Companion Builds Mount And Blade Warband
Other Mount Blade: Warband Guides: Cheats. Basic and Improved Infantry Melee. Guide to Soloing. The map, and wound treatment helps you heal faster if you get hurt. You also get a boost to engineer, which means you build siege equiptment faster. Very good choice. You can also make your companions lords, but they will no longer be able to. Dec 03, 2014 Ideal builds for companions? Once Jeremus gets a few levels in him, any companion that gets knocked out is back on his feet and providing his skills on the overland map in a matter of seconds. For the heroes featured in.Mount&Blade: With Fire &. Oct 12, 2010 Mount & Blade Modding Contest Q3Scening (June 8th, 2019) House Tully crowned WNL7 champions! (May 7th, 2019) Mount & Blade: Warband 1.174 Released (October 4th, 2018) Viking Conquest Reforged Edition 2.044 Released (October 4th, 2018) Napoleonic Wars 1.21 Released (October 4th, 2018) Like Mount & Blade on Facebook and follow us on Twitter!
Search warband companions. You should find a diagram showing two circles that show their relationship. So Alayan, Firentis, Bunduk are one of the two groups of three, and then there are two groups of five to pick from (Jeremus group or Art group).
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You can squeeze in another companion if there are strong like relationships, but that can be tricky.If you are planning to start your own kingdom, you can start to work Alayan, Bunduk, and Firentis towards a lord build as they are all noble. In most mods like Diplomacy, you work up one of their persuasion so you have an emisarry.
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Once they are lords, you can recruit Marnid, etc.I usually go with Art's group, but with either group, there's a lot of flexibility on skill sets. I recomend that you have a backup for key skills, especially first aid. Also, once any of them get to level 10, I start putting a point in trainer. You cannot have more than eight companions without at least some infighting. There are four 8 man groups in Native, and those are rock solid.You can have ten companions without anyone leaving, with a lot of planning and perfect morale control.
It is not easy, and a single screw up can result in half of them leaving, which can mess you up for a game month or more. If you want me to elaborate, I will, but I do not recommend trying to juggle 10 companions.You can have all companions, if you have Persuasion 10, and make absolutely no mistakes. This includes never running away, never hurting innocents, never leaving men to die, never losing too many men in a fight, etc, etc, etc. If everything is perfect, you will make the Persuasion check, always. But even if one little thing is wrong, there is a chance a companion will leave.Thus, in almost all mods, I choose an A-team, and a B-team. I coddle the A-team, and never upset them, so they are rock solid. When they disagree with someone from the B-team, I take the A-lister's side.
The B-team get upset, and leave, and when I meet them, I rehire them. I train the B-team as lords - path-finding, leadership and melee skills to go with their stats. Then I promote them as needed.In mods with 30+ companions, I do not bother with a B-team. I stick to my A-team, and keep the experience flowing. If he mod allows me to adventure with my wife, I will hire one B-lister, usually the most handsome and patriarchal, or the most beautiful and queenly, dress them to kill, and make them my prime minster before they can even start fighting with the A-listers.
Originally posted by:You cannot have more than eight companions without at least some infighting. There are four 8 man groups in Native, and those are rock solid.You can have ten companions without anyone leaving, with a lot of planning and perfect morale control. It is not easy, and a single screw up can result in half of them leaving, which can mess you up for a game month or more. If you want me to elaborate, I will, but I do not recommend trying to juggle 10 companions.You can have all companions, if you have Persuasion 10, and make absolutely no mistakes. This includes never running away, never hurting innocents, never leaving men to die, never losing to many men in a fight, etc, etc, etc. If everything is perfect, you will make the Persuasion check, always.
But even if one little thing is wrong, there is a chance a companion will leave.Thus, in almost all mods, I choose an A-team, and a B-team. I coddle the A-team, and never upset them, so they are rock solid. When they disagree with someone from the B-team, I take the A-lister's side.
The B-team get upset, and leave, and when I meet them, I rehire them. I train the B-team as lords - path-finding, leadership and melee skills to go with their stats. Then I promote them as needed.In mods with 30+ companions, I do not bother with a B-team. I stick to my A-team, and keep the experience flowing. If he mod allows me to adventure with my wife, I will hire one B-lister, usually the most handsome and patriarchal, or the most beautiful and queenly, dress them to kill, and make them my prime minster before they can even start fighting with the A-listers.But is there a way of say recruiting rolf, matheld, nizar etc instead of alayyen firentis bunduk? I wanna try out a different companion set because I only know the specific one I mentioned above. 1 Choose one of the following1.1 Alayan, Firentis, Bahestur1.2 Nizar, Katrin, Manrid2 Then, choose one of the following:2.1 Ymira, Jeremus, Bunduk, Deshavi, Klethi2.2 Matheld, Rolf, Lezalit, Borcha, ArtimennerAny of the four combinations is safe.
Group 1.1 are better warriors than Group 1.2, who are better specialists (with the exception of Katrin, who is crap). Group 2.1 are superb specialists.
Group 2.2 are mostly sub-optimal (with the exception of Borcha, who is great)In my opinion, the roster (1.1 & 2.1) from the original post is the best companion selection.But you can make the other eight guys work.Borcha - outriderNizar - strategistManrid - medicEveryone else can be heavy cavalry. They will not have Alayan's stats or Firentis's, but they'll do.
Originally posted by:1 Choose one of the following1.1 Alayan, Firentis, Bahestur1.2 Nizar, Katrin, Manrid2 Then, choose one of the following:2.1 Ymira, Jeremus, Bunduk, Deshavi, Klethi2.2 Matheld, Rolf, Lezalit, Borcha, ArtimennerAny of the four combinations is safe. Group 1.1 are better warriors than Group 1.2, who are better specialists (with the exception of Katrin, who is crap). Group 2.1 are superb specialists.
Group 2.2 are mostly sub-optimal (with the exception of Borcha, who is great)In my opinion, the roster (1.1 & 2.1) from the original post is the best companion selection.Yeah I always use 1.1 2.1 I just wanted to try 1.2 2.2 for this playthroughdoing a 149% difficulty run atm and its not too difficult except for blocking which makes me wanna break stuff. I have 1000+ hours in this game and I guess I still learn new things.I knew about companion builds before but I don't think in this much detail as Tuidjy put it.I've never really looked into companions much, infact I haven't really experimented alot in this game. I haven't even done long playthroughs for most factions, or world conquest as vassal or independently. Is that bad of me?Usually I just make sure that I have Borcha and Jeremus (for medical and pathfinding party skills which are extremely useful, and I just like them:)) and maybe some other people, usually Bunduk as a soldier and trainer, and Marnid as a troop with a few other skills (because he's really a blank slate which allows him to train for whatever you want to use him as really.)I throw some other people in there but don't remember who, just for the purpose of getting all those nice party skills and such. Just as a side note, the combination of 1.1 and 2.1 works best for me as well.
The main selling point of this is Jeremus, who is amazing in that he will heal your troops and keep them alive for longer and thus is absolutely vital if you wanna do any sort of larger campaign (like a world conquest). Incidentally, an equivalent to the god-like Jeremus always seems to exist in any kind of mod, like Asbjorn in Viking Conquest or Francisco in Gekokujo.As for the rest, I always try to give my medic character high engineering skills on top of his three medical ones, and if there's a skill point left I spend it on training.
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Originally posted by:There's just hardly anything more satisfying than having a group of very well-trained companion archers who end up being responsible for a large chunk of the green text on the left side of the screen, and who exceed practically any recruitable unit in skill That's exactly how I feel, as well. So much, in fact, that in the last four mods I have played: Gekokujo, Perisno, The Last Days and Phantasy, I have done companion only runs.In Perisno, especially, the companions become deadly beyond belief.
Not as powerful, stat wise, as some of the level 60+ unique-spawn troops, but a lot more effective in battle.And in the other mods, my guy and his companions casually wiped armies 10 times their size, and sometimes armies nearly 100 times their size. 15 vs 1200 in Gekokujo, and a ton of 24 vs 1000+ in Phantasy. Originally posted by:Artimenner, Lezalit, Marnid. You don't need anyone else other than these fine gentlemen. Lezalit will reach Intelligence 30 at level 24. Arthimenner will take until level 25.
Ymira will do it five levels earlier, Jeremus, Deshavi, Manrid, Borcha, Klethi. They will all do it 3-4 levels before Lezalit and Arthimenner.And while Manrid is an awesome specialist, he objects to Alayan and Baheshtur, who are war gods amongst men, just as Jeremus is an awesome egghead.The 1.1 & 2.1 group is just better.