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Mount And Blade Companion Build

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I normally go with this - Alayan, Firentis, Bunduk (heavy cavalry) - Deshavi, Baheshtur (horse archers) - Ymira (strategist: tactics, engineering; training) - Jeremus (medic: surgery, wound treatment, first aid; training) - Klethi (outrider: scouting, path-finding; training) But I wanna know a couple things: 1. Can you get more than 8 companions in your party 2. What are the other companions. One of the main advantages of focusing on a one-handed weapon build in Bannerlord, is the ability to wield a shield. While you will deal less damage than you would by using a two-handed build or even a powerful ranged based build, you will generally find it much easier to hold your ground in larger battles. The companion system in Mount & Blade II: Bannerlord allows you to customize almost every aspect of each companion. You can choose what weapons and armour they use, what attributes, skills and perks they will invest in, and even what role they will play in your clan between Scout, Engineer, Quartermaster, and Surgeon. Mount And Blade 2 Bannerlord guide: A list of tips and tricks to get started in Mount And Blade 2 Bannerlord. Mount And Blade 2 Bannerlord skills: A full list of skills and tips to build your character. Mount And Blade 2 Bannerlord PC requirements: Get the best performance out of Mount And Blade 2. Mount And Blade 2 Bannerlord bugs: Some tips. Mount & Blade II: Bannerlord is in early access and as such the game has numerous bugs and issues that TaleWorlds Entertainment is working hard to address. Here's a list of the reported bugs you.

From StrategyWiki, the video game walkthrough and strategy guide wiki
< Mount&Blade

Mount&Blade | Table of Contents | Walkthrough

Table of Contents

  • Character creation
Details
Appendices
Mount And Blade Companion Build
  • Weapons
Appendices

The dislike chart would seem to suggest the following combinations are possible without any dislikes and that it's possible to mix and match the tops with the bottoms without any dislikes.

Each companion dislikes the companions on either side of them (Example: Borcha dislikes Deshavi and Klethi). If you wish to maximize your number of companions, you can choose 3 from the top circle and 5 from the bottom circle that are not touching.

Top 1:

Top 2:

Bottom 1:

Bottom 2:

See Full List On Gameplay.tips

It is possible to keep two people who dislike each other and not have them leave. Balance the dislike out with someone they like and keep morale high.

Mount and blade warband companion builds

Some forum posts seem to suggest that it's possible to even keep all 16 if one manages morale. Keep the morale around 80-99, don't lose and keep them stuffed with food. Do not rob villages. Raid caravans only when Marnid isn't around.

There is an idea of having two 8 members companions. One traveling for a battle, when the other is healing in castle.

It is possible to have a 10 heroes party with everyone getting 1 'like' and 1 'dislike' or none of each, so it should be easier to maintain them all in the party:

Alayen, Artimenner, Baheshtur, Borcha, Bunduk, Katrin, Matheld, Nizar, Rolf, Ymira.

For a comparison of the different companions' skills and abilities see Here

Further reading:

[Go to top]← Mount&Blade | Companion Builds | Mount&Blade →

Retrieved from 'https://strategywiki.org/w/index.php?title=Mount%26Blade/Companion_Builds&oldid=828721'

This guide aims to put all information regarding Governors into one easily accessible place. Information in this guide is subject to and will change as the game does and new information is found regarding them.

Other Mount & Blade II Bannerlord Guides:

Mount & Blade 2 Bannerlord Governors Guide

Overview

The land of Calradia is extremely difficult to tame and maintain, however you don't have to do it alone. With the help of a few good governors, you can change every backwater village into a metropolis to rival the capital.

This guide aims to put all information regarding Governors into one easily accessible place. Information in this guide is subject to and will change as the game does and new information is found regarding them.

Governor's Culture

The very first thing you should look at when choosing a governor is their culture. If you put someone into a settlement as a governor that does not match with the culture of the native populace, you will take a negative hit of -2 to the settlements loyalty EVERY DAY in addition to the negative one that you get for it being a different culture normally. This leads to less tax, lower prosperity, less militia, less production, and even outright revolt in some cases.

Mount&Blade/Companions — StrategyWiki, the video game ...

Cached

Instead, if you don't have one of the correct culture, leave the spot open for now. You won't receive the benefits of having a Governor, but you won't receive the negative 2 loyalty hit for leaving the spot open (you will still receive the 'culture' penalty, just not the 'governor culture' penalty) You can still build in the settlement, but you just won't get the buffs that a governor would provide. Focus on building up fairgrounds and other structures that improve settlement morale. When you get enough per month for it to not matter if you have the wrong governor culture, then you can place them in the settlement.

Mount And Blade Companion Names

Also, governors of the correct culture type provide a +1 boost to the settlements loyalty.

Traits

It is currently unknown if traits actually impact the settlement. i.e. cruel, generous, brave, etc.

Mount

Mount And Blade Warband Companions

Skills

And
  • Weapons
Appendices

The dislike chart would seem to suggest the following combinations are possible without any dislikes and that it's possible to mix and match the tops with the bottoms without any dislikes.

Each companion dislikes the companions on either side of them (Example: Borcha dislikes Deshavi and Klethi). If you wish to maximize your number of companions, you can choose 3 from the top circle and 5 from the bottom circle that are not touching.

Top 1:

Top 2:

Bottom 1:

Bottom 2:

See Full List On Gameplay.tips

It is possible to keep two people who dislike each other and not have them leave. Balance the dislike out with someone they like and keep morale high.

Some forum posts seem to suggest that it's possible to even keep all 16 if one manages morale. Keep the morale around 80-99, don't lose and keep them stuffed with food. Do not rob villages. Raid caravans only when Marnid isn't around.

There is an idea of having two 8 members companions. One traveling for a battle, when the other is healing in castle.

It is possible to have a 10 heroes party with everyone getting 1 'like' and 1 'dislike' or none of each, so it should be easier to maintain them all in the party:

Alayen, Artimenner, Baheshtur, Borcha, Bunduk, Katrin, Matheld, Nizar, Rolf, Ymira.

For a comparison of the different companions' skills and abilities see Here

Further reading:

[Go to top]← Mount&Blade | Companion Builds | Mount&Blade →

Retrieved from 'https://strategywiki.org/w/index.php?title=Mount%26Blade/Companion_Builds&oldid=828721'

This guide aims to put all information regarding Governors into one easily accessible place. Information in this guide is subject to and will change as the game does and new information is found regarding them.

Other Mount & Blade II Bannerlord Guides:

Mount & Blade 2 Bannerlord Governors Guide

Overview

The land of Calradia is extremely difficult to tame and maintain, however you don't have to do it alone. With the help of a few good governors, you can change every backwater village into a metropolis to rival the capital.

This guide aims to put all information regarding Governors into one easily accessible place. Information in this guide is subject to and will change as the game does and new information is found regarding them.

Governor's Culture

The very first thing you should look at when choosing a governor is their culture. If you put someone into a settlement as a governor that does not match with the culture of the native populace, you will take a negative hit of -2 to the settlements loyalty EVERY DAY in addition to the negative one that you get for it being a different culture normally. This leads to less tax, lower prosperity, less militia, less production, and even outright revolt in some cases.

Cached

Instead, if you don't have one of the correct culture, leave the spot open for now. You won't receive the benefits of having a Governor, but you won't receive the negative 2 loyalty hit for leaving the spot open (you will still receive the 'culture' penalty, just not the 'governor culture' penalty) You can still build in the settlement, but you just won't get the buffs that a governor would provide. Focus on building up fairgrounds and other structures that improve settlement morale. When you get enough per month for it to not matter if you have the wrong governor culture, then you can place them in the settlement.

Mount And Blade Companion Names

Also, governors of the correct culture type provide a +1 boost to the settlements loyalty.

Traits

It is currently unknown if traits actually impact the settlement. i.e. cruel, generous, brave, etc.

Mount And Blade Warband Companions

Skills

For the most part it, it is unknown whether or not the skill number itself actually impacts the settlement. However, perks in each of the following skills provide bonuses to settlements that the governor is assigned to:

Charm improves relations with notables in associated villages and in the center itself, and gives a security or loyalty boost.

Leadership improves the garrison and militia by training better troops, increases loyalty and security, and makes fair grounds and morale boosting structures more effective. Also, the skill number itself increases the max garrison in the settlement.

Trade can allow the governor to toll caravans or villagers that enter the settlement, increases production or trade income, and increases resource production in nearby villages.

Steward improves tax income, farm production, prosperity, village growth, mine income, siege holdout time, and decreases the amount of time it takes for a village to recover from a raid.

Medicine improves prosperity or village growth and can either increase loyalty or make sanitation buildings provide a prosperity bonus. The skill number decreases the time it takes for the garrison to recover from wounds.

Engineering makes construction finish faster, makes walls stronger (more resistant to artillery), and makes default projects more effective. I.e irrigation provides more food.

Two-handed improves garrison size or reduces garrison wages

Crossbow decreases the hiring cost of crossbow units.

More of this sort of thing:





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