Just as in Mount and Blade: Warband it is possible to collect a number of Companions to help you in your quest. These Companions will form part of your party and will gain experience as you progress in the game. Companions have two benefits over normal troops: they are fully customizable, and will not die, instead getting knocked unconcious. Companions can be found in the Taverns located in. Mount And Blade Warband Companions Guide Download Based On Just allow me understand if you place a mod for download based on this code, im curious what individuals would make of it. Go to diplomacy mod website for even more details (hyperlink below) Some examples are usually: Volley fire, Shield wall structure, Pikewall, Rates (1, 2, 3 strong). Finding the best companions and builds in Mount & Blade II: Bannerlord can be a challenge. This guide will help you understand what companions are best for roles like owning a caravan, being a.
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Mount&Blade Table of Contents Walkthrough
Table of Contents
- Character creation
In Mount&Blade you are not the only hero. When exploring the taverns of Calradia you will come across some named people who are willing to join your cause, for a price of course. Their locations are random and will change from time to time, so check taverns regularly until you find all of them. You can also pay a Traveler to tell you the location of any companion (30 denars per name).
Just like your character, companions heal between battles on a percentage basis and can never be killed or taken prisoner, although some mods alter this.
At low levels, companions are very weak; most of the time if you don't completely obliterate the enemy you'll end up realizing that your companions have been knocked out. However, since companions can level just like the player character they can end up much more powerful than even the highest-level troops. Outside battle they contribute their skills to the party as a whole (see the party page).
Likes and dislikes
Each Companion has individual likes and dislikes. Each likes one other Companion and dislikes two others, and these feelings are mutual. Over time, their dislike will probably make one decide to leave. If you follow the story a Companion tells you during your first meeting you will get an idea of what Companions and actions they will like or dislike.
Each Companion tends toward a specialization. Certain skills will contribute to the party as a whole; others are personal or leader only (useless in a Companion, but when made vassal becomes useful). When a Companion's health falls to 33% or below the name will be shown in red text and any of their skills that were aiding the party will not work until they heal above 33%. Those with healing abilities should be kept at the bottom of the party list to ensure that they see less battle and therefore are less likely to be wounded too badly to heal others.
Looting is the only party skill whose base attribute is Agility (Klethi is the member best suited for looting as her Agility can be raised the quickest).
Trade is the only party skill whose base attribute is Charisma (if you want to have a large party, then Charisma is necessary, so you should specialize in trade yourself).
All other party skills are Intelligence-based. It is possible to maintain extremely high intelligence party skills with only two companions by only raising their intelligence attributes and putting most of their available skill points into party skills (e.g. teach Ymira First Aid, Wound Treatment, and Surgery, teach Borcha Spotting, Tracking, and Path-Finding and give each of them either Engineering or Tactics. Every three levels will give the companions six skill points to upgrade four party skills with two left-over to upgrade personal skill. It goes without saying that those two members will be poor soldiers and should be well-protected at the bottom of the party list. They will also gain the bulk of their experience through training and quest completion.
One of the biggest advantages Companions have over standard troops is that they can gain levels and develop their skills in the same way as your own character. You can even customize their gear, outfitting them with exactly what you want them to use.
To customize a Companion's abilities when they level up, open the party screen () and talk to the hero you want to upgrade, then choose 'Tell me about yourself', and you will see that Companion's character window. To customize their equipment do the same but choose 'Let me see your equipment', and you will see the inventory. Just as with your own character, Companions can only use equipment if they meet its minimum requirements.
Pillaging villages is a very lucrative business. Sadly some companions object to this practice, forcing you to either pillage in moderation or build a party without the heroes Bunduk, Firentis, Jeremus, Ymira and Marnid.
This table helps picking a pillage-happy party with not too much bickering. To use this table, select the champions you want and make sure everyone got a neutral or positive rating. Meaning you can not have Klethi and Artimenner, without balancing it out by having Lezalit and Deshavi too. All the companions who are not pillage-happy, or dislike it, have been removed from this table.
If you make your own kingdom you can also give your companions fiefs to make them vassals. This can be a blessing early in the game because you have allies to help you fight large armies. However, if you plan to make allies you have to be careful about who you give fiefs to. Giving fiefs to companions who are not noble may anger other lords (-2 to -5 penalty). Once lords, the faction of the troop they recruit depends on their own faction.
|Borcha||No||Khergit (tells his homeplace is a Khergit village (Dashbigha) when you pass it.)|
|Deshavi||No||Nord (tells her homeplace is a Nord village (Fearichen) when you pass it)|
|Katrin||No||Swadia (tells her homeplace is Praven when asked about right to rule.)|
|Klethi||No||Vaegir (tells her homeplace is a vaegir village when you pass it.)|
|Lezalit||Yes||Geroian (says he is the youngest son of the count of Geroia, outside of Calradia)|
|Marnid||No||? (recruits Nord soldiers when elevated to lordship)|
|Nizar||No||? (recruits Sarranids when elevated to lordship)|
Searching for lost companions
If your companions left over a dispute or if you were defeated in battle you can randomly find them in a city tavern. The best way is to find a Traveller in a tavern and ask him where to find your companion. Then head quickly into that city, because your companion can move in the meantime.
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Mount&Blade Table of Contents Walkthrough
Table of Contents
- Character creation
Rather than having classes to choose from, Mount&Blade lets you decide elements of your past which help determine your starting abilities and equipment and acts as a sort of difficulty setting. There is no randomness to your starting stats, so every time you choose a particular set of choices the base stats will be the same.
Once you have chosen the aspects of your background you move onto point distribution.
The information below is applicable for v1.011. For earlier versions see Character creation pre1.011
- Original Mount&Blade
Your father was..
|Noble (if male)||INT +1, CHA +2||Power Strike +1, Weapon Master +1, Riding +1, Tactics +1, Leadership +1||1H +2, 2H +15, Pole +21||Battered old round shield, +100 Denars, +100 Renown, +3 Honour, Banner|
|Noble (if female)||INT +2, CHA +1||Riding +2, Wound Treatment +1, First Aid +1, Leadership +1||1H +14, Pole +7||Battered old round shield, +100 Denars, +50 Renown, Banner|
|Merchant||INT +2, CHA +1||Riding +1, Inventory Management +1, Leadership +1, Trade +2||2H +15, Pole +26||+250 Denars, +20 Renown|
|Warrior||STR +1, AGI +1, CHA +1||Ironflesh +1, Power Strike +1, Weapon Master +1, Trainer +1, Leadership +1||1H+2, 2H +23, Pole +33, Throwing +15||Battered plain kite shield, +50 Denars, +10 Renown|
|Hunter||STR +1, AGI +2||Power Draw +1, Athletics +1, Tracking +1, Path-finding +1, Spotting +1||2H +15, Pole +7, Archery +49||+30 Denars|
|Nomad (if male)||STR +1, AGI +1, INT +1||Power Draw +1, Riding +2, Horse Archery +1, Path-finding +1||1H +2, Pole +7, Archery +49, Throwing +15||Battered plain cavalry shield, +15 Denars, +10 Renown|
|Nomad (if female)||STR +1, AGI +1, INT +1||Riding +2, Path-finding +1, Wound Treatment +1, First Aid +1||1H +5, Pole +7, Archery +32, Throwing +7||Battered plain cavalry shield, +20 Denars|
|Thief||AGI +3||Power Throw +1, Athletics +2, Looting +1, Inventory Management +1||1H +14, Pole +7, Throwing +31||Throwing knives, +25 Denars|
|Page||STR +1, CHA +1||Power Strike +1, Persuasion +1||1H +8, Pole +3|
|Apprentice||STR +1, INT +1||Engineer +1, Trade +1|
|Assistant||INT +1, CHA +1||Inventory Management +1, Trade +1|
|Urchin||AGI +1, INT +1||Looting +1, Spotting +1||1H +8, Throwing +7|
|Steppe Child||STR +1, AGI +1||Power Throw +1, Horse Archery +1||Archery +24||+15 Renown|
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|Squire (male only)||STR +1, AGI +1||Power Strike +1, Weapon Master +1, Riding +1, Leadership +1||1H +23, 2H +38, Pole +22, Archery +16, XBows +16, Throwing +14||Ragged leather jerkin, Tattered leather boots, Swaybacked saddle horse, Rusty sword, Hunting crossbow, Bolts, Smoked fish, +20 Denars|
|Lady in Waiting (female only)||INT +1, CHA +1||Riding +1, Wound Treatment +1, Persuasion +2||1H +8, XBows +24||Sturdy woollen hood, Sturdy woollen dress, Spirited courser, Dagger, Hunting crossbow, Bolts, Smoked fish, +100 Denars|
|Troubadour||CHA +2||Weapon Master +1, Path-finding +1, Persuasion +1, Leadership +1||1H +19, XBows +16||Sturdy tabard, Ragged leather boots, Swaybacked saddle horse, Rusty sword, Hunting crossbow, Bolts, Smoked fish, +80 Denars|
|Student||INT +2||Weapon Master +1, Wound Treatment +1, Surgery +1, Persuasion +1||1H +15, XBows +32||Sturdy linen tunic, Woollen hose, Swaybacked saddle horse, Rusty sword, Hunting crossbow, Bolts, Smoked fish, Book (random), +80 Denars|
|Peddler||INT +1, CHA +1||Riding +1, Path-finding +1, Inventory Management +1, Trade +1||Pole +11||Fur hat, Leather jacket, Ragged leather boots, Leather gloves, Saddle horse, Staff, Hunting crossbow, Bolts, Smoked fish, Linen, Pottery, 2x Wool, Sumpter horse, +90 Denars|
|Smith||STR +1, INT +1||Weapon Master +1, Tactics +1, Engineer +1, Trade +1||1H +11||Coarse tunic, Ragged leather boots, Saddle horse, Balanced sword, Hunting crossbow, Bolts, Smoked fish, Tools, +100 Denars|
|Poacher||STR +1, AGI +1||Power Draw +1, Athletics +1, Tracking +1, Spotting +1||Pole +7, Archery +57||Rawhide coat, Hide boots, Heavy Sumpter horse, Chipped axe, Hunting bow, Barbed arrows, 2x Dried meat, 2x Furs, +10 Denars|
Reason for adventuring
|Revenge||STR +2||Power Strike +1|
|Loss||CHA +2||Ironflesh +1|
|Wanderlust||AGI +2||Path-finding +1|
|Forced out||STR +1, INT +1||Weapon Master +1|
|Money||AGI +1, INT +1||Looting +1|
Once you have answered the background questions, you will see the character creation screen. First you have to decide whether you will be allowed to quit without saving. Enabling this will allow you to quit and reload your game to undo a disastrous battle or otherwise experiment with things.
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Once you have decided on a saving mode you get to distribute points to your skills and attributes (see those pages for more information on what each does). Before you can continue you must distribute all skill, attribute, and weapon points, and also give your character a name.
Mount And Blade Warband Companion Guide Book
Next you get to customize your face. You can rotate the face by holding and dragging around, and you can customize various features by moving the sliders or clicking the buttons. You can also click Randomize to have the game create a face (which you can then tweak if you wish). Once you're happy with your face, click Done to finish your character. You may change your looks later on, through the character page.
Mount And Blade Warband Perisno Companions Guide
In Warband, after assigning your character's attributes, you additionally choose what city your character starts near. (In the original you start near a random training field.) You can choose from Praven, Reyvadin, Tulga, Sargoth (Karachi in Warband), Jelkala, and Shariz. Your choice here does not obligate you to associate with the faction that owns the city or affect you in any way other than the location you start in and some aspects of your first quest. Because of this, it is generally advisable for any character to start in Jelkala or Praven because the bandits in those regions are not as threatening to low-level characters as the bandits in other areas.
Mount And Blade Warband Companion Guide
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