I really want to be able to use lances, since it gets tiring being a horse archer in every playthrough. However, every time I try to use them, I have a harder time hiting my targets. They either move half an inch which is enough to make me miss , or they move into my horse, causing me to stop and then I die because they swarm me. The lance just seems waaaaaaaaaaay too picky on actually hitting them.
Any tips on how to use them? Also, what does the settings for lance do in the options? The one that lets you set Automatic, Manual Easy and the other Manual. Showing 1 - 15 of 15 comments. Omen View Profile View Posts. Automatic makes the lance couch automatically once you reach the right speed and manual means you have to press X yourself.
Not sure what the easy one does. Shenji View Profile View Posts. Use the 'tip' of your lance to aim, ride the horse as fast as you can. If you missed one, don't stop, just pick your next target. This was called zoom and boom if you are familiar with air combat games especially WWII era.
Some enemy equipped spears and they knew how to counter a horseman, if you hit a guy and your horse stopped, that's always means he is a spear guy and he made a counter cavalry stance before you reached him. Only you pierce him with your lance first, or leave them to your heavy infantry and pick another target. Like I always said, this game should be called Mount and Lance. If you don't know how to pick 30 sea-raiders in a row, by your lance, then you missed half of the fun of this game in total :.
If you're playing vs bots just keep the point of your lance aimed at them. When charging into a group of bots you're way more likely to stop if you're using a saddle horse or courser compared to a charger or war horse.
If you're against players then aim a little more in the direction they're moving towards to account for ping. It's hard to give tips for pvp as cab as it's something you learn the more you play.
I've tried all three options and can't tell a difference. I've also looked online and the only thing I can find tells me that manual hard makes it harder to aim and manual easy makes it easier to aim which obviously doesn't tell me anything. Is anybody reading this aware of what it actually does? Does anyone know more specifically what about hard manual is harder than easy manual, and how manual differs from automatic? It's not a huge issue for me. I'm just curious.
Showing 1 - 2 of 2 comments. Automatic couches your lance once you're up to speed and it stays couched as long as you maintain speed until you hit. Manual easy requires you to manually couch your lance then it will time out after a while and have a brief cool down before you are able to couch it again. This is because they lack any apparent weakness, while also lacking any strength. They are considered generalists, but as such, they can be adapted for different tasks.
Meanwhile, Sarranid Master Archers are devastating ranged units. On the level, if not above, of the Veagir Marksman, Sarranid Master Archers are well armoured, with excellent ranged abilities. However, just like all other ranged unit types, the Master Archers lack any close combat abilities.
What is the weakness of the Sarranid? Their infantry for one, but just like the Swadians, it is easy to be carried away and invest your money into elite cavalry. Not only that, but the upkeep will be comparable of a full Swadian force. If you do not have a substantial income you will become a very poor lord, very quickly. As a starting point, Sarranids suffer a bit from the same problem as the Swadians. They lack any specific low-cost and profitable good. Another problem is the size of the Sultanate.
Villages and towns are often dispersed, and reaching one end of the Sultanate from the other could take even two days. This is also a problem when fighting wars. Reacting quickly to events on either side of the Sultanate is nearly impossible. Among their neighbours you have the Khergits, Swadians and Rhodoks. With a trained force a war against the Khergits does not pose any threat, however Swadian and Rhodok forces will stand on equal terms with you.
Let us also not forget about Desert Bandits, who, just like Steppe Bandits, will outrun you, and if you lack an experienced force, annihilate you. When you become a vassal you will be granted the poorest village in the faction you've joined, usually a village that recently has been looted. If you are playing as a female, the lord who owns the castle associated with that village will dislike you, and deny you entry to his castle. Once your relation with that lord improves, you will gain access to it.
If you are playing a female character the king of your chosen faction will say that giving a fief to a woman will cause other nobles to think he has been 'bewitched'. You can choose to fight fiefless for the king, or reconsider taking your vows of allegiance. Having a much lower renown isn't a hindrance as long as you're on good terms with your liege. In Warband, a vote is cast to decide which lord gets the property every time a castle or town is captured by your faction.
This can be done once for each village, town or castle your faction acquires, which should net you a lot of friends in the long run. Another way is to work as a mercenary against the faction you'd like to join, and any time you capture a lord especially the king you will usually gain a bonus to your relationship with that lord along with bonus honor when you release him from captivity.
Once many of the lords in that faction like you again, especially the king , you should have no trouble gaining fief after fief once you swear fealty. A king may ask you to become his vassal. This may occur after winning all tournaments, or after achieving a certain level of renown while having an overall positive standing with that faction.
The villages, towns, and castles scattered about the map are known collectively as fiefs. Each one is owned by a vassal or, in the case of the capital city of a faction, the ruler of that faction. They can change hands a few different ways, the most common way being during wartime.
Villages, unlike castles and towns, cannot be captured directly. Instead, they are associated with a nearby castle or town and when the castle or town is captured, so is the village. Initial Lords Every time you start a new game, the ownership of villages and castles is randomized with only a few exceptions. Towns are typically assigned to powerful lords and do not change. Acquiring a Fief There are a few ways of getting hold of fiefs, most of which involve capturing them after a siege.
Personal Fiefs Personal fiefs can be obtained by capturing a town or castle while not a vassal of any lord. This can be difficult as defenders of towns and castles are hundreds strong and if you are not a member of a faction you will not have any allies to help you.
Once captured, it can be very hard to keep a fief under your control, as factions may decide to declare war on you at any time and huge armies, often with more than a thousand men, will attack each village one by one, which is extremely difficult to stop.
Once you have a fief, there are a few things to remember. Taxes Owning a fief allows you to collect taxes from the populace every week taxes accumulate, so you don't have to visit every week. In Warband, you automatically receive taxes and do not have to visit to collect them. Towns earn the most base taxes, villages second, and castles the least.
The prosperity of each fief also affects the amount of taxes they produce. The prosperity of a castle is affected by the prosperity of the village that is geographically attached to that castle, even if the village is not owned. Usually it is the case that the the player will not own a connected castle and village, unless they have large numbers of both villages and castles. You can raise the prosperity of a town by making sure that its caravans reach their destinations, and by completing quests from its Guildmaster.
For villages, stop it from being raided, kill bandits if they invade, build improvements, and get quests from its Village Elder. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods, and they will no longer be available until trade has returned them, which can take a rather long time.
For castles, the same methods can be employed on adjoining villages, but improvements cannot be built unless the adjoining village is owned. The profitability net income of a castle can be improved by reducing the size of the garrison. Reputation Once a village belongs to you or to your faction you can't loot and burn it, although you can still force the peasants to give you supplies.
If you are already disliked by a village that becomes your fief, the villagers will remember and hate you, but you can still collect your taxes as usual. However, you will be unable to get recruits from this village. You can see your reputation in brackets in the description at the top along with a word describing how much they like or hate you, for example "acceptive", "resentful", "hate you with a passion", etc.
If you intend to take part in sieges to earn further fiefs for yourself, you should avoid raiding nearby villages so that they will still like you when you own them. Burning villages also decreases their prosperity, which affects the taxes and recruits you can collect, so it is a good idea to make sure any villages you may come to own are in as good a condition as possible. Wealth The taxes a fief generates are linked to its wealth, ranging from very poor to very rich.
Improving a fief's wealth increases taxes and the amount of recruits you can obtain there. Improving a fief's wealth is no easy task; once it is looted, the wealth will drop back to very poor for a rather long time.
Improving the wealth is done by a range of actions. Increasing reputation: this represents how happy the residents are with your rule. When your people hate you they will leave first chance they get and the village will not grow beyond average, so you must improve the reputation to 0 or higher to gain any real wealth in your fiefs. Patrolling: villagers need to go to a nearby town to obtain new resources and to sell their own surplus. Patrolling your terrain to make sure your villagers are not attacked and enslaved along the route is needed if you wish to improve the fief's wealth, which can pose a problem to lords who have a wide range of fiefs.
Trade: if the town the villagers trade in is poor, prices will be high, resulting in less affordable goods. Your villagers notice this too, as the wealth of the town largely influences the wealth of the villages and vice versa.
A town with two poor villages and one average will tend to become poor after some time, due to the lack of production in the villages, and therefore lack of production in the town itself. The town will increase back to average if the villages near it are at average too, as this allows the town to produce more trade goods which will attract traders who will also bring new goods. After some time this will increase the wealth of the town and give your village a chance to increase its own wealth, as it is directly linked to the town.
To successfully improve the wealth of your fiefs, you should do all of the above, and for an extended amount of time. Depending on your own goals it might not be worth the effort to increase the wealth, as it takes a long time to actually do so and if you stop patrolling the region for a short amount of time the bandits will return and rob your villagers blind. Capturing fiefs as a member vassal of a faction can only happen when your faction is at war with another faction. The marshal of your faction will summon lords of the same faction, then ride into enemy territory, possibly capturing castles and towns along the way.
Keeping a captured fief for yourself even if you captured it without the help of allies is not guaranteed. The calculation to decide who gets a captured fief is based on renown, the current number of properties they own, and an element of luck: - Take renown and add as a base value. The player is only given the fief if he gets the highest score of all lords in his faction. In Warband, you can try to persuade other vassals that you deserve the fief. If successful, their renown may be added to yours in the calculation.
You can also recommend other vassals for fiefs, and this sometimes seems to have the odd reverse effect increasing the likelihood of the recommending player getting the fief, rather than the lord they recommended.
There may be other elements in Warband that aren't linked as exactly to the formula above. For example, new lords have a strong likelihood to receive a fief if they have none. As an example, once one takes vassalage, it is rarely too long before they receive a fief, even though the renown of other lords in the faction is much higher. While playing, it may be helpful to consider the following things: - If you plan on using Two Handed Weapons, you may want to consider using Polearms, as they have longer reach.
However, since the damage output is greater when the target is farther away, you may find yourself in trouble if surrounded by enemies at close range. From there, go to the Game tab and check the box next to Enable Cheats. If cheats are used you may disable them again at any time to re-enable Steam achievements since they only disable Achievements for the sessions they are used. It is an extremely useful tool for modders as it helps to "speed" gameplay time so features normally restricted to late game can be accessed far sooner.
When rescuing his brother from the bandit hideout, you will be faced with hundreds upon hundreds of looters. You can only command yourself with the party command keys and you will cheer at the end of the battle, just like the NPCs. Note that this does not actually increase the proficiency by it simply allots 10 points in that category. Be warned though, going from level 62 to 63, the game overflows the level, instantly bumping you up to level This may at first seem awesome, though you will now have to contend with bandits infesting villages, and every hostile enemy running from you no matter the difference in numbers.
It also causes the game to crash frequently, even on higher-end systems. Save the "menus" on your desktop, change the name of the original menus into "back up" or something as easily recognizable. Now move the new menu into your native dictionary.
For this to work, you also need to start a new game. Go to your character page and click on statistics 2. Click export character 3. Minimize the game screen 4. Go to your documents 5. Open the file labelled the name of your character 7. Change what you want e. Save and exit it 9. Go back to the game Go back to the statistics page and click Import Character You're done! Cheating with Books: 1.
Ensure you have excess money 2. Go to your character page and click on statistics 3. Click export character 4. Import it into newly created character - you will find out that your stats, level and cash was transferred from imported character 5. Find a book merchant and buy all readable books 6. Read them all this might take a while 7. Export the character, and repeat!
Your party is the one of the most important aspects of the game: within it you can hire troops from villages and secondary heroes who will help you in battle. NPCs are important because they cannot die in battle they just get wounded. As your renown grows so will the size of your party and the amount of heroes you can control. There are sixteen heroes in the game you can hire from taverns. It is important to level up your Persuasion so you can handle inner party disputes, as not all heroes will like each other.
Your party has two main parameters: Morale Morale influences your moving speed and when it becomes low your troops will start deserting.
You can increase your morale by winning battles, tournaments, having a variety of food, completing quests, razing villages and raising your leadership skill. You can lose morale from starvation, losing battles, and failing quests the last one is actually true for many NPC heroes. Morale of nation-based troops is also greatly negatively affected if you are waging a war against their home nation.
Also, fighting more than 1 or 2 times a day will lower morale. Morale Modifiers - Base Morale: your base morale will always be Note that when removing party members, this penalty will decrease by 1 each, but a temporary 1 point penalty will be incurred to Recent Events.
This means you are left with no immediate net change. Size The party size represents of course how many troops you can take with you. Party size is affected by your renown, charisma, and leadership skill. Size Modifiers - Base Size: the base size of your party is 10 - Leadership Bonus: every level in the Leadership skill will increase your party size by 5. For every 25 renown, party size is increased by 1.
Goods can be purchased at villages or towns. They cannot be directly used although food is consumed automatically , but you can buy them and sell them at other towns or villages for a profit, and if you own a Productive Enterprise, you can give your master craftsman raw materials instead of having him buy them from the market although he will usually be able to get them for a good price.
Likewise, you can tell your master craftsman to hold onto the goods the enterprise produces so that you can trade them yourself for higher profit. Prices The prices of goods are highly variable, and based upon an abstract model of Supply and Demand, which is covered in theTrade page. True Value All goods have a True Price- this is the arbitrarily game-assigned relative value of each good, but this is rarely ever what the actual price of the goods will be - these are instead modified based upon the local abundance or scarcity of that product, so that you can purchase goods where they are abundant and cheap, and sell where they are scarce, and hence valuable and pocket the profit.
If you wish to engage in trade, only purchase goods when they are notably less than the True Value listed unless you are sure that there is a town where the scarcity of the good will drive up the value even further. Type of Goods Many goods are not used directly by towns or villages, and are used only as a raw material for the creation of another type of good.
Finished products, meanwhile, consume those raw materials in their creation, and part of trade is based around moving supplies of raw materials to the places where they are turned into finished products. Most food items are already a "finished product" as soon as they are created. Grain is unique it can be made into two finished products, and velvet is unique in that it requires two different raw materials.
The player can also own a Productive Enterprise which allows the player to convert a small amount of those raw materials into finished products in their cities, as well. Food Other goods are Food. You need to carry food in your inventory for your army to eat, or they will grow hungry, and morale will suffer greatly. Any good that is a food will have a quantity value where a larger quantity value will feed more soldiers for a longer period of time and a food morale bonus for that food.
Having a variety of different food types is an easy way to improve morale. It is worth noting that some foods will spoil after two or three days, and lose most or all of their value. On the first night, the good gains a "fresh" modifier for example, "Fresh Pork", and then "day old" and so on in increasingly worse modifiers until they are inedible and sell for nearly nothing.
These goods have high morale values when fresh, but should be traded away quickly, before they spoil. Goods only spoil when in your possession - goods in markets or your storage do not spoil no matter how much time passes.
Household Goods Still other goods are Household Goods - you should have a supply of these goods in your court if you own a fief, where they will be used in Feasts to raise relations to other lords. Others Other goods have no use except in trade, and are just Trade Goods. Finally, all goods have a weight - typically a rather significant amount of it, at that. Weight can slow down your Party Speed, and it is worth taking along some extra horses to serve as pack horses and maintain your overland speed if you want to trade and still hunt down bandits during your trips between towns.
Trade is a skill available to players and NPCs. In any given settlement there will be a buy price what you pay , a sell price what they pay , the true price the game-assigned base value of the good , and a market supply modifier which multiplies the value of the true price based upon local abundance or scarcity of that type of commodity. This is to ensure that simply looting the corpses of enemies isn't far more profitable than any other way of making money in the game.
Trade skill will also affect how long it takes to collect taxes. In this way, people do not need to produce everything, as they can produce one thing and trade for the rest. You can benefit from this mechanism. Every town and village in the game will produce several different kinds of goods. Generally, villages only produce "raw material" goods like wool, grapes, or chicken, while towns have the industry to create "finished product" goods like wool cloth or wine.
Villages produce raw materials based upon the village prosperity, with more prosperous villages producing more goods. Towns, meanwhile, consume raw materials when they produce finished product goods. Producing a unit of wool cloth consumes a unit of wool, and since towns do not produce their own raw materials, they are dependent upon their villages supplying them and by extension, their peasants not being attacked on the road to the town when they go to trade.
Some goods are neither raw materials for other products generated at villages nor finished products produced from an associated raw material item generated in towns. These goods can be produced either by villages or towns, although it is worth noting that most of these goods are foods only produced in villages. If towns produce these products, however, such as Spices being produced at Tulga, they are produced directly at the town itself, and do not require any trade or any villages to produce that item, and production is based solely upon that town's productivity score, bypassing the need for villages for that one type of product.
Players can also own a Productive Enterprise at a town, which will produce finished goods from raw materials just like towns will, but where the productivity of the facility is fixed. A player-owned ironworks will turn 2 iron into 2 tools regardless of town productivity, which may be a lot or a little depending on the relative prosperity of the town.
The villages attached to castles will send their peasants to the nearest town of their own faction, supplying that town with their raw materials. In the event that a castle is taken far from the rest of the faction such as Vaegers taking a Rhodok castle , this can result in a long and vulnerable trade route for the peasants to follow, but occasionally providing towns with access to goods they normally would not have, and potentially upsetting normal town supplies of certain goods if they rely upon a castle village whose castle was taken by an enemy faction.
Villages and towns also consume certain commodities at a given rate. Food items, for example, tend to be consumed fairly quickly and regularly. Raw material items are consumed only in production of finished goods unless they are also food items like grapes. Some items, like Velvet, are used rarely, if ever, and as such, almost no town will actually have shortages of that product.
The entire model of "supply and demand" in Mount and Blade is based around a "market supply modifier", which is a number that multiplies the value of a given type of good.
This is ultimately just a simple number for each type of trade good for each town and village in the game that tries to abstract the complex concept of Supply and Demand without having to track how many of each village has of which goods. While the items in the market are the "Supply" of a given market, the presence or absence of these items ultimately don't matter to the price of goods or productivity in a town or village, only the market supply multiplier does.
This is probably to represent a supply that is simply not for sale, but the mechanics of the system are sometimes off. Even while this is just a single simple value, however, the sheer number of these simple values, and the way in which they interact with one another, ultimately creates a complex and difficult-to-predict market.
Talking to the Guild Master about trade in a town will let you see all of the goods whose market supply multipliers are over , with the format of saying something like, "We have shortages of Trade Good , and other commodities," where the is the market supply modifier, representing, in this case, prices that are There is no way to directly see the market supply modifier of a village, you can only infer through the prices they will trade at.
A market supply modifier of is an "average" price, where goods are worth exactly their true value plus or minus your trade penalty when you actually buy or sell. Market supply multiplier values below are never directly displayed, although they can be inferred through understanding the other mechanics of pricing. Over time, as towns and villages consume products, the supply multiplier rises, and when goods are produced, that lowers the supply multiplier. Likewise, purchasing goods raises the supply multiplier of a good, and selling lowers the supply modifier of a good.
It is important to note that every time you buy or sell a good, the market supply modifier for that good changes at the moment that you have transferred the good. Hence, buying and selling in bulk ultimately winds up diminishing your overall per-unit profit margins. Although one should not generally purchase and sell the same good from the same market, it is worth noting that purchasing a unit of a trade good and then selling it back to the same market will not result in the town having the same market supply modifier as before you purchased and sold that unit.
Selling a unit of Ale at denars, leaving the menu, returning, purchasing it back, leaving the menu, then returning again, for example, will show the price of that same unit of Ale to now be selling at denars.
In other words, selling goods to a town in a "shortage" of a certain good will cause that good's market supply modifier to go down by a greater amount than buying that good back will cause it to go back up. The cause of this discrepancy is currently unknown, but may have to do with a quadratic change in the market supply modifier as the modifier becomes higher reflecting more desperate shortages of a good , or may have to do with the overall impact that a purchase or sale to a market will have on the market supply modifier is at least partially based upon the overall number of goods that are in the market at that time.
To get around this issue, it may be advisable to purchase items in bulk where they are cheap, and then sell them only one or two at a time at each town or village you come across until you have sold them all to prevent the price of the goods from dropping too far.
When prices for beef get too high, townspeople will not just eat more pork instead this principle of economics being called a "substitute good" , nor will low beef prices drive down demand and hence prices for pork. Likewise, what is called the "elasticity of demand" which explains how much price impacts whether or not customers will consume a product has only rudimentary implementation. Towns that produce bread, for example, but cannot import enough grain, will continue to make bread even after the supply multiplier has been pushed to the point where the grain is more valuable than the bread they are turning it into.
While this is unconfirmed, the only function of a shortage seems to be that the greater the shortages of goods become, the more impaired productivity becomes in general, meaning that they will still be turning wool into wool cloth even after they have "run out of wool", just at a lower rate. This ultimately means that the largest "shortages" and hence, the largest swings between how low you can purchase the product and how high you can sell the product will occur only on "raw material" goods, like iron or flax, between towns and villages where much of that material is produced, but none of the related "finished product" goods are produced and hence, with nobody consuming them, the market supply multiplier only goes down over time , and selling them to the towns where that raw material is not produced, but the finished product for that raw material is produced and hence, supply is continually exhausted, but never renewed without trade.
It is important to note, however, that there are no cities where prices for some goods are automatically very low or high - prices fluctuate solely upon the rates of production and consumption in the market. Because each village and town tends to keep producing the same goods, and tends to have voids in their production in the same goods, however, outside of player-owned facilities which can drastically change local supply, there are some very predictable patterns for where prices for one good will be cheap, and another will be expensive.
Without the support of castle villages, and assuming Peshmi is not continually looted and raided, this means that four of the eight products of Halmar Bread, Ale, Leatherwork, and Wool Cloth are produced from raw materials produced by Peshmi, and as such, prices will generally be dependant upon how much Peshmi is raided, but usually fairly low for these finished goods. One of the eight products of Halmar Pottery is a direct product of Halmar, and needs no supply from trade to produce, although they produce more than they need, causing Pottery to typically be inexpensive in Halmar so long as it maintains high productivity.
Wine, Tools, and Oil, meanwhile, are produced in Halmar, but the raw materials Grapes, Iron, and Olives are not, causing the prices for these raw material goods to become unusually high when Halmar has high productivity.
The raw materials Raw Silk, Dyes, and Flax, therefore, will only have average or low prices, even though they are not produced there, because they are never consumed in the production of finished products.
The food items and goods like spices and furs may have higher or lower prices, depending on how much of those products that particular market likes to consume, although consumption of these types of goods tends to be much slower than consumption of raw materials, so places where prices were once high can be brought down low if you try to exploit a trade route too frequently.
Halmar is a town that is frequently visited by caravans by virtue of its central location, however, which means that its lack of supply from its villages can often be mitigated by caravans trading at Halmar. A town further on the edges of the map will often have more extreme variations between the market supply modifiers of the goods it produces itself and the ones it must import than a town near the center of the map. If this is the case, Iron will no longer fetch such a high price at Halmar's market, as Iron can be supplied to Halmar through one of its villages.
Likewise, Fruit and Cabbages will become available, and Pork, Chicken, Bread, Grain, Wool, and Pottery will all become less expensive for as long as Ehlerdah can produce and supply Halmar with its goods. In this way, the tides of battle can have an indirect impact on the layout of the most profitable trade routes. Also, some of the most drastically cheap goods occur when villages produce a raw material, but towns do not make their finished products.
Rivacheg and Jelkala are the only two towns that usually have villages that produce Raw Silk in their area, but Jelkala produces Velvet from that Raw Silk, and as such, Raw Silk can sometimes be more expensive in Jelkala than even in towns which do not produce Raw Silk at all since they do not consume any of it, either. Rivacheg, meanwhile, will almost always have the cheapest Raw Silk prices in the game, as they produce quite a bit, but use none of the product.
Because, new to Warband, you can purchase land for your own industries to turn raw materials into finished products for your own profit, those locations where raw materials are produced but their finished products are not become the ideal location to set up the facilities that make those finished products, as your raw materials will be as cheap as they possibly can be, and you face the least competition for the products you sell. Rivacheg, then, is a great place to set up an extremely profitable velvet weavery and dyeworks which can often produce as much as denars a week all by itself.
Other towns featuring these opportunities are Dhirim, which has plenty of cheap grain, but no breweries of its own, and Curaw, whose villages produce iron but where there is no production of tools.
Some goods are very heavy and thus slow down your party. As a final note, selling goods to the Book Merchant means that the book merchant will buy goods at the price that those goods trade for in that town.
While it is perhaps a bug, he will continue to carry those goods in his own inventory to other towns, where the prices will change, potentially giving you a chance to sell goods to the book merchant and then buy those exact same goods back from him in a different town at a lower price, only to sell them back to him again in another town for even more profit. This also affects the local market supply modifiers, even though the "actual goods" you have traded never hits those markets, and the goods will leave town along with him.
In the actual trade screen, it is possible to make transactions with few Denars changing hands. Because transactions only occur once you click "return," you can first select items you want from the merchant's inventory, and then pick items to sell him back.
In the middle of the screen, it shows who will have to pay who how many Denars once "return" is selected. In this way, you can in effect purchase goods with goods. This method is also helpful if the merchant doesn't have enough Denars to buy all of your loot, you can simply trade your loot for something of his that you like. Food is very important for your party. Each type of food which you have in your inventory gives your party morale, and if you run out of food, you will lose it.
Food can be bought at goods merchants in towns, or in villages. Gradually, your party will eat the food, reducing its quantity. In Warband pork, chicken, and grapes are also affected by deterioration. Your party will eat every 14 hours, with every unit of food quantity feeding 3 troops.
Horses are very important as they can give the advantage on speed both movement speed and attack speed bonus. Each horse has its own stats so you should choose the one that fits more to your character.
Attributes - Horse Type: Name of the horse horse type. The higher this value is, the better. All blows delivered at higher speed will cause more damage.
Higher speed usually comes at the price of lower armor. Couched lance damage is directly related to this stat. This damage is usually low regardless of how high this value is, though your horse will almost always knock your target over if you are moving at full speed.
A horse with a high charge will lose less speed when it hits an enemy and will be able to push its way through more infantry before being forced to stop. Shields block arrows, bolts, javelins, axes and all melee attacks coming from the front, regardless of the attack's direction. When slung over your back, they can still block ranged attacks coming from the rear; this trait applies only to the player's character, and does not benefit NPCs. Kicks will always break a block regardless of the shield skill of the user or shield that is used.
Different shields have widely differing stats, so you should choose the one that fits your playing style best.
Here's an explanation of what these stats mean: - Name: This is the name of the shield. The Modifiers of the shield Thick, Reinforced, etc Avoid shields if possible with prefixes like Cracked, Old, etc. If it runs out, the shield is broken and can no longer be used for the remainder of the battle. The higher it is, the slower you move.
Watch out for your encumbrance if you want to move fast on foot. For example, a 0 Resistance shield hit by a blade will take 20 damage, which will drain its Durability; instead, a 10 Resistance shield hit by the same blade will take only 10 damage 20 minus Resistance is also factors against a successful Guard Crush.
This parameter can be quite important for a shield. Certain weapons, mainly axes and axe-like weapons, ignore this value when dealing damage.
Ranged weapons with sufficient damage and missile speed can penetrate shields that have a low resistance. This damage is always reduced, however a hard enough hitting attack will interupt your block. For example, a 79 Size shield will cover only the upper part of your body, leaving the legs and the head exposed; instead, a 85x size shield will cover your whole body, leaving you vulnerable only from the back.
Higher numbers are obviously better, especially when the character's Shield skill is low or non-existent. Some shields cannot be used from horseback it will say so in the stats of the shield, in yellow text.
Most of these shields are called "Board shields". They are preferable if the player does not fight on horseback. These shields usually have one of the highest durability ratings and size. The durability and resistance stats seem to be inversely proportional. Nord shields and Heater shields have higher durability but low resistance, while shields designed to be used mounted are the opposite. Only cumbersome shields like the Huscarl's round shield, Board Shield and Steel Shield are exceptions, but these shields balance their greater protection with reduced speed and increased weight.
Shield and Shield Skill Note that use of shield is heavily affected by shield skill. Higher skill means higher shield resistance, speed and coverage.
With high skill spent on it, you can expect your Steel Shield to be used fast as wooden ones and catch projectiles out of coverage as if it were missile magnet. If this happens, it means that your shield lost its good trait, or earned a bad trait.
Unlike horses which heal back, shields don't; If your board shield became "Battered", there's no way back to fix it. So manage your shield well, if your shield has taken heavy damage, it is better to take few hits with your body than allow it to break unless your shield is a field pickup weapon or your own health is low as well.
Most weapons are governed by your Weapon Proficiencies which may be personally increased when you level up, and will also automatically improve through use. Weapons such as axes are more effective against shields and more capable in close quarters, where as a polearm is often near useless in close combat. From horseback, the lance dominates when couched, guaranteeing a near-instant kill in most cases.
To be an effective hand-to-hand warrior, the player must have a high level of Strength and skills in Power Strike, Shield, Athletics and Weapon Master with high weapon proficiencies in any style of Melee Weapons.
Stats - Name: The name of the weapon. This may include a single Modifier, indicating improved or reduced stats. A shield cannot be used at the same time as a two-handed weapon or with certain polearms. The game also used to have dual wielding, but Armagan removed the feature.
When looted from battle, items will display their true value. Modifiers will change this value. It also increases the delay after parrying or blocking before another attack can be made with the weapon. The collision of a high weight weapon with a blocking, low weight weapon results in a short stun period where the defender cannot switch out of the block to counter.
With the roles reversed, the result is a standard block of the lighter weapon. The weight of the weapon also affects the Crush Through Threshhold of weapons. Some weapons like scimitars are swing-only. Cutting weapons often do Bonus Damage against lightly armored targets but significantly lower damage to heavily armored assailants compared to piercing and blunt damage. These weapons benefit the most from the Power Strike skill due to their inherently higher damage.
Some weapons like some spears are thrust-only. Piercing weapons have higher armor penetration than cutting weapons. Hammers are an example of a typical blunt weapon. Blunt weapons have highest armor penetration and do lower damage against lightly armored targets. These weapons will always knockout the target, there is no way to kill a target with blunt damage. Additionally, blunt weapons have a chance of knocking a target over depending on the weapon's weight and speed.
Ideally, its value should be higher if you wish to fight on horseback. Shorter weapons are preferable in tight quarters, such as the stairs in many multiplayer siege battles and the final stage of single player siege battles inside of the castle. The full damage of the weapon is also easier to achieve with shorter weapons as maximum damage is inflicted only when the tip of a weapon the fastest moving point contacts your target.
One-Handed One-Handed Weapons are relatively light weapons designed for use with a shield.
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