Mount & Blade: Warband

Mount & Blade: Warband

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A GUIDE TO PARADIGM WORLDS FOR WARBAND
Vytvořil: LordMartial
A guide for the mod Paradigm Worlds for Warband including an overview of the world and the mod's mechanics alongside giving an early game guide along with metagaming tips.
   
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[WHERE TO START?]

Welcome to Paradigm Worlds. You can find the latest version of this mod here: https://www.moddb.com/mods/paradigm-worlds/downloads
or subscribe to it on steam workshop.

This is a guide that is meant to not be handholdy but explain all the mechanics so you can find your own way through the game, I've geen a lot of visual aids but you may still need to read the texts carefully as there is a lot of asterisks in this mod. If you want to know the TL;DR of where to start, check out the Early to Mid Game guide at the end of the guide.

First of all, disable HDR mode from the setting as it makes the mod crash and put ragdolls to zero if you don’t want your battlefields will be extremely laggy with buggy clipping issues with the mod's models.

The mod has 4 starting scenarios with another scenario where everything is randomized:

  • Paradigm Primal 5066 : A version of Earth with factions that are less technologically developed. Therefore there are less guns in stores and less enemies with guns running around however, trust me, this does not make the game any easier.

  • Paradigm Worlds 6077 : The classic Paradigm experience with everything working as intended.

  • Ein Volk Ein Corp 7022 [sic] : A version of Earth where the NecroCorp is dominating. Most towns, castles and villages will be owned by them in this scenario but other than that things are mostly the same.

  • Year 10K: Paradigm Future : A version of Earth everyone is technologically advanced and very splintered.

  • Grand Paradigm Randomizer: A scenario that totally randomizes everything. Random factions, random titles, random equipment on people.

I suggest you either go for Worlds (6077) or Year 10k as those are the most fun in my opinion.
[CHARACTER CREATION]
So let's go step-by-step in the character creator and I’ll tell you what's good and what's not.

[RACES]

Either go Mutant for the +3 Mutation skill or Half-Giant for 22 strength and increased size. I will suggest you look at the description of all races and their stat line-up on start if you want to specialize but either Mutant or Half-Giant are excellent choices.

[CHILDHOOD AND ADULTHOOD]

Most of the Character Creation choices are the same as in Vanilla but some extra ones are added for new skills the mod adds. It doesn’t really matter what you pick here, any choice gives us enough tools for the early game and we can pick up enough skill points to invest in whatever we want later.

If anyone wants to datamine the game files for the exact values I would be happy to add them here.

[STARTING CHOICES]

There are a lot of starting choices in Paradigm Worlds. Each one of them uniquely affects the state you spawn in and can even change how you play the game and progress. As a rule, the stronger your start is, the more the Doomsday Clock will tick. Just choose one that interests you and read its description. 

If none interest you, pick Tabula Rasa if you’re experienced with the mod. If you want an easier start, pick Mercenary Musketeer for an independent start with some troops already at your command. As for companions, I always pick the tribal and engineer combo, but you can pick none, as you can pick them up in towns you go to.

If you are wondering about what the Doomsday Clock is, you can check it out in the Mechanics section in this guide. For now all you need to know is the higher the number is, the worse it will get for good characters and vice versa for evil characters.

[CHARACTER AND PERSONALITY]

In this portion you can give your character a personality and a secondary personality. These will affect your relationship and negotiations with NPCs that share the same ideals or oppose you. Dealing with NPCs with the same ideology as you will make everything smoother and vice versa for people that disagree with you. If you want to isolate your kingdom to only characters that are upstanding and martial, pick them as primary and secondary ideologies or you can pick one of the bad ones if you’re planning on picking up cunning lords.

If you have no idea what I’m talking about check out this wikipedia page and this guide for info regarding lord personalities.

https://mountandblade.fandom.com/wiki/Vassals#Personalities

https://steamcommunity.com/sharedfiles/filedetails/?id=842978764
^^ Ignore the chart given in this guide as it only applies to Prophesy of Pendor mod and not Vanilla. Paradigm uses Vanilla values so lords will still be mad when you give out fiefs.


[MECHANICS PT1 PICKPOCKETING AND SKILLS]
This portion of the guide is strictly for game mechanics you should know when you start playing, some extra ones for metagaming and also includes a way to get infinite money and dupe items. For an early game guide check out the Early Game Guide section and the End Game section as you skip to the end-game pretty fast in this mod.

First of all, let's start with the infinite money making and item duping.

[PICKPOCKETING] (Infinite Money and Item Duping)

By pressing Z (default button to crouch, a message saying SNEAK MODE! will appear when you successfully enter sneak mode.) you can enter stealth mode in non-combat environments such as Lord’s Halls, the streets of a city or the garrison of a castle. In this mode you can talk to npcs to pickpocket them. This will generate a loot table based on what is equipped on them and you can do this infinite times without any drawbacks. You can even pickpocket companions that come with you to be your bodyguards when you take a walk in the streets or in the taverns. Therefore one can equip very expensive gear on companions and pickpocket them when they enter cities to generate infinite money.

Here is an infomatic if you were confused about the process.

You can also use pickpocketing early game on characters such as mercenaries, order troops in cities and garrison troops for good early game gear, armor and cash. Remember that you can use the [SELL ITEMS] option when talking with guild masters to sell your items. They usually carry 300k denars or so on them.

[SKILLS]

Compared to vanilla you can max out all skills with 15 points invested in their respective main attribute. Which means compared to vanilla for example where you could only invest in Leadership capped out at 3 divided by your Charisma attribute in Paradigm its 1 to 1 which means with 15 in Charisma you can max out your Leadership which caps out at 15. Keep this in mind when you’re investing in attributes. The main attribute of the skill are on their right.

  • Bodybuilding [STR]: Reduces the weight penalty of heavier armors (-10kgs each point you invest into the skill) and improves health %4 over limit in the battlefield and gives you +2 hit points per skill point. Has a cap of 15.

    %4 over the limit means If you have 100 HP at base, with 1 bodybuilding you would get 104 HP (106 if you are a nerd) in the battlefield. This applies to more skills than bodybuilding so keep this in mind as it stacks with those other skills

  • Combat Brutality [STR]: Increases your melee and critical damage by %20 per skill point. (I do not know the exact values of any of the skills, this comes from my own research until someone datamines the mod.) Has a cap of 15.

  • Grenadier [STR]: Increases grenade damage by %14 and area of effect range by 50 cm per skill point. Has a cap of 15.

  • Silent Hunter [AGI]: Increases bow damage by 14%, speed, efficiency and ranged damage by 4% per skill point. (bows are still meh) Has a cap of 15.

  • Critical Precision [AGI]: Gives %2 critical chance per point and makes it easier to learn weapon proficiencies per point. Has a cap of 10.

    What are critical hits? Critical hits are melee or ranged hits that debilitate your opponents and make them slower in combat by making them suffer a critical wound. I think they also deal %50 more damage but I am not sure.

  • Combat Speed [AGI]: Increases your running and attack speed, increases weapon damage and decreases damage taken per point. (I am not sure about the exact values but absolutely worth it to invest in this skill) Has a cap of 15.

  • Animal Raider [AGI]: Vanilla riding skill renamed, reduces weather effect on mount speed per point. Also makes you able to ride better mounts. (weather effects are rare and when they do happen they’re not very impactful. Mounts are pretty bad overall, skip mounted combat if you want to.) Has a cap of 15.

  • Mounted Shooter [AGI]: Reduces the accuracy and damage penalty for using ranged weapons on horseback and increases the speed of our mount per point. Has a cap of 15.

  • Luck [AGI]: Essential skill for metagaming! Increases rewards of quests (x10 on 15 Luck), increases the amount of recruits in villages, mercs in taverns (x2-3 on average) and may be needed in certain quest and events (Luck influences the tier and amount of loot you get in the Points of Interest events) It also increases critical hit and defense calculations. Luck also plays a role in Negotiations. The higher luck you have the higher the chance of succeeding in a negotiation. Has a cap of 15.

  • Mutation [STR]: Check out the [MUTATION] section of the guide to learn what this skill does. Has a cap of 10.

  • Professional [CHA]: Increases your and other units’ combat proficiency on the battlefield (%1 per skill point invested) and acts as the Trainer skill in Vanilla Warband. Has a cap of 15. Check out the [COMBAT PROFICIENCY] part of the guide to learn what it does.

  • Survival [AGI]: Improves health %3 over base HP in the battlefield (personal), reduces terrain debuffs when going through forests, deserts and snowy terrain also acts as the Tracking skill from Warband. Has a cap of 15.

  • Warfare [INT]: Gives your troops %1 efficiency per level, acts as Vanilla tactics skill and reduces the wages of your troops per skill point invested. Has a cap of 15.

  • Logistics [AGI]: Improves your party speed on the map by %3 per skill point invested, has a cap of 15.
  • Eagle-eye [AGI]: Improves ranged accuracy, increases party sight range on map by %10 and speed by %1 per skill point invested, has a cap of 15.

  • Inventory Management [INT]: Increases your inventory size by 6 per skill point invested, has a cap of 10.

  • Wound Treatment [INT]: Party healing speed is increased by %20 per skill point invested.

  • Surgery [INT]: Gives a %4 chance per point that a soldier will be go unconscious instead of dying, has a cap of 10. Keep in mind that just like Native, Paradigm also has a %25 base chance that troops will be knocked unconscious instead of d

  • Field Medicine [INT]: Gives +3 HP to commanded troops and companions per point and acts as First Aid from Vanilla. The +3 HP seems to apply after % health increase from skills, has a cap of 10.

  • Engineer [INT]: Acts as Vanilla Engineering skill, increases the base damage of automatic weapons by 1 per skill point. Also increases the quality of items you can craft. check out the [CRAFTING] section for more information. Has a cap of 15.

  • Manipulation [CHA]: +1% efficiency per point to commanded troops and gives you increased chance of Negotiation success. Check out the [NEGOTIATIONS] section for more information. Has a cap of 15.

  • Hacking [INT]: Improves the efficiency of microchips per skill point, check out [MICROCHIPS] for more information. Has a cap of 15.

  • Sailing [INT]: Improves party speed while sailing on water and improves the quality of loot after sea battles. Has a cap of 15.

  • Slave Trading [CHA]: Gives you better prices for prisoners, lowers the chances of Lords escaping after a battle and increases the capacity for prisoners in your party by +5 per level and +30/+60/+100 at the skill level of 5/10/15 respectively. Has a cap of 15.

  • Leadership [CHA]: Improves your parties efficiency by +1% and increases your party size limit by 8 per point. Has a cap of 15.

  • Bartering [CHA]: Increases the revenue you get from banks and some buildings you can build in temples and towns. Lessens your trade penalty by 5% per skill point. Has a cap of 15.

Now that we have our skills down, lets touch on something that improves our skills.
[MECHANICS PT2 SKILL BOOKS]

De Re Militari

Gives a permanent +1 to Warfare and EXP when read.





Rhetorica Ad Herennium

Gives a permanent +1 to Manipulation and EXP when read.





The Life of Alexinus the Great

Gives a permanent +1 to Leadership and EXP when read.





On the Art of Fighting with Swords

Gives a permanent +1 to Critical Precision and EXP when read.





Essays on Luck

Gives a permanent +1 to Luck and EXP when read.





A Treatise on the Value of Things

Gives a permanent +1 to Bartering and EXP when read.





Methods of Mechanical Theorems

Gives a permanent +1 to Engineering and EXP when read.





Animal Farm

Currently, Animal Farm is bugged and cannot be read but it used to give you +1 to Leadership and some exp.





HACKING and CyberTech by NecroCorp

Gives a permanent +1 to Hacking and Manipulation skills and EXP when read.





Von Clausewitz - On War

Gives a permanent +2 to Warfare and EXP when read.





Slave Trade - Unknown Author’s Notes

Gives a permanent +2 to Slave Trading and EXP when read.





The Rise and the Fall of the Weimar Reich - Filgho X. Streeh

Gives a permanent +1 to Leadership, increases your right to rule by 10 and gives you EXP when read.





Explosives and Plasma Technology by Nav Zippor

Gives a permanent +1 to Engineering and Grenadier and EXP when read.





The Prince - Niccolo Machiavelli

Gives a permanent +1 to Critical Precision and EXP when read.





The Name of The Rose - Umberto Eco

Gives a permanent +2 to your Intelligence, increases your right to rule by 10 and gives you EXP when read.





Terror, Torture - Forbidden Knowledge

Gives the ability to make all enemies within 5 meter of a target you struck in melee to lose 10 health points and gives EXP when read.





Pyre & Plasma - Production and Manufacture

Gives a permanent +1 to your Engineer skill, +70 Energy weapon proficiency and teaches you how to craft Plasma equipment. Gives your personal Praetorian troops Techno-mage armor and weaponry (check out the [PERSONAL AND ORDER TROOPS] section for more info). Also gives EXP when read.





CYBERWAR 6077

Gives a permanent +2 to your Hacking skill, gives a +30% chance to hack units and gives you +30% resistance to being hacked, when you hack units at the end of combat they have a 50-50 chance of either joining your party as a member or prisoner. Also gives you EXP when read.





Modern Boarding and Plunder

Gives a permanent +1 to your Luck and Sailing skills, raises your party speed while navigating water by 15% and gives EXP when read.





SURVIVAL - Deserts and Jungle - Unknown Author

Gives a permanent +1 to Bartering and EXP when read. I know it says SURVIVAL but trust me, it increases your bartering. This might be a bug.





Antique Bodybuilding Handbook

Gives a permanent +1 to your Strength attribute, Vanguard and Bodybuilding skill. Also gives you a 30% chance to resist critical attacks and a 30% chance to resist negative effects of critical wounds when you get critted and gives EXP when read.





American Psycho - Bret Easton Ellis

Gives a permanent +1 to Mutation, Professional and Critical Precision skills, increases your mutagen by 100 and forwards Doomsday by +25 days.





Field Medicine and Surgery

Gives a permanent +1 to Field Medicine, Wound Treatment and Surgery and EXP when read.





Ubik - Philip K.

Gives a permanent +1 to your Intelligence and Hacking, regresses the Doomsday by -50 days, gives 100k experience that is shared within your party and EXP when read.





Close Combat - Attack and Defense - Handbook

Gives a permanent +1 to Vanguard and Combat Brutality and EXP when read.





Military Equipment - Manufacturing and Production

Gives a permanent +1 to Engineer and Grenadier skills, lets you craft some equipment and gives you EXP when read.





Fear and Trembling - Partizan and the Terrorist

Gives a permanent +1 to Mobile Shooter, Survival and Combat Speed, makes you 20% faster in any forest terrain, makes you lose 10 honor, forwards the Doomsday by +10 days and gives you EXP when read.





Mobile Warfare - Handbook

Gives a permanent +1 to your Riding, Mobile Shooter and Logistics, reduces the party size penalty on your world map speed by 30% and gives you EXP when read.





WORLD ATLAS

Gives a permanent +1 to your Logistics and Sailing skills- increases your party speed on the world map by 10% and gives EXP when read.





Perception, Aim, Visibility

Gives a permanent +1 to your Eagle Eye, Grenadier, Silent Hunter and Mobile Shooter skills and +70 proficiency with all ranged weapons also EXP when read.





Deithwen Brigade Charge

Gives a permanent +1 to your Agility attribute and Combat Brutality and Animal Riding skills, you deal more damage using lances and gives EXP when read.





Interrogation Techniques

Gives a permanent +1 to your Charisma attribute and Critical Precision and Manipulation skills, makes you lose 20 honor and gives you XP when read.





Anarchists Cookbook

Gives a permanent +1 to your Engineer and +2 to your Grenadier skill, you learn how to craft Dynamite and other explosives, your Personal Gunnery Sarge’s can now equip dynamite also gives EXP when read.





[MECHANICS PT3 SKILL BOOKS PT2]



Mutation Encyclopedia

Gives a permanent +2 to your Mutation skill and lets you stay as the race you are without having to pay Mutation skill points or Doomsday ticks. Also gives EXP when read.





Robin Hood - Adventures of Silent Hunter

Gives a permanent +2 to your Silent Hunter skill and a +1 to your Eagle Eye skill, doubles your chance to do crits with bows and increases your bow damage by 150% also give EXP.





Conan the Barbarian - Robert E. Howard

Gives a permanent +1 to your Combat Speed, Combat Brutality and Critical Precision skills, increases your melee critical chance by 50% and your melee damage by 30% when read. Also gives EXP.


[TRAINING BOOKS]




ORDER Troops - Training

Gives your ORDER troops 8 skill points to invest into their stats and some stat buffs. You can do this by click “Tell me about yourself” when talking to them. Also gives XP.





HIGH Tier Troops - Training

Gives your high tier PERSONAL troops 8 skill points to invest into their stats and some stat buffs. You can do this by click “Tell me about yourself” when talking to them. Also gives XP.





LOW Tier Troops - Training

Gives your low tier PERSONAL troops 8 skill points to invest into their stats and some stat buffs. You can do this by click “Tell me about yourself” when talking to them. Also gives XP.





How to Unlock Training Potential - Personal and Order Troops

Gives a +1 to your Intelligence Attribute and Professional skill, lets you spend renown and Doomsday ticks to improve your PERSONAL and ORDER troops. Also gives XP.





Building your own demon - Managing Own Beast

Gives you the ability to make your own ORDER Beasts by promoting them to Diplomatas. Also gives XP.






History of the Teutonic Order - Unlock potential of the ORDER Troops

Gives you the ability to promote your own troops into ORDER troops by giving them gold bars. Also gives EXP.

For more information about what training books do, check out the [PERSONAL AND ORDER TROOPS] section. End of the training books.




Religious Text of the Old Gods

Makes every faction make peace with each other, gives A LOT of EXP, basically puts the Doomsday ticks to zero, delaying Doomsday significantly.





Makes every faction declare war on one and another, gives a bit of EXP and instantly engages Doomsday.






[PASSIVE BOOKS]


Book of Healing

+2 to Wound Treatment while in inventory.





The Great Book of Surgery

+2 to Surgery while in inventory.





Manual of Arms

+2 to Professional while in inventory.





Great Book of Paradigm’s World Laws and Culture

+2 to Leadership while in inventory.





New Constitution For Paradigm’s World

I’m gonna be honest with you, I have no idea. Every time I take a look at what this book boosts it changes to a random value so I’m just gonna say +2 to Leadership.





All in all,

You get:

+3 to Warfare

+3 to Manipulation

+2 to Leadership

+5 to Critical Precision

+4 to Bartering

+2 to Luck

+5 to Engineering

+4 to Hacking

+2 to Slave Trading

+5 to Grenadier

+2 to Luck

+2 to Vanguard

+1 to Bodybuilding

+3 to Mutation

+4 to Professional

+1 to Field Medicine

+1 to Wound Treatment

+1 to Surgery

+4 to Combat Brutality

+3 to Mobile Shooter

+1 to Survival

+2 to Combat Speed

+3 to Animal Raider

+3 to Silent Hunter

+3 to Inventory Management

+3 to Eagle Eye

+1 to Sailing

+2 to Logsitics

Attributes

+5 Intelligence

+1 Strength

+1 to Agility

+2 to Charisma

Other:

Right to Rule by 20

Permenantly, you can also add in the 5 passive books to increase them even more. If you want to min-max your build, you should consider these so you don't invest into your skills more than you need to.

[MECHANICS PT4 MUTATIONS AND COMBAT PROFICIENCY]
[MUTATION]

Your character will naturally gather mutagen as you spend time on Paradigm and when you reach the cap indicated in your Reports menu you will start to mutate. In Mutation your attributes (all of them), without Mutation skill, will either go down by 5 points (-5) or go up by 5 points (+5). When you mutate, your race will change into a random one unless you reincarnate the same race by paying some of your mutation skill or ticking the Doomsday clock.

You can reincarnate (the game calls it reincarnation, I call it mutation) sooner by ingesting mutagen which can be done on your camp menu or by events from the points of interest.

What the mutation skill does is when you reincarnate it gives you +1 to your attribute rolls per 2 points you have in the mutation skill. So If you have 4 skill points invested into Mutation your attribute rolls will go from -5 to +5 to -3 to +7.

This is the reason why getting 10 Mutation before your first reincarnation is important. You do not want to lose attribute points due to rng so you make your rolls have a +5 which means your rolls will be between 0 and +10. Another thing you can do is you can save before you mutate and see what rolls you get and then save scum back to before you mutated to keep re-rolling to get what you want.

Also some bio-weapons increase their damage with your mutation skill. The tooltip of the weapon when you hover over them in your inventory indicates whether this is the case or not. For example:


[COMBAT PROFICIENCY]


Combat proficiency improves a unit's speed, accuracy, reloading/engineering, health, melee damage and ranged damage along with weapon proficiencies on the battlefield by a percentage over their max depending on what skills the leader has.

Order troops get a +20% combat proficiency due to being better trained, sailor units get a +20% combat proficiency in naval battles. Speaking of which:
[MECHANICS PT5 PERSONAL AND ORDER TROOPS]
[ORDER TROOPS]

In Paradigm Worlds there are 6 pre-established orders you can interact with:

UNKNOWN EXPERIMENT NARVIK: An order of mutants that have units based on the Mutation skill, they have mutant armor made of flesh and bones. Their max tier units have bio-combat shotguns. They are a good mix of ranged and melee units that start out weak but get very strong later on.

FALLEN LEGION: A vampire legion of foot-soldiers and cavalry focusing on hand to hand combat, bows and cavalry. Unfortunately their skills suck and even though they get a bow in their second tier of units they don’t get any skills that actually boost their bow damage, their armor and weapons kinda suck and their horses die way too fast.

TAO DIMENSION: An order that has a theme of spiritualism, a very good solid choice for an order, their weapons and armor are very good and their skills are amazing for their price. A solid choice for an order.

DIGITAL LEGION: An order based around being a digital hive mind, their units are a mix between ranged and melee. Their units are consistently kinda mid, their last tier unit gets a powerful weapon but a very bad melee weapon, I suggest that you should skip using Digital Legion units.

CRIMSON BROTHERS: Order troops who are also sailors. They have amazing melee weapons and get ranged weapons in every tier, their last unit gets a very good ranged weapon along with an extremely good melee weapon. Definitely the best order in the game.

LONGBEARD ENGINEERS: An order made of dwarves, they have very good armor but average weapons, every one of their units get solid ranged weapons and they can deal some damage hand-to-hand if the situation presents itself, definitely a good choice when it comes to order troops.

[INTERACTING WITH ORDERS]

To interact with Orders, you need to visit the castle in towns and the Lord’s Hall in the castles. When you are there you need to talk to their diplomat, just speak to the armored units and you’ll find them eventually.

The orders work on influences and reputation. Every Order that is established within a town will have an influence value dictating the power they have within that settlement. They gain influence passively on a weekly basis but you can also do some things that can increase their influence and your reputation with them.

You can give them heads of creatures you’ve slain in combat. Every head gives you +20 reputation with them, +20 influence to their influence in that settlement, and +5 to your honor and party morale. Gives you +2 relations with the Order.
You can offer them a generous donation sum, usually about 20k denars for a decent level order. Donations give you +10 renown, 10 influence to the order and +5 to your honor and morale. Gives +2 relations with the Order.
Making an Order License by spending 200 renown and 10k denars, gives you the same bonuses as making a donation.

You can check your current reputation with them and their influence by asking them about their order when speaking with their diplomats. The starting choice of which order you had memories with gives you +20 relations with the Order you chose.

Coincidentally, to establish an order in a castle or town, you need 20 relations with them and an Order Licence. When established, depending on the level of the Order established, they will reinforce that town’s or castle’s garrison with the troops form that Order. So establishing a Crimson Brotherhood in a town or castle they will slowly reinforce the town with Crimson Brother sharks, krakens and piranhas.

After you establish an order in a town, you can upgrade it with Order Licenses to increase their influence in that town and make them reinforce the garrison with more units alongside being able to recruit Beasts into your army. Unfortunately most Orders do not have good beasts , the only two good beasts belong to the Tao and Narvik orders.

Now, let's move on to why you would want orders, hiring Order armies.

To hire an army, the Order within that establishment needs a minimum of 400 influence. With that in mind here are the armies you can hire with your reputation with that order:

Just a scout party (20 Reputation Points)
20~ T1 Units (Sergeants)
10~ T2 Units (Knights)
5~ T3 Units (Paladins)


A small patrol (45 Reputation points)

40~ T1 Units
20~ T2 Units
10~ T3 Units

A ‘search and destroy party’ (100 Reputation Points)

80~ T1 Units
40~ T2 Units
30~ T3 Units

A real war party (200 Reputation Points)

200~ T1 Units
100~ T2 Units
60~ T3 Units

J’ihadd Crusade Army (400 Reputation Points)

500~ T1 Units
300~ T2 Units
200~ T3 Units

These armies are permanent on the world map and do not cost extra in expenses. You can order these armies around as you wish and they will not do anything else other than that assignment until you tell them otherwise. This means that you can easily get multiple 800 man strong warbands to follow you around or defend your settlements. You can also spend about 20 renown to exchange troops with these armies to either give them troops of your own or take their troops which is advisable if your army is lackluster in the mid game.

[PERSONAL TROOPS]

When recruiting troops from villages, one can spend some extra money to recruit them as personal troops. You can customize the equipment and weapon of these troops to your content and can unlock more weapons by capturing enemy units and ‘reverse-engineering’ them, you need 10 of the aforementioned units to do this. After Which you can use their equipment on the troops of your choosing. I suggest you either focus on your order units or your personal gunnery sergeants who get dynamite when you read the Anarchist’s Cookbook.

You can access the menu to costumize your personal troops from the [TROOP MANAGEMENT] option when talking to them. From here you can go [SELECT EQUIPMENT] to costumize them. Simply drag the equipment from the right to their inventory.

!!! IMPORTANT !!! If a troop has more than 1 of the necessary equipment (such as 2 body armors) they will randomly select one of the two, so when you are selecting equipment make sure they have enough to fill up their inventories and nothing more.

With the book, History of the Teutonic Order - Unlock potential of the ORDER Troops, you can make your own Order units who have very good stats. You cannot make your own Order, just the units. You can also make Beasts by reading the Making your own Beast book, but I personally do not suggest it as it costs too much for troops that are marginally better than your Order paladins.

[MECHANICS PT6 CRAFTING]
[CRAFTING]

You can craft equipment by finding certain weapons or items in paradigm worlds, these equipment are usually very good and should be made as soon as possible. To craft something go to the Workshop in your camp menu. The item’s quality in the end will influence how good it will be, you can check out the chart for rules on item quality and what it does by going into the item crafting rules tab and pressing ‘Player engineering skill and item quality’ but basically to get the best items to boost your stats you need 15 engineering skill.

I will now make a list of items you can make and where you can find the parts:

LIGHTSABRE


I don't think the stat buffs work so keep that in mind.

You can find Refined Crystals, Gold bars, pyro powder, and other similar crafting materials by visiting the goods merchants in towns, buying supplies from peasants from villages, talking to the tavern master and accessing their shop; otherwise materials can be gathered through the points of interest on the map.

The Shimizq Katana can be looted through battles with the Alien Shogunate, rarely bought from arms shop in native Alien Shogunate towns; however the better ways to get Shmizq Katana is form pickpocketing the Shmizq Katana Samurai units in Alien Shogunate settlements and buying them from

UPGRADE LIGHTSABRE TO LIGHT DOUBLESWORD


Everything but the human flesh can be picked up from goods merchants or villages, the human flesh can easily be gathered from Cannibal or Zomie outlaws.

KINETIC PLASMA RIFLE


Everything but the blunderbuss and Heavy Energy Blaster can be picked up from goods merchants or villages, the blunderbuss and heavy energy blaster can be found from arms merchants in towns.


PYRE-X FIREARMS AMMO


You can find Dagger Energy Missiles from arms merchants or by looting them from Alien Pirate Officers or Pirate Hunter Officers or very easily by going into a Justice League camp and pickpocketing them from the officer to the right, Commisar Pistol Ammo can be found by killing Cultist Prophets (Cultist Outlaws); you can get the tools from villages or goods merchants.

The item deals 75 damage in a 225cm radius and can be used as ammo, its not very good compared to taking 8 dynamite with you.

KINETIC PLASMA BOLTS


Pyre-X from crafting it with the recipe above, everything else from goods merchants or villages.

This item is horrible and not worth crafting, it only has 30 ammo and doesn't even ignore armor. Choose the railgun ammo that ignores armor instead.

ARQUEBUS REPEATER


Strange Blunderbuss is from Strange Heavy Armed Man (Stargate Troops) or buying it from the Quartermaster SWAT npc you can find in taverns and Arquebus is from Renaissance Musketeers and Renaissance Musketeer Commanders. You know how to get Tools by now. (Goods Merchants and Villages)

DYNAMITE


Hands down the best weapon in the mod, as soon as you get it dupe it and give it to your companions; grenades can be through arms dealers or killing high tier Murlok or Renaissance units.

You also need to read Anarchist's Cookbook to craft Dynamite.

PYRE WAR BOW


You can find the Green Energy capacitor by pickpocketing the Pirate Hunter just the left of where you spawn and sword missile bolt by pickpocketing the person you talk to join in the Justice League Base. You can find the last breath bow by pickpocketing the quartermaster at Societal Partizan base.

The bow itself doesn't seem to have any special properties.

QUAD GUNBOW


Necron Red Energy Lances can be bought from Necrocorp arms merchants and be pickpocketed from Necron Hauptmann's and your Personal Marksmen if you place it in their inventory.

Orc Bow can be acquired from Fantasy Magiocracy lord's hall and castles, pickpocket prison guards or high tier bow units or fight them in battle. Units with the Orc Bow are: Tribal Bow Archer, Tribal Wolf Skirmisher, Tribal Wolf Shaman, Tribal Wolf Agressor, Fantasy Orc Terror, Fantasy Orc Shock Cav. So either kill these units in battle or pickpocket them by finding them in taverns or castle garrisons.

Plasma Launcher chips can be acquired from Cyborgs, Centaur Cyborgs or Chief Engineers. Either find one of these units you can pickpocket from in taverns or kill them in battle to obtain a plasma launcher chip.

Apperantly the Horn Bow can be acquired by killing Dwarf Archers through the Outlaw faction or through a dwarven faction which I think do not spawn in the default scenario and maybe from the Fantasy Merchant that shows up every now and then in taverns but I am not sure.

You shouldn't care either because the better version of this bow is better and easier to craft.

OCTO GUN BOW


Necron Blue Energy Lance can be acquired from arms merchants in Necrocorp towns or by pickpocketing/looting them form Necron Elite Lancers. You can find a elite lancer to pickpocket by taking a walk around a Necrocorp castle.

Experimental Bio-Fungus is bought from the Nervous Meat Merchant you can find randomly in taverns. He has no set location and will travel around so make sure you check taverns.

Vampire Assasin bow can be gotten from as loot from Vampire Assasins or Mercenary Assasins. You can also find them in travers and pickpocket them.

Energy Shruiken Pistol can be easily gotten from arms merchants in any town.

Shoots 8 arrows at once at the cost of 1 arrow (like a shotgun). Special arrow types only change one of the 8 projectiles to the special arrow. (Same with any other explosive or special ammo)

PLASMA SHOTGUN


Executor Shotgun can be bought from arms merchants rarely or from the Quartermaster SWAT you can randomly come across in taverns. (Also I think you can give Tombstone the shotgun and then pickpocket it from him)

Plasma Cannon can be acquired through looting Techno Mages and Techno Archmages or pickpocketing if you come across them in taverns.

Dagger Energy Missile can be acquired through the method I mentioned in the Pyre-X crafting section.

This weapon is not bad however its damaging capabilities do not come close to the almighty dynamite.

Power-Field Armor Set


This one is a doozy.

The menu lies to you, you need to read Pyre & Plasma - Production and Manufacture instead.

The only way to get Light Juggernaut Helmet is to get 10 Alien Pirate Juggarnauts (Not King's Juggernauts) and reverse-engineer their equipment to a Marksmen or Veteran Guard, make that troop equip the specific light helmet you need and then pickpocket it from them. (Either from your guards in your Lord's Hall or from garrisoning troops in a castle by choosing to walk around the castle.)

The Mutant Brute body is from the Mutant Brute troop belonging the escaped mutant faction (Outlaws) that you can rarely find sailing waters outside of Narvik. (Town near the SANITARIUM which is next to a giant blue spike emerging from the ground)

Cyborg gauntlets are form Cyborg Centaurs or Cyborgs.

Dynamite is from crafting it.

[MECHANICS PT7 PERSUADRATON AND NEGOTIATIONS]
PERSUADRATON

The persuadraton is an unique weapon which upon striking your enemies with it on the battlefield, it makes them your allies for the rest of the battle.

The way that this is calculated is through a 'stat battle' between the unit that has the persuadrato and the unit struck. Depending on your Hacking and Manipulation stat and a bit of luck, you will roll higher than your opponent in this stat battle and "hack" the opponent, making them your ally for the current battle. After the battle ends, they will not be hacked anymore and you will have to face them afterwards. (Unless you have read Cyberwar 6077)

This weapon can be acquired rarely from Necrocorp arms merchants or through looting or pickpocketing high tier Necorcorp units.

By reading a book called "Cyberwar 6077", the chance of you hacking someone goes up by +30% and the chance of being hacked goes down by +30% also when you hack units, you don't have to face them afterwards and they either join your party as a prisoner or a permenant member.

[NEGOTIATIONS]

In Paradigm Worlds you can negotiate with most NPCs you can come across, the main point of these negotiations is to get your relationships up with important NPCs like lords so you can recruit them easier and keep them loyal. You can only interact with lords and important persons once per day.

I went ahead and tried all of the interactions and this is what they do:

Present Morality Paradigm If the person likes your pheremones you get -controversy and +9 relations.

Like: -controversy and +9 relations

Friendship: -controversy, +honor and +18 relations

Admire: -controversy, +honor and +18 relations

Insult: +controversy -honor, -36 to relations +18 renown

Frieghten: +controversy - honor + 18 relations (idk why you would do this)

Malice: +controversy --honor, -99 to relations, +100 renown

Corrupt: +controversy -honor, +30 to relations, +36 to renown

Terrorize: +controversy --honor, -54 to relations, +54 renown

Humiliation: +controversy -honor, -66 to relations, +33 renown

Provoke: +controversy -honor -36 to relations, +18 renown, if you succeed the creature will duel with you.

So, to improve your chances of succeeding in these negotiations you need to improve your Charisma, Manipulation, Professionalism and Luck. When these skills are maxes you can easily do whatever interaction you wish.

Therefore to improve your relations with someone either spam Admire if you don't care about getting -honor and controversy or spam Corruption if you think you can succeed in it. Thats how you do Negotiations.


[DIPLOMACY]


Another tacet of negotiations is diplomacy. With diplomacy you can make peace with every faction that you are at war with, declare war on those you are at peace with and hire armies from minor factions with 30 or more relations with that faction.

-> POOF

This will cost you renown based on the amount of troops in the army that you hired, you can then order this army like you can do with Order armies.
[MECHANICS PT8 DOOMSDAY AND BOSSES]
[DOOMSDAY]

Doomsday is a mechanic that represents the chaos in the world at that current time. It is a value that can be found out from the report menu. When doomsday reaches 666 ticks the Ketele Demon Goddess will spawn with a giant army that will spawn nearby and chase the player party permanently until you make peace with the Cultists or defeat it. When the Ketele Demon Goddess is defeated the Doomsday clock will reset. From what I've seen these are the things that progress or regress the Doomsday Clock

Progress:
+50 for Factions declaring war on each other
+3 and +2 for training Personal Order Troops
+10 every week passively
+5 per week for the Doomsday Cult improvement (in towns that you control)
+3 for Companion quest to speed up the clock
+1-4 for Point of Interest events
+1 for asking the Ketele for a blessing
Regress:
-20 for Factions making peace with each other
-100 for killing bosses that roam around the map
-1 for cooking meat or making medicine
-5 per week from the Old Gods Temple improvement (in towns that you control)
-3 for Companion Quest to regress the clock
-1 for asking the Old Gods for a blessing

If you know more make sure to tell me so I can add them to the list. So what happens when doomsday happens? This army spawns literally next to you.


Now it looks bad but you can defeat this army with 200 or so good troops and enough time on your hands. Otherwise you can try to kite them into factions that are also at war with the Culitsts (like war parties of other nations) and they can deal with the army as well.

[BOSSES]

Bosses are unique enemies that will spawn randomly in the Overworld with massive armies, these armies will have bosses as their leader and when you defeat them you will get their leader as a prisoner. When you have them as a prisoner, talk to them and say that you've bested them and what now. They will give you some options.

You can let them go,
Take their boss equipment and let them go,
Take 50k and an order license and let them go (not worth it)
Take 200k cash and let them go,
You can make them make peace with their faction and your faction and let them go,
You can kill them to regress the doomsday clock.

Some of the bosses' equipment are very good, for example UNDEAD WARCHIEF USHGANK has one of the best boss armors in the game which you can get.

I suggest you save before you talk and take the equipment of bosses you kill to make sure the equipment you are taking are actually worth it or not. Bosses respawn after they are destroyed. I suggest that you do not take the gold and take the more useful options instead. Also remember that you can dupe the boss equipment that you get.
[MECHANICS PT9 MICROCHIPS]
MICROCHIPS

You can acquire microchips through battle or the electronics shop in towns. Microchips give you various stat bonuses if you equip them in one of your weapon slots.

However, some microchips can be fake. You can easily tell them apart by the fact that fake microchips have misspelled words. For example, a chip can have the word BARBRIAN instead of BARBARIAN. Fake microchips do not work in battle.

Personally, I don't think microchips give you enough stat boosts to justify bringing them into battle with you. I'd much rather have dynamite or something similar instead of the 125% health boost this Health++ microchip would've given me.
[QUICK EARLY AND MID GAME GUIDE]
This section will be dedicated to the early game and a few things you should do and watch out for.

So after creating your character the first thing you need to do is go into your character page and take a stock of your skills. I reccomend you spend most of your points into intelligence and try to get your Luck and Mutation skills up to their cap as soon as possible. The reason behind this is with Luck you get better XP reward for quests you do for guildmasters and village elders and with mutation you will have amazing reincarnations where you will gain a lot of attributes for free.

So after put some points into our skills lets try to pick up and complete a quest as they give massive amounts of XP and Denars.

First, go into the tavern and castle of the town you spawn nearby in and pickpocket people for armor you can wear and sell to the shops for money. Afterwards go speak to the guildmaster of that town and ask for a quest. The same rules for Warband quests also apply here, stuff like tracking down specific parties and dealing with looters is bad while quests like delivering ale and ransoming kidnapped girl are amazing quests you should do. Go from town to town picking up good quests and completing them for xp and denars. Do this until you are about lvl10-12 or so. Now if you've selected the same starting choices as I did you would have Mani (which you should spec into Logistics, Eagle Eye and related Scout skills) and Professor Manchausen (INT slave), which are very good companions but if you have not then when you are visiting a settlement, you should always check the tavern for companions you can recruit into your party and specialize in different roles such as Medic, Scout, Engineer, etc.

Now, find a high value item from somewhere you can equip into one of your companions. This item can be from shops or from enemies, it doesn't matter. After you equip it onto your companions, go take a walk in a settlement and then pickpocket that valuable item from your companion's inventory over and over again. When your inventory is filled with valuable items, sell them to a guild master and buy Dyeworks in every town you visit. This should give you sustainable income for the rest of your game.

By this point you should have companions, some good weapons and armor and infinite money. You will now transition into mid-game.

Read all the books you acquire through noble ladies in towns by purchasing it from them. More specifically I need you to find the Anarchist's Cookbook. In the middle game portion we will be assambling our army so we can farm some renown and breeze through siege and battles.

Craft 3x Dynamite bombs and get your Grenadier skill to max, recruit some Personal units that can equip Dynamite and Grenades (Personal Gunnery Sergeant by default, more if you can reverse engineer units with Dynamite in their inventory) and pick up some mercenaries such as Techno-Mages or Crimson Brother, Longbeard and Tao Dimension Order units you can find in taverns, get about 150 troops of this calibre and you are ready to become a kingdom. Simply walk up to a Badlands or Outlaw castle/town and besiege it. Win and congrats, you have your own Kingdom. When selecting the culture, select personal troops.

Use the Specialist system in Towns (talk to the Grandmaster, he'll explain) to get rid of disease in the towns you capture and boost the revenue, build improvements and make friends with lords.

From here its the standart Warband late game kingdom management with boss hunting in the mix but this time when you capture lords you can automatically convert them to your side by bribing them money and thats it for this guide.
Počet komentářů: 14
Mr Geets 27. říj. 2024 v 5.09 
having a great ranged playthrough with the bio-combat shotgun and ammo. with stat investments it's definitely viable
LordMartial  [autor] 23. bře. 2024 v 11.29 
Also I don't think combat speed helps with ranged damage.
LordMartial  [autor] 23. bře. 2024 v 11.26 
The problem with ranged is that you don't deal enough damage to people with actual armor but Engineer, Professional, Warfare and Eagle Eye help with conventional firearms. You can also get a railgun that ignores armor which is also viable.
rubish 1 25. úno. 2024 v 0.32 
oh and what would the best skills for firearms be? because honestlly dont like seeing me doing 0 damage even with the boss dum dum killer bullets which are like plus 100 damage
rubish 1 24. úno. 2024 v 23.59 
does combat speed also increase ranged damage?
Pegarexucorn 19. říj. 2023 v 19.16 
Is the thirst mechanic broken? I've had the same milk in my inventory the whole time and the number hasn't changed.
Father 4. říj. 2023 v 14.38 
How does one turn off sneak mode? I've tried pressing it again, yet I'm still stuck inside, and it's interfering with all my NPC interactions.
stun 16. srp. 2023 v 14.40 
If you talk to troops about reverse engineering the mod softlocks
>extremely unique among other Warband mods
Is it really? The gameplay is basically the same as every other high-power mod. The only thing that's jank and unique are the negotiations.
LordMartial  [autor] 16. srp. 2023 v 8.45 
The mod is extremely unique among other Warband mods and might take some getting used to the mechanics but I would suggest you check it out.
stun 16. srp. 2023 v 0.05 
Incredible guide, thanks for this.