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Mount&Blade | Table of Contents | Walkthrough
Table of Contents
- Character creation
Details
Appendices
- Weapons
Chiropractor x rays. Rather than having classes to choose from, Mount&Blade lets you decide elements of your past which help determine your starting abilities and equipment and acts as a sort of difficulty setting. There is no randomness to your starting stats, so every time you choose a particular set of choices the base stats will be the same.
Once you have chosen the aspects of your background you move onto point distribution.
The information below is applicable for v1.011. For earlier versions see Character creation pre1.011
Base character[edit]
- Original Mount&Blade
Attributes | Proficiencies | Skills | Gender |
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- Warband
Attributes | Proficiencies | Skills | Gender |
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Your father was..[edit]
Father | Attributes | Skills | Proficiencies | Equipment |
---|---|---|---|---|
Noble (if male) | INT +1, CHA +2 | Power Strike +1, Weapon Master +1, Riding +1, Tactics +1, Leadership +1 | 1H +2, 2H +15, Pole +21 | Battered old round shield, +100 Denars, +100 Renown, +3 Honour, Banner |
Noble (if female) | INT +2, CHA +1 | Riding +2, Wound Treatment +1, First Aid +1, Leadership +1 | 1H +14, Pole +7 | Battered old round shield, +100 Denars, +50 Renown, Banner |
Merchant | INT +2, CHA +1 | Riding +1, Inventory Management +1, Leadership +1, Trade +2 | 2H +15, Pole +26 | +250 Denars, +20 Renown |
Warrior | STR +1, AGI +1, CHA +1 | Ironflesh +1, Power Strike +1, Weapon Master +1, Trainer +1, Leadership +1 | 1H+2, 2H +23, Pole +33, Throwing +15 | Battered plain kite shield, +50 Denars, +10 Renown |
Hunter | STR +1, AGI +2 | Power Draw +1, Athletics +1, Tracking +1, Path-finding +1, Spotting +1 | 2H +15, Pole +7, Archery +49 | +30 Denars |
Nomad (if male) | STR +1, AGI +1, INT +1 | Power Draw +1, Riding +2, Horse Archery +1, Path-finding +1 | 1H +2, Pole +7, Archery +49, Throwing +15 | Battered plain cavalry shield, +15 Denars, +10 Renown |
Nomad (if female) | STR +1, AGI +1, INT +1 | Riding +2, Path-finding +1, Wound Treatment +1, First Aid +1 | 1H +5, Pole +7, Archery +32, Throwing +7 | Battered plain cavalry shield, +20 Denars |
Thief | AGI +3 | Power Throw +1, Athletics +2, Looting +1, Inventory Management +1 | 1H +14, Pole +7, Throwing +31 | Throwing knives, +25 Denars |
Early Life[edit]
Early Life | Attributes | Skills | Profiencies | Other |
---|---|---|---|---|
Page | STR +1, CHA +1 | Power Strike +1, Persuasion +1 | 1H +8, Pole +3 | |
Apprentice | STR +1, INT +1 | Engineer +1, Trade +1 | ||
Assistant | INT +1, CHA +1 | Inventory Management +1, Trade +1 | ||
Urchin | AGI +1, INT +1 | Looting +1, Spotting +1 | 1H +8, Throwing +7 | |
Steppe Child | STR +1, AGI +1 | Power Throw +1, Horse Archery +1 | Archery +24 | +15 Renown |
Adulthood[edit]
Occupation | Attributes | Skills | Proficiencies | Equipment |
---|---|---|---|---|
Squire (male only) | STR +1, AGI +1 | Power Strike +1, Weapon Master +1, Riding +1, Leadership +1 | 1H +23, 2H +38, Pole +22, Archery +16, XBows +16, Throwing +14 | Ragged leather jerkin, Tattered leather boots, Swaybacked saddle horse, Rusty sword, Hunting crossbow, Bolts, Smoked fish, +20 Denars |
Lady in Waiting (female only) | INT +1, CHA +1 | Riding +1, Wound Treatment +1, Persuasion +2 | 1H +8, XBows +24 | Sturdy woollen hood, Sturdy woollen dress, Spirited courser, Dagger, Hunting crossbow, Bolts, Smoked fish, +100 Denars |
Troubadour | CHA +2 | Weapon Master +1, Path-finding +1, Persuasion +1, Leadership +1 | 1H +19, XBows +16 | Sturdy tabard, Ragged leather boots, Swaybacked saddle horse, Rusty sword, Hunting crossbow, Bolts, Smoked fish, +80 Denars |
Student | INT +2 | Weapon Master +1, Wound Treatment +1, Surgery +1, Persuasion +1 | 1H +15, XBows +32 | Sturdy linen tunic, Woollen hose, Swaybacked saddle horse, Rusty sword, Hunting crossbow, Bolts, Smoked fish, Book (random), +80 Denars |
Peddler | INT +1, CHA +1 | Riding +1, Path-finding +1, Inventory Management +1, Trade +1 | Pole +11 | Fur hat, Leather jacket, Ragged leather boots, Leather gloves, Saddle horse, Staff, Hunting crossbow, Bolts, Smoked fish, Linen, Pottery, 2x Wool, Sumpter horse, +90 Denars |
Smith | STR +1, INT +1 | Weapon Master +1, Tactics +1, Engineer +1, Trade +1 | 1H +11 | Coarse tunic, Ragged leather boots, Saddle horse, Balanced sword, Hunting crossbow, Bolts, Smoked fish, Tools, +100 Denars |
Poacher | STR +1, AGI +1 | Power Draw +1, Athletics +1, Tracking +1, Spotting +1 | Pole +7, Archery +57 | Rawhide coat, Hide boots, Heavy Sumpter horse, Chipped axe, Hunting bow, Barbed arrows, 2x Dried meat, 2x Furs, +10 Denars |
Reason for adventuring[edit]
Reason | Attributes | Skills |
---|---|---|
Revenge | STR +2 | Power Strike +1 |
Loss | CHA +2 | Ironflesh +1 |
Wanderlust | AGI +2 | Path-finding +1 |
Forced out | STR +1, INT +1 | Weapon Master +1 |
Money | AGI +1, INT +1 | Looting +1 |
Point distribution[edit]
The point distribution screen.
Once you have answered the background questions, you will see the character creation screen. First you have to decide whether you will be allowed to quit without saving. Enabling this will allow you to quit and reload your game to undo a disastrous battle or otherwise experiment with things.
Once you have decided on a saving mode you get to distribute points to your skills and attributes (see those pages for more information on what each does). Before you can continue you must distribute all skill, attribute, and weapon points, and also give your character a name.
Face generation[edit]
The face generation screen.
Next you get to customize your face. You can rotate the face by holding and dragging around, and you can customize various features by moving the sliders or clicking the buttons. You can also click Randomize to have the game create a face (which you can then tweak if you wish). Once you're happy with your face, click Done to finish your character. You may change your looks later on, through the character page.
Starting location[edit]
In Warband, after assigning your character's attributes, you additionally choose what city your character starts near. (In the original you start near a random training field.) You can choose from Praven, Reyvadin, Tulga, Sargoth (Karachi in Warband), Jelkala, and Shariz. Your choice here does not obligate you to associate with the faction that owns the city or affect you in any way other than the location you start in and some aspects of your first quest. Because of this, it is generally advisable for any character to start in Jelkala or Praven because the bandits in those regions are not as threatening to low-level characters as the bandits in other areas.
[Go to top]← Controls | Character creation | Character creation pre1.011 → | Attributes →
Retrieved from 'https://strategywiki.org/w/index.php?title=Mount%26Blade/Character_creation&oldid=756135'
Just as in Mount and Blade: Warband it is possible to collect a number of Companions to help you in your quest.These Companions will form part of your party and will gain experience as you progress in the game.Companions have two benefits over normal troops: they are fully customizable, and will not die, instead getting knocked unconcious.
Companions can be found in the Taverns located in most Towns. Some of the Companions will require a recruitment fee to join your party. This fee can range from a few coppers to tens of thousands of coin.
The starting location of the Companions differ from game to game, and each will change locations at times, so it's best to check the tavern whenever you enter a town. You can, however, select the 'Gather Companions' option in character creation to have most companions be in the starting tavern for the first few days.
Available CompanionsEdit
A nice chart done by Sergio_Morozov (version 2.1)
☀https://forums.taleworlds.com/index.php/topic,194610.msg8271194.html#msg8271194
There are 29 known companions. Temporary stat pictures have been added. Please, add more information and custom charts, these should only be temporary. When done, delete the unnecessary.
This list will be updated as these preferences are known.
Updating for ACOK 6.2, Should be accurate (at least more so than before).
Companion | Likes | Dislikes | Offended By | Level | Cost | Starting Town** |
---|---|---|---|---|---|---|
Alen Clargyll | Alyn | Ser Bennis of Hollowhill | 3 | 700 | Ashford | |
Mavros Sand | Maron | Garrett Longley | Food, Heavy Deaths | 9 | 1200 | Sunspear |
Arratos Entarion | Halbert Crowshead | Ser Jasper Rivers | Heavy Deaths | 7 | 3000 | Bravos |
Berengar Parren | Ser Jasper Rivers | Gynir Pyke | 4 | Free | Fairmarket | |
Bilaquo Mentarios | Gyrnir Pyke | 6 | 500 | Valon Therys | ||
Brynden Storm | Maron | Marvos Sand | 5 | Free | Weeping Town | |
Carver | 3 | Free | Barrowhall | |||
Caul | 18 | 25000 | Lys | |||
Ser Clavis Lyberr | Drollo | Saathos | Retreat | 4 | 1500 | Gulltown |
Saathos | 5 | Free | Volantis | |||
Drollo | Ser Roger Osgrey | Kanossos the Headstrong | Raiding Food | 5 | 2000 | Pentos |
Ser Felton Flowers | Ser Jasper Rivers | Brynden Storm | Retreat | 6 | 1500 | Oldtown |
Fenna | Alyn | Ser Bennis of Hollowhill | Leaving Troops | 6 | Free | |
Garrett Longley | Ser Roger Osgrey | Marvos Sand | 8 | 1500 | Kings Landing | |
Graznon zo Paton | Bilaquo Mentarios | Arratos Entarion | Retreat | 8 | 2500 | Volantis |
Gynir Pyke | Ser Roger Osgrey | Saathos | Raiding | 2 | Free | Lordsport |
Halbert Crowshead | Martyn Snow | Serol Lynaqo | Failing Quests | 7 | 300 | White Harbour |
Ser Jasper Rivers | Ser Bennis of Hollowhill | Martyn Snow | 7 | 500 | Saltpans | |
Kanossos the Headstrong | Bilaquo Mentarios | Drollo | 7 | 1500 | Rhyros | |
Ser Bennis of Hollowhill | Ser Jasper Rivers | Maron | Leaving Troops | 4 | 1500 | Stoney Sept |
Roderick | Fenna | 4 | 2500 | Lannisport | ||
Maron | Saathos | Ser Bennis of Hollowhill | 1 | Free | Hull | |
Martyn Snow | Halbert Crowshead | Raiding | 6 | Free | White Harbor | |
Ser Roger Osgrey | Ser Clavis Lyberr | Gynir Pyke | 5 | 1500 | Oldtown | |
Serol Lynaqo? | Serol Lynaqo? | Martyn Snow | 12 | 3000 | Pentos | |
Alyn | Berengar Parren | Drollo | 3 | Free | ||
Ser Titus Harper | 8 | 500 | Tyrosh | |||
Lyneria | Garret Longley | Graznon zo Patton | 3 | 250 | Bravos |
*Tested at Version 1.4 without Mercenary Companions
**As of 6.0 Companions start in specific towns and stay there. I've filled in the ones I found if you don't use 'gather companions option.
Companion Relationships Edit
Not all Companions get on with each other and having ones that dislike others will cause friction in the party.
*Note that you CANNOT disable companions disliking each other by going to the 'Mod options' menu in the camp screen and ticking 'disable companion complaints'.
The lists below conflict with each other in your party, you'll have to pick the companions grouped together for the first column or second column in the same row to have a stable party (i.g Alen Clargyl, Fenna, Maron or choose to use Roderick and Ser Bennis Hollow Hill).
**Denotes companions that do not like raiding (at least so far).
ACOK 7.1 | Companions 1 | Companions 2 |
---|---|---|
1 | Bilaquo Mentarios Carver Caul Ser Titus Harper Melly Waterman | None |
2 | Berengar Parren Ser Roger OSgrey Saathos | Gynir Pyke** Ser Clavis Lyber |
3 | Alen Clargyl Fenna Maron | Roderick Ser Bennis of Hollow Hill |
4 | Martyn Snow** Arratos Entarion Halbert Crowshead Lyneria | Ser Jasper Rivers Graznon zo Paton Serol Lynaqo (or Halbert) |
5 | Brynden Storm (or Ser Felton) Garret Longley | Ser Felton Flowers Mavros Sand |
6 | Kanosos the Headstrong Alyn | Drollo** |
Changes in 1.4Edit
In 1.4, the companion system recieved an overhaul, with all companions now being stationary, being recruitable from only one specific location. Additionally, several companions have had their names changed, and a new non-mercenary companion has been introduced.
The changed names include:
- Yohnas > Alyn
- Ser Kannut Bannside > Ser Bennis of Hollow Hill
- Ser Matrim Osgrey > Ser Roger Osgrey
- Alexos Sand > Mavros Sand
- Colin The Mute > Saathos
The new companion is
- Ser Medrick Waterman
Companions as Lords:Edit
AS OF 1.4
All companions now seem, in effect, to be 'noble' (regardless of what they say in their discussions with you), as they all have their own trait (upstanding, pitiless, etc.) when granted a fief, and this can be checked via the maester in your castle. I have compiled a list of those companions who are less troublesome than others when made into lords:
Upstanding and Good-Natured (these companions will not object, as lords, to other lords being granted fiefs):
- Addam Blackwood
- Alen Cargyll
- Bilaquo Mentarios
- Fenna
- Ser Lucamore the Grim
- Maron
- Martyn Snow
- Ser Medrick Waterman
- Roderick
- Serol Lynaqo
Martial
- Alyn
- Ser Bennis of Hollow Hill
- Berengar Parren
- Caul
- Granzon zo Paton
- Ser Felton Flowers
- Halbert Crowshead
- Ser Jasper Rivers
- Kanossos the Headstrong
- Ser Roger Osgrey
All other companions, if not mentioned here, are either calculating, quarrelsome, debauched or pitiless.
AS OF 3.0
Only 5 companions are good-natured:
Ser Clavis Lyber
Ser Titus Harper
Melly Waterman
Arratos Entarrion
Lyneria
Those are the ONLY companions which will not object, as lords, to other lords receiving fiefs.
Future CompanionsEdit
As part of 1.4, sellsword companies are now available for hire, and the leaders of these companies become companions once you have paid for the company. These captains will remain with you permanently, unless you choose to separate from them. In the current implementation, only the leader of each sellsword company becomes a companion, but the quote below was from a preview released by Cozur before 1.4, and may suggest that other members of the sellsword companies could become companions in the future.
'I've added a new feature - when you recruit a sellsword company, the leaders, captains, serjeants and paymasters are included, but not as regular troops, but rather as companions.
So if you recruit the Windblown, you get a lot of troops, and a couple of new companions such as The Tattered Prince, Caggo, Denzo D'han and so on. Adding this feature also meant I had to do a companion overhaul - they're now stationary which will allow me to, in future versions, add some more interesting characters as companions (Sandor Clegane would be an example).'
Companion Stats (6.0) Edit
ACOK 6.0 Companion Starting Stats, Skills and Equipment Details: https://imgur.com/a/8oWG4hr
Name | Level | STR | AGL | INT | CHA | Weapon Prof.* | Equiv Total Stats** |
---|---|---|---|---|---|---|---|
Ser Bennis of Hollow Hill | 5 | 16 | 14 | 7 | 6 | 115 | 39 |
Maron | 1 | 9 | 6 | 10 | 6 | 65 | 31 |
Alyn | 3 | 14 | 14 | 8 | 6 | 130 | 40 |
Graznon zo Paton | 8 | 15 | 9 | 13 | 12 | 70 | 42 |
Ser Felton Flowers | 6 | 16 | 15 | 7 | 7 | 150 | 40 |
Martyn Snow | 6 | 18 | 12 | 10 | 5 | 140 | 40 |
Ser Jasper Rivers | 7 | 17 | 9 | 10 | 6 | 160 | 36 |
Halbert Crowshead | 7 | 12 | 9 | 17 | 10 | 50 | 42 |
Kanossos the Headstrong | 7 | 15 | 8 | 15 | 8 | 210 | 40 |
Mavros Sand | 9 | 16 | 16 | 12 | 8 | 160 | 44 |
Garrett Longley | 8 | 20 | 13 | 5 | 4 | 180 | 35 |
Brynden Storm | 3 | 10 | 7 | 16 | 7 | 60 | 38 |
Ser Roger Osgrey | 11 | 20 | 6 | 12 | 8 | 230 | 36 |
Drollo | 5 | 15 | 10 | 6 | 6 | 150 | 33 |
Arratos Entarion | 7 | 6 | 6 | 18 | 6 | 30 | 30 |
Ser Clavis Lyber | 4 | 18 | 11 | 8 | 7 | 80 | 41 |
Serol Lynaqo | 12 | 12 | 8 | 16 | 13 | 30 | 38 |
Gynir Pyke | 2 | 16 | 9 | 5 | 5 | 70 | 34 |
Saathos | 5 | 6 | 5 | 15 | 5 | 10 | 27 |
Bilaquo Mentarios | 6 | 14 | 8 | 6 | 9 | 120 | 32 |
Berengar Parren | 4 | 14 | 6 | 12 | 12 | 60 | 41 |
Alen Clargyll | 3 | 16 | 5 | 7 | 6 | 150 | 32 |
Fenna | 6 | 15 | 15 | 10 | 6 | 75 | 41 |
Roderick | 4 | 14 | 7 | 4 | 3 | 110 | 25 |
Carver | 3 | 12 | 8 | 3 | 3 | 50 | 24 |
Caul | 18 | 22 | 22 | 12 | 10 | 250 | 49 |
Melly Waterman | 9 | 15 | 12 | 9 | 10 | 145 | 38 |
Ser Titus Harper | 8 | 14 | 12 | 5 | 7 | 120 | 31 |
Lyneria | 3 | 14 | 16 | 5 | 6 | 45 | 39 |
*A companion's initial weapon proficiency are the same for all weapons in ACOK 6.0.
**A comparison of total stats for a companion if they were all adjusted to be Level 1
Companion Roles (6.0) Edit
Mount And Blade Warband Character Creation Mods
ACOK 6.0 Companion Starting Stats, Skills and Equipment Details: https://imgur.com/a/8oWG4hr
A brief analysis of the companions tells us that while their backstories may be filled out in depth, their skill distribution as of 6.0 are very shallow. Companions are very clearly divided into martial and support categories. Almost all companions with starting Weapon Proficiency above 75 also have zero starting Intelligence skills, and vice versa. No companion starts with Power Throw, Looting, Foraging, Tracking, Path Finding, Inventory Management, or Prisoner Management.
Mount And Blade War Band Wiki
I offer here a simplistic method of allocating roles to companions in 6.0. Use all companions with Power Draw as archers. Of the remainder, select those with less than 75-80 proficiency as support/int characters and give them crossbows (except Carver, maybe). The last group should all have Riding of 4+ (except Ser Osgrey at 3) and good proficiency, which easily make heavy cavalry.
Alright, so in the previous Mount and Blade game you were give a series of choices to make about your characters background. These served no real purpose but to determine some stat boosts as well as your starting equipment. Fire and Sword totally lacks this entirely. So, I have started two games and come out with two completely different loadouts of starting weapons. The first time I got a pistol while the second I have a full size musket. Anyone know if this is somehow determined by your actions or completely random?