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Heroes edit Talk 22
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For the heroes featured in Mount&Blade: With Fire & Sword, see Heroes (With Fire & Sword).
Heroes or companions are unique troops with individual names, stories, skills, attributes and
equipment (all of which can be chosen by you). Like the player character, heroes never die and are
only knocked unconscious. You can never station them in garrisons.
Every Hero likes one other Hero and hates two others (they will usually tell you this after a battle)
and also likes/dislikes certain actions. Often, they will talk to you when you are doing something
which they do not like, such as failing quests or running low on food. They will also talk to you when
you reach a certain point on the map, and tell you a bit about their history and how that particular
location relates to it.
Contents [show]
Recruitment Edit
Companions are found in taverns throughout Calradia.
Their locations are random and they will change from time to time so it is important to check back at taverns regularly.
Many of them require money before they join your party, but some will join for free.
Departure Edit
There are several ways to (temporarily) lose a hero:
If you voluntarily part ways with a hero (via the dialog option or by not taking them back in after a mission), you can just pick them up again (no
recruitment cost). You can ask a Traveller in the tavern for the position of each hero that once was in your group, so it is advisable to recruit them
all once and then release them if you cannot use them right away.
If you are taken prisoner, you have to wait until you are free. When freed, some heroes might be freed with you, but may also be captured and you
will need to see a Ransom Broker to get them free for money (in which case they will come to you within a 1-2 days), or have to free them like every
other prisoner. If one has escaped on their own, were not captured, or released due to a peace treaty, they can be found in taverns as usual.
If you keep heroes with dislikes against other heroes in the same group, those heroes might eventually leave "to go back home" or "settle down".
They can not be found via traveller as they do not respawn right away. Instead, it takes several weeks before they respawn, at which point they can
be found again.
Dislikes Dislikes
Name Noble Likes Cost Skills Sex Nationality Personality
(Hero) (Conditions)
Good
Marnid, Power Strike, Weapon
Alayen Yes Ymira Failing Quests, Baheshtur as emissary 300 Male Vaegir Natured or
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Alayen Yes Ymira Failing Quests, Baheshtur as emissary 300 Male Vaegir Natured or
Nizar Master, Riding
Upstanding
Jeremus, Hunger, Failing Quests, Heavy Casualties, Katrin
Artimenner No Lezalit 300 Engineer, Trade, Tactics Male N/A Calculating
Klethi as emissary
Katrin, Hunger, Not Being Paid, Retreating, Heavy Power Draw, Weapon
Baheshtur Yes Rolf 400 Male Khergit Martial
Marnid Casualties, Ymira as emissary Master, Horse Archery
Deshavi, Tracking, Pathfinding,
Borcha No Marnid Heavy Losses, Alayen as emissary 300 Male N/A
Klethi Spotting
Good
Lezalit, Robbing Villages, Heavy Casualties, Nizar as Ironflesh, Weapon
Bunduk No Katrin 200 Male Rhodok Natured or
Rolf emissary Master, Power Strike
Upstanding
Borcha, Pathfinding, Spotting,
Deshavi No Klethi Hunger, Heavy Casualties, Bunduk as emissary Free Female N/A Pitiless
Rolf Tracking
Good
Nizar, Robbing Villages, Failing Quests, Rolf as
Firentis Yes Jeremus Free Athletics Male Swadian Natured or
Katrin emissary
Upstanding
Artimenner, Robbing Villages, Returning Serfs, Klethi as Wound Treatment, Trade,
Jeremus No Firentis Free Male N/A Calculating
Matheld emissary First Aid, Surgery
Firentis,
Katrin No Bunduk Hunger, Not Being Paid, Lezalit as emissary 100 Ironflesh, Trade Female N/A Martial
Baheshtur
Borcha, Power Throw, Path
Klethi No Deshavi Marnid as emissary, Retreating 200 Female N/A Debauched
Artimenner Finding, Spotting
Ymira, Power Strike, Weapon Self-
Lezalit Yes Artimenner Retreating, Borcha as emissary 400 Male N/A
Bunduk Master, Trainer righteous
Good
Alayen, Robbing Villages or Caravans, Failing Quests,
Marnid No Borcha Free Trade Male N/A Natured or
Baheshtur Returning Serfs, Matheld as emissary
Upstanding
Ymira, Weapon Master,
Matheld Yes Nizar Retreating, Firentis as emissary 500 Female Nord Martial
Jeremus Athletics
Ironflesh, Power Strike,
Firentis,
Nizar No Matheld Retreating, Jeremus as emissary 300 Weapon Master, Male N/A good friend
Alayen
Athletics
Deshavi,
Rolf Yes Baheshtur Retreating, Artimenner as emissary 300 Athletics, Tactics Male N/A Martial
Bunduk
Robbing Villages, Leaving troops to cover,
Matheld, Good
Ymira No Alayen Retreating, Returning Serfs, Deshavi as Free Riding, First Aid, Trade Female N/A
Lezalit Natured
emissary
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Eight heroes can be recruited with no conflicts. Since there are two distinct loops of conflict, you can choose one group of heroes from each loop, with
two possible choices each.
Alayen Katrin
Groups of three: Baheshtur Marnid
Firentis Nizar
In addition to avoiding conflicts, each group of five has a pair of heroes who like each other (Deshavi and Klethi, Artimenner and Lezalit); the other three
members of each group of five like someone in a group of three -- although the groups aren't "matched" (Jeremus likes Firentis and Ymira likes Alayen,
who are from one group-of-three, while Bunduk likes Katrin, who is from another. Borcha and Matheld like Marnid and Nizar, respectively, but Rolf likes
Baheshtur, who is in a different group).
Customizing Edit
Heroes have the same leveling process as the player, allowing them to increase in stat proficiencies and weapon skills. You also have the ability to
change the heroes' equipment for your tactical needs. To manage this, go to the party screen (Hotkey: P) and talk to the hero. Ask to "know about them"
or ask to "see their equipment" to change these options, respectively. Stats rely on the heroes' performance in battle/experience and their equipment
relies on items in your inventory. Both create a domino affect, requiring one to get the other. For example, an armor that requires 9 strength requires
more stats. However, a decent weapon is required get enough experience in battle to get that stat required for the better armor.
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more stats. However, a decent weapon is required get enough experience in battle to get that stat required for the better armor.
Specialization Edit
Each Companion leans toward a specialization. Certain skills will contribute to the party as a whole. However, others are personal or a leader-only
specialty, which would be good if they are a Vassal in your kingdom. When a Hero's health falls to 30%, 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 back to above 30%. 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. Common Specializations (note that
very high level characters will be able to expand into another specialization):
Heavy Hitter (Strength based): Ironflesh, Power Strike, Power Draw. Uses heavy armor and 2 two-handed weapons plus bow and fights on foot (unless
there are points for agility/horse archery left over). Alternatively variants include using a Crossbow instead of bow (to save skillpoints in Power Draw) or
using a Shield+throwing weapons.
Weaponmaster (Agility based): Weapon Master, Shield and Riding or Athletics or Looting. Has just enough strength to enable decent armor and the
better one-handed weapons. Fights on foot (Athletics & Looting builds), using a shield and one-handed weapons. A crossbow is also a good idea for the
foot variants. The looter in particular should be left in the back with the archers, while the other two can be at the front as Infantry or Cavalry respectively.
Horse Archer (Agility based with Strength inclusions): Weapon Master, Riding, Horse Archery. Also needs decent power draw or power throw skill. A
riding archer. Bow+Arrows or 2 throwing weapons stacks, 1 Hand weapon and Shield. The trickiest part is balancing between Strength (for the weapon
requirements) and agility. If you use crossbows instead don't forget they can only use the lightest ones, which do not pack that much punch.
All Intelligence Heroes: One thing about them is that they have about twice the skillpoints as other builds, as each point of intelligence gives one extra
skillpoint. What to do with them depends on your overall situation. Training is never a bad idea, as this allows you to quickly upgrade new units without
need for combat. You can also make their skills overlap with other heroes, as often you have enough intelligence heroes. They are not very good
fighters, so you should level them towards 10 strength, give them a Siege Crossbow and use them as archers. Or totally leave them out of combat and
train them via trainer skill/shared experience only.
Pathfinder (Intelligence based): Pathfinding, Spotting, Tracking. Allows you to move a lot faster on the strategic map then without them and see enemies
before they see you. Very important role for hunting bandits and certain quests. For best effect, combine them with other speed increasing measures.
Siege Tactician (Intelligence based): Engineering, Tactics, Training. If you need a castle taken or fief improved, he/she is your man/woman. Since their
primary focus is on one Skill, they get the largest amount of spare Skillpoints, which also makes this a good choice for those heroes that already are high
level.
Doctor (Intelligence based): Surgery, First Aid, Wound Treatment. These guys keep your people alive or get them back on their feet. Surgery greatly
reduces the need to recruit and train new troops, while the other two get your heroes back on their feet faster.
Leader (Charisma based): As Charisma contains 2/3 Leader Skills, you have two options. Focus on trading only and invest overflowing skill points into
other skills, making this hero a trader with wide (but shallow) skill set except for the trading skill. Or groom him/her to become your Vassal later, where
Leadership and Prisoner Management are quite useful skills to have.
Nobles Edit
In Mount&Blade: Warband, your companions can be made into lords and given towns,
villages or castles. However, unless they are noble (see above) other lords will not
accept them and hate you because of that. If a hero is made into a lord and defects
from your faction, and said faction is then defeated, they can again be found in
taverns and recruited to your party, but will retain their own coat of arms, their title,
and the equipment they had as a lord.
Be careful when choosing to appoint a companion as lord, as they replace their body
armor with Heraldic Mail with Tabard, shield with Knightly Kite Shield, mount with
Courser, and weapons to Arming Sword and Light Lance. They will not replace these
items if their current equipment is superior (e.g., if a companion is currently wearing
Lezalit recruited back into a party, but maintaining his title and coat of
Plate Armor, they will keep it rather than replace it). However, they will always keep the arms.
head, hand, and leg armor they currently have equipped.
Alayen → Baheshtur → Ymira → Deshavi → Bunduk → Nizar → Jeremus → Klethi → Marnid → Matheld → Firentis → Rolf → Artimenner → Katrin →
Lezalit → Borcha
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This event only occurs in the Warband expansion.
Marriage Edit
There is only one way to marry a hero, but you must be a female character to do so. Here is how you do it. Conquer a Castle or Town for yourself and
start your own Kingdom. Conquer another one and give it to a male Hero (making them your vassal). Get them to like you at nearly 100% and propose
that you get married. If they say yes, in about a month, you will be married to a hero.
One can train companions to be good emissaries by increasing their Persuasion skill, increasing the chance of success. Ymira could be trained in such a
way. When she is in your party, she could be a medic next to Jeremus and Katrin, but she could be sent out as emissary from time to time. Note that
kings will very often reject truce or goodwill regardless of Persuasion level, even if the skill is at 10.
This chart consists only of like minded heroes should help pick your party:
Depending on your morale management skills, a -1 dislike factor should be easily manageable.
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