Mount and Blade What to Do With Prisoners

Prisoner.png

Y'all tin take prisoners at the finish of well-nigh battles or sieges. Some fights do non let the option, such as freeing a village from bandits.

You can just capture the enemies who take been knocked unconscious through the use of edgeless weapons (horse charging is also blunt damage). Very rarely, precipitous weapons may result in wounding, due to reasons unknown (possibly the surgery skill on the opposite side). Once y'all have taken prisoners, you lot may recruit them to your political party, bribe them to Ransom Brokers (found in taverns in towns), or garrison them in a boondocks or city. Coin from ransoms can vary, depending how big the army was, if you captured a noble, or how good it is if it's a soldier (in classic Mountain&Blade, all soldiers are worth 50 denars).

In With Burn down & Sword, sending your troops into battle without you volition very often result in wounding enemy troops, which tin can be useful if on a quest to capture enemy soldiers.

Prisoners can be a nifty source of money if you have high prisoner management, or a town or castle to store them in. If yous take a town, yous can put all your prisoners in it until a bribe broker appears in your tavern. If you have no town but take higher prisoner management, you can travel around capturing prisoners and selling them as y'all find ransom brokers. If you have a castle, y'all can check nearby towns until you find a broker, and then convey your prisoners to his location.

List of prisoners.

Your prisoner management skill governs how many prisoners you tin take at a time: 5 for every point. The skill's base attribute is charisma.

Prisoners are considered party members for the sake of calculating speed, thus the amount and speed of prisoners can result in increasing or decreasing Party Speed. You may want to avoid dragging around depression value infantry, while keeping mounted prisoners around for a fleck longer.

Information technology should be noted that keeping prisoners in castles or towns will result in them very, very gradually decrease in numbers, and eventually be gone altogether. This may be considering they accept fled or died.

Contents

  • 1 Noble Prisoners
    • 1.ane Rescuing Lords
  • 2 Captive Ladies
  • 3 Recruiting prisoners
  • 4 Viking Conquest

Noble Prisoners [ ]

Lords or kings can be taken prisoner afterward their army is defeated if they fail to escape from battle (70% take a chance to escape in Warband, eighty% in With Burn & Sword). Every 24 hours, there is a v% chance that the kingdom from which they come volition offering denars/thalers/peningas to get the prisoner released; refusing this will result in loss of honor, but volition forestall them from raising a new ground forces for every bit long every bit they are held convict.

You can still capture a lord without using the prisoner management skill. If your prisoner capacity is reached, the lord will nevertheless be captured, perchance overfilling your max chapters (e.g. 6/5). However, if you lot remove a normal prisoner, yous will not exist able to go back over one time the party is full.

Prisoner lords will attempt to escape captivity every 48 hours, their chance of success is dependent on where yous are holding them: v% from within your party, 3% from a town or castle without a Prison Tower, and 0.5% from a town or castle with a Prison Belfry (1% in With Fire & Sword).

If y'all keep the convict nobles every bit your prisoners while you travel, you will find that they gain the + symbol next to their name, like they have leveled upward. All the same, there is no way to upgrade their skills.

Rescuing Lords [ ]

Escape male.png

You lot can rescue captured lords of a neutral or friendly kingdom from your enemies in ii ways. The starting time is to simply defeat the lord that took them prisoner in battle so long as he has not put them into a dungeon yet, this will automatically complimentary the captured lord and you lot volition gain +vii relation with them and +two laurels.

In Warband, a 2nd option is to sneak into a castle or town where a lord is being held convict, knocking out the prison baby-sit (this can be very difficult in towns where yous may find yourself surrounded by upwardly to four high-tier troops, in a confined infinite, wielding only robes and a quarterstaff) then entering the prison and telling the captured lord that you lot're there to rescue him. This may become easier by bribing a village belonging to that town/castle to starting time a fire. The burn down will start in one hour or at midnight by your choice, and most of the guards will be gone while fighting off the guards with the prisoner.

It is too possible to rescue lords from a castle or boondocks if they are held by a faction that is neutral to you. This is more than attractive than attempting to sneak past the guards as information technology allows you to retain your normal adventuring equipment, which makes fighting a half dozen guard units quite a bit easier. It raises your human relationship by seven with the rescued lord as well equally increasing your relation past 2 points with his home faction. In that location is besides honor associated with ending their incarceration. There are no negative effects with the ruling lord or faction. In addition, if the convict lord has relatives, you can speak to the relative to receive a quest to rescue the convict lord, further increasing your human relationship with him (by 1 when you lot accept the quest and by 8 when you successfully complete it), monetary, and experience gains. In full, this is ane of the most constructive ways to increase honor and relations as an unfactioned lord, and goes a long way towards edifice a futurity kingdom. Since troops are completely unnecessary it is best to just apply a bare basic political party of heroes and free all the lords possible. This is excluding the possibility of running into a roving hostile band.

Note that if the faction of the quest giver and the faction that captured the lord in question brand peace (before the player could finish this quest) then all the Lords (not the troops) of both of these factions will be automatically released, making information technology impossible to stop this mission since it will be cancelled.

Once yous have gotten the lord out of prison house (it is a skillful idea to tell him to fight together with you, and then guild him to hold his ground in a corner out of sight) you take to defeat all the troops in the town or castle, without letting the lord get knocked unconscious; this tin can be very tricky when there are a lot of archers around. If a lord is knocked unconscious you will have failed the rescue, and the game will tell you that he had to be left backside.

You cannot attempt a prison interruption in the same castle/town more than once every day, every bit the guards will instantly recognize you.

Captive Ladies [ ]

Prisoner female.png

After capturing a castle or town, you may detect ladies who failed to escape. In Warband, yous tin can talk to them and let them become gratis (+1 human relationship), or agree them prisoner for ransom (loss of human relationship and honor, profit if a deal is offered).

Recruiting prisoners [ ]

You may attempt to recruit prisoners into your party through the Camp carte du jour once every 24 hours.

This may allow you to acquire a specific unit without having to train them yourself, or may give you a quick heave to your troop numbers. However, doing so comes at a price to Morale of -three for every prisoner that accepts your offer. At that place is also a high chance that freshly recruited prisoners will desert your party within the following day, although this tin hands be prevented past putting them into a garrison.

The adventure of prisoners accepting the deal is based on your persuasion skill. 0 persuasion volition have a success charge per unit of forty%, every point increases the charge per unit by 4% upwardly to 80% at skill level 10.

When recruiting prisoners, the choice to join your party is non made by private units, merely rather a troop blazon. In other words, if y'all have 3 Nord Recruits as prisoners, you will either get 0 or 3 of them.

Exploit: If you actually desire to recruit prisoners and take enabled quitting without saving, save earlier trying to recruit prisoners. The chance of prisoners joining you lot is completely random, so loading and trying again could make prisoner direction pretty useful, considering you tin recruit prisoners once a twenty-four hour period.

Viking Conquest [ ]

In Viking Conquest, it is also possible to capture prisoners, but the amount of prisoners you can have depends solely on the size of the party instead of the skill prisoner management.

Party size Amount of prisoners
ane 5
54 27
60 29

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Source: https://mountandblade.fandom.com/wiki/Prisoners#:~:text=Once%20you%20have%20taken%20prisoners,in%20a%20town%20or%20city.

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