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[[File:Large battle.jpg|thumb|300px|A large battle]]
[[File:Large battle.jpg|thumb|300px|A large battle]]
Each army is made up of a commander and warriors. Only lords can be commanders. The higher the commander's [[File:Command.png|25px]] Command skill, the lower the chances of warriors fleeing when taking damage.


Every character has a [[File:Combat.png|25px]] Combat skill, which gives a chance to evade an enemy's attack based on the difference in skill level. Lords can increase it by learning Warfare and warriors can increase it at a Training Ground building.
An '''army''' is a group of armed characters that can be used to defend a kingdom, attack enemies, and carry out military tasks.


Armies can be selected either by selective their commander or their banner on the map. They can be ordered to move or attack manually with the right mouse button.
Each army consists of a '''commander''' and one or more '''warriors'''. A commander can be a lord or a knight.


Warriors who are not in an army can be ordered to patrol the area around a placed Patrol Banner during evening. Warriors on patrol will catch vagabonds and prevent the escape of prisoners. Patrol reduces Rest but if there are any free warriors the ones on patrol will be automatically rotate to avoid this being an issue.
An army's strength depends not only on the number of warriors, but also on their [[File:Combat.png|25px]] Combat skill, equipment, condition, and mood. The commander's [[File:Command.png|25px]] Command skill also affects the behavior of the warriors in battle.
 
The composition of armies and garrisons can be viewed on the world map.


__TOC__
__TOC__


== Warriors ==
== Creating an army ==
[[File:Army panel.png|thumb|300px|An army being created]]
 
In the Army menu you can recruit warriors. The menu will display the [[File:Combat.png|25px]] Combat skill underneath each character. There are four ways of recruiting warriors:
[[File:Army panel.png|thumb|300px|The army creation menu]]
# From peasants, which requires a Training Ground building. They will be more cowardly for a short while after being recruited.
 
# From prisoners, which will give them freedom.
Armies are created through the Army menu. Lords, knights, and ordinary warriors can be added to an army.
# From mercenaries, which cost 20 [[File:Gold.png|25px]] Gold for every point of [[File:Combat.png|25px]] Combat skill they have and need a day to arrive.
 
# Lords can always be added as warriors.
=== Commander ===
 
An army commander can be a '''lord''' or a '''knight'''.
 
Knights can be hired separately. A player's own lesser lord can also become a knight after reaching '''18 years of age'''.
 
The commander's [[File:Command.png|25px]] '''Command''' skill affects the likelihood of warriors fleeing when they take damage.
 
The higher the commander's Command skill, the greater the bravery bonus provided to warriors in the commanded army.
 
A commander can also be added to another army as a regular warrior.
 
=== Recruiting warriors ===
 
Warriors can be obtained in four main ways:
 
# '''Peasants''' — requires a Training Ground. Newly recruited peasants are more cowardly for a short time.
# '''Prisoners''' — prisoners can be freed and added to an army.
# '''Mercenaries''' — hired for Gold according to their [[File:Combat.png|25px]] Combat skill. After being hired, they arrive after 12 hours.
# '''Lords''' — lords can be added to an army as warriors.
 
The character's Combat skill is displayed when recruiting them.
 
== Skills ==
 
=== Combat ===
 
Every character has a [[File:Combat.png|25px]] '''Combat''' skill.
 
Combat affects a character's effectiveness in battle and their chance to evade enemy attacks. The difference in Combat skill between the attacker and defender is used when calculating evasion.
 
Lords can increase Combat by learning the '''Warfare''' knowledge.
 
Warriors can increase Combat at a '''Training Ground'''.
 
=== Command ===
 
[[File:Command.png|25px]] '''Command''' is the skill associated with leading an army.
 
It determines the magnitude of the bravery bonus provided to warriors in an army commanded by a lord. Command also contributes to warrior training.
 
A lord with high Command is therefore an effective army commander.
 
== Traits and talents related to warfare ==
 
In addition to Combat and Command, some character traits and talents can directly affect a character's military abilities.
 
Traits that increase Combat or Command are especially useful for army commanders.
 
{| class="wikitable"
! Trait !! Effect
|-
| '''Ambitious''' || [[File:Command.png|25px]] Command +30%
|-
| '''Courageous''' || [[File:Combat.png|25px]] Combat +30%
|}
 
Other combat-related traits and talents can specialize a character in a particular type of combat or provide additional advantages.
 
Known combat specializations include:
 
* '''Shield Master'''
* '''Head Chopper'''
* '''Duelist'''
* '''Accurate Archer'''
* '''Combat Teacher'''
* '''Berserker'''
* '''Reckless'''
 
== Equipment ==
 
Warriors are significantly more effective in battle when equipped with suitable weapons and protective equipment.
 
Warriors use weapons, armor, and shields available in their inventory. Equipment can also be assigned manually.
 
Different weapons interact with armor and shields differently.
 
Equipment affects the outcome of individual attacks: both the attacker's weapon and the defender's equipment are taken into account when calculating combat results.
 
== Army control ==
 
An army can be selected on the map in two ways:
 
* by selecting its '''commander''';
* by selecting its '''banner'''.
 
After selecting an army, orders can be given to it.
 
The right mouse button is used to manually move or attack.
 
Multiple armies can participate in the same battle. This allows different groups to be assigned different tasks, such as attacking the main enemy force, enemy archers, or the enemy commander.
 
The composition of armies and garrisons can be viewed on the world map.
 
== Patrolling ==
 
Warriors who are not part of an army can be assigned to patrol an area.
 
A '''Patrol Banner''' is used for this purpose.
 
Patrols can:
 
* catch vagabonds;
* prevent prisoners from escaping;
* protect a designated area.
 
Patrols can be configured with requirements for warrior level and equipment.
 
Patrolling reduces warriors' '''Rest'''. If free warriors are available, patrolling warriors are automatically rotated so they can rest.
 
== Housing ==
 
Warriors who are not part of an army can remain in the settlement.
 
Warriors sleep in '''Barracks''' buildings.
 
== Combat ==
 
[[File:Pain.png|thumb|300px|A warrior with multiple injuries]]
 
Once a battle begins, the armies automatically engage in combat and carry out their actions independently.
 
An army cannot be given new orders while it is fighting. Control becomes available again after the battle ends.
 
=== Attacks ===
 
During combat, warriors take turns attacking their opponents.
 
The result of an attack depends on several factors:
 
* the attacker's weapon;
* the target's protection;
* [[File:Combat.png|25px]] Combat skill;
* the difference in Combat skill between the opponents;
* possible evasion;
* additional attack results such as stun or equipment damage.
 
=== Evasion ===
 
During attack calculation, different types of tickets are added to a figurative "bag".
 
If the defender has a higher [[File:Combat.png|25px]] Combat skill, '''"dodged attack"''' tickets are added to the bag.
 
The number of these tickets is equal to the difference in Combat skill between the attacker and defender.
 
Therefore, the greater the defender's Combat advantage, the higher their chance of evading the attack.
 
=== Attacking from behind ===
 
When attacking from behind, the target's Combat skill is ignored and the attack is guaranteed to hit.
 
== Hit calculation ==
 
Attack results are determined using a system of conditional '''tickets'''.
 
Each possible result adds a certain number of tickets to the overall "bag". One ticket is then randomly selected.
 
For example, a dagger adds 10 '''"cut"''' tickets, while light armor adds 10 '''"blocked by armor"''' tickets.
 
In this case, the chance of receiving a cut is 50%.
 
Heavy armor adds 30 '''"blocked by armor"''' tickets, reducing the chance of a cut to 25%.
 
Tickets can also represent evasion, stun, and equipment damage.
 
== Injuries and pain ==
 
Hits during combat can cause various injuries.
 
Injuries are displayed in the selected character's '''States''' list and cause pain.
 
Different injuries have their own pain values and recovery times.
 
Illnesses can also cause pain.
 
The Thoughts list can display:
 
* '''"Pain from injury"''' — total pain caused by injuries;
* '''"Pain from sickness"''' — pain caused by illness.
 
Pain can be reduced by using '''Bloodberry Infusion'''.
 
=== Disorientation threshold ===
 
The disorientation threshold is '''30'''.
 
If pain exceeds this value:
 
* the warrior moves more slowly;
* the warrior becomes vulnerable to deadly strikes.
 
=== Pain threshold ===
 
The pain threshold is '''50'''.
 
If pain exceeds this threshold, the warrior dies.
 
=== Courage threshold ===
 
The courage threshold is equal to '''70% of the character's Mood'''.
 
If pain exceeds this threshold, the warrior flees.
 
If the character's Mood is below '''5''', they flee as soon as the battle begins.
 
== Mood and fleeing ==
 
Warriors' Mood changes during battle.
 
Mood increases when enemies are:
 
* killed;
* knocked unconscious;
* made to flee.
 
Events involving the enemy commander have a particularly strong effect.
 
The same events happening to allies reduce Mood.
 
If pain becomes too high relative to the character's current Mood, the warrior may flee the battlefield.
 
The commander's Command skill affects the bravery bonus received by the warriors in their army.
 
== Bleeding ==
 
Some injuries cause bleeding, particularly injuries caused by cutting or piercing weapons.
 
Bleeding can progress:
 
'''minor → moderate → severe'''
 
Severe bleeding can kill a warrior.
 
The severity of bleeding is displayed in the character's States list.
 
A bleeding warrior can treat themselves or receive help from another warrior.
 
== Infection and gangrene ==
 
Wounds can become infected.
 
An infected wound must be treated with '''Medicinal Salve''' within '''48 hours'''.
 
If it is not treated in time, the infection can develop into '''gangrene'''.
 
== Unconsciousness and prisoners ==
 
A warrior can lose consciousness during battle.


Warriors are more effective if they have weapons, armor and shields. If they have any in the inventory they will use them, otherwise they can be given equipment. Shields and armor are very effective against speaks, moderately effective against swords, not very effective against maces and and destroyed by axes.
If their army loses afterward, the victorious side can take them prisoner.


Warriors sleep in Barracks buildings.
The prisoner is tied up and later brought to the settlement by peasants.


== Combat mechanics ==
Characters can also surrender during battle.
Each character has a pain threshold of 50. Units hit during combat will accumulate injuries, which cause pain. Injuries are displayed in the States list when a character is selected. Alternatively the Thoughts list will display a "Pain from injury" thought that shows the total pain. If pain becomes greater than the pain threshold the character will fall unconscious. If pain becomes double the pain threshold the character will die. There are various types of injuries, each with its own pain and time it takes to go away.


Each character has a Courage value that is equal to half of its Mood. If the value of the "Pain from injury" and "Pain from sickness" thought exceed the Courage value the warrior will flee. Mood is also increased by enemies being killed, unconscious or running away, especially the commander, and decreased by the same happening to allies. If Mood is below 5 the warrior will flee as soon as the battle starts.
== Fanatics ==


Wounds may cause bleeding, typically if caused by cutting or piercing weapons. Minor bleedings can accumulate into moderate and then severe bleeding, which can kill a character. The severity of bleeding will be displayed with an icon in the States list when a character is selected. A character with bleeding can apply self-treatment or be aided by other characters using improvised means to stop the bleeding. Wounds have a chance to be infected, which has to be treated with a Medicinal Salve in less than 48 hours or will become gangrene.
Characters associated with a temple can become '''fanatics'''.


If a character loses consciousness during a battle and their army loses they victorious army will tie them up as prisoners and peasants will later bring them to the settlement where they will become prisoners.
Fanatics derive pleasure from pain.


Once an army begin fighting it cannot be given new orders until is victorious or defeated.
If an unhappy fanatic becomes dissatisfied enough, they can cause a '''religious uprising'''.


Warriors with a temple may become fanatics. Fanatics derive pleasure from pain but if unhappy can cause a religious uprising.
== Tactics ==


=== Battle calculation ===
A single battle can include multiple armies.
In battle, characters take turns attacking each other. Depending on the attacker's weapon and the defender's armor, different-sized packets of "tickets" are thrown into a figurative "bag" and one ticket is drawn from this bag with each attack - this is the result of the attack.


For example, a dagger adds 10 "cut" tickets into the bag, while light armor adds 10 "blocked by armor" tickets. Thus, there will be a 50% (10:10) chance that the attack will hit the target and the defender will receive a "cut". Heavy armor adds a packet of 30 "blocked by armor" tickets, so the chance of a cut in this case will be 25% (10:30).
This allows different groups to perform different tasks:


The bag will also have a number of "dodged attack" tickets for the character with higher [[File:Combat.png|25px]] Combat skill, equal to the difference in skill between the opponents.
* one army can attack the main enemy force;
* another can flank the enemy;
* a separate group can attack enemy archers;
* another group can attempt to reach the enemy commander.


Tickets can include not only wounds or parrying attacks but also weapon damage, armor damage and stun.
Therefore, when preparing for war, it is important to consider not only the number of warriors, but also the army's composition, warrior skills, equipment, traits, and the abilities of its commanders.

Latest revision as of 13:59, 22 August 2026

A large battle

An army is a group of armed characters that can be used to defend a kingdom, attack enemies, and carry out military tasks.

Each army consists of a commander and one or more warriors. A commander can be a lord or a knight.

An army's strength depends not only on the number of warriors, but also on their Combat skill, equipment, condition, and mood. The commander's Command skill also affects the behavior of the warriors in battle.

The composition of armies and garrisons can be viewed on the world map.

Creating an army

The army creation menu

Armies are created through the Army menu. Lords, knights, and ordinary warriors can be added to an army.

Commander

An army commander can be a lord or a knight.

Knights can be hired separately. A player's own lesser lord can also become a knight after reaching 18 years of age.

The commander's Command skill affects the likelihood of warriors fleeing when they take damage.

The higher the commander's Command skill, the greater the bravery bonus provided to warriors in the commanded army.

A commander can also be added to another army as a regular warrior.

Recruiting warriors

Warriors can be obtained in four main ways:

  1. Peasants — requires a Training Ground. Newly recruited peasants are more cowardly for a short time.
  2. Prisoners — prisoners can be freed and added to an army.
  3. Mercenaries — hired for Gold according to their Combat skill. After being hired, they arrive after 12 hours.
  4. Lords — lords can be added to an army as warriors.

The character's Combat skill is displayed when recruiting them.

Skills

Combat

Every character has a Combat skill.

Combat affects a character's effectiveness in battle and their chance to evade enemy attacks. The difference in Combat skill between the attacker and defender is used when calculating evasion.

Lords can increase Combat by learning the Warfare knowledge.

Warriors can increase Combat at a Training Ground.

Command

Command is the skill associated with leading an army.

It determines the magnitude of the bravery bonus provided to warriors in an army commanded by a lord. Command also contributes to warrior training.

A lord with high Command is therefore an effective army commander.

Traits and talents related to warfare

In addition to Combat and Command, some character traits and talents can directly affect a character's military abilities.

Traits that increase Combat or Command are especially useful for army commanders.

Trait Effect
Ambitious Command +30%
Courageous Combat +30%

Other combat-related traits and talents can specialize a character in a particular type of combat or provide additional advantages.

Known combat specializations include:

  • Shield Master
  • Head Chopper
  • Duelist
  • Accurate Archer
  • Combat Teacher
  • Berserker
  • Reckless

Equipment

Warriors are significantly more effective in battle when equipped with suitable weapons and protective equipment.

Warriors use weapons, armor, and shields available in their inventory. Equipment can also be assigned manually.

Different weapons interact with armor and shields differently.

Equipment affects the outcome of individual attacks: both the attacker's weapon and the defender's equipment are taken into account when calculating combat results.

Army control

An army can be selected on the map in two ways:

  • by selecting its commander;
  • by selecting its banner.

After selecting an army, orders can be given to it.

The right mouse button is used to manually move or attack.

Multiple armies can participate in the same battle. This allows different groups to be assigned different tasks, such as attacking the main enemy force, enemy archers, or the enemy commander.

The composition of armies and garrisons can be viewed on the world map.

Patrolling

Warriors who are not part of an army can be assigned to patrol an area.

A Patrol Banner is used for this purpose.

Patrols can:

  • catch vagabonds;
  • prevent prisoners from escaping;
  • protect a designated area.

Patrols can be configured with requirements for warrior level and equipment.

Patrolling reduces warriors' Rest. If free warriors are available, patrolling warriors are automatically rotated so they can rest.

Housing

Warriors who are not part of an army can remain in the settlement.

Warriors sleep in Barracks buildings.

Combat

A warrior with multiple injuries

Once a battle begins, the armies automatically engage in combat and carry out their actions independently.

An army cannot be given new orders while it is fighting. Control becomes available again after the battle ends.

Attacks

During combat, warriors take turns attacking their opponents.

The result of an attack depends on several factors:

  • the attacker's weapon;
  • the target's protection;
  • Combat skill;
  • the difference in Combat skill between the opponents;
  • possible evasion;
  • additional attack results such as stun or equipment damage.

Evasion

During attack calculation, different types of tickets are added to a figurative "bag".

If the defender has a higher Combat skill, "dodged attack" tickets are added to the bag.

The number of these tickets is equal to the difference in Combat skill between the attacker and defender.

Therefore, the greater the defender's Combat advantage, the higher their chance of evading the attack.

Attacking from behind

When attacking from behind, the target's Combat skill is ignored and the attack is guaranteed to hit.

Hit calculation

Attack results are determined using a system of conditional tickets.

Each possible result adds a certain number of tickets to the overall "bag". One ticket is then randomly selected.

For example, a dagger adds 10 "cut" tickets, while light armor adds 10 "blocked by armor" tickets.

In this case, the chance of receiving a cut is 50%.

Heavy armor adds 30 "blocked by armor" tickets, reducing the chance of a cut to 25%.

Tickets can also represent evasion, stun, and equipment damage.

Injuries and pain

Hits during combat can cause various injuries.

Injuries are displayed in the selected character's States list and cause pain.

Different injuries have their own pain values and recovery times.

Illnesses can also cause pain.

The Thoughts list can display:

  • "Pain from injury" — total pain caused by injuries;
  • "Pain from sickness" — pain caused by illness.

Pain can be reduced by using Bloodberry Infusion.

Disorientation threshold

The disorientation threshold is 30.

If pain exceeds this value:

  • the warrior moves more slowly;
  • the warrior becomes vulnerable to deadly strikes.

Pain threshold

The pain threshold is 50.

If pain exceeds this threshold, the warrior dies.

Courage threshold

The courage threshold is equal to 70% of the character's Mood.

If pain exceeds this threshold, the warrior flees.

If the character's Mood is below 5, they flee as soon as the battle begins.

Mood and fleeing

Warriors' Mood changes during battle.

Mood increases when enemies are:

  • killed;
  • knocked unconscious;
  • made to flee.

Events involving the enemy commander have a particularly strong effect.

The same events happening to allies reduce Mood.

If pain becomes too high relative to the character's current Mood, the warrior may flee the battlefield.

The commander's Command skill affects the bravery bonus received by the warriors in their army.

Bleeding

Some injuries cause bleeding, particularly injuries caused by cutting or piercing weapons.

Bleeding can progress:

minor → moderate → severe

Severe bleeding can kill a warrior.

The severity of bleeding is displayed in the character's States list.

A bleeding warrior can treat themselves or receive help from another warrior.

Infection and gangrene

Wounds can become infected.

An infected wound must be treated with Medicinal Salve within 48 hours.

If it is not treated in time, the infection can develop into gangrene.

Unconsciousness and prisoners

A warrior can lose consciousness during battle.

If their army loses afterward, the victorious side can take them prisoner.

The prisoner is tied up and later brought to the settlement by peasants.

Characters can also surrender during battle.

Fanatics

Characters associated with a temple can become fanatics.

Fanatics derive pleasure from pain.

If an unhappy fanatic becomes dissatisfied enough, they can cause a religious uprising.

Tactics

A single battle can include multiple armies.

This allows different groups to perform different tasks:

  • one army can attack the main enemy force;
  • another can flank the enemy;
  • a separate group can attack enemy archers;
  • another group can attempt to reach the enemy commander.

Therefore, when preparing for war, it is important to consider not only the number of warriors, but also the army's composition, warrior skills, equipment, traits, and the abilities of its commanders.