Job spy games mount and blade. Passing quests. Shiroka Calradia native

Here will be described the passage of all the quests of the Mount and Blade game (only the original, most likely there will never be a Warbend addon. For mother laziness).

Village quests

They are issued by the headman of the village. Be careful, in version 1.003, if you refuse the quest, the headman will be offended by you forever, so put patches

1) The village is going to sow grain (judging by the frequency of this quest, the crop is harvested here several times a year, even in areas of Veigiria that are littered with snow all year round), but there is no grain. You need to drive to the nearest town or village and buy the required number of sacks of wheat. The reward is improved relationships. Tip: keep the grain in reserve, sometimes it takes a long time to look for it.

2) Once again the robbers stole cattle. You need to go to some other village and buy cattle from the headman. You can just steal cattle, Jeremus does not mind. Drive cattle to the village so that the bandits have something to steal next time. The reward is an improvement in relations with the village. Note: you can bring the herd in parts, first so many cows, then the rest.

3) The bandits haunt the village. You need to teach them how to fight. The better your training skill, the faster the training goes, and with a high skill, there can be two or three peasants at the same time. Having taught the peasants to take blows on the head with a stick, we are waiting for an army of bandits. Just make sure you have your own army, otherwise the peasants will forget all your studies.

4) The quest is given in a tavern by a frightened peasant. You go to the indicated village and cut the bandits. The reward in this and in the previous quest is an improvement in relations and some supplies, or, if you refuse supplies, an increase in respect.

5) If you ask a villager how they live, sometimes he will say that life is hard and ask for money, usually 300 dinars. If you give them to him, then relations with the village improve quite well. Note: if there is a high relationship with the village, then the number of recruits will increase and the recruits themselves will not be ordinary recruits, but stronger fighters.

Lady quests

A lady is an NPC who has been standing in one place in some castle for years.

1) The lady asks to punish the lord who spreads dirty rumors about her that she is sleeping with the groom. You must save the honor of the lady and ... the groom. You come to the offender and beat him unconscious in the arena. Then you return to the lady, take the money. Now you can pay the lady money and she will improve her relationship with some enemy. How does she do it, think for yourself.

2) Every lady has a husband, sometimes he is captured, then she asks to save him. You come to the castle where your husband is languishing, bribe the guard, go into the dungeon and give the prisoner your clothes, as in the terminator. The Terminator puts on your chain mail and rides to his wife as fast as possible before the horns grow. You languish in prison for some time, after the call you go to the lady and take the money. The good terminator leaves your clothes at the exit, when you are released, the guards will return everything. Note: Some ladies have two or more husbands and all the ladies without exception sleep with grooms, and rumors are most often spread by the king.

Lord's Quests

1) Quest with a nervous person. The lord asks for help to find and kill a man who is hiding with relatives somewhere in the village. When you go to the village, drive around or go around all the houses, find a person (called a "nervous person", he is the only one in the village who carries a weapon) who is standing and hiding, talk to him. It usually stands behind one of the houses. Moreover, there is such a feature that if you press TAB before the "Nervous Man" you killed falls to the ground (i.e., within the first second), then the task will be considered completed, and relations with the village will not have time to worsen. Go to the Lord for a reward. If you give up money, then respect grows.

2) Quest to capture the lord. You must go to the enemy and capture the lord, given the likelihood of capturing the lord, the quest is not an easy one.

3) A quest to take prisoners. You must capture the specified number of prisoners of a certain type. It is better to keep prisoners in reserve.

4) Training of troops. The lord gives you some recruits, in three months you have to make an elite out of them. Lord don't care what they might die in next battle, so you need to bring to him as many soldiers as he gave initially. Often you already have the necessary troops, you can give your own. Tip: send trained warriors to the castle so that they don’t die, when you get the right number, take them to the lord.

5) Quest for taxes. One locality sends the lord very far and does not want to pay taxes. You have two options: reduce taxes and the lord will be offended, or leave the rate the same, beat the peasants with sticks and they will pay everything. Relations with the locality are very much falling.

6) Escort the lady to town. If the lord has a wife, then he will go through the need to offer you to accompany her to some city. The lady joins you, but will not fight, just go to the specified city.

7) Capture of peasants. Soon the next harvest this year, and the peasants naturally do not want to work. You need to catch three blue groups of peasants. Run up to one of them and tell them to go back, they will go back. you go to the next one. But be careful, cunning devils, as soon as you move away, they start running again, so watch out for them. If not all the peasants return, then the lord will be offended and pay less. Companions because of this quest are upset, poor things.

8) Declaration of war. It is necessary to break the n-th number of caravans of the specified kingdom, usually 2-3. The reward is an improvement in relations with bad lords, and good lords are offended by you, the war with the specified kingdom also begins.

9) Transfer the companion to the service of the lord. Just transfer a companion (Lezalit and Firentis most often) to the service of the lord for a week. In a week, go to the lord and pick up your man. Often the companion is wounded. The reward is improved relations with the lord.

10) Meet the spy. You are told a certain phrase and the city where to go. You make your way into the city (sometimes the guards of the city recognize you and you have to fight with them) and start pestering all the locals with the phrase of the lord. One of them will tell you the answer. He is the spy. Go to the lord and get a reward.

11) The lord asks you to hunt down a spy. You need the ability to find traces, or have a NPC with this skill in the squad (Deshavy, Borcha). Follow the blue trail behind the blue squad. The spy will sooner or later come to a small detachment. You start a fight with them, take a tournament spear and give blunt weapons to your companions, dismount the cavalry, order the archers not to shoot, and order everyone to use blunt weapons. Grab two spies alive and take them to the lord.

12) The lord owes money to the merchant and asks to kill him. You will immediately find yourself in an alley and kill the merchant. relations with the city are deteriorating, satellites are offended. The merchant can be released by ordering him not to demand more money from the lord. At the same time, relations with the lord improve a little less, but the respect (honor) of the player and the relationship with the city (seemingly) increase.

13) The Lord asks you to carry out an intrigue in the camp of the enemy. At the enemy king a good relationship with one of your vassals and you need to spoil them. To do this, you need to send one of your warriors to certain death to carry out this very intrigue. If you do this, then the relationship with the lord-customer improves, and the morale of the squad drops. If you refuse to complete this quest, then the unit chosen for this task thanks you and swears to serve you faithfully until "the very death", the morale of the squad increases, but relations with the lord worsen. This quest can also affect respect (honor).

14) Get out of debt. One lord owes money to another, you need to repay the debt. You come to the debtor and you have three options: to convince, to pay part of the amount or not to collect the debt. First, I advise you to convince, the amount of compensation will decrease, you can try to convince a second time, then pay compensation and collect the amount of debt. Take the money to the lord, he will give you part of the money. If you left the faction or joined a hostile faction, then the quest will end, but the lord will demand money upon meeting. The number of persuasion attempts is a random value, sometimes only listens once, sometimes 5 (not based on skill, both the first case and the second on skill 10). With a low skill, it is better not to try - the amount that you will have to pay will increase. If the debtor is your friend, then you can chat him up at the expense of friendship, but relations are falling a little.

15) Quest to accompany the lord (if you serve his king). The lord calls you and requires the minimum number of soldiers in your army. Come to the lord, walk with him on the map. He can simply let you go, or he will have to help him get involved in the battle. The reward is to improve relations with the lord. Sometimes this lord gives marshal quests (see below).

Marshal quests

A marshal is not a Russian singer, but a lord chosen through open and public elections. Although most often the ruler of the faction is the marshal, you can also become one.

1) Bring cows. Marshal also wants to eat, so you need to bring him a herd of cows. Cows can be bought or stolen from nearby trees, just make sure the marshal is standing still, otherwise driving the herd through all of Calradia is not a very pleasant pleasure.

2) Intelligence. The marshal marks three enemy places on the map, you need to drive up to them and wait for the inscription "... noticed", then drive back. Sometimes during this quest, the campaign ends, but the quest is counted.

3) Assault on the castle. It's simple - participate in the assault along with the entire army. But do not relax, allies die like cockroaches from slippers, so all the dirty work is on you.

Sometimes marshal campaigns are delayed, but when a marshal is defeated or another election is made, the campaign ends, and the campaign may also end after the storming of an enemy city.

King's Quests

The king is the king. All his quests are identical to the quests of the lords, and in the case of campaigns - marshals. Only at the beginning of the game, when you have not yet joined any faction, but are already more or less known, he can offer to become a vassal. You come to the king, take an oath and get a village. The king takes the village from the lord, who is very offended by you. Note: if the relationship with the lord is very bad, then you will not be allowed into the castles belonging to this lord. If the relationship is good, then at your request the lord will follow your army, and if he is in the enemy army, he can let you go without a fight. Another note: sometimes (albeit very rarely) the king can be in prison, then you need to get into the castle or city, talk to the warden and tell him that he dropped the wallet with money on the floor. The overseer, delighted with your honesty, will let you into the dungeon, where you will take the oath. If the king was captured, but not yet transferred to prison (that is, dragged as a prisoner by some lord), then he will have to wait until he is imprisoned, redeemed, or he runs away

Imposter Quests

An impostor is a contender for the throne. You can find it by talking to the traveler. There are five of them in total, each of them marks the place of one of the five kings. Before you swear allegiance to a future usurper, make sure that you do not serve any king, otherwise the bastard will refuse to take the oath (but if you want to remove your overlord, then the impostor will take the oath). After the oath, the pretender to the throne will enter your squad as a companion, but will not be offended by you. It will be possible to dress him up, but he will not return the clothes. The quest is as follows - you need to destroy the faction by capturing all the cities and destroying the armies of the lord. You can approach the lord and invite him to participate in the uprising, but some lords are incompatible with each other and will refuse. After capturing all the cities, look for the armies of all the unfinished lords... After their destruction, the impostor will thank you and become the king, and all the defeated lords will enter this faction. Needless to say, some will not love you. And I also forgot: when you capture the city, the bastard will offer you someone to give this city: give it to the usurper, take it for yourself or give it to some lord who has joined you. But be aware: by giving the city to one, you greatly worsen relations with another. After the quest, the newly-made king or queen or khan usually offers you to become a marshal.

Caravan quests

If you see a caravan belonging to your faction, you can offer it protection. Just follow him, and ask him for a fee near the final stop.

Guildmaster Quests

In every city there is a well-dressed man, he stands in one place around the clock, sometimes you need to look for him for a long time.

1) Caravan. The Guild Master will ask you to escort a caravan. You leave the city and see a small detachment with a blue inscription. Tell him to follow you and drive to your destination. Near the desired city, talk to him to get paid.

2) Annoying bandits. Bandits rob caravans, ruining the guild master. You leave the city and look for the blue quest squad. Drive up and kill everyone, then return to the master. Sometimes there are several squads.

3) Redemption. The daughter of a friend of the master was kidnapped by bandits and demanded a ransom. You need to arrive at the destination indicated by the master and talk to the blue squad. You can redeem the girl, or you can simply cut everyone and take your daughter home.

4) Combined two quests: in one you need to take ale to a tavern in another city, in the other you need to overtake a herd of cows. Nothing complicated, only cows can not be eaten. Note: Some don't know how to drive a herd of cows. After the command to move, the herd always moves from you.
Therefore, you can simply direct it to the true path, and slowly drive behind yourself, just do not try to go around or overtake the herd. it will change direction.

5) The most expensive quest. The merchants are tired of the war and they will give you money if you talk to two lords from opposite sides and convince them not to fight. Lords can be convinced with words, with money (the first lord will ask for 7000, the second 2 or 3 thousand, the amount can be knocked off), you can simply take the lords prisoner, which is not easy. Reward 12,000 money and 10,000 experience, you can only take experience, your respect will grow. If the lord is your friend, then you can also try to chat at the expense of friendship, but if successful, the relationship drops very much.

Thank you very much for the help:

- STALKER

- Griqvq[Gregor]

- Slavyanismo

- Turian

- Gee man

- RUST333

  • Bandit? No way, feudal lord!
  • The horse as a weighty argument
  • Where to go, under whose protection to surrender?
  • Hay is straw!
  • In company and dying fun

“Nice little band,” he thought. “Oh, if it weren’t for politics, to create such a gang and move to the borderlands, rob, rape, kill and burn ... Feel young again ... Oh, if it weren’t for politics!”

Andrzej Sapkowski, The Swallow's Tower

Mount & Blade unusual game. The hero here is not at all the savior of humanity, and, by and large, this very humanity sneezed at him from a high donjon. We are, we are not - merchant caravans will still slowly crawl about their business, peasants - cautiously travel between town and country, kings and lords - go around possessions, besiege and defend castles and cities, but lovers of easy prey, as usual , plunder the weak and flee from the strong. Our goal, regardless of the chosen path, is simple and unpretentious - to break out of rags to riches. Or even to the kings ... Mm, well, you can dream?

Whom to be - it's up to you, circumstances can only complicate or facilitate the task. You can remain a free shooter and destroy the bandits, or, on the contrary, take the slippery path of robbery. The most reasonable move is to go under the banner of one of the five kings, first as a simple mercenary, and then taking an oath of allegiance to the overlord, although the options for the game biography are not limited to this. And everything would be fine, but the principle of "entertain yourself" is not always good. A final goal wouldn't hurt either.

In the game world, there is only one magic - the magic of money. Soldiers want their hard-earned pay weekly, and with the growth of their abilities and improved equipment, the amount increases significantly. The maintenance of a large army of scarred warriors costs the leader a pretty penny. You can get hard cash by selling trophies in cities and selling prisoners to galleys. The village brings a good income, but you still need to get it. The one who prefers the path of a merchant will be able to feed only a small detachment.

What about fireballs and other special effects? And they are not in Calradia! Quite earthly Middle Ages and no miracles. The period, however, is difficult to determine - here the Anglo-Saxon culture of the tenth century cheekily coexists with the Italian cities of the Renaissance.

As in life, peoples sometimes coexist peacefully with each other, but more often, of course, they fight. As arguments, everything invented at that time by mankind is used: clubs, swords, bows, axes, spears ... Everyone can choose a weapon according to their hand - both those who like to keep their distance, and those who prefer close, maneuverable combat. Protection does not lag behind, you can put on anything from padding to three-quarter armor. However, the more hung on the hero, the slower he moves. If you get carried away, instead of a serious fighter, you can turn into a barely crawling tin can!

Walk a horse, horse!

The basics of the combat system are intuitive. We can cut - and if the weapon allows, then also stab - from the right, from the left or from above; we defend ourselves by substituting a weapon or shield under attack. Subtleties are learned in the process. For example, the momentum of the run will give your strike extra power, and the spear in the hands of the rider turns into an exceptionally powerful argument. In addition, the horse can be used in the manner of a bowling ball - point it at the foot soldiers, they will scatter like skittles.

Learning how to handle a bow or crossbow is a little more difficult - the arrow does not fly at the speed of a bullet and is submissive to gravity. But the ability to correct for the range and speed of the victim will come pretty quickly.

It is better to meet the enemy on a hillock. Let him crawl under our arrows!

Sir John Backsworth was gathering 1,000 Nord Riflemen...

The battle is not only a crazy cutting, but also a series of tactical decisions of the commander. Send your infantry to that hillock over there and wait for the archers to thin out the enemy lines, or attack right away? Pull the cavalry aside for a follow-up blow from the flank? At what moment to bring down all your forces on the enemy? The price of each such decision is the amount of allied losses.

The composition of the army is already part of the victory. The cavalry is strong in open fields, but on hilly terrain it loses some of its advantages, and a meeting with a dense formation of infantry or especially spearmen in such a situation will be fatal for it. Archers are good as long as the enemy doesn't get too close. True, they also have broadswords, but there’s no point in this - unless you make the enemy laugh ... The infantry inspires respect even without support, but the victory will cost too much blood - some will die from enemy arrows, someone will be trampled by horses.

There is only one way out - a combination different kinds troops in one army. Ideally, it is worth picking up troops for a specific enemy, but this is far from always possible, and before controlling the first castle, it is completely unrealistic.

Hay is straw!

Getting levels traditionally gives us the opportunity to become stronger, more agile and toothy, and we choose which skills to learn. The list is extensive, the cluster of combinations is high and wide. Some of the skills affect the whole party - fast movement, healing wounds, tactical advantage in battle... These tasks can be outsourced to your companions. They develop in the same way as main character, except perhaps slower - and it is not given to them to crush enemies as effectively.

The yellowmouth recruits recruited in the villages also receive new stripes during their travels and sooner or later turn into veterans, but the path to the heights of mastery lies through three or four promotions. At some stages, you need to define a fighter in the infantry, cavalry or shooters. After such a difficult upbringing, you begin to appreciate all your warriors, together and separately ...

You can, however, not be puzzled by the education of the army, but simply purchase the services of mercenaries in taverns - it's expensive, but good troops are immediately available. But their death hurts the pocket - paying salaries regularly is much more profitable than hiring new ones over and over again.



Mount & Blade falls short of the epic game - too much bias in fighting and frankly poorly worked out the rest of the points. But it doesn’t get any worse - this is a full-fledged role-playing game, wildly dynamic, with a very original concept and an elegant combat system.


ADVANTAGES LIMITATIONS
Fascination
8
the freedom of actionrepetitive tasks, no ending; sometimes the player has to entertain himself
Graphic arts
7
animationoutdated picture
Sound
7
Nouniformity
Game world
10
living world, countries and their relationships, stories of fellow travelersNo
Convenience
8
fight, moveminor interface flaws, some actions lead to a dead end

Where do they accept seniors here?

Deliver me, God, from friends, from enemies I myself will somehow get rid of ...

Attributed to Cardinal Richelieu

Regardless of the initial choice, our hero appears in the world alone, obscurity and almost without money. To begin with, let's take a fancy to small groups of robbers (looters), someone more biting is still beyond our strength. Having dressed up and armed more decently, we switch to forest and mountain bandits. You can try to chase their steppe variety (steppe bandits), but horse archers will make you sweat, even if Khergits have joined our army.

Having pumped up muscles, you can take on the most serious opponents - sea robbers (sea riders). With them, we will gain not only experience, but also decent equipment for the average period of the game.

Advice: you will see that some seigneur is fighting bandits - join the party without waiting for an invitation. This will raise your reputation in the eyes of the militant feudal lord, and in his country you will be treated warmer.

For each battle, the character receives a fraction of fame (renown), unless, of course, the victory was too easy. Fame, ironically but logically, increases the size of our squad by one man for twenty-five points. When it accumulates enough, it will be possible to be employed in the service of any ruler. Be careful, relations with all the states with which the overlord is at war will deteriorate to minus forty! The mercenary's bread is bland, and the weekly salary is meager, so you'll have to earn your own money for butter and sausage.

The next step is the vassal oath. This requires three things, easily expressed mathematically. Multiply your reputation in the country by the reputation in the eyes of the ruler personally and add fame. If the resulting number is more than one hundred and sixty, you can proudly call yourself a senior. In exchange for a weekly bag of gold, you will be given the possession of a village, but bad luck - relations with its former owner will deteriorate.

In recognition of my considerable merits, I was asked to choose a coat of arms. From now on, he will show off on the shields and tunics of my soldiers. And, of course, on a banner proudly flying over the detachment. And then I will order them to decorate the tapestries in throne room his castle.

It is important: if the castle or the city to which our village belongs is conquered, there will be no way to return the property. In the event of a re-capture by our country, the settlement will be in the possession of the one to whom the main lands are granted.

If the royal face on the obverse of the coin gives you heartburn, you can stand on the other side of the barricades and support one of the contenders for the throne. Through your efforts, a new faction will appear on the map - the rebels. Keep in mind that a dashing reformer needs either a fat bag of money or a developed skill of persuasion - he will have to win over to his side the lords who are still imprudently loyal to his majesty.

You can raise an uprising on your own, but it will be a very difficult and aimless war. To begin with, you will have to accumulate a huge fortune - you will need a serious army, including a hired one - and earn high fame to increase the size of the squad. At least scrape together a hundred thousand and a detachment of a hundred people for the first time.

You will also need good relations with several villages - take care of completing the tasks there in advance. You will also need a high “mentor” skill to quickly train troops. Then we are released from the vassal oath and establish relations with all countries, with the exception of the future victim. Subsequently, this will be impossible to do - kings do not negotiate with upstarts and parvenu.

All that remains is a little - to destroy thousands of enemy armies alone, because it will not work to lure other feudal lords to their side. After capturing all the cities and castles of the enemy and destroying all his troops, the enemy will disappear from the map... and that will be the end of it. There will be no coronation, for the whole world we will remain rebels.

This is a bug: if you conquer all the cities and castles of the state and only after that take the task of the applicant, it will be impossible due to the lack of seniors on the map.

If all this politics is up to you for a big white candle, you can put together a small Hanse and, without further ado, rob caravans and villages. There will be an occupation for convinced pacifists - trade. But, paradoxically, you won’t earn much with it, and the reason for this is ... the lack of money from merchants. More than a couple of units of an expensive product, like spices, will not be able to be resold. If you want to make good money, become a regular in tournaments and brazenly bet on yourself. True, here you need the smallest thing - to learn how to win ...

Squad management in combat

1, 5 - select all.

2 - select infantry.

3 - choose archers.

4 - choose cavalry.

F1 - hold position (troops only hit nearby enemies).

F2 - follow the commander.

F3 - attack! (the command is active by default after the start of the battle)

F4 - dismount / mount horses.

F6 - Move forward ten steps.

F7 - step back ten steps.

F8 - tight formation.

F9 - sparse tuning (default)

F11 - Use only stun weapons.

Baron Germont went to war...

A real war - and I have seen a few real wars - from the point of view of order and organization, is surprisingly similar to a brothel engulfed in fire.

Buttercup, "Half a century of poetry"

It is possible to do without battles, but it is difficult - because in skirmishes we basically gain experience, and besides, we came here to fight. Merchants, in general, don’t need the subtleties of equestrian combat, don’t you agree? You can quench your thirst for blood and amuse your natural aggressiveness either in a war or in a tournament.

Battle in the field. Well, in the field - this is rather arbitrary, the battle can be started in the middle of the steppe, even as a table, and in the mountains. Trees make it difficult to shoot, and rivers slow down progress. The number of participants depends on the size of the armies of the opposing sides, including all the surrounding sympathizers of a particular cause, and the tactical skill of the commanders. If we fight side by side with the allies, they manage their troops independently and, I must say, sometimes quite stupidly.

We wait until the siege tower is rolled up to the wall. It remains to be hoped that the archers will comb our ranks with a not too frequent comb.

Castle Storm. First of all, the castle must be besieged. Usually there are about one and a half hundred defenders, so do not get down to business immediately, or look for understaffed garrisons after the last assault. Theoretically, you can wait thirty in-game days until the garrison, starved on breadcrumbs and corned beef, surrenders itself, but it is difficult to realize this. You yourself will need serious supplies of provisions in your inventory, and from time to time your allies will be annoyed by the allies of the besieged.

The second exit is an assault. First build a siege ladder (fast) or a tower (more than ten times longer), the type of equipment for each point on the map is fixed. Then offer the besieged a choice - to surrender on pain of death, or to let go on your word of honor. If they don't leave the castle, it's their own fault.

With a ladder it is easier - it is already standing, and the troops will only have to rise to clash with the enemy; at the same time, of course, from the flanks of the attackers they will fire and throw darts. The tower still needs to be rolled up, so the mortality rate of soldiers at the preparatory stage is much higher. During an assault, we always control all available troops - both our own and others' - in contrast to the battle in the field.

City Storm. Much more difficult than storming castles, since the number of garrison can exceed three hundred people. It remains either to attack in waves and deploy elite troops over and over again, or, being a vassal, hope for the help of other lords-countrymen.

The assault here takes place in three stages. On the first, the defenders put up an army in front of the walls. In fact, this is an ordinary field kneading, but on a very limited patch of land - the troops are literally nose to nose. The second stage - the actual assault and capture of the walls - is the most massive and very bloody. The third and fourth - the battle on the city streets and in the castle; in both cases, the fighters are usually around a dozen.

Advice: take care of yourself, especially in the second stage, so as not to lose the battle in the third or fourth due to one thrown stone.

Defense of castles and cities. Rare, but necessary. It is pointless to wait inside, it is better to break through to the aid of the defenders. Everything happens exactly the opposite - our soldiers are at the top, the enemies are attacking at the bottom. It is difficult to say what the defense of the city looks like, because I have never been in such a situation.

Gladiator fights. Let's leave the war and move on to the favorite business of every self-respecting knight - tournaments. Although for this competition this is too loud a name. The initial conditions are unpretentious: the player in his underwear and with what God sends in his hand is thrown into the arena. Five of the same beggars won - get a skinny bag with a reward in your teeth. Managed with ten - the bag will nicely get fat, and if you manage to put all twenty - the super prize of two hundred and fifty dinars is yours.

In a word, at the beginning of the game, as I said, this is a good way to earn money, but the archers spoil the picture - they gnaw off precious health too quickly and with impunity, and if you get the bow, you won’t last long either.

The fight for the honor of the lady takes place in the tournament arena, but we fight in combat gear. A shameful defeat awaits you, impudent mister!

On a note: on the arena, the character has the same health as it had at the start of the tournament battle, and he will end up with him after victory or defeat. A healthy character is naturally more likely to win.

Big knockout tournaments. Full-fledged tournaments are held quite regularly in various cities. To win, you need to win six fights. It’s hard to guess what they will be, you can get three teams of five people or two of two. And only in the last round you will always meet one on one. The equipment is unified and depends on the city where the tournament is held: the Khergits will all be on horseback and with darts or bows, the Nords love shields and axes, and so on. Only vaegirs stand out from the beautifully balanced picture - they have both pure archers and melee with shields. I will say right away that the first cannot stand alone against the second.

Before each round, you can bet from ten to one hundred dinars on yourself, but the further we move through the stages, the smaller the margin from the bet will be. The prize is issued only in case of victory. In addition, the attitude of the townspeople towards you will improve and fame will increase slightly.

Fight for the lady's honor. Occasionally, one of the ladies of the court, blushing sweetly, instructs us to deal with the lord spreading rumors about her according to knightly concepts. If the matter cannot be resolved by peace, the action is transferred to the city arena, but the opponents enter the field in their full combat gear, and not in the tournament. Honor lady - it's not a mosquito that sneezed you!

Wide Calradia dear ...

Between battles, we move around the map of Calradia. The speed of the detachment decreases with the growth of its number, the total weight of items in the inventory and the number of prisoners, and grows due to the “pathfinding” skill of one of the characters in the group and spare horses. The higher the speed, the more likely it is to catch up with someone or, conversely, to make a tactical retreat. Well, that is, to escape, in other words.

Am I a soldier or a cowboy?! But you still have to drive the cows ...

On your travels you can visit villages, castles and cities. Each settlement belongs to one of the five countries and, most often, to one of the seniors.

Villages - the smallest and most numerous settlements. Here you can hire recruits from one of the five nations, buy provisions and some of the goods, meet with the headman - or, if you like lawless entertainment, steal cows or rob the inhabitants. The number of recruits directly depends on the attitude of the settlers to our character - the higher it is, the more of them at a time. This is important in the later stages of the game when losses are high. If the village belongs to us, it brings money and it is possible to build several buildings in it - more, however, entourage than useful. The village of an enemy nation can be plundered. The reward is not bad, but relations with the inhabitants, the country and the feudal owner will worsen.

On a note: the nationality of the peasants remains the same, no matter how many times the village changes its lord.

Locks. In a friendly castle, you can relax for a small amount of money (wow hospitality for a reasonable price! Although, on the other hand, not every moneybag will pull such a mob), and in the seigneur's hall you can meet the characters visiting right there. If the castle is ours, you can leave part of the troops here - this is what it is needed for, the garrison goes beyond the size limit of the detachment. It becomes possible to form armies for a specific enemy. The castle almost always owns one village, which is also under our control. He brings money, but very little, and there are only two improvements - a dungeon and a courier service. Nice set, makes you think...

Cities - as usual, centers of progress and civilization. Be sure to visit the main cultural center - the tavern. There you can meet new characters who want to stand under our banners, hire a squad of adventurers, meet a slave trader or a book dealer, and at the bartender - raise your reputation in the city (I wonder how? Put wine on everyone present or tell gossip more intricately?).

In the arena, those who wish can take part in gladiator fights. Four merchants hang around the market square - you can get hold of weapons, armor, horses and ... let's say, other goods from them. You can visit the city residence of the lord and talk with the nobles present in the city. And if you walk around the city, there is a chance to stumble upon something curious - a prison where important prisoners are kept.

Sometimes held in the city big tournament- a separate line appears in the menu for it. If a player works as a city governor, the city management menu will be added (with the same two buildings as the castle) and the ability to leave a garrison.

While my troops are breaking forward, we will help them by removing the shooters on the tower.

It is interesting: in the castle of Buluga, a real skeleton sits at a high table. Either the current owner was so fond of drinking with the previous one, or this bony evidence was left specifically as a warning to too arrogant guests.

The morale of your soldiers must always be kept at an acceptable level - at least above average. If he falls, the people will start to scatter a little. The leadership of the commander and the diversity of the diet positively influence the minds and mood of the comrades-in-arms, negatively - the growth of the squad and the lack of provisions. On an empty stomach, gentlemen, you won’t gain much, it’s an axiom. There is also a variable factor - the impact of recent events. If you have just won a series of brilliant victories, your squad will fly with joy, as if on wings, and vice versa. Over time, what is happening is "forgotten", and morale, so to speak, returns to a neutral level.

What is worth doing on long evenings during sieges is reading. Some of them increase stats and skills, while others are worth carrying in your inventory to increase skills. You can buy them from the bookseller in the tavern.

Very nice, khan!

The whole world is divided between five large states, whose armies are strong and numerous. Peacefulness is not characteristic of them, almost always the country is at war with one or two opponents, and even with all at once. Status in most cases is determined at the start of the game, and in the course of the game, a truce or declaration of war rarely happens. The attitude towards the player's squad depends on the reputation - if it is negative, expect guests armed to the teeth.

There are also troops roaming the map without a certain citizenship. Some are country and player neutral and only fight bandits. Manhunters are on their own, while refugees don't have much of a choice. All other "no man's" units are aggressive, they are trash of all stripes, from scatterbrained robbers to high-level deserters.

Khergit Khanate

The Khergits are most like the Mongols. Their army consists entirely of cavalry, only a few recruits have no horses, and almost all fighters are armed with either bows or javelins in addition to melee weapons. But even best soldiers the Khergits are armed and protected worse than the elite of other powers - such is the price for maneuverability. For obvious reasons, these guys are good on a flat, like the autobahn, the battlefield, the hills negate their advantages. They are not suitable for an assault due to weak security, but they are suitable for defense, where the shooters have all the advantages.

The map was decorated with bloody-scarlet strokes - this was the beginning of a civil war in the Khergit Khanate.

Kingdom of the Nords

The Scandinavian peoples served as the prototype for the Nords. Their heavy infantry, the Huscarls, are the best in the game. Nordic soldiers are most often armed with one-handed weapons and a shield, sometimes using two-handed axes, and in the last stages they add throwing weapons to their arsenal. In addition to the infantry, archers can also be trained from them, however, of an average poshiba. There is no cavalry at all, as well as spearmen capable of resisting it, therefore, in an open field, the Nord army will experience some difficulties, it will be especially hard against countries famous for their cavalry. But when storming castles and cities, the Nords are indispensable.

Kingdom of the Rhodoks

And here we have guests from a later time - the rodocs clearly come from the Italian cities of the Renaissance. Their armies, like the Nords, have two branches of development, but their infantry - spearmen, not swordsmen - is better opposed to cavalry than enemy foot units. There are also crossbowmen who shoot rarely, but it hurts. All troops are equipped with large pavise shields, which can only be used on foot. The horses of the Rhodok armed forces were spared.

It may seem that this faction is weaker than the others, but in fact, its soldiers can do a little bit of everything, they just need to be properly disposed of. If the cavalry is against you, tell the soldiers to take the nearest hill and close ranks; let the infantry be destroyed on the approach by crossbowmen, and just attack the shooters without any fuss. Only crossbowmen should be taken to the siege, spears will not help you there.

Swadia

One of the two original playable factions. The image is clearly collective, the European armies served as a prototype. In this kingdom, there was a place for all types of troops - infantry, cavalry, and crossbowmen. Swadian knights are the best cavalry in the game, but you won't be victorious with them alone. So train everyone.

Vaegir

The second state that appeared in the vastness of Calradia in the very first versions of the game. Probably, part of the inhabitants of Swadia emigrated there. And although they changed the European entourage to the Slavic, the tastes in terms of recruitment remained almost the same - heavy cavalry, infantry and archers instead of crossbowmen. But don't be disappointed - Vaegir archers are famous throughout Calradia for their characteristics and equipment, and they also show themselves perfectly in the defense of castles. When fighting on the green plains, they are also worth using, especially if some kind of mound is found nearby.

This is for you, this is for me, this is for me again...

For defeating enemies and completing tasks, the character gains experience, and after gaining a certain amount of experience, the “age” counter increases by one. Naturally, the further you go, the more you need to work to grow above yourself. With each level, a character gains one attribute point, one skill point, and ten weapon proficiency points.

On a note: the twentieth level is gained quite quickly, but further progress is much slower.

Characteristics

Sometimes associates break through to frankness. If you get bored, you can pass the way by listening to stories from their past lives.

Characteristics are the basic parameters of the character, everything else directly or indirectly depends on them.

Strength. Each point adds one health point, and many types of armor and weapons are not available to players who are too weak. It is from the latter that you need to proceed - for any item in the game, a strength value of eleven is enough, but for an even score and development of skills, you can bring it up to twelve. It is possible and higher - this will have a beneficial effect on the damage you deal, but it will go to the detriment of other characteristics.

Agility. Each point invested in a stat increases the weapon's speed by half a percent and adds five points to weapon skills. The minimum required value for a cavalryman - good horses require high skill! - twelve. There are no such strict requirements for infantry, but even here the higher the better.

Intellect. Each point invested in this characteristic gives one more to increase skills, and almost half of your skills depend on it. Intelligence is perhaps the main weapon of the commander, invest in it to the maximum.

Charm (Charisma). The second most important feature. Most characters need it for the sole purpose of increasing the size of the squad (each point increases its size by one), but the farther, the weaker the effect. But for the charming merchant prices will become more profitable, and the search for goods will be much easier.

Skills

Skills make the difference between characters. There are many of them, there are not enough points for everything, you will have to choose a specialization. But not entirely narrow, since you won’t be allowed to develop one or two skills indefinitely - the upper bar depends on the characteristics associated with them: for every three points in the characteristic, a skill can only be raised by one.

Personal (Personal) skills affect only one character, whether it be the main character, his companions or soldiers. They are usually combat. Group (Party), such as movement or construction, for the entire squad at once. It is better to develop them with your associates. Skill leader similar to personal ones, but it only matters for our game incarnation.

It is important: group skills do not work if the hero who has them is badly wounded.

Iron Flesh (Ironflesh), personal, strength. Each level increases health points by two. This is not much, the average value for a character is forty-five, but good health has never bothered anyone.

Power Strike, personal, strength. One of the most important skills for any fighter - each point invested increases the damage dealt by non-ranged weapons by eight percent. But this amplification does not apply to a ramming blow, the weight of the horse still matters there.

Throw Power (Power Throw), personal, strength. The action is similar to the previous one, but the enhancement applies to all thrown weapons and adds ten percent damage per level. In addition, a certain level of skill is required in order to use the best ranged weapons. In general, the value is low, throwing axes and darts are not very useful in combat due to their small number in a bundle.

Teams are randomly selected for the tournament. This time we dressed in blue.

Tension force (Power Draw), personal, strength. Another analogue, but necessary for using bows. Pluses are even stronger - for each level fourteen percent to damage. If you live among nomads, it is necessary to develop, the rest - at will.

Weapon Mastery, personal, dexterity. The starting bar for the development of weapon skills, which can be raised to by investing the appropriate points, is sixty. Each skill level increases the limit by forty. It makes sense to study up to the second level, because the further, the higher the cost of growth. And no one canceled the natural growth during use.

Shield, personal, dexterity. Reduces the damage from a hit taken on the shield by eight percent, increases the "speed" of the shield and the area it protects. Another important skill is that the shield shatters during the battle, and let it happen late rather than early.

Athletics, personal, dexterity. Increases the speed of a character moving on foot. It is useful in two cases - when actively participating in tournaments, where most of the fights are on foot, and when single attacks are too aggressive, when a horse can be killed. Although the latter becomes irrelevant over time - horses in heavy armor rarely die.

Riding, personal, dexterity. Another key skill - the ability to saddle a particular horse depends on it; the required value can be up to six. Also increases the speed of movement on horseback, which is important.

Horse Archery, personal, dexterity. Responsible for the accuracy of shooting from crossbows and bows from a horse on the move. At a low value, the sight "diverges" and the accuracy drops, with an increase, the dispersion decreases.

Looting, group, agility. Each level gives ten percent in excess of the loot, and the production increases not only quantitatively, but also qualitatively.

Trainer, personal, intelligence. And here is the number one skill in the whole game - each hero gives experience to every character in the party below him level. The number depends on the level - 4, 10, 16, 23, 30, 38, 46, 55, 65, 80. The effect comes from each hero in the group - there will be five of them, all five will share experience.

Advice: it makes sense to develop a skill for all characters from the eleventh level in order to train not only recruits, but also second-tier troops.

Tracking, group, intelligence. The first level, without much detail, shows traces of the movement of groups on the map, the second gives information about the number and time of passage. Further development skill is meaningless.

Tactics, group, intelligence. A very specific skill, its effectiveness depends on the setting of the number of combat and the size of the units. If the second exceeds the first, not full armies fight, but their parts. In this case, the number is compared, the advantage is calculated on the basis of this, and then groups of troops are already set up (the rest come in waves of reinforcements). This is exactly the tactic that affects the advantage: every two points in the skill increase it by one.

On a note: when crushing an army, troops from the top of the list are put up first, the rest arrive in order.

Path-finding, group, intelligence. The second most important skill - party speed increases by three percent per level. Few? At one time - yes, but a few points will give a significant increase. And this is an opportunity to catch up with the enemy or get away from him.

Observation (Spotting), group, intelligence. The group's line of sight increases by ten percent per level. Useful, but not primarily.

Packing inventory (Inventory Management),leadership skill, intelligence. Inventory capacity is increased by six slots (base size is thirty). It is purchased as needed, but practice shows that there are not enough initial ones for storing booty, food for the troops and spare horses.

My troops are already on the wall, but the gloomy faces of the soldiers show that victory is still far away.

Wound Treatment, group, intelligence. The party's healing speed is increased by twenty percent per level. The benefits are invaluable, except that you set out to create a squadron of "Combat Prostheses" ...

Surgery, group, intelligence. And here is another candidate for leadership among skills - each level gives a four percent chance that the wounds of the fighter will be non-fatal and, after being cured, he will again get into line, and not try on a wooden suit. Perhaps this is the only group skill that makes sense to develop the main character, since he is significantly ahead of his comrades-in-arms in levels.

First Aid, group, intelligence. Immediately after the battle, the heroes restore five percent of their health per level. Such an orderly should be kept at the very tail of the detachment, so that he appears on the field as rarely as possible. However, this applies to all doctors.

Engineer, group, intelligence. The presence of a character with this skill in the squad reduces the construction time of siege ladders and towers during the assault on castles and cities, and also reduces the time and cost of building improvement buildings in their possessions.

Persuasion, personal, charm. It is necessary when playing on the side of the contender for the throne in order to lure other vassals of the king to him, or when completing the "making peace" task. It will also come in handy in more prosaic situations - when completing a quest to return a debt (you can reduce the amount of the bail) and recruiting soldiers from among the prisoners.

Prisoner Management, leader skill, charm. Each level increases the maximum number of prisoners by five. Three levels are more than enough, a yasyr is rarely more than fifteen people, and two are enough to complete tasks.

Leadership,leadership skill, charm. Each level of the skill increases the size of the squad by three people, raises morale and reduces the cost of maintaining troops by five percent. The latter is especially important - the final troops of all factions are expensive.

Trade, group, charm. Each level reduces the penalty on prices when trading by five percent, that is, the fork becomes narrower when buying and selling, and it is more profitable to sell trophies. In addition, it affects the speed of finding prices in cities for profitable trade in goods.

Weapon proficiency

When shooting from a bow, we give a lead for movement and a correction for range. Sounds convoluted, but after a while the prospect of firing from fifty meters won't make you shiver.

It affects, as you might guess, the effectiveness of the use of a particular type of weapon. You can develop by investing the appropriate points, but only up to a certain limit. Initially, the value is sixty, but can be raised by developing the "weapon proficiency" skill. Higher is also possible, but in a natural way, skills grow with use. But in both cases, progress slows down over time.

One-Handed Weapon. Everything that can be held in one hand, but does not apply to polearms - swords, axes, clubs and varieties of the above. Preferably two-handed, since using a shield gives a huge survivability boost in combat.

Two-handed (Two-Handed Weapon). The same swords, axes and clubs, only held in both hands.

On a note: some types of swords can be one-handed or two-handed, it depends on the presence of a shield in the left hand. Weapon skill also changes.

Polearm. This includes spears, staves, and all varieties of halberds. They can be both one-handed and two-handed. However, there are exceptions - some light spears are considered weapons for one hand. A cavalryman who uses ramming has a very fast skill increase, but you can invest some points to get started.

Archery. Affects the use of only one type of weapon - a bow. To develop or not is a matter of style of play.

Crossbows (Crossbows). The same, only for crossbows. Develop at will.

Throwing. All types of throwing weapons fall under this category - knives, axes, darts. Since all this is extremely inefficient in combat, it makes no sense to develop a branch.

Helmet on the wrong head, sword in the wrong hands?

To prevent this from happening, dress properly yourself and dress your comrades-in-arms. This is done in the same way as is customary in most games - with the help of a "doll". Cells for armor are fixed, each fragment protects its part of the body. The helmet is the head, the armor is the torso (and many samples are the legs), the shoes cover, of course, only the legs, but the gloves for some reason add protection to the torso.

But four cells are reserved for weapons, which we can arrange as we please. Everything fits here - swords, a crossbow and bolts for it, shields ... This is already room for tactics: you can take a bow and three quivers of arrows, or a sword, a spear and two shields, or grab throwing axes in addition to the right blade. There is also a special cell for a horse. It does not matter that we have a whole stud farm hidden in our inventory, you will move in battle on the chosen horse.

All items of equipment in the game, in addition to combat qualities, have weight and requirements for character characteristics (the lower they are, the better). The "price" is formed by the game based on all parameters: a great and easy thing with low requirements will be very expensive. Almost everything can be obtained in combat. Really valuable things are rare, but the quality is above average. For the rest, you will have to visit the merchants.


For any enemy infantry, a hero with a pike is enough.

Weapons, as we have already seen, are divided into six large groups, but even within one of them you can find completely different items. Take, for example, a sword ... and see that there are a dozen options! Do you want them to be able to only chop or also stab? Or here are the spears. Some of them allow, in addition, to warm the enemy with a shaft, like a club.

Add to this three types damagecutting, piercing and stunning (blunt). The first two cause mortal wounds, and a stunned enemy can be taken prisoner. The possibilities of different strikes already mentioned earlier can differ in the type of damage.

Any melee weapon has similar characteristics. It is his type of - one-handed, two-handed or polearm, kinds and damage values, attack speed and length. With the first we figured out, let's take a closer look at the rest. Speed ​​is an important parameter, but not the main one; the higher it is, the faster you throw blows and the less likely it is that you will, so to speak, be “killed”. But it depends on the length from what distance you can get the enemy and whether it is possible to stay out of his reach. It is especially critical for a cavalryman with a spear - the one who strikes first wins in a clash, and if you have a short weapon, there is a considerable chance of running into the enemy's peak. A ramming blow will pierce even the best armor...

Luke and crossbows are also similar in parameters, but the former require the “pull force” skill, and the latter require the “strength” characteristic. They also have damage dealt, attack speed, although in this case it can be called the rate of fire, and accuracy - the higher it is, the smaller the spread of arrows. Required for bows and crossbows arrows and bolts. They have two options - quantity in a quiver and damage modifier. There are thirty arrows in an ordinary pack, and twenty-five bolts; quantity may vary slightly, which affects the price.

It is important: on horseback, shooting with bows and crossbows to the right is impossible, since the character is holding weapon in the left hand. Alas, here the rule “if you want to live, you won’t get so upset” does not work.

Thrown weapons arranged in the simplest way - number of items(usually there are only seven) view and damage value, as well as attack speed.

Shields in the game, for some reason, they were attributed to weapons, but despite this, you won’t be able to stun someone with a shield on the head. They differ from their "brothers" in class in that they break in battle. For how long the shield will last under a hail of blows, the parameter is responsible strength. No less, if not more, resistance that reduces damage. If it is equal to one and a half dozen, the shield is almost always enough even for the most tough fight. The last value is coverage area, which provides passive protection from arrows and chance to parry.

On a note: the shield destroyed in battle does not disappear forever and is restored after the battle. And being thrown behind the back, it passively takes damage from hitting arrows and throwing weapons.

FROM armor everything is very simple. There are two options − armor and strength requirements. We are gradually replacing them with the best samples, dressing ourselves and our fellow heroes with the most skilled armorers.

Horses are like people

A good horse is not a luxury, but a necessity; a hero on foot is much less useful than a rider. The horse is mortal - it has its own health, albeit much more than the heroes. Protects her armor, and for knightly horses it is more reliable than for best armor.

Value speed it is known in pursuit of horse archers, and it’s not very pleasant to get a spear in the back from a bastard chasing you. Maneuverability affects the turning radius of the horse, indirectly - the number of attacks on enemies, especially infantry. The next characteristic, perhaps the most important, is swoop. The warhorse, crashing into the thick of enemies, inflicts damage on them and knocks them to the ground. The higher the parameter, the less likely the horse will get stuck. The best horses in the game generally go through infantry formation like a hot knife through butter.

There is life in the old dog yet?

Some equipment will have to be kept in inventory. First, food. The more numerous the detachment, the more he, excuse me, eats. A varied diet is the key to a high fighting spirit, and if there is nothing to eat, get ready to watch dull, sour faces around you day after day. Second, stock up on horses to offset the weight penalties. The quality of horses does not matter, you can take the most overwhelmed. Archers and crossbowmen can add spare arrows or bolts to this little list.

Funny company sits behind the stove

Hero Level Friend Enemies Group Skills
Alayen 2 Ymira Marnid, Nizar Tactics (1)
artimenner 7 Lezalit Jeremus, Clety Footprint Reading (1), Tactics (2), Engineer
(4), observation (1), trading (3)
Baheshtur 5 Rolf Catherine, Marnid Not
Borcha 3 Marnid Deshavi, Kleti Reading traces (3), finding a path (3),
observation (2)
Bunduk 9 Catherine Lezalit, Rolf Mentor (2), tactics (1),
first aid (2)
Deshawy 2 cages Borcha, Rolf Reading traces (2), finding a path (3),
observation (3)
Firentis 6 Jeremus Catherine, Nizar Mentor (1)
Jeremus 4 Firentis Artimenner, Mateld Wound care (4), surgery (3),
Catherine 8 Bunduk Baheshtur, Firentis First aid (1), trade (3)
cages 2 Deshawy Artimenner, Borcha Reading footprints (2), finding a path (2),
observation (2)
Lezalit 5 artimenner Bunduk, Ymira Mentor (4)
Marnid 1 Borcha Alayen, Baheshtur Wound care (1), first
assistance (1), trade (3)
Mateld 7 Nizar Jeremus, Ymira Tactics (1)
Nizar 3 Mateld Alayen, Firentis Not
Rolf 10 Baheshtur Bunduk, Deshawi Tactics (2), surgery (1),
first aid (1)
Ymira 1 Alayen Lezalit, Mateld Wound care (1), surgery (1),
first aid (3), trade (3)

In addition to the nameless and faceless soldiers, other characters sit in the city taverns, who can be attracted to their side. This will allow you to develop group skills that affect the entire squad. In addition, the heroes, like all other "famous" characters, are immortal, in battle they can only be injured, but not killed, which will save us a lot of time. There are also disadvantages, and a lot. Unlike soldiers, who gain experience much faster than the main character, heroes mature at a natural rate. And since they age, gradually killing enemies, the pace of their maturation cannot be called fast.

Marnid is a legendary figure who appeared in one of the earliest versions of the game. Now this hero is just one of many.

In the wanderings we can meet sixteen different heroes. All of them have their own preferences and tastes, in addition, each has a positive attitude towards one of the characters and negatively towards two (the attitude is always mutual). You can gather everyone in your squad, but nothing good will come of it - squabbles will begin between hostile heroes, and someone may leave the group. However, two enemies get along well in the same company, it is enough to ask them to shut up once. That's what the authority and personal charm of the commander means!

Some characters, with their skills, can be useful from the very beginning, others can't do anything at all. It must be said that the skill of professionals often exceeds what is possible in terms of characteristics.

Advice: the lower the initial level, the easier it is to raise a suitable hero, initial characteristics differ slightly.

As we can see from the table, the clear leaders are the engineer Artimenner and the healer Jeremus, and their conflict can be quickly hushed up. It is worth taking Lezalith as well, in order to use the "mentor" skill over time. It might be worth encouraging someone to specialize in trade and develop charm - Marnid will do just fine.

If you want to make the heroes an important and combat-ready part of the army, choose conflict-free combinations.



Good luck on your way to the heights of fame and fortune!

Passage of all quests in the game

Here will be described the passage of all the quests of the Mount and Blade game (only the original, most likely there will never be a Warbend addon. For mother laziness).

Village quests

They are issued by the headman of the village. Be careful, in version 1.003, if you refuse the quest, the headman will be offended by you forever, so put patches

1) The village is going to sow grain (judging by the frequency of this quest, the crop is harvested here several times a year, even in areas of Veigiria that are littered with snow all year round), but there is no grain. You need to drive to the nearest town or village and buy the required number of sacks of wheat. The reward is improved relationships. Tip: keep the grain in reserve, sometimes it takes a long time to look for it.

2) Once again the robbers stole cattle. You need to go to some other village and buy cattle from the headman. You can just steal cattle, Jeremus does not mind. Drive cattle to the village so that the bandits have something to steal next time. The reward is an improvement in relations with the village. Note: you can bring the herd in parts, first so many cows, then the rest.

3) The bandits haunt the village. You need to teach them how to fight. The better your training skill, the faster the training goes, and with a high skill, there can be two or three peasants at the same time. Having taught the peasants to take blows on the head with a stick, we are waiting for an army of bandits. Just make sure you have your own army, otherwise the peasants will forget all your teachings.

4) The quest is given in a tavern by a frightened peasant. You go to the indicated village and cut the bandits. The reward in this and in the previous quest is an improvement in relations and some supplies, or, if you refuse supplies, an increase in respect.

5) If you ask a villager how they live, sometimes he will say that life is hard and ask for money, usually 300 dinars. If you give them to him, then relations with the village improve quite well. Note: if there is a high relationship with the village, then the number of recruits will increase and the recruits themselves will not be ordinary recruits, but stronger fighters.

Lady quests

A lady is an NPC who has been standing in one place in some castle for years.

1) The lady asks to punish the lord who spreads dirty rumors about her that she is sleeping with the groom. You must save the honor of the lady and ... the groom. You come to the offender and beat him unconscious in the arena. Then you return to the lady, take the money. Now you can pay the lady money and she will improve her relationship with some enemy. How does she do it, think for yourself.

2) Every lady has a husband, sometimes he is captured, then she asks to save him. You come to the castle where your husband is languishing, bribe the guard, go into the dungeon and give the prisoner your clothes, as in the terminator. The Terminator puts on your chain mail and rides to his wife as fast as possible before the horns grow. You languish in prison for some time, after the call you go to the lady and take the money. The good terminator leaves your clothes at the exit, when you are released, the guards will return everything. Note: Some ladies have two or more husbands and all the ladies without exception sleep with grooms, and rumors are most often spread by the king.

Lord's Quests

1) Quest with a nervous person. The lord asks for help to find and kill a man who is hiding with relatives somewhere in the village. When you go to the village, drive around or go around all the houses, find a person (called a "nervous person", he is the only one in the village who carries a weapon) who is standing and hiding, talk to him. It usually stands behind one of the houses. Moreover, there is such a feature that if you press TAB before the "Nervous Man" you killed falls to the ground (i.e., within the first second), then the task will be considered completed, and relations with the village will not have time to worsen. Go to the Lord for a reward. If you give up money, then respect grows.

2) Quest to capture the lord. You must go to the enemy and capture the lord, given the likelihood of capturing the lord, the quest is not an easy one.

3) A quest to take prisoners. You must capture the specified number of prisoners of a certain type. It is better to keep prisoners in reserve.

4) Training of troops. The lord gives you some recruits, in three months you have to make an elite out of them. The lord doesn't care if they die in the next fight, so bring as many soldiers to him as he originally gave. Often you already have the necessary troops, you can give your own. Tip: send trained warriors to the castle so that they don’t die, when you get the right number, take them to the lord.

5) Quest for taxes. One locality sends the lord very far and does not want to pay taxes. You have two options: reduce taxes and the lord will be offended, or leave the rate the same, beat the peasants with sticks and they will pay everything. Relations with the locality are very much falling.

6) Escort the lady to town. If the lord has a wife, then he will go through the need to offer you to accompany her to some city. The lady joins you, but will not fight, just go to the specified city.

7) Capture of peasants. Soon the next harvest this year, and the peasants naturally do not want to work. You need to catch three blue groups of peasants. Run up to one of them and tell them to go back, they will go back. you go to the next one. But be careful, cunning devils, as soon as you move away, they start running again, so watch out for them. If not all the peasants return, then the lord will be offended and pay less. Companions because of this quest are upset, poor things.

8) Declaration of war. It is necessary to break the n-th number of caravans of the specified kingdom, usually 2-3. The reward is an improvement in relations with bad lords, and good lords are offended by you, the war with the specified kingdom also begins.

9) Transfer the companion to the service of the lord. Just transfer a companion (Lezalit and Firentis most often) to the service of the lord for a week. In a week, go to the lord and pick up your man. Often the companion is wounded. The reward is improved relations with the lord.

10) Meet the spy. You are told a certain phrase and the city where to go. You make your way into the city (sometimes the guards of the city recognize you and you have to fight with them) and start pestering all the locals with the phrase of the lord. One of them will tell you the answer. He is the spy. Go to the lord and get a reward.

11) The lord asks you to hunt down a spy. You need the ability to find traces, or have a NPC with this skill in the squad (Deshavy, Borcha). Follow the blue trail behind the blue squad. The spy will sooner or later come to a small detachment. You start a fight with them, take a tournament spear and give blunt weapons to your companions, dismount the cavalry, order the archers not to shoot, and order everyone to use blunt weapons. Grab two spies alive and take them to the lord.

12) The lord owes money to the merchant and asks to kill him. You will immediately find yourself in an alley and kill the merchant. relations with the city are deteriorating, satellites are offended. The merchant can be released by ordering him not to demand more money from the lord. At the same time, relations with the lord improve a little less, but the respect (honor) of the player and the relationship with the city (seemingly) increase.

13) The Lord asks you to carry out an intrigue in the camp of the enemy. The enemy king has a good relationship with one of his vassals and you need to ruin it. To do this, you need to send one of your warriors to certain death to carry out this very intrigue. If you do this, then the relationship with the lord-customer improves, and the morale of the squad drops. If you refuse to complete this quest, then the unit chosen for this task thanks you and swears to serve you faithfully until "the very death", the morale of the squad increases, but relations with the lord worsen. This quest can also affect respect (honor).

14) Get out of debt. One lord owes money to another, you need to repay the debt. You come to the debtor and you have three options: to convince, to pay part of the amount or not to collect the debt. First, I advise you to convince, the amount of compensation will decrease, you can try to convince a second time, then pay compensation and collect the amount of debt. Take the money to the lord, he will give you part of the money. If you left the faction or joined a hostile faction, then the quest will end, but the lord will demand money upon meeting. The number of persuasion attempts is a random value, sometimes only listens once, sometimes 5 (not based on skill, both the first case and the second on skill 10). With a low skill, it is better not to try - the amount that you will have to pay will increase. If the debtor is your friend, then you can chat him up at the expense of friendship, but relations are falling a little.

15) Quest to accompany the lord (if you serve his king). The lord calls you and requires the minimum number of soldiers in your army. Come to the lord, walk with him on the map. He can simply let you go, or he will have to help him get involved in the battle. The reward is to improve relations with the lord. Sometimes this lord gives marshal quests (see below).

Marshal quests

A marshal is not a Russian singer, but a lord chosen through open and public elections. Although most often the ruler of the faction is the marshal, you can also become one.

1) Bring cows. Marshal also wants to eat, so you need to bring him a herd of cows. Cows can be bought or stolen from nearby trees, just make sure the marshal is standing still, otherwise driving the herd through all of Calradia is not a very pleasant pleasure.

2) Intelligence. The marshal marks three enemy places on the map, you need to drive up to them and wait for the inscription "... noticed", then drive back. Sometimes during this quest, the campaign ends, but the quest is counted.

3) Assault on the castle. It's simple - participate in the assault along with the entire army. But do not relax, allies die like cockroaches from slippers, so all the dirty work is on you.

Sometimes marshal campaigns are delayed, but when a marshal is defeated or another election is made, the campaign ends, and the campaign may also end after the storming of an enemy city.

King's Quests

The king is the king. All his quests are identical to the quests of the lords, and in the case of campaigns - marshals. Only at the beginning of the game, when you have not yet joined any faction, but are already more or less known, he can offer to become a vassal. You come to the king, take an oath and get a village. The king takes the village from the lord, who is very offended by you. Note: if the relationship with the lord is very bad, then you will not be allowed into the castles belonging to this lord. If the relationship is good, then at your request the lord will follow your army, and if he is in the enemy army, he can let you go without a fight. Another note: sometimes (albeit very rarely) the king can be in prison, then you need to get into the castle or city, talk to the warden and tell him that he dropped the wallet with money on the floor. The overseer, delighted with your honesty, will let you into the dungeon, where you will take the oath. If the king was captured, but not yet transferred to prison (that is, dragged as a prisoner by some lord), then he will have to wait until he is imprisoned, redeemed, or he runs away

Imposter Quests

An impostor is a contender for the throne. You can find it by talking to the traveler. There are five of them in total, each of them marks the place of one of the five kings. Before you swear allegiance to a future usurper, make sure that you do not serve any king, otherwise the bastard will refuse to take the oath (but if you want to remove your overlord, then the impostor will take the oath). After the oath, the pretender to the throne will enter your squad as a companion, but will not be offended by you. It will be possible to dress him up, but he will not return the clothes. The quest is as follows - you need to destroy the faction by capturing all the cities and destroying the armies of the lord. You can approach the lord and invite him to participate in the uprising, but some lords are incompatible with each other and will refuse. After capturing all the cities, look for the armies of all the unfinished lords... After their destruction, the impostor will thank you and become the king, and all the defeated lords will enter this faction. Needless to say, some will not love you. And I also forgot: when you capture the city, the bastard will offer you someone to give this city: give it to the usurper, take it for yourself or give it to some lord who has joined you. But be aware: by giving the city to one, you greatly worsen relations with another. After the quest, the newly-made king or queen or khan usually offers you to become a marshal.

Caravan quests

If you see a caravan belonging to your faction, you can offer it protection. Just follow him, and ask him for a fee near the final stop.

Guildmaster Quests

In every city there is a well-dressed man, he stands in one place around the clock, sometimes you need to look for him for a long time.

1) Caravan. The Guild Master will ask you to escort a caravan. You leave the city and see a small detachment with a blue inscription. Tell him to follow you and drive to your destination. Near the desired city, talk to him to get paid.

2) Annoying bandits. Bandits rob caravans, ruining the guild master. You leave the city and look for the blue quest squad. Drive up and kill everyone, then return to the master. Sometimes there are several squads.

3) Redemption. The daughter of a friend of the master was kidnapped by bandits and demanded a ransom. You need to arrive at the destination indicated by the master and talk to the blue squad. You can redeem the girl, or you can simply cut everyone and take your daughter home.

4) Combined two quests: in one you need to take ale to a tavern in another city, in the other you need to overtake a herd of cows. Nothing complicated, only cows can not be eaten. Note: Some don't know how to drive a herd of cows. After the command to move, the herd always moves away from you.
Therefore, you can simply direct it to the true path, and slowly drive behind yourself, just do not try to go around or overtake the herd. it will change direction.

5) The most expensive quest. The merchants are tired of the war and they will give you money if you talk to two lords from opposite sides and convince them not to fight. Lords can be convinced with words, with money (the first lord will ask for 7000, the second 2 or 3 thousand, the amount can be knocked off), you can simply take the lords prisoner, which is not easy. Reward 12,000 money and 10,000 experience, you can only take experience, your respect will grow. If the lord is your friend, then you can also try to chat at the expense of friendship, but if successful, the relationship drops very much.

Here will be described the passage of all the quests of the Mount and Blade game (only the original, most likely there will never be a Warbend addon. For mother laziness).

Village quests

They are issued by the headman of the village. Be careful, in version 1.003, if you refuse the quest, the headman will be offended by you forever, so put patches

1) The village is going to sow grain (judging by the frequency of this quest, the crop is harvested here several times a year, even in areas of Veigiria that are littered with snow all year round), but there is no grain. You need to drive to the nearest town or village and buy the required number of sacks of wheat. The reward is improved relationships. Tip: keep the grain in reserve, sometimes it takes a long time to look for it.

2) Once again the robbers stole cattle. You need to go to some other village and buy cattle from the headman. You can just steal cattle, Jeremus does not mind. Drive cattle to the village so that the bandits have something to steal next time. The reward is an improvement in relations with the village. Note: you can bring the herd in parts, first so many cows, then the rest.

3) The bandits haunt the village. You need to teach them how to fight. The better your training skill, the faster the training goes, and with a high skill, there can be two or three peasants at the same time. Having taught the peasants to take blows on the head with a stick, we are waiting for an army of bandits. Just make sure you have your own army, otherwise the peasants will forget all your studies.

4) The quest is given in a tavern by a frightened peasant. You go to the indicated village and cut the bandits. The reward in this and in the previous quest is an improvement in relations and some supplies, or, if you refuse supplies, an increase in respect.

5) If you ask a villager how they live, sometimes he will say that life is hard and ask for money, usually 300 dinars. If you give them to him, then relations with the village improve quite well. Note: if there is a high relationship with the village, then the number of recruits will increase and the recruits themselves will not be ordinary recruits, but stronger fighters.

Lady quests

A lady is an NPC who has been standing in one place in some castle for years.

1) The lady asks to punish the lord who spreads dirty rumors about her that she is sleeping with the groom. You must save the honor of the lady and ... the groom. You come to the offender and beat him unconscious in the arena. Then you return to the lady, take the money. Now you can pay the lady money and she will improve her relationship with some enemy. How does she do it, think for yourself.

2) Every lady has a husband, sometimes he is captured, then she asks to save him. You come to the castle where your husband is languishing, bribe the guard, go into the dungeon and give the prisoner your clothes, as in the terminator. The Terminator puts on your chain mail and rides to his wife as fast as possible before the horns grow. You languish in prison for some time, after the call you go to the lady and take the money. The good terminator leaves your clothes at the exit, when you are released, the guards will return everything. Note: Some ladies have two or more husbands and all the ladies without exception sleep with grooms, and rumors are most often spread by the king.

Lord's Quests

1) Quest with a nervous person. The lord asks for help to find and kill a man who is hiding with relatives somewhere in the village. When you go to the village, drive around or go around all the houses, find a person (called a "nervous person", he is the only one in the village who carries a weapon) who is standing and hiding, talk to him. It usually stands behind one of the houses. Moreover, there is such a feature that if you press TAB before the "Nervous Man" you killed falls to the ground (i.e., within the first second), then the task will be considered completed, and relations with the village will not have time to worsen. Go to the Lord for a reward. If you give up money, then respect grows.

2) Quest to capture the lord. You must go to the enemy and capture the lord, given the likelihood of capturing the lord, the quest is not an easy one.

3) A quest to take prisoners. You must capture the specified number of prisoners of a certain type. It is better to keep prisoners in reserve.

4) Training of troops. The lord gives you some recruits, in three months you have to make an elite out of them. The lord doesn't care if they die in the next fight, so bring as many soldiers to him as he originally gave. Often you already have the necessary troops, you can give your own. Tip: send trained warriors to the castle so that they don’t die, when you get the right number, take them to the lord.

5) Quest for taxes. One locality sends the lord very far and does not want to pay taxes. You have two options: reduce taxes and the lord will be offended, or leave the rate the same, beat the peasants with sticks and they will pay everything. Relations with the locality are very much falling.

6) Escort the lady to town. If the lord has a wife, then he will go through the need to offer you to accompany her to some city. The lady joins you, but will not fight, just go to the specified city.

7) Capture of peasants. Soon the next harvest this year, and the peasants naturally do not want to work. You need to catch three blue groups of peasants. Run up to one of them and tell them to go back, they will go back. you go to the next one. But be careful, cunning devils, as soon as you move away, they start running again, so watch out for them. If not all the peasants return, then the lord will be offended and pay less. Companions because of this quest are upset, poor things.

8) Declaration of war. It is necessary to break the n-th number of caravans of the specified kingdom, usually 2-3. The reward is an improvement in relations with bad lords, and good lords are offended by you, the war with the specified kingdom also begins.

9) Transfer the companion to the service of the lord. Just transfer a companion (Lezalit and Firentis most often) to the service of the lord for a week. In a week, go to the lord and pick up your man. Often the companion is wounded. The reward is improved relations with the lord.

10) Meet the spy. You are told a certain phrase and the city where to go. You make your way into the city (sometimes the guards of the city recognize you and you have to fight with them) and start pestering all the locals with the phrase of the lord. One of them will tell you the answer. He is the spy. Go to the lord and get a reward.

11) The lord asks you to hunt down a spy. You need the ability to find traces, or have a NPC with this skill in the squad (Deshavy, Borcha). Follow the blue trail behind the blue squad. The spy will sooner or later come to a small detachment. You start a fight with them, take a tournament spear and give blunt weapons to your companions, dismount the cavalry, order the archers not to shoot, and order everyone to use blunt weapons. Grab two spies alive and take them to the lord.

12) The lord owes money to the merchant and asks to kill him. You will immediately find yourself in an alley and kill the merchant. relations with the city are deteriorating, satellites are offended. The merchant can be released by ordering him not to demand more money from the lord. At the same time, relations with the lord improve a little less, but the respect (honor) of the player and the relationship with the city (seemingly) increase.

13) The Lord asks you to carry out an intrigue in the camp of the enemy. The enemy king has a good relationship with one of his vassals and you need to ruin it. To do this, you need to send one of your warriors to certain death to carry out this very intrigue. If you do this, then the relationship with the lord-customer improves, and the morale of the squad drops. If you refuse to complete this quest, then the unit chosen for this task thanks you and swears to serve you faithfully until "the very death", the morale of the squad increases, but relations with the lord worsen. This quest can also affect respect (honor).

14) Get out of debt. One lord owes money to another, you need to repay the debt. You come to the debtor and you have three options: to convince, to pay part of the amount or not to collect the debt. First, I advise you to convince, the amount of compensation will decrease, you can try to convince a second time, then pay compensation and collect the amount of debt. Take the money to the lord, he will give you part of the money. If you left the faction or joined a hostile faction, then the quest will end, but the lord will demand money upon meeting. The number of persuasion attempts is a random value, sometimes only listens once, sometimes 5 (not based on skill, both the first case and the second on skill 10). With a low skill, it is better not to try - the amount that you will have to pay will increase. If the debtor is your friend, then you can chat him up at the expense of friendship, but relations are falling a little.

15) Quest to accompany the lord (if you serve his king). The lord calls you and requires the minimum number of soldiers in your army. Come to the lord, walk with him on the map. He can simply let you go, or he will have to help him get involved in the battle. The reward is to improve relations with the lord. Sometimes this lord gives marshal quests (see below).

Marshal quests

A marshal is not a Russian singer, but a lord chosen through open and public elections. Although most often the ruler of the faction is the marshal, you can also become one.

1) Bring cows. Marshal also wants to eat, so you need to bring him a herd of cows. Cows can be bought or stolen from nearby trees, just make sure the marshal is standing still, otherwise driving the herd through all of Calradia is not a very pleasant pleasure.

2) Intelligence. The marshal marks three enemy places on the map, you need to drive up to them and wait for the inscription "... noticed", then drive back. Sometimes during this quest, the campaign ends, but the quest is counted.

3) Assault on the castle. It's simple - participate in the assault along with the entire army. But do not relax, allies die like cockroaches from slippers, so all the dirty work is on you.

Sometimes marshal campaigns are delayed, but when a marshal is defeated or another election is made, the campaign ends, and the campaign may also end after the storming of an enemy city.

King's Quests

The king is the king. All his quests are identical to the quests of the lords, and in the case of campaigns - marshals. Only at the beginning of the game, when you have not yet joined any faction, but are already more or less known, he can offer to become a vassal. You come to the king, take an oath and get a village. The king takes the village from the lord, who is very offended by you. Note: if the relationship with the lord is very bad, then you will not be allowed into the castles belonging to this lord. If the relationship is good, then at your request the lord will follow your army, and if he is in the enemy army, he can let you go without a fight. Another note: sometimes (albeit very rarely) the king can be in prison, then you need to get into the castle or city, talk to the warden and tell him that he dropped the wallet with money on the floor. The overseer, delighted with your honesty, will let you into the dungeon, where you will take the oath. If the king was captured, but not yet transferred to prison (that is, dragged as a prisoner by some lord), then he will have to wait until he is imprisoned, redeemed, or he runs away

Imposter Quests

An impostor is a contender for the throne. You can find it by talking to the traveler. There are five of them in total, each of them marks the place of one of the five kings. Before you swear allegiance to a future usurper, make sure that you do not serve any king, otherwise the bastard will refuse to take the oath (but if you want to remove your overlord, then the impostor will take the oath). After the oath, the pretender to the throne will enter your squad as a companion, but will not be offended by you. It will be possible to dress him up, but he will not return the clothes. The quest is as follows - you need to destroy the faction by capturing all the cities and destroying the armies of the lord. You can approach the lord and invite him to participate in the uprising, but some lords are incompatible with each other and will refuse. After capturing all the cities, look for the armies of all the unfinished lords... After their destruction, the impostor will thank you and become the king, and all the defeated lords will enter this faction. Needless to say, some will not love you. And I also forgot: when you capture the city, the bastard will offer you someone to give this city: give it to the usurper, take it for yourself or give it to some lord who has joined you. But be aware: by giving the city to one, you greatly worsen relations with another. After the quest, the newly-made king or queen or khan usually offers you to become a marshal.

Caravan quests

If you see a caravan belonging to your faction, you can offer it protection. Just follow him, and ask him for a fee near the final stop.

Guildmaster Quests

In every city there is a well-dressed man, he stands in one place around the clock, sometimes you need to look for him for a long time.

1) Caravan. The Guild Master will ask you to escort a caravan. You leave the city and see a small detachment with a blue inscription. Tell him to follow you and drive to your destination. Near the desired city, talk to him to get paid.

2) Annoying bandits. Bandits rob caravans, ruining the guild master. You leave the city and look for the blue quest squad. Drive up and kill everyone, then return to the master. Sometimes there are several squads.

3) Redemption. The daughter of a friend of the master was kidnapped by bandits and demanded a ransom. You need to arrive at the destination indicated by the master and talk to the blue squad. You can redeem the girl, or you can simply cut everyone and take your daughter home.

4) Combined two quests: in one you need to take ale to a tavern in another city, in the other you need to overtake a herd of cows. Nothing complicated, only cows can not be eaten. Note: Some don't know how to drive a herd of cows. After the command to move, the herd always moves from you.
Therefore, you can simply direct it to the true path, and slowly drive behind yourself, just do not try to go around or overtake the herd. it will change direction.

5) The most expensive quest. The merchants are tired of the war and they will give you money if you talk to two lords from opposite sides and convince them not to fight. Lords can be convinced with words, with money (the first lord will ask for 7000, the second 2 or 3 thousand, the amount can be knocked off), you can simply take the lords prisoner, which is not easy. Reward 12,000 money and 10,000 experience, you can only take experience, your respect will grow. If the lord is your friend, then you can also try to chat at the expense of friendship, but if successful, the relationship drops very much.

Thank you very much for the help:

- STALKER

- Griqvq[Gregor]

- Slavyanismo

- Turian

- Gee man

- RUST333

total war: WARHAMMER

We waited, we believed. And our faith was rewarded! Announcement Total War: WARHAMMER took place! The skeptics were put to shame, but the Wahomans rejoiced! But the developers on the forums have already managed to tell a lot of details. Did you know first? that it will not be one game, but a trilogy flavored with a whole bunch of add-ons and additional paid and free content. Secondly, there will be only four factions (the Empire of Sigmar, the Greenskins, the Dwarves and the Vampire Counts), but they promise to make them as elaborate as possible, rich in units and really different from each other in terms of gameplay. Thirdly, the heads of factions are now not just generals who are not a pity to lose in battle. now this Legendary Lords(Karl Franz, Grimgor, Thorgrim and Mannfred von Carstein), heroes from unique weapons, a mount, items and a set of quests. They also promise such novelties as flying units, magic, tanks, cannons and muskets ... in general, yummy! In general, we are waiting more information and we hope that the game will be a breakthrough in the series.

Well, we hasten to reassure the apologists of historicity - a separate team is working on Warhammer. historical games Total War is not slowing down the production of a fantasy game.

More about

Total War: Attila

The announcement of Total War: Attila, on the one hand, surprised us a lot, and on the other hand, once again proved that SA is on the beaten track. After all, Attila is essentially a sequel to the "Invasion of the Barbarians" addon for Rome 1. True, this time they did not become modest and called it " new game". Ok, we will not argue. A separate game about the invasion of barbarian tribes on the civilizations of the ancient world is great. It should be noted that the developers really did a great job. According to most players, Attila really turned out to be a worthy product that allowed them to plunge into the dark era.

More about Total War: Attila Part 1 and Part 2

Total War: Rome 2

The announcement of Rome II Total War took place on July 2 and it caused a real storm of delight in our community! So people yearned for hand-to-hand combat and legionnaires that the announcement of the sequel was perceived as a real miracle and a "dream come true." To again lead into battle the legions bound by iron discipline, the unshakable Greek hoplites and the Macedonian sarissophores, to trample on the enemies with elephants and throw severed heads - is this not happiness! But new Total games War is also naval battles. And here there will be a lot of fun, because the developers promise active interaction between the ground and naval forces. Mutual shelling between coastal fortifications and warships in the roadstead will give a new degree of freedom to the "strategos" of the ancient world.