders, assist the kingdom in battles (which will also boost your renown), and wait for an offer. Once you actually join a faction, you will be given a single village as your fiedom - and it's usually one with low prosperity, which usually means it has been raided recently. [MBW] Life as a Lord (00032) As a lord, you will be allowed to own fiefs. You will receive a single fief when you join a faction (a village, to be specific). Life as a lord is quite simple unless there's a war going (which there usually is). Aside from war duties, you don't really owe much to your faction. You automatically collect your taxes and duties, and automatically pay out salaries. You can do quests for your king and other lords, but that's optional. However, it does lead to better relations with them, which can be useful, and some quests pay well. For war, your main duty is to show up when summoned by the marshal. Your faction's marshal will, at points during wartime, summon the lords of the realm in an effort to build a concerted offensive. You will get a quest to report to the marshal with a minimum number of troops (it's rarely a high number - you'll need more than that many to prove even remotely useful, and to protect yourself), and be told where the marshal is. You'll usually have about 4 days to get there, which is enough time if you move out immediately and if the marshal doesn't move too far. If you fail to report once, the consequences won't be severe, but continued derelection of duty will hurt relations and could potentially result in being expelled from the faction. You'll want to join the faction's army anyway, as it's a good opportunity. The army of the realm will usually go after big targets like towns, and if you're smart, you can use this for your own gain. Once your fellow lords assemble around a target, click on the town/castle, besiege it, and once you can, attack the settlement. If victorious, you will be credited with the victory, as you led the assault. If you are credited with a successful siege and ask for the settlement, you have a higher chance of receiving it when the king decides to award it to someone - and even if you don't get it, the king will at least send a small reward of ~900 denars to compensate you partially. However, since you had the other lords for backup, you will minimize your own force's losses - if the settlement has enough prisoners, you may actually be able gain troops as a result of a successful siege. [MBW] Being Marshal (00033) Marshals are selected by the king, with advice from the lords (in the form of an informal election between two candidates). If you are picked to become marshal, you will be able to summon or dismiss the lords. You can combine this ability with the strategy above to take select targets. Generally, you should focus on towns when using the marshal's powers, as towns typically have garrisons of 300 to 400 troops (plus more if an enemy lord is in the town), making them extremely difficult to take without help. To utilize the powers of the marshal, speak with an allied lord or with one of your heroes, and select the option to send out a message to the lords of the realm, then choose which option you desire. [MBW] Claimants & Rebellions (0033a) Claimants are a special type of NPC, and can be very useful when utilized properly. There is one claimant for each kingdom in the game. You can find a claimant by speaking with the 'Traveler' NPC in a tavern. Once you follow the traveler's information and speak with a claimant, you will have a chance to offer your assistance to the claimant, if your renown is high enough. The minimum renown requirement is fairly low (no higher than 250, as far as I can tell), but you will want much more renown than that (more on renown in a later section) before you begin the claimant's quest. Once you agree to be a claimant's champion, you will be part of their pseudo-faction, and leave any other factions. If you are taking your current faction's claimant's quest, you will take all cities, castles, and villages you own with you. To complete a claimant's quest, you will have to defeat the faction they wish to control. The six claimants in M&B: Warband are summarized in the table below. o========================================o | Faction | Claimant | o========================================o | Swadia | Lady Isolla of Suno | | Rhodoks | Lord Kastor of Veluca | | Vaegirs | Prince Valdym the Bastard | | Nords | Lethwin Farseeker | | Sarranid | Arwa the Pearled One | | Khergits | Dustum Khan | o========================================o To defeat a faction in civil war, you don't have to fight them all. Before you fight any lords from a faction at all, you should speak with them and try to convince them to join your side. There are several factors at play when trying to convince a lord to rebel against his king: your personal relations, his relations with his king, the argument you give him for your claimant's claim to the throne, your Persuasion skill, and the consistency of your argument (if you tell everyone what they want to hear, they'll catch on and no one will believe you). You won't be able to convince everyone to join your rebellion, but you should focus your efforts on taking a faction's town owners over to your side, as towns are the most difficult places to siege (town owners can be found in the Locations tab or by visiting the town in question). Once you have convinced as many lords as you wish to join your rebellion, you proceed with the bloody war part (there's no avoiding it, you're no Gandhi). I said "as many lords as you wish" because there's a reason to limit how many lords you bring over before the war is over - while the rebellion is going on, you have the future king's/queen's ear, and they will almost always (if not always, full stop) agree to award fiefdoms to whomever you suggest, including you. This can allow you to acquire a substantial amount of property, vastly more than you usually acquire, and with significantly less risk to you and your personal army. Completing a rebellion is quite similar to eliminating a faction: You must capture (or convince) all their towns (or town owners) and castles (or castle owners), and then they will eventually lose - and it usually helps to defeat the king in battle at some point (capturing him is especially useful). M&B: Warband /---------------------------------------------------------o -------o--------\ Your Own Faction | (00034) \--------------------------------------------------------o Note: I have never formed my own faction, so I don't know much about this section. [MBW] Forming (00035) Forming your own faction is deceptively simple: You must simply be unattached to any current faction, and then successfully siege a town or castle. I believe you can also use the rebel faction formed by a failed rebellion as your own, but the regular method is easier. [MBW] Managing (00036) It's important to have lots of Right To Rule when going the road of having your own faction. The primary way to increase your Right To Rule is to send your heroes out to campaign for you. To do this, talk to them, then talk about your desire to be King/Queen of Calradia. As King/Queen of your own faction, you will have some extra duties. You will decide who gets what fiefdoms. Giving a fief to a lord will increase your relations with that lord, but damage them with all others - so it's a wise idea to keep the number of lords you have in your faction under control. [MBW] Defense & Diplomacy (00037) Other factions should be able to declare war on yours, but aside from simply attack them, I don't know of any way to declare war on another faction. I am somewhat certain that you can try to declare peace with another faction by directly approaching their leader and inquiring about peace - but they could simply reject your offer and choose instead to conquer you if they think they can. O============================================================================O | Gameplay Advice (00038) | O============================================================================O M&B: Warband /---------------------------------------------------------o -------o--------\ Your Character | (00039) \--------------------------------------------------------o [MBW] Design/Builds (00040) There are two basic builds for a PC, in my view: Heavy Cavalry and Horse Archer. The Heavy Cavalry build uses the best armor available, and either a one or two handed weapon. The one handed build would have a shield. The Horse Archer build focuses more on speed and missile attacks, and generally avoids prolonged melees. Neither build is going to be like an MMO build, since you have a lot more control of your circumstances in MBW. Consider these more like guidelines than true builds. Heavy Cavalry Build You'll want to find the best armor you can, first of all. Ideally, you'll have Plate armor, but a Coat of Plates or Scale Mail will also work. This armor will be extremely expensive, so you'll need to work your way up to it. You'll want strong gloves, boots, and a Great Helm or Winged Great Helm, as well. Gloves are a little weird, since the adjectives like "reinforced" give the same bonuses no matter what piece of armor they're on - +3 armor isn't a major difference for chest pieces that can easily give 30-55 armor, but for gloves that give 2-8 armor, good leather gloves can outdo normal metal gloves. This build will require a decent investment into Str (you won't be clear until you hit 15, really) to use all its heavy gear and get more Iron Flesh and Power Strike. You will also want at least 12 Agi so you can get 4 Riding, allowing you to ride Chargers. Your desired Int will depend upon how many skills you delegate to heroes. You should still focus on Cha on some level, as it governs the essential Leadership skill. With this build, you will be the closest thing to a modern piece of armor on the battlefield. Use this to your advantage: Charge into enemy formations and start swinging. Horse Archer Build For this build, you'll first want a Courser (the fastest horse; it's purely white in coat color). Then, you should look for light but effective armor, like Sarranid equipment - you want to minimize weight without compromising protection too much. Gloves and helmets don't weigh very much, so you can just go full armor on those pieces. You'll want to get the absolute best bow you can acquire, and go for Large Bags of Khergit Arrows - 2 bags and a bow will use up 3 of your four weapon slots. I recommend a melee weapon in your final slot, as you won't be able to, or need to, avoid melee combat forever. This build requires a most balanced spread between Str and Agi. More Agi means more Riding, which means faster riding speed, and more Horse Archery, which will increase your archery precision from horseback. while more Str lets you boost Power Draw more, which means you can do more damage. With this build, you should use your horse to evade clusters of enemy while firing off shots or picking off those that leave the group by slowing down and lining up a more accurate shot. You will be able to shoot at attackers while defending on a siege, but when attacking during a siege, you should leave the initial breaching to heavier troops. [MBW] Leveling (00041) This is about leveling up quickly. There are two ways to level up quickly: Killing lots of enemies in battle and doing quests. Some quests can give thousands of experience points, but so can killing a dozen or so enemies in a battle. However, you need to give your army time to rest and heal, so once you beat up enough bandits to tire out your troops, find a lord and take on a quest. Don't bother with village quests, as they pay poorly and often take a lot of time, and town quests aren't much better. [MBW] Using Heroes (00042) You can have a maximum of 10 other heroes in your party. Each should be able to take on 2-4 skills, depending upon how much you want to improve their combat skills. Since you'll be focusing on your own combat prowess and keeping your Leadership skill high, heroes will need to fill in the gaps. You will most certainly want to have heroes with high skill in Wound Treatment, First Aid, and Surgery - in fact, there's one hero who is perfect for these skills. If you happen upon Jeremus, recruit him, and focus him purely on those three skills (and one other Int skill of your choice, as you'll have room for it). Bump him down to the bottom of the party list so he's the last to engage in battle. This will make him much more available to keep your army fit to fight. Pathfinding is the next most important skill. The rest of the skills are more up to your own judgment, but with enough heroes, you won't really have to make many, if any, sacrifices. Keep searching those taverns for heroes. M&B: Warband /---------------------------------------------------------o -------o--------\ Making Money | (00043) \--------------------------------------------------------o [MBW] Tournaments (00044) You can make money by betting on tournaments - betting on yourself, to be specific. In order to collect on the bets, you must win the tournament. You can place a 100 denar bet on yourself for each of the seven rounds of the tournament. The basic tactic for winning a tournament varies depending upon the weapons you get, but keep in mind that each town always gives the same suite of weapons for tournaments, so you can avoid tournaments at towns that give you weapons you dislike. In general, look for people engaged in melee with another combatant, and the attack them from behind, and you'll do well in tournaments. [MBW] Production Enterprises (00045) You can build one production enterprise in each town. To do so, you must speak to the town's guild master, who can usually be found in a fairly central part of the town and is generally an older-looking male. In general, the more expensive a production enterprise is, the more money it will produce, but the guild master will also provide estimates of the enterprise's profitability for you. The profits from your production enterprises will be delivered to you automatically at the end of each week, when revenues and expenses are handled. [MBW] Fiefs (00046) You can make money from your fiefs. It's a simple matter of being awarded them by the king. Conquering them yourself helps, but if you have too many fiefs, you will be less likely to be awarded new ones. If you run your own faction, you can control who is awarded a fief. [MBW] Pillaging, Prisoners, & Combat (00047) You can pillage by going to a village and choosing to take a hostile action. This will lower your relationship with that village and net you a fair amount of goods, which can then be sold or used as desired. Prisoners can be sold to traveling ransom brokers, who show up in taverns at random. The higher a prisoner's tier level, the more they sell for. Also, in Tihr, you can find Ramun the Slave Trader, who will pay 50 denars for any prisoner. Winning a battle nets you some random weapons and armor. Generally, you'll want to pick on Sea Raiders, as they have the most valuable equipment that doesn't require a war to get. M&B: Warband /---------------------------------------------------------o -------o--------\ Warfare and Combat | (00048) \--------------------------------------------------------o [MBW] Building an army (00049) You'll want a sizeable amount of heavy units like Knights/Mamlukes in your army (the units that become these will work, as well). Archers/Crossbowmen are most useful on siege defense. Infantry can also work in place of heavy cavalry, but the absolute strongest units tend to be the heavy cavalry. The easiest way to train soldiers is to have someone skilled in the Trainer skill, or even have multiple people skilled in it (the bonuses stack). [MBW] Strategy (00050) In general, you'll want to have high party speed to make use of strateic moves. MBW isn't that complicated, but you can still make use of strategy to control battles. The main thing you can do is divide your enemies by leading them around until they're sufficiently separated to allow for smaller battles. [MBW] Tactics (00051) When in a battle, you can hit delete/backspace to bring up a minimap and a list of commands. You can also look in the controls to see what commands you can issue with keystrokes. This is useful for when you want to use only blunt weapons to take prisoners for war profiteering or missions. O============================================================================O | FAQ Stuff (FQ000) | O============================================================================O M&B: Warband /---------------------------------------------------------o -------o--------\ Frequently Asked Questions | (FQ001) \--------------------------------------------------------o To ask a question about this FAQ, see the contact section. I'll need questions before I can answer them! M&B: Warband /---------------------------------------------------------o -------o--------\ Version History | (FQ002) \--------------------------------------------------------o Version 0.10 - (01 Oct 2010) - Skeleton Complete Version 0.70 - (07 Dec 2010) - Sections 01-42 completed for 1.00 Version 1.00 - (11 Feb 2011) - All sections complete enough to call it 1.00 M&B: Warband /---------------------------------------------------------o -------o--------\ Contact/Legal | (FQ003) \--------------------------------------------------------o This file is licensed under the Creative Commons Attribution-Share Alike 2.0 Generic license. You are free: to share – to copy, distribute and transmit this work to remix – to adapt this work Under the following conditions: attribution – You must attribute the work in the manner specified by the author or licensor: Credit me as either Jeffrey McGaffigan or BlueYoshi579 (but not in any way that suggests that I endorse you or your use of the work). share alike – If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. Questions, corrections, comments, and all other forms of feedback are welcome as well. Corrections are especially appreciated - if you send one, please include a name for me to credit you as in the section below. Be sure to have patience and a good topic line, as well. And don't send me questions asking to specifically help you. I, nor any other reasonable FAQ writer, would ever do that. My e-mail: faqiynx AT gmail DOT com M&B: Warband /---------------------------------------------------------o -------o--------\ Credits/Thanks | (FQ004) \--------------------------------------------------------o SBAllen, for maintaining GameFAQs. CJayC, for creating GameFAQs. A I e x, for being a great FAQ writer. TaleWorlds, for making this game. You, for reading this FAQ.