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    FAQ by BlueYoshi579

    Version: 1.01 | Updated: 07/12/11 | Search Guide | Bookmark Guide

    |                              Table of Contents                             |
    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. Which I guess
    makes it a kinda stupid numbering system!
    A. Before We
    B. Mount & Blade: Warband
    	 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
    i. Your
    	  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
    	 ii. Version History...............................................(FQ002)
    	 iii. Contact/Legal................................................(FQ003)
    	 iv. Credits/Thanks................................................(FQ004)
    |                             Before We Begin                        (00001) |
         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
    * 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.
    |                    Mount & Blade: Warband mechanics                (00003) |
         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:
    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
    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
    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:
    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
    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
    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
    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
    All of the faction soldiers, and most others besides largely useless bandits,
    are summarized in my MBW spreadsheet.
    	[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
    	[MBW] Maintenance, Morale, and other Numbers (00013)
    There are several factors that go into party maintenance: Morale, wages, and
    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.
    |       Food       |  Morale |  Weight | Units |
    | 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 ignores a portion of the target's armor, and people
    finished with blunt damage will fall unconscious, allowing them to be taken
    prisoner. Piercing damage, like blunt damage, will ignore a portion of a
    target's armor. 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. Piercing
    damage will ignore some armor and typically has more base damage than blunt,
    making it suitable for medium armored foes like lower level horsemen. Blunt
    damage ignores 3% more armor than piercing does, making it suitable for
    heavily armored foes like knights, sergeants, and mamlukes. Thanks to Yenis
    for this tip.
    	[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
    	[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
    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.
    Weight: Same as with weapons, more equipment weight slows you down.
    <number/number>: 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.
    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.
    	[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.
    |       Food       |  Morale |  Weight | Units |
    | 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.
    |               Title                |           Skill Boosted           |
    | 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              |
    * 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.
    |  Faction  |         Claimant           |
    | 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                |
    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
    	[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
    |                             Gameplay Advice                        (00038) |
         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
    	[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
    	[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
    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.
    |                                  FAQ Stuff                         (FQ000) |
         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
    Version 1.01 - (12 July 2011) - Amended Damage type info
         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
    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 - You can also PM me on GameFAQs!
         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.
    Yenis, for information about attack types.
    You, for reading this FAQ.

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