Mount & Blade: Warband

Mount & Blade: Warband

The Last Days of the Third Age
Oath Of Vengeance needs to be less annoying
It's not the kill count that annoys me, its the time limitations. You have 10 days to kill 150 troops yourself and during that time you also need to focus on food management, troops, finding enemy parties, and finding a way to isolate enemy troops from your men so you can kill them yourself. A high level player playing for good can pull this off but at a low level or playing evil makes this near impossible. I think the kill count should be increased but the time limit be removed. It's possible but for all the tedious work you do it doesn't feel very rewarding at all.
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Showing 1-13 of 13 comments
Merlkir  [developer] Apr 9, 2020 @ 2:26pm 
It's a bit different for evil players, it's definitely not 150 elves for example.
Removing the time limit makes it pointless, there's no challenge to it, because you will always inevitably manage to do it at some point. (unless you never kill any troops yourself)
Originally posted by Merlkir:
It's a bit different for evil players, it's definitely not 150 elves for example.
Removing the time limit makes it pointless, there's no challenge to it, because you will always inevitably manage to do it at some point. (unless you never kill any troops yourself)
Very good point, just can be a pain in the ass in some cases and in some it can be a breeze.
Originally posted by MyHardBeefStick:
Originally posted by Merlkir:
It's a bit different for evil players, it's definitely not 150 elves for example.
Removing the time limit makes it pointless, there's no challenge to it, because you will always inevitably manage to do it at some point. (unless you never kill any troops yourself)
Very good point, just can be a pain in the ass in some cases and in some it can be a breeze.
You just need to make sure you don't take the oath at a low level. I did it at ~Level 15 on my Dunland playthrough.
BTW Dunland is so OP if used correctly, I love it.
Originally posted by The Hylian (Jake):
BTW Dunland is so OP if used correctly, I love it.
How so?
Leonatos Apr 10, 2020 @ 2:51am 
I think elves count double. Anyway, if you're not a fighter, don't take the oath...
Originally posted by MyHardBeefStick:
Originally posted by The Hylian (Jake):
BTW Dunland is so OP if used correctly, I love it.
How so?
The wildmen are extremely abundant and dirt cheap. From there, they level up to max level very quickly. Raise the training skill of you and your companions to a high level, and after several nights you'll have a load of top-tier Dunland troops. Let's talk about those troops real quick.

• Wolf Guard - Like all units from Dunland, this guy is equipped with a shield. For a weapon he has the mighty Dunland Chieftan's Sword. I don't remember the exact stats, something like ~105 reach, 110 speed, 38C swing damage. The best part about him isn't the sword, though. There's a 1/3 chance he has a wolf with him; great for pesky cavalry/archers.
• Night Wolf - Dunland has no archers, but Dunland needs no archers. This motherf'cker. This absolute mid-range monster. He says bows are for little elven girls, and that real men just hurl f'cking sticks at the enemy. He carries 2 stacks (14 total) of the Dunnish "javelins"--the best thrown weapon in the mod. Each one deals 50C damage and travels faster than the other thrown weapons. "B-but Hylian, what happens when he runs out of sticks?" Did you forget everyone has a war axe and shield? He can hold his own until the infantry catches up. Oh yeah also he can see in the dark for some reason. Cool.

Keeping those chads in mind, allow me to continue my rant of Dunnish supremacy. I wasn't kidding about all your units being dirt cheap and easy to get. In my current playthrough I have more than 350 Wolf Guards and 250 Night Wolves just sitting in reserve doing nothing because my party is full. "Wow Hylian that's a lot of excess troops, how do you keep your population from being shredded by the elves and horse people"? Too f'cking easy, my Dunlan-igga.

While the strawheads were busy shagging their horses, your people were railing wolves like champions. I know what you're probably thinking right now: that they have a lot of horses. It's true that even though you have a lot of dogs to eat their stupid ugly forgoil faces, they will always have more Rohirrim sex slaves "horses" to ride on.
You see, it's easy to forget but Dunland actually has another unit called a "pikeman." Use him against the horse lords and he might make himself useful for once. He has some kind of nonthrowable javelin/stick called a "spear" that he uses to poke things. This r'etarded cousin of the Night Wolf has one thing going for him: for some reason he makes the horses stop in their tracks, leaving their riders defenseless.

As for the elves...Come on, you have an army of shield-wielding neanderthals who plow dogs. The elves have some bows and arrows. Do the math.

If for whatever reason you need archers or warg riders, just rent them from Moria.

Now that you know there's no reason to play as anyone else, go ahead and start a game with Dunland. Burn some villages. Kill some strawheads. Take back your land. Before long, you'll be cheering "Aha, look at your blood, forgoil!" or whatever the f'ck that line is. I don't know. ♥♥♥♥.
MogHardSneedStick Apr 11, 2020 @ 1:03pm 
Originally posted by The Hylian (Jake):
Originally posted by MyHardBeefStick:
How so?
The wildmen are extremely abundant and dirt cheap. From there, they level up to max level very quickly. Raise the training skill of you and your companions to a high level, and after several nights you'll have a load of top-tier Dunland troops. Let's talk about those troops real quick.

• Wolf Guard - Like all units from Dunland, this guy is equipped with a shield. For a weapon he has the mighty Dunland Chieftan's Sword. I don't remember the exact stats, something like ~105 reach, 110 speed, 38C swing damage. The best part about him isn't the sword, though. There's a 1/3 chance he has a wolf with him; great for pesky cavalry/archers.
• Night Wolf - Dunland has no archers, but Dunland needs no archers. This motherf'cker. This absolute mid-range monster. He says bows are for little elven girls, and that real men just hurl f'cking sticks at the enemy. He carries 2 stacks (14 total) of the Dunnish "javelins"--the best thrown weapon in the mod. Each one deals 50C damage and travels faster than the other thrown weapons. "B-but Hylian, what happens when he runs out of sticks?" Did you forget everyone has a war axe and shield? He can hold his own until the infantry catches up. Oh yeah also he can see in the dark for some reason. Cool.

Keeping those chads in mind, allow me to continue my rant of Dunnish supremacy. I wasn't kidding about all your units being dirt cheap and easy to get. In my current playthrough I have more than 350 Wolf Guards and 250 Night Wolves just sitting in reserve doing nothing because my party is full. "Wow Hylian that's a lot of excess troops, how do you keep your population from being shredded by the elves and horse people"? Too f'cking easy, my Dunlan-igga.

While the strawheads were busy shagging their horses, your people were railing wolves like champions. I know what you're probably thinking right now: that they have a lot of horses. It's true that even though you have a lot of dogs to eat their stupid ugly forgoil faces, they will always have more Rohirrim sex slaves "horses" to ride on.
You see, it's easy to forget but Dunland actually has another unit called a "pikeman." Use him against the horse lords and he might make himself useful for once. He has some kind of nonthrowable javelin/stick called a "spear" that he uses to poke things. This r'etarded cousin of the Night Wolf has one thing going for him: for some reason he makes the horses stop in their tracks, leaving their riders defenseless.

As for the elves...Come on, you have an army of shield-wielding neanderthals who plow dogs. The elves have some bows and arrows. Do the math.

If for whatever reason you need archers or warg riders, just rent them from Moria.

Now that you know there's no reason to play as anyone else, go ahead and start a game with Dunland. Burn some villages. Kill some strawheads. Take back your land. Before long, you'll be cheering "Aha, look at your blood, forgoil!" or whatever the f'ck that line is. I don't know. ♥♥♥♥.
♥♥♥♥♥♥♥♥♥...I wanna play Dunland now!!!
Originally posted by MyHardBeefStick:
Originally posted by The Hylian (Jake):
The wildmen are extremely abundant and dirt cheap. From there, they level up to max level very quickly. Raise the training skill of you and your companions to a high level, and after several nights you'll have a load of top-tier Dunland troops. Let's talk about those troops real quick.

• Wolf Guard - Like all units from Dunland, this guy is equipped with a shield. For a weapon he has the mighty Dunland Chieftan's Sword. I don't remember the exact stats, something like ~105 reach, 110 speed, 38C swing damage. The best part about him isn't the sword, though. There's a 1/3 chance he has a wolf with him; great for pesky cavalry/archers.
• Night Wolf - Dunland has no archers, but Dunland needs no archers. This motherf'cker. This absolute mid-range monster. He says bows are for little elven girls, and that real men just hurl f'cking sticks at the enemy. He carries 2 stacks (14 total) of the Dunnish "javelins"--the best thrown weapon in the mod. Each one deals 50C damage and travels faster than the other thrown weapons. "B-but Hylian, what happens when he runs out of sticks?" Did you forget everyone has a war axe and shield? He can hold his own until the infantry catches up. Oh yeah also he can see in the dark for some reason. Cool.

Keeping those chads in mind, allow me to continue my rant of Dunnish supremacy. I wasn't kidding about all your units being dirt cheap and easy to get. In my current playthrough I have more than 350 Wolf Guards and 250 Night Wolves just sitting in reserve doing nothing because my party is full. "Wow Hylian that's a lot of excess troops, how do you keep your population from being shredded by the elves and horse people"? Too f'cking easy, my Dunlan-igga.

While the strawheads were busy shagging their horses, your people were railing wolves like champions. I know what you're probably thinking right now: that they have a lot of horses. It's true that even though you have a lot of dogs to eat their stupid ugly forgoil faces, they will always have more Rohirrim sex slaves "horses" to ride on.
You see, it's easy to forget but Dunland actually has another unit called a "pikeman." Use him against the horse lords and he might make himself useful for once. He has some kind of nonthrowable javelin/stick called a "spear" that he uses to poke things. This r'etarded cousin of the Night Wolf has one thing going for him: for some reason he makes the horses stop in their tracks, leaving their riders defenseless.

As for the elves...Come on, you have an army of shield-wielding neanderthals who plow dogs. The elves have some bows and arrows. Do the math.

If for whatever reason you need archers or warg riders, just rent them from Moria.

Now that you know there's no reason to play as anyone else, go ahead and start a game with Dunland. Burn some villages. Kill some strawheads. Take back your land. Before long, you'll be cheering "Aha, look at your blood, forgoil!" or whatever the f'ck that line is. I don't know. ♥♥♥♥.
♥♥♥♥♥♥♥♥♥...I wanna play Dunland now!!!
Thanks. I'm very impressed by drunk me's post.
tvance52 Jan 15, 2021 @ 3:43pm 
How many kills does it take to complete? I've seen various numbers online between 100 to 150 posted.

I'm at 442 kills and still can't complete it. I've been teleporting around the map to find anything i can but I've already taken down all leaders for both factions (Moria and/or Gundabad) and just sitting around teleporting between locations waiting for scouts to spawn.

Last edited by tvance52; Jan 15, 2021 @ 4:02pm
Originally posted by tvance52:
How many kills does it take to complete? I've seen various numbers online between 100 to 150 posted.

I'm at 442 kills and still can't complete it. I've been teleporting around the map to find anything i can but I've already taken down all leaders for both factions (Moria and/or Gundabad) and just sitting around teleporting between locations waiting for scouts to spawn.
I think orcs only count for like half a kill for the oath.
Merlkir  [developer] Jan 16, 2021 @ 12:23am 
It doesn't trigger immediately when you reach a certain number, it runs a period of time.
tvance52 Jan 16, 2021 @ 2:27am 
Originally posted by Merlkir:
It doesn't trigger immediately when you reach a certain number, it runs a period of time.

Ah, thanks. Hadn't let time run out for fear of failure.
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