Secrets with fire and sword. Mount & Blade

It all starts as usual: create a character for yourself, appear on the map, and start playing. There is already a guide in detail about the first steps in the game, so let's go back to the moment when you got rich, acquired armor, weapons and a squad, and most importantly, popularity. So you, a famous warrior, come to the Moscow Tsar Alexei Mikhailovich and take an oath of allegiance to him, although you can simply become an ordinary mercenary of the Moscow kingdom. After you have sworn an oath of allegiance to the king, you go to the nearest nobleman and say: “Can you tell me how to win glory?”, he answers you, saying that he really decided to become a king, but you are not the first... and he tells you about False Dmitry. But for more necessary information, he needs to do one favor: ruin 3 villages of the Polish-Lithuanian Commonwealth. This requires a good squad because:
a) If you have a small detachment, the villagers will try to repel you, and there are many of them there...
b) A Polish lord who happens to be passing by will not hesitate to look into his village, and what will he see? that some kind of GG is robbing his possessions... He will punish you...
So, let’s assume that you have successfully ravaged three Polish villages, then you go to the lord who gave you this task, he gives you a reward and tells you about a certain Gerasim the Evangelical, who once commanded the personal guard of False Dmitry. and you can find out something from him, and he lives in the village of Trakai (but it’s better to read what they tell you, because it’s possible. The village may be different). So you go to Trakai and ask the local mayor where Gerasim lives, and he says that the village is big and he doesn’t remember everyone. You automatically offer him a bribe, but he refuses, saying that they need help now: priest from Vilna stole their miraculous icon and left for Vilna and they are asking you to return this icon. Well, in general, you go to Vilna, and during the day (or in the morning, but not at night!) you enter the city, there you ask passers-by where the priest is, they will say all sorts of different things until one smart person says that the priest has left to Riga. You go to Riga, enter there, and again ask the priest until they answer you that he is in a tavern. You enter a tavern, and there are three “Tavern Regulars” and a priest standing there. You approach him and talk about the icon, then you start a meaningless conversation with him and he tells you that he will not give up the icon, after which three options appear: take it the icon by force (the priest and regulars, armed, themselves begin to fight with you), give money (in my opinion a considerable amount, but I don’t remember exactly) and boast of your successes (the priest will say that he knows you and will give the icon. And so, you and with the icon you return to Trakai, where the elder tells you that the nimble Gerasim has left for the village of Valuiki. You go to Valuiki and talk with Gerasim, there is also a long and meaningless conversation, interrupted by suddenly attacking bandits, who, of course, need to be defeated after the battle (in. in which Gerasim did not participate) it turns out that he is wounded. Before his death, he tells you the name of the voivode (although this may be before the battle), gives you the cross of Tsarevich Dmitry and sends you to the above-mentioned voivode asks you to deliver the niece of the Swedish king Carl Gustav. is visiting the king in Novgorod, the prison guard in Novgorod will give you “everything you need” (to get into prison, go to a tavern in Novgorod, exit it manually, through the door and go straight until you see a soldier on the right. this is the prison guard). After this, Eleanor (the niece of the Swedish king) joins your squad, then you must run around the map and look for Karl; when you find him, tell him that you delivered his niece, he will give a reward and ask you to deliver a letter of gratitude to Alexei Mikhailovich. You go to Moscow, hand over a letter to the Tsar, he asks you to bend the knee, and... he sees the cross of False Dmitry on you, for which he throws you into prison. Then they dress you in rags (as when you penetrate the city), but they leave you a weapon, with which you need to wander around the dungeon and kill all the guards. But if you cannot defeat them, then you will be killed) That’s the end of the fairy tale. If you managed to escape from the clutches of the lawless people, then a quest appears in which you need to find yourself a strong patron (personally, I went to the one who gave the quest about the villages). He tells you about Stepan Razin, a contender for the throne of the Moscow kingdom, and you go to look for him. He is hiding in one of the taverns (most likely, the entire Crimean Khanate). You found Razin and in a conversation with him you decide that you are the grandson of False Dmitry, and he joins the detachment. Then he sends you to some prince of the Moscow kingdom. You come to this prince and talk about the uprising (which has not yet begun), and he tells you that he would gladly join, but the Tatars stole his daughter and he is in grief. You invite him to free his daughter and he sends you to Kafa, where you need to talk to the slave trader and he will tell you for 3,000 thalers that the hawthorn in Azak-Kala belongs to the Murza. That’s where you go, you enter in grief in a Crimean robe, with a saber and a pistol, and there are 4 Crimean soldiers standing there. You approach the seimen and after a short, almost friendly conversation, they attack you. Well, you defeated them, took the hawthorn and brought it to the prince. He joined your uprising and gave a letter with which all the lords will 100% join you, you just need to run around the map and look for them. You need to talk to the first lured lord; after a long conversation, two options appear: “It’s true, am I a prince or not”; the second - I don’t remember, but it seems there is something about the Zemsky Sobor. Choose the first one - you will become a king, and if the second one, then you will still have to fight for power, and if you don’t fight, you will be killed. So, we chose the first option, became king, entered the royal chambers, and there Razin and four archers, we talk with Razin and he asks you to make him a marshal, if he agrees, then he is the marshal, you are the king and everyone is happy, but I a glitch occurred, the re-election of the marshal began, etc., so I choose the second option - to refuse Razin, then he shouts that you are an impostor and, together with the archers, rushes at you. You defeat them and become both king and marshal. After this, there is a task: False Dmitry the Third, which says, you have become a king, and now you need to lead your state to victory. In short, you are a ruler and now your only goal is to conquer the whole world...
Congratulations!!! You have read the guide.

  1. We rob 3 villages and report it
  2. We move to the village of Trakai and look for Gerasima Evangelika
  3. The headman tells us about a certain monk Ksendze
  4. We are moving to the city that the headman spoke about (mine is Vilno, yours may be different)
  5. We ask local residents on the streets about this monk. we will be sent to another city (I have Riga)
  6. We talk with citizens of Riga (or your city) and find out that the monk is in a tavern.
  7. In the tavern we ask you to return the icon that he stole (I recommend convincing or bribing, but not fighting, he’s a monk: D)
  8. We return the icon to Trakai and give it to the elder. We learn that Gerasim Evangelik is in Klin (in another village).
  9. We go to him and talk to him (SAVE BEFORE THIS!). He will tell us an interesting story, then we will be attacked by bandits, of whom there are quite a few, and we must defeat them.
  10. Deliver Evangelical's message to the voivode Yuri Buynov-Rostovsky
  11. He tells Elenor and orders you to take her to the Swedish King Charles.
  12. On the road she wants to tell you something, you ignore her.
  13. After the girl is delivered, you will need to send a letter to the king ( SAVE!)
  14. You are sent to prison (YOU WILL FIND OUT WHY), you need to take out all the guards.
  15. After escaping, you meet with any vassal of Muscovy. Now you need to find Stepan Razin.
  16. Find out from any traveler where this contender for the throne.When you find him, swear allegiance.
  17. Find the lord that Razin will tell you about and complete the task of rescuing his daughter from captivity.
  18. We go to one of the cities of the Khanate, indicated in the task and talk with the slave trader, find out where the lord’s daughter is, and save her (it’s better to save, since you’ll have to fight)
  19. We return the daughter to the lord and ask him to join our uprising.
  20. Further according to the standard: we capture castles, win over the vassals to our side. Here one of the lords will offer us to pretend to be that legitimate ruler, we agree!
  21. We end the uprising with victory, Razin will demand a high position for himself. We refuse him, after which Razin is shot and forgotten . And you become the ruler of Muscovy.
  22. /Complete/

“There are rumors that if our merciful king starts a war with Turchin, the prince-voivode will come to the Crimea with fire and sword, and these rumors are welcome throughout Ukraine and the Lower Region, for if we don’t walk in Bakhchisarai under his leadership, then under whose else?

Let's take a walk, true god! - the Kurtsevichs responded.

IN THIS ARTICLE:

  • Man is tempered in the crucible of history
  • Give me a plot of land in Poland
  • Checker, vodka, horse Mikolkin
  • Do dragoons dream of sniper rifles?
  • We are writing a letter to the Turkish Sultan

1654 Europe is again at a crossroads. In the race of great powers, first one, then the other takes the lead. Now the Swedes dictate their rules to the enlightened world, but until recently the strongest union was the proud union of Poles and Lithuanians - the Polish-Lithuanian Commonwealth.

Now they are going through difficult times. Our neighbors have become very dangerous - not just Sweden. The Kingdom of Moscow has recovered from the disastrous turmoil and is rapidly gaining strength. The Zaporozhye Sich is glowing with an unhealthy heat. The Crimean Khan is planning to expand his possessions.

The smell of gunpowder is becoming more and more noticeable over Eastern Europe. The turning point is about to come and the world will be transformed.

You and I know who ended up on the horse and who was under his hooves. But the mosaic of history could have turned out differently if there had been one more ambitious person on Earth in those days...

The old "Hero's Story" was about the pseudo-European Middle Ages. A universal topic that everyone can understand. But the fictional Calradia never dreamed of the intensity of passions inherent in Eastern Europe in the mid-17th century. The chosen period provides plenty of fodder for a fascinating and emotional narrative. From now on, behind the game action there is a real story that fills every little thing with meaning. There are no more alien, abstract names on the map. Now you can visit familiar Novgorod and Minsk, Vyborg and Warsaw, Moscow with its Place of Execution and St. Basil's Cathedral. Or, say, Bakhchisarai, which has faded into the shadows of the past, but is memorable at least according to Pushkin.

The key features of the game remain the same. Our hero still starts the game as an unknown tramp, while traveling he slowly gains experience and acquires loyal associates and simple associates. Mainly for hard cash, which still needs to be earned by fighting off robbers and overcoming other difficulties of a wandering life. As time passes, there is more money in the wallet, and, accordingly, more fighters in the squad. As the army grows, so do the claims.

Our ward dreams of ending his career as a close associate of one of the great rulers. Or even the great ruler himself, and with a noble army under his command.

And here the new game compares favorably with its predecessor. In A Hero's Tale, the taste of great achievements was rather insipid: from small skirmishes to big battles, the hero grew in level, accumulated wealth and possessions... but the game world greeted his successes with only tacit acceptance. In "Fire and Sword" the player's achievements are given more visual, tangible weight.

The game quickly inclines the hero to choose a side. The young leader will disperse the petty bandits, provide the peasants with the desired goods, and will soon take on the instructions of a big man - some master or boyar. And here there is no escape from the call of History. Soon we will have to choose a side, decide who is dearer to us: Bogdan Khmelnitsky or Jan Kazimir, Alexey Mikhailovich or Stepan Razin, who is aiming for his place, and maybe even the Lithuanian tycoon Radziwill. You can also enlist in the service of the Turks and Swedes, however, in these cases the game will be plotless.

The game is no longer in the Middle Ages, but in modern times. Some things are irretrievably a thing of the past - for example, knightly tournaments. And the places are not right for them. In these parts, from time immemorial, men favored tavern fights.

Overall, progress has brought more than it has taken away. Gunpowder weapons became widespread throughout the world. It is capable of striking down an armored Reitar and has completely driven crossbows out of use.

The approach to capturing cities and fortresses has changed. Engineering thought has finally matured to the point of using ladders in quantity during an assault. Laughter is laughter, and the tactical depth of assaults has noticeably increased, because now you can attack in several directions. In addition, you can place a powder charge under the wall.

And then try to break through the gap created by the explosion. Or give up trying to take the enemy by storm and poison his wells. Without water it is impossible to withstand a long siege.

However, guns, pistols and military tricks are all men's pastimes. While the stronger sex was learning to destroy each other's hunters, women were doing the real thing. How they learned to sing by the 17th century is something you need to hear. Here it is, the soul of the game: in the bewitching voices of the female choir, singing about the joys and sorrows of those times. Gives me goosebumps! And even if nothing else from the soundtrack is remembered, you want to listen to these songs and listen to them again.

He had one joy: war, war

Your grace, as I see, few campaigns with the grassroots have glorified you.

A small war - small glory, a great war - great glory.

Henryk Sienkiewicz, “With Fire and Sword”

The secret to the success of an epic game is the right balance of elements, interpenetrating mini-games. If they are selected in the right proportions, when mixed, gold is obtained. The previous Mount & Blade suffered from unevenness: dense here, empty there. The combat system was developed much better than anything else. The developers of “With Fire and Sword” tried to achieve greater balance and tighten up the weak points.

The developers have done a great job to make the world of the game historical and authentic.

The costumes and weapons were painstakingly recreated. Historical realities are observed: behind every boyar or nobleman there is a real historical figure. And in this beautifully tailored, truthful world, the hero now even has a purpose for being.

One thing is missing, but an important one - the breath of living history. It is enough for a tactical game, but for a story game it is formulaic and flat. Alas.

West is West, East is East, and together they... come together, and how! Much has improved. Updated graphics. Opportunities have expanded. A quick battle mode has appeared. Life in Eastern Europe is more fun than in good old Calradia. And it became more pleasant to wave a saber, to lead a detachment, and to advance big politics. There is somewhere for the free soul to roam. Only, in essence, the old fairy tale in a new way remained a tactical action movie with a set of side “fun”. Of course, in dizzying battles you forget about the details. Maybe because they remained details? It's a bit of a pity for the unrealized potential. After all, the groundwork for more is great. Create a powerful, full-blooded plot, balance other elements of the game with battles - and this will be a five-year event at least. Practically "

Space Rangers"with passions for Sienkiewicz. & How much your humble servant would give for just one built-in mini-game “write a letter to the Turkish Sultan”! Nobody promised, but I thought - what if? Who knows, maybe in the future... After all, the originalMount

Blade

once arose from one man's dream of the perfect game. A game that will have everything he wants.

In the meantime - while your swords are drawn, and forward, on a dashing horse, to defeat your enemies! Don't relax too much, Sultan!

Looking around our native land

The map of Eastern Europe is dotted with various settlements. Let's look at them in detail. City

Lord's Hall.People of noble blood and their guests come here to receive them. They are approached for instructions, to carry them out, or in search of the right person from the same country.

  • Kabak.Hot spot. In total, there are usually three or four people in the tavern: the innkeeper, the mercenary and a couple of other visitors.

Innkeeper in the city, your squad requires only half of the usual payments. So restoring strength here is not only safer, but also more economical than in an open field.

  • Mercenary. There are a variety of them in taverns. Local and newcomers, experienced and still green, numerous and unique. But everyone is ready to join your squad for a reasonable fee.
  • Satellite. Special mercenaries are also looking for a worthy commander in taverns. We will talk about them in detail later.
  • Bookseller. You can purchase valuable goods from these traveling hustlers for a hefty sum. Reading books at rest and during long sieges has a good effect on the hero.
  • Mediator. A man who can sell your captives into slavery for good money. If the moral aspect doesn’t bother you, this is a good way to get rich.
  • Traveler. Knowledgeable comrade. If you are looking for a person around the world and cannot find him, for a reasonable fee the traveler will indicate his current location.
  • Visitor. Just a regular who came to have a good time.

If he is in the mood, you can offer him a fist fight. And bet for a victory for a small amount. It’s not for fun to hit each other.

Innkeeper Let's say that the result of the dispute did not suit you, or your friend was simply not a good person. You can seriously quarrel with a visitor and show the adversary in the backyard how much he can do, already with a weapon in his hands. Just don't be surprised if he calls a couple of friends to help!

If a regular is not very eager to fight, it’s worth trying to get him drunk first. But keep in mind: you won’t meet drunk customers in the taverns of the Crimean Khanate. Alcohol is, after all, prohibited for Muslims. Market

. Here some get rich, while others leave their savings. For greater convenience, goods are distributed among four merchants. The most savvy can also walk around the market and find out what profitable deals can be made today.

Fortress

The same city, only much less populated and somewhat better fortified. Taverns and markets are not kept in fortresses, but they are still allowed to stay. And if you ask politely, they will let you in to see the noble gentlemen staying in the fortress.

Village

The common people have a simple life. What can be done in the village? Walk around the center

Sometimes you need to look around the village and find someone. Most often you will be interested in the local elder. You can talk with him about the state of affairs in the village, buy livestock, and recruit recruits. And sometimes there is a job for a compassionate guest.. The rural market is different from the urban market. Peasants sell food and the simplest household items. And they do not pay in specie, which they have never had before. They prefer natural exchange. Although they will not refuse your money.

Force the peasants to give up supplies. If your threats are convincing enough, the peasants will part with part of their supplies. But if you give in, you will feel what the anger of the people is.

Steal livestock. If you can’t come to an agreement with the headman, why not just take away the desired cow without asking? The main thing is not to get caught.

Loot and burn the village. If you break the resistance of the peasants, you can make a lot of money. Please note that this terribly worsens relations with the village and the country that owns it. The burned village will be empty for some time, and then will return to its former life.

Mercenary camp

The best way to quickly put together a large squad is to visit one of the five camps scattered around the map, one for each country. There are five types of fighters available for recruitment. After you pay for the services of a certain class of mercenaries in the camp, others will no longer be available to you until the previous ones leave you for some reason. Until then, in the camp it will be possible to join the ranks of selected warriors and purchase more effective weapons and equipment for them.

This is how the sons of the fatherland mature

A character is made up of characteristics, skills and the ability to wield various weapons. There are only four characteristics: strength, agility, intelligence, charisma

. They give small advantages and determine how much the hero can develop his skills. And this is where the significance of any character lies. The development limit of a skill is equal to the characteristic to which it is assigned, divided by three without a remainder.

Each level brings one stat point and one skill point. It is important:

When selecting skills, keep in mind that they are divided into personal and squad. A personal skill affects who has developed it. Squad skills affect the entire group.

If there are two people in a group with a squad skill, it does not stack.

It is assumed that the most capable person is involved in this matter. So there is no point in developing each of the squad skills for more than one squad member.

Characteristics and skills. Increases health by 2. From the “if there is nowhere to put it” category. But you can never have too many points, and to feel the difference, you need to significantly develop your skill. Go ahead.

A strong beat. Increases damage from all melee weapons by 8%. If you want your hero to be in the front ranks of the army and encourage fighters to perform great deeds by personal example, this is your skill.

Powerful Throw. It also increases damage, but from throwing weapons and by as much as 10%. For those whose weapon of victory is a well-balanced hatchet, this skill is valuable. Moreover, a certain level of skill is needed in order to use the best throwing weapons.

Power shot. The increase in damage for this skill is the highest - 14%. Although the draw of some bows simply does not allow the damage to increase beyond a certain level.

If you are planning to become an archer, take it.

Dexterity

It is important for the equestrian, since thoroughbred horses are demanding of this characteristic. It will also be useful for others: each point brings 5 ​​units of skills and speeds up the hero’s attacks by 0.5%.

Weapon Proficiency. Increases the limit to which weapon skills can be increased. Each invested unit increases it by 40. We take it when we approach the top bar in any skill. If, of course, we plan to further develop it.

Shield Mastery. Shield damage is reduced by 8%. The hero blocks attacks faster and easier. Let the strength of the shield be restored in each new battle, but there is little joy when it shatters into pieces in the heat of battle. Therefore, the skill is most useful for everyone who uses a shield.

Athletics. Running faster.

The benefit is doubtful. You need to invest too many points to gain a tangible advantage over other infantrymen. And the horseman will overtake you and overtake you anyway. Horseback riding

. A hero with this skill gallops faster and can handle more thoroughbred horses. The advantage of horsemen is enormous in any battle except assault. One of the most useful skills.

Shooting on horseback

. Who wouldn't want to shoot more accurately, more painfully, and not fall out of the saddle? Those who would not like to invest in other skills. And for a horse archer - just right.

Collecting trophies. Allows honored heroes to share their knowledge with young ones once a day. Everyone who is below the character's level receives a little experience (a higher skill means more is transferred).

Quickly pays for the invested points. It should be developed as early as possible and to the limit. If satellites also join in the training, the experience of your army will grow by leaps and bounds. Tracking

. Squad skill. Allows you to see on the map traces of recently passed units. And when developing a skill - and some information about them. All this is more curious than useful. So it’s quite possible to save points and take a companion with this skill into your squad. Tactics. Squad skill.

Increases your advantage

in battle. But only for every second point in skill. The usefulness of this greatly depends on the settings for the scale of the fights. One fighter out of a hundred is not enough. One out of twenty is already significant.

Finding the way. Squad skill. Speeds up movement around the map by 3%. Very often, these few percent turn out to be critical in the question of “who will catch up with whom.” It is better not to rely on companions, but to develop this important skill on your own.

Vigilance. Squad skill. Expands the visibility of the group on the global map by 10%. It can be useful to spot the enemy from afar, but there are many more useful things.

Logistics. Provides six additional spaces for items and equipment. If you manage to do without this skill, honor and praise to you. And if there are always not enough places, don’t skimp, spend a point.

Dressing wounds.Accelerates squad healing by 20%. Without this skill, you will have to constantly stop to rest. And the safety of city walls may be too far away. So it's a necessary skill. It is only important to decide: to develop it in your hero or to find a knowledgeable companion. Fortunately, there are skilled healers among them.

Surgery. Squad skill. For each point, any warrior in the squad has a 4% chance of not dying when receiving a normally fatal wound. A very useful skill, and the further you go, the higher its importance.

After all, you will have more and more troops.. Helps in negotiations, persuasion, intimidation. Depending on the playing style, it will be completely useless for some, but will bring great benefits to others. One thing is for sure - at first it is worth focusing on more important skills for survival.

Charisma

Each point in charisma increases the maximum squad size by one.

Leadership.Increases maximum squad size by 5, increases morale and reduces maintenance costs by 5%.

A lot of useful things in one skill. Trade

.Squad skill. Your transactions become 5% more profitable. In addition, you will learn about profitable trading offers faster. It is worth acquiring a knowledgeable companion - a merchant, and saving your points for other important skills.

Skills There are plenty of all kinds of clubs, axes, spears, swords, axes and other murder weapons in the game., It differs in attack speed and damage caused (and ranged weapons also differ in accuracy and ammo reserves). Weapons are divided by damage type into, stabbing cutting

Innkeeper crushing

. The type determines the timing of the swing and the method of avoiding the blow.

wounds from blunt weapons are less likely to be fatal. If you want to take many prisoners, arm your troops with clubs.

In addition, instruments of war are also divided into classes of development. If the hero knows how to swing a halberd, that means he can handle a reed just as well. We improve our weapon skills in two ways.

At each level we are given 10 points. We can put them all into one skill, but then we will soon reach the bar set by the Weapon Mastery skill. In addition, the higher the skill, the more points it costs to further advance in it. Therefore, choose several areas of development. One class of weapon for close combat, one for ranged combat and, if desired, a backup option for special cases. In addition, skills increase with their successful use. We cut down a dozen enemies with a saber - we learned how to hit harder and faster. So the skill rises even above the allowed maximum.

One-handed weapon There are plenty of varieties of it in the game, it’s impossible to list them all. The key and common advantage for all of them is that you can take a shield in your second, free hand. And it significantly increases the fighter’s chances of survival.

Two-handed weapon.Extremely dangerous if handled skillfully. One on one, you can simply keep an enemy with a short blade away from you at a dangerous distance. Some spears allow a mounted warrior to ram an opponent. It can be either one-handed or two-handed.

Luke.If someone thinks that bows are morally outdated, let them tell the Tatar raiders about it. And in the 17th century, bows still had an important advantage over other ranged weapons: speed. Circling around the enemy on horseback and showering with a hail of arrows is a time-tested tactic.

Firearms.Gunpowder is power! Shotguns and pistols hit far, quite accurately and very powerfully. Such a weapon has only two problems. Small: you can’t shoot some guns on horseback - the risk of falling off your horse is too great. Big: Reloading takes forever.

Throwing weapons.For exotic lovers. A well-thrown knife or dart hits the enemy no worse than any other weapon. But the reserves for each battle are too small and the distance over which they fly is too small. It is usually easier to cut down an enemy in hand-to-hand combat.

And all for one!

As we have already mentioned, you can meet companions in taverns. There are a total of sixteen of them roaming the lands of the game. Each one has a character, a history, and preferences.

Some people don't get along with each other. Many people have painful issues. A wise commander will respect the pride of his subordinates so that they do not quarrel with him and with each other.

After all, the trouble is worth it. Many companions are skilled fighters, others are talented managers and healers. There are a lot of useful squad skills in the game; you can’t pay enough attention to everything alone. This is where satellites come in handy. A well-chosen team will mitigate the shortcomings of their boss.

Companions cannot die in battle. Unless they lose consciousness. And if it turns out that your companion leaves you, say, if you are captured, do not despair.

Look again and you will find it in one of the taverns. So, it's time to introduce you to these fine ladies and gentlemen. Pan Zagloba

Each level brings one stat point and one skill point. .An old nobleman, boastful, loud and quarrelsome. Servant to the king, father to the soldiers.

He does not like it when his salary is delayed and he is poorly fed..Scion of the Transylvanian rulers, a distant descendant of Prince Vlad, nicknamed Dracula. Weighed down by family glory.

Level 5. Leadership 3. Training 2. Riding 2. Many military skills each 1. Weapon skill 60. Father Spasokukotsky .

A priest who was defrocked for drunkenness and scandals. He wields a long pike and an equally long tongue equally well. Does not tolerate those who lose. Level 4. First aid 3. Surgery 2. Trade 1. Wound dressing 1. Cossack Mamai.Introduces himself to everyone as a distant descendant of “that same” Mamai. The embodied spirit of the Cossacks.

He despises commanders fleeing the battlefield. Level 10. Power Strike 3. Horseback Riding 3. Athletics 3. Weapon Skill 135. Mamai is an obligatory companion in the Zaporozhye Sich campaign, but not from the very beginning.

Karlsson.Drunk Swedish Landsknecht. He even drank away his personal weapon, but the cuirass remained with him. Level 5. Many military skills of 2. Weapon skill 70 (Polearmed - 130).

Fedot.A fugitive archer from the Kremlin hunting order. Doesn't believe in fairy tales. An ardent defender of the common people, he will not allow them to be robbed and oppressed. Level 6. Athletics 2 Pathfinding 2. Pathfinding 2. Many combat skills each 1. Weapon skill 50 (Guns - 100)

Elisha.The youngest boyar son. Tragically ill... allergic to alcohol. His service in Rus', of course, did not go well. Joined the willing people. Does not deal with robbers and those who do not remember debts. Level 2. Horseback riding 4. Athletics 1. Weapon skill 50.

Bakhyt.Tatar executioner, dismissed due to redundancy. Fate was often unkind to him. But he performs his service steadfastly as long as he is fed properly. Level 7. Powerful strike 4. Prisoner holding 2. Weapon skill 40 (Two-handed - 130)

Olgerd.Orthodox Litvin from the Smolensk region. A nobleman, he led squadrons in attacks more than once. During the war, his lands passed into the hands of the Moscow Tsar, but he himself remained loyal to the nobility. Level 3. Many combat and military skills of 1. Weapon skill 60.

Victor de la Buscador.The origin is dark, but it is clear that he is a nobleman. He was the commander of Radziwill's mercenary infantry. He left the service for love, but the beauty turned out to be flighty. Well equipped and armed. Level 6. Horsemanship 3. Athletics 2. Weapon skill 80.

Sarabun.Kiev doctor. Tries to use patients according to the methods of the French engineer Boplan. Contrary to what was expected, he copes well with the duties of a squad healer. Opponent of robbery.

Level 5. Wound Dressing 4. Surgery 3. First Aid 3. Weapon Skill 50. Oksana .The most natural Ukrainian girl. Poltava Vorozhka. She wanders because in her old place she was accused of causing cow deaths. Her craft forbids her from killing people.

Level 3. Trade 2. Many skills of 1. Weapon skill 40. Ingri .Swedish sutler. Cynical, unprincipled, bitchy... but what a housewife! After a shipment of wine that “smelled of horse urine,” he no longer supplied goods to the Swedish army.

Level 5. Logistics 4. Trade 4. First Aid 2. Weapon Skill 65.

Two things are most terrible in Rus': rebellion and angry women. Varvara .Russian woman, originally from Novgorod. He enters the burning huts and stops galloping horses.

Heavy on her hand - she accidentally killed her husband with a rolling pin. After which she fought off the guards and went to fight. Level 5. Trade 2. Healing skills 2 each. Weapon skill 50. Fatima

.Tatar, slender as a gazelle and dangerous as a leopard. Former bodyguard of the beloved wife of the Turkish Sultan. The Sultan once strangled his wife and sent Fatima for sale.

She escaped, cutting out the guards. Does not tolerate cowardice or dishonesty.

  • Level 8. Powerful throw 4. Athletics 4. Combat skills 1 each. Weapon skill 90. On behalf of the noble master
  • Why do those in power live in the world? Of course, to provide our hero with tasks! Without them, life would be monotonous. They are a good source of money, experience and reputation. If we exclude introductory and story quests, there are eight types of quests left..Here you will have to work hard. True, you don’t need to spend a long time looking for your adversary all over the world. The employer reports in which locality he was last seen. This is where the horse should be directed. On the spot we rely only on ourselves. Passers-by are unlikely to tell you where to look for the scoundrel. Look out for a nervous person who can't find a place for himself. The robber will probably be hiding in the nooks and crannies or propping up the wall of some building. Convict him of crimes. The bandit will have to run away from you in battle. Nobody needs him alive, so you can shoot him in cold blood on the spot and return to your employer for a well-deserved reward.
  • Collect a debt from a nobleman.
  • In high circles, the bad habit of taking money and not returning it is no less common than among ordinary people. Helping to clear out debt is a costly endeavor, but a rewarding one. First you need to find the debtor. He is usually ready to return the money... but not all of it. You have to pay the rest out of your own pocket. But it's never too late to haggle a little! And also - to put pressure on the debtor’s conscience. This will worsen your relationship, but will bring you closer to completing the task. Explore villages
  • .The only thing that's easier is delivering letters. The nobleman names three settlements. You just need to get to each of them, and then return to the employer with a report. Provoke a war
  • .The task is simple in essence, but requires difficult moral choices. A warlord who wants to start a small, victorious war is looking for a sacrificial lamb for this purpose. You can help him. He sets requirements for the daredevil. From you - a fighter suitable for them. He is sent to the enemies with a letter testifying to the treachery of their sovereign. The daring envoy dies, hostilities begin, and you leave the governor with a reward. Train peasants in the village
  • .Safe and well rewarded assignment. You need to arrive at the named village, spend a little time training the villagers and conduct a training fight with them on poles. Bring a squad of fighters
  • .Clear as day. The ruler needs warriors. You supply him with these warriors..The only task that is given not by the high lords themselves, but by their wives.

It happens that a lady in a conversation complains about an offender who is spreading bad rumors about her. The slanderer must be found and challenged to a duel. If you successfully defend her honor, the lady will show you her favor and, on occasion, will plead for you with her husband.

  • It happens that not only big people, but also ordinary peasants need help. The village headman also sometimes gives us some work to do. Bring cattle
  • .It's not a complicated matter. It doesn’t matter how the cattle will be obtained. You can steal it from a richer village, you can buy it. The main thing is to drive the cheerfully mooing little cows into the village safe and sound and hand them over to the headman. Deliver goods
  • To get the most out of an assignment, it is helpful to know the market conditions. Knowledge of history also helps: the realities of time and place are strictly observed. Where did salt come from on most Russian tables? Right. So, the prices for it will be lower there.

Deal with the robbers

Dashing people got into the habit of robbing peasants returning from city fairs.

A small war - small glory, a great war - great glory.

This is a good opportunity for you to profit from trophies and earn a reputation.

Great glory It was foreshadowed by signs in the heavens, and excited human faces, and the flashing of swords, and the howling of dogs near the huts at night, and the neighing of horses that smelled blood. War! Sooner or later, repetitive tasks become boring. There are also unique, original assignments in the game, but they are only enough for the first time. Soon the moment comes for real exploits. When your reputation in one of the three “story” countries reaches ten, you can begin completing story missions for that state.

To start the script about Polish-Lithuanian Commonwealth, it is enough to turn to any noble gentleman and agree to take his side. From now on, the fate of Poland should be discussed with all the Poles encountered until one of them offers to find Pan Zagloba. And once you find him, Zagloba will know what to do.

Scenario Zaporozhye Sich It's a little more difficult to get started than the other two. The first order is given by an arbitrary Russian commander. You will have a conversation with him about False Dmitry, and for additional information you will be required to help in a raid on the Poles. Destroy any three villages of the Polish-Lithuanian Commonwealth, and the boyar will point to the person you need.

It's time and honor to know

Not everyone likes to storm the heights of political Olympus. Tired of the worries of camp life, you can always retire. All you have to do is “take action” in the camp menu and then “terminate the life of an adventurer”. That's it: fanfare, end of the road.

This is interesting: Experienced players sometimes compete with each other in speedrunning games.

The developers decided to make fun of them. The fastest way to complete the game is to select the “Leave” option in the dialogue before creating a character.

The retirement screen provides a neat list of all your accomplishments. It depends on them who the hero will retire from military affairs. In the worst case, he will eke out a miserable existence. At best, he will become a loyal hand of the sovereign and focus on governing the country. If the result you see upsets you, it will not be too late to come to your senses and achieve a better life for your character.

We hope that our tips, coupled with the training built into the game, will be enough to get back on your feet and get stronger. The world of “Fire and Sword” awaits its heroes. Wherever fate takes you, let the sword and fire be your help in times of need, noble lords!

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“There are rumors that if our merciful king starts a war with Turchin, the prince-voivode will come to the Crimea with fire and sword, and these rumors are welcome throughout Ukraine and the Lower Region, for if we don’t walk in Bakhchisarai under his leadership, then under whose else?

- Let's take a walk, true god! - the Kurtsevichs responded.

Henryk Sienkiewicz, “With Fire and Sword”

A man is tempered in the crucible of history. Give me a plot of land in Poland. A saber, a vodka, a horse. Mikolkin Do dragoons dream of sniper rifles? We write a letter to the Turkish Sultan

The smell of gunpowder is becoming more and more noticeable over Eastern Europe. The turning point is about to come and the world will be transformed.

You and I know who ended up on the horse and who was under his hooves. But the mosaic of history could have turned out differently if there had been one more ambitious person on Earth in those days...

The authors of the new Mount & Blade took on fertile material. Correctly approach the image of a free governor in the era glorified by Sienkiewicz, and the result will not be a game - candy! Tweak the mechanics of the original, patch up the artificial intelligence, deepen the process everywhere, and the wrapper will favorably emphasize the charm of the content. If everything works out.

This is probably what a GPRS navigator looks like for migratory birds.

The old "Hero's Story" was about the pseudo-European Middle Ages. A universal topic that everyone can understand. But the fictional Calradia never dreamed of the intensity of passions inherent in Eastern Europe in the mid-17th century. The chosen period provides plenty of fodder for a fascinating and emotional narrative. From now on, behind the game action there is a real story, filling every little thing with meaning. There are no more alien, abstract names on the map. Now you can visit familiar Novgorod and Minsk, Vyborg and Warsaw, Moscow with its Place of Execution and St. Basil's Cathedral. Or, say, Bakhchisarai, which has faded into the shadows of the past, but is memorable at least according to Pushkin.

The key features of the game remain the same. Our hero still starts the game as an unknown tramp; while traveling, he slowly gains experience and acquires loyal associates and simple associates. Mainly for hard cash, which still needs to be earned by fighting off robbers and overcoming other difficulties of a wandering life. As time goes on, there is more money in the wallet, and, accordingly, more fighters in the squad. As the army grows, so do the claims. Our ward dreams of ending his career as a close associate of one of the great rulers. Or even the great ruler himself, and with a noble army under his command.

And here the new game compares favorably with its predecessor. In A Hero's Tale, the taste of great achievements was rather insipid: from small skirmishes to big battles, the hero grew in level, accumulated wealth and possessions... but the game world greeted his successes with only tacit acceptance. In "Fire and Sword" the player's achievements are given more visual, tangible weight.

The game quickly inclines the hero to choose a side. The young leader will disperse the petty bandits, provide the peasants with the desired goods, and will soon take on the instructions of a big man - some master or boyar. And here there is no escape from the call of History. Soon we will have to choose a side, decide who is dearer to us: Bogdan Khmelnitsky or Jan Kazimir, Alexey Mikhailovich or Stepan Razin, who is aiming for his place, and maybe even the Lithuanian tycoon Radziwill. You can also enlist in the service of the Turks and Swedes, however, in these cases the game will be plotless. But three campaigns should be enough to enjoy every little detail. It takes about sixty hours to complete the entire story tree.

The magic word "progress"

Another miracle of modern tactical thought: a circle of carts.

The game is no longer in the Middle Ages, but in modern times. Some things are irrevocably a thing of the past - for example, knightly tournaments. And the places are not right for them. In these parts, from time immemorial, men favored tavern fights.

Overall, progress has brought more than it has taken away. Gunpowder weapons became widespread throughout the world. It is capable of striking down an armored Reitar and has completely driven crossbows out of use.

The approach to capturing cities and fortresses has changed. Engineering thought has finally matured to the point of using ladders in quantity during an assault. Laughter is laughter, and the tactical depth of assaults has noticeably increased, because now you can attack in several directions. In addition, you can place a powder charge under the wall. And then try to break through the gap created by the explosion. Or give up trying to take the enemy by storm and poison his wells. Without water it is impossible to withstand a long siege.

However, guns, pistols and military tricks are all men's pastimes. While the stronger sex was learning to destroy each other's hunters, women were doing the real thing. How they learned to sing by the 17th century is something that needs to be heard. Here it is, the soul of the game: in the bewitching voices of the female choir, singing about the joys and sorrows of those times. Gives me goosebumps! And even if nothing else from the soundtrack is remembered, you want to listen to these songs and listen to them again.

He had one joy: war, war

“Your grace, as I see it, there are few campaigns with the grassroots that have glorified you.”

- A small war - a little glory, a great war - great glory.

The secret to the success of an epic game is the right balance of elements, interpenetrating mini-games. If they are selected in the right proportions, when mixed, gold is obtained. The previous Mount & Blade suffered from unevenness: dense here, empty there. The combat system was developed much better than anything else. The developers of “With Fire and Sword” tried to achieve greater balance and tighten up the weak points.

The costumes and weapons were painstakingly recreated. Historical realities are observed: behind every boyar or nobleman there is a real historical figure. And in this beautifully tailored, truthful world, the hero now even has a purpose for being.

What any game in the series would be The combat system was developed much better than anything else. no missions? We dare say a much less memorable experience. To some extent, the three plots of “With Fire and Sword” take the game to a new level. They just still lack significance.

The developers have done a great job to make the world of the game historical and authentic. The costumes and weapons were painstakingly recreated. Historical realities are observed: behind every boyar or nobleman there is a real historical figure. And in this beautifully tailored, truthful world, the hero now even has a purpose for being. One thing is missing, but an important one - the breath of living history. It is enough for a tactical game, but for a story game it is formulaic and flat. Alas.

Much has improved. Updated graphics. Opportunities have expanded. A quick battle mode has appeared. Life in Eastern Europe is more fun than in good old Calradia. And it became more pleasant to wave a saber, to lead a detachment, and to advance big politics. There is somewhere for the free soul to roam.

Only, in essence, the old fairy tale in a new way remained a tactical action movie with a set of side “fun”. Of course, in dizzying battles you forget about the details. Maybe because they remained details? It's a bit of a pity for the unrealized potential. After all, the groundwork for more is great. Create a powerful, full-blooded plot, balance other elements of the game with battles - and this will be a five-year event at least. Practically " Much has improved. Updated graphics. Opportunities have expanded. A quick battle mode has appeared. Life in Eastern Europe is more fun than in good old Calradia. And it became more pleasant to wave a saber, to lead a detachment, and to advance big politics. There is somewhere for the free soul to roam."with passions for Sienkiewicz.



How much your humble servant would give for just one built-in mini-game “write a letter to the Turkish Sultan”! Nobody promised, but I thought - what if? Who knows, maybe in the future... After all, the original Mount & Blade was once born from one man’s dream of the perfect game. A game that will have everything he wants.

In the meantime - while your swords are drawn, and forward, on a dashing horse, to defeat your enemies! Don't relax too much, Sultan!


ADVANTAGES FLAWS
Fun
8
three branched campaigns, combat, varied gameplaymonotonous tasks, uneven elaboration of components
Graphic arts
7
textures and animations have improvedold angular engine
Sound
8
singing of the Moscow Ethnographic Theatergeneral dullness, no voice acting of dialogues
Game world
8
changing world, historical accuracyflat dialogues, cardboard drama
Convenience
9
intuitive character controltactical command, minor flaws

once arose from one man's dream of the perfect game. A game that will have everything he wants.

The map of Eastern Europe is dotted with various settlements. Let's look at them in detail.

Looking around our native land

Lord's Hall. People of noble blood and their guests come here to receive them. They are approached for instructions, to carry them out, or in search of the right person from the same country.

Tavern. Hot spot. In total, there are usually three or four people in the tavern: the innkeeper, the mercenary and a couple of other visitors.

Innkeeper. You can contact the owner of the establishment for lodging and entertainment. It costs much more than just spending a night in the city - as much as twenty-five thalers. But strength is restored at lightning speed. And for a tidy sum you can sign up for all visitors and increase your reputation.

On a note: in the city, your squad requires only half of the usual payments. So restoring strength here is not only safer, but also more economical than in an open field.

Mercenary. There are a variety of them in taverns. Local and newcomers, experienced and still green, numerous and unique. But everyone is ready to join your squad for a reasonable fee.

Satellite. Special mercenaries are also looking for a worthy commander in taverns. We will talk about them in detail later.

Bookseller. You can purchase valuable goods from these traveling hustlers for a hefty sum. Reading books at rest and during long sieges has a good effect on the hero.

Mediator. A man who can sell your captives into slavery for good money. If the moral aspect doesn’t bother you, this is a good way to get rich.

Traveler. Knowledgeable comrade. If you are looking for a person around the world and cannot find him, for a reasonable fee the traveler will indicate his current location.

Visitor. Just a regular who came to have a good time. If he is in the mood, you can offer him a fist fight. And bet for a victory for a small amount. It’s not for fun to hit each other.

Let's say that the result of the dispute did not suit you, or your friend was simply not a good person. You can seriously quarrel with a visitor and show the adversary in the backyard how much he can do, already with a weapon in his hands. Just don't be surprised if he calls a couple of friends to help!

On a note: If a regular is not very eager to fight, it’s worth trying to get him drunk first. But keep in mind: you won’t meet drunk customers in the taverns of the Crimean Khanate. Alcohol is, after all, prohibited for Muslims.

Market. Here some get rich, while others leave their savings. For greater convenience, goods are distributed among four merchants. The most savvy can also walk around the market and find out what profitable deals can be made today.

. Here some get rich, while others leave their savings. For greater convenience, goods are distributed among four merchants. The most savvy can also walk around the market and find out what profitable deals can be made today.

The same city, only much less populated and somewhat better fortified. Taverns and markets are not kept in fortresses, but they are still allowed to stay. And even to the noble gentlemen staying in the fortress, if you ask politely, they will let you in.

The same city, only much less populated and somewhat better fortified. Taverns and markets are not kept in fortresses, but they are still allowed to stay. And if you ask politely, they will let you in to see the noble gentlemen staying in the fortress.

The pub is crowded today. So, the fight will be great!

The common people have a simple life. What can be done in the village?

Walk around the center. Sometimes you need to look around the village and find someone. Most often you will be interested in the local elder. You can talk with him about the state of affairs in the village, buy livestock, and recruit recruits. And sometimes there is a job for a compassionate guest.

Visit the market. The rural market is different from the urban one. Peasants sell food and the simplest household items. And they do not pay in specie, which they have never had before. They prefer natural exchange. Although they will not refuse your money.

Force the peasants to give up supplies. If your threats are convincing enough, the peasants will part with part of their supplies. But if you give in, you will feel what the anger of the people is like.

Steal livestock. If you can’t come to an agreement with the headman, why not just take away the desired cow without asking? The main thing is not to get caught.

Loot and burn the village. If you break the resistance of the peasants, you can make a lot of money. Please note that this terribly worsens relations with the village and the country that owns it. The burned village will be empty for some time, and then will return to its former life.

Mercenary camp

The best way to quickly put together a large squad is to visit one of the five camps scattered around the map, one for each country. There are five types of fighters available for recruitment. After you pay for the services of a certain class of mercenaries in the camp, others will no longer be available to you until the previous ones leave you for some reason. Until then, in the camp it will be possible to join the ranks of selected warriors and purchase more effective weapons and equipment for them.

This is how the sons of the fatherland mature

A character is made up of characteristics, skills and the ability to wield various weapons. There are only four characteristics: There are only four characteristics:. They give small advantages and determine how much the hero can develop his skills. And this is where the significance of any character lies. The development limit of a skill is equal to the characteristic to which it is assigned, divided by three without a remainder.

Each level brings one stat point and one skill point.

It is important: When selecting skills, keep in mind that they are divided into personal and squad. A personal skill affects who has developed it. Squad skills affect the entire group. If there are two people in a group with a squad skill, it does not stack. It is assumed that the most capable person is involved in this matter. So there is no point in developing each of the squad skills for more than one squad member.

Characteristics and skills

If there are two people in a group with a squad skill, it does not stack.

The main thing it is needed for is to carry more advanced equipment. The best weapons and armor require high strength. The fact that each point in strength gives one health point is a nice bonus. Finally, a strong hero hits harder.

Iron skin. Increases health by 2. From the “if there is nowhere to put it” category. But you can never have too many points, and to feel the difference, you need to significantly develop your skill. Go ahead.

A strong beat. Increases damage from all melee weapons by 8%. If you want your hero to be in the front ranks of the army and encourage fighters to perform great deeds by personal example, this is your skill.

Powerful throw. It also increases damage, but from throwing weapons and by as much as 10%. For those whose weapon of victory is a well-balanced hatchet, this skill is valuable. Moreover, a certain level of skill is needed in order to use the best throwing weapons.

Powerful shot. The increase in damage for this skill is the highest - 14%. Although the draw of some bows simply does not allow the damage to increase beyond a certain level. If you are planning to become an archer, take it.

If you are planning to become an archer, take it.

The mounted fighter is a case where the whole is greater than the sum of its parts.

It is important for the equestrian, since thoroughbred horses are demanding of this characteristic. It will also be useful for others: each point brings 5 ​​units of skills and speeds up the hero’s attacks by 0.5%.

Weapon ownership. Increases the limit to which weapon skills can be increased. Each invested unit increases it by 40. We take it when we approach the top bar in any skill. If, of course, we plan to further develop it.

Shield mastery. Shield damage is reduced by 8%. The hero blocks attacks faster and easier. Let the strength of the shield be restored in each new battle, but there is little joy when it shatters into pieces in the heat of battle. Therefore, the skill is very useful for everyone who uses a shield.

Athletics. Running faster. The benefit is doubtful. You need to invest too many points to gain a tangible advantage over other infantrymen. And the horseman will overtake you and overtake you anyway.

Horseback riding. A hero with this skill gallops faster and can handle more thoroughbred horses. The advantage of horsemen is enormous in any battle except assault. One of the most useful skills.

Shooting on horseback. Who wouldn't want to shoot more accurately, more painfully, and not fall out of the saddle? Those who would not like to invest in other skills. And for a horse archer - just right.

Collecting trophies. Squad skill. Increases profit from any loot by 10%. There will be more of it, in addition, things will be of better quality. A nice, though not vital, skill.

Shooting on horseback

Compared to other characteristics, this one is noticeably more significant. After all, for increasing intelligence, the hero receives additional skill points. In addition, intelligence is associated with many skills.

Education. Allows honored heroes to share their knowledge with young ones once a day. Everyone who is below the character's level receives a little experience (a higher skill means more is transferred). Quickly pays for the invested points. It should be developed as early as possible and to the limit. If satellites also join in the training, the experience of your army will grow by leaps and bounds.

Tracking. Squad skill. Allows you to see on the map traces of recently passed units. And when developing a skill, some information about them. All this is more curious than useful. So it’s quite possible to save points and take a companion with this skill into your squad.

Tactics. Squad skill. Increases your Tactics in battle. But only for every second point in skill. The usefulness of this greatly depends on the settings for the scale of the fights. One fighter out of a hundred is not enough. One out of twenty is already significant.

Finding the way. Squad skill. Speeds up movement around the map by 3%. Very often, these few percent turn out to be critical in the question of “who will catch up with whom.” It is better not to rely on companions, but to develop this important skill on your own.

Vigilance. Squad skill. Expands the visibility of the group on the global map by 10%. It can be useful to spot the enemy from afar, but there are many more useful things.

Oh, what could I throw away so that I don’t have to throw anything away, and so that there’s still room left...

Logistics. Provides six additional spaces for items and equipment. If you manage to do without this skill, honor and praise to you. And if there are always not enough places, don’t skimp, spend a point.

Dressing wounds. Speeds up squad healing by 20%. Without this skill, you will have to constantly stop to rest. And the safety of city walls may be too far away. So it's a necessary skill. It is only important to decide: to develop it in your hero or to find a knowledgeable companion. Fortunately, there are skilled healers among them.

Surgery. Squad skill. For each point, any warrior in the squad has a 4% chance of not dying when receiving a normally fatal wound. A very useful skill, and the further you go, the higher its importance. After all, you will have more and more troops.

First aid. Squad skill. Each unit is five percent of your health restored after the battle. Dressing wounds is probably more useful if you're not fighting a lot of fights back to back.

Engineering. Squad skill. Helps build siege engines and strengthen your possessions. Moderately useful.

Belief. Helps in negotiations, persuasion, intimidation. Depending on the playing style, it will be completely useless for some, but will bring great benefits to others. One thing is for sure - at first it is worth focusing on more important skills for survival.

Charisma

Each point in charisma increases the maximum squad size by one.

Leadership. Increases maximum squad size by 5, increases morale and reduces maintenance costs by 5%. A lot of useful things in one skill.

Trade. Squad skill. Your transactions become 5% more profitable. In addition, you will learn about profitable trading offers faster. It is worth getting a knowledgeable companion - a merchant, and saving your points for other important skills.

.Squad skill. Your transactions become 5% more profitable. In addition, you will learn about profitable trading offers faster. It is worth acquiring a knowledgeable companion - a merchant, and saving your points for other important skills.

There are plenty of all kinds of clubs, axes, spears, swords, axes and other murder weapons in the game. They differ in attack speed and damage caused (and ranged weapons also differ in accuracy and ammo reserves). Weapons are divided by damage type into There are plenty of all kinds of clubs, axes, spears, swords, axes and other murder weapons in the game., It differs in attack speed and damage caused (and ranged weapons also differ in accuracy and ammo reserves). Weapons are divided by damage type into, stabbing. The type determines the timing of the swing and the method of avoiding the blow.

On a note: wounds from blunt weapons are less likely to be fatal. If you want to take many prisoners, arm your troops with clubs.

In addition, instruments of war are also divided into classes of development. If the hero knows how to swing a halberd, that means he can handle a reed just as well. We improve our weapon skills in two ways.

At each level we are given 10 points. We can put them all into one skill, but then we will soon reach the bar set by the Weapon Mastery skill. In addition, the higher the skill, the more points it costs to further advance in it. Therefore, choose several areas of development. One class of weapon for close combat, one for ranged combat and, if desired, a backup option for special cases.

Do you want to be a glorious hussar and faithfully serve the Polish-Lithuanian Commonwealth? Train hard!

In addition, skills increase with their successful use. We cut down a dozen enemies with a saber - we learned how to hit harder and faster. So the skill rises even above the allowed maximum.

One-handed weapon. There are plenty of varieties of it in the game, it’s impossible to list them all. The key and common advantage for all of them is that you can take a shield in your second, free hand. And it significantly increases the fighter’s chances of survival.

Two-handed weapon. Too big to handle with one hand. Although there are examples that are handy to use this way and that. Usually the swing of such a weapon is long, but the impact force is significant.

Polearm weapon. Extremely dangerous if handled skillfully. One on one, you can simply keep an enemy with a short blade away from you at a dangerous distance. Some spears allow a mounted warrior to ram an opponent. It can be either one-handed or two-handed.

Luke. If someone thinks that bows are morally outdated, let them tell the Tatar raiders about it. And in the 17th century, bows still had an important advantage over other ranged weapons: speed. Circling around the enemy on horseback and showering them with a hail of arrows is a time-tested tactic.

Firearms. Gunpowder is power! Shotguns and pistols hit far, quite accurately and very powerfully. Such a weapon has only two problems. Small: you can’t shoot some guns on horseback - the risk of falling off your horse is too great. Big: Reloading takes forever.

Throwing weapons. For lovers of exotic things. A well-thrown knife or dart hits the enemy no worse than any other weapon. But the reserves for each battle are too small and the distance over which they fly is too small. It is usually easier to cut down an enemy in hand-to-hand combat.

And all for one!

As we have already mentioned, you can meet companions in taverns. There are a total of sixteen of them roaming the lands of the game. Each one has a character, a history, and preferences. Some people don't get along with each other. Many people have painful issues. A wise commander will respect the pride of his subordinates so that they do not quarrel with him and with each other.

After all, the trouble is worth it. Many companions are skilled fighters, others are talented managers and healers. There are a lot of useful squad skills in the game; you can’t pay enough attention to everything alone. This is where satellites come in handy. A well-chosen team will mitigate the shortcomings of their boss.

Companions cannot die in battle. Unless they lose consciousness. And if it turns out that your companion leaves you, say, if you are captured, do not despair. Look again and you will find it in one of the taverns.

So, it's time to introduce you to these fine ladies and gentlemen.

Pan Zagloba. An old nobleman, boastful, loud and quarrelsome. Servant to the king, father to the soldiers. He does not like it when his salary is delayed and he is poorly fed. Level 3. Iron Skin 5. Power Strike 3. Weapon Skill 75.

It is important: in the campaign dedicated to the Swedish invasion of the Polish-Lithuanian Commonwealth, Pan Zagloba is an obligatory companion. You will need to find it immediately. In this, as in the search for other companions, your best assistants are travelers in taverns.

Tepes. A scion of the Transylvanian rulers, a distant descendant of Prince Vlad, nicknamed Dracula. Weighed down by family glory. Level 5. Leadership 3. Training 2. Riding 2. Many military skills each 1. Weapon skill 60.

Father Spasokukotsky. A priest who was defrocked for drunkenness and scandals. He wields a long pike and an equally long tongue equally well. Does not tolerate those who lose. Level 4. First aid 3. Surgery 2. Trade 1. Wound dressing 1.

Cossack Mamai. He appears to everyone as a distant descendant of “that same” Mamai. The embodied spirit of the Cossacks. He despises commanders fleeing the battlefield. Level 10. Power Strike 3. Horseback Riding 3. Athletics 3. Weapon Skill 135. Mamai is an obligatory companion in the Zaporozhye Sich campaign, but not from the very beginning.

Karlsson. Drunken Swedish Landsknecht. He even drank away his personal weapon, but the cuirass remained with him. Level 5. Many military skills of 2. Weapon skill 70 (Polearmed - 130).

Fedot. A fugitive archer from the Kremlin hunting order. Doesn't believe in fairy tales. An ardent defender of the common people, he will not allow them to be robbed and oppressed. Level 6. Athletics 2 Pathfinding 2. Pathfinding 2. Many combat skills each 1. Weapon skill 50 (Guns - 100)

Level 5. Logistics 4. Trade 4. First Aid 2. Weapon Skill 65.

Elisha. The youngest boyar son. Tragically ill... allergic to alcohol. His service in Rus', of course, did not go well. Joined the willing people. Does not deal with robbers and those who do not remember debts. Level 2. Horseback riding 4. Athletics 1. Weapon skill 50.

Bakhyt. Tatar executioner, dismissed due to reduction. Fate was often unkind to him. But he performs his service steadfastly as long as he is fed properly. Level 7. Powerful Strike 4. Holding Prisoners 2. Weapon Skill 40 (Two-Handed - 130)

Olgerd. Orthodox Litvin from the Smolensk region. A nobleman, he led squadrons in attacks more than once. During the war, his lands passed into the hands of the Moscow Tsar, but he himself remained loyal to the nobility. Level 3. Many combat and military skills of 1. Weapon skill 60.

Victor de la Buscador. The origin is dark, but it is clear that he is a nobleman. He was the commander of Radziwill's mercenary infantry. He left the service for love, but the beauty turned out to be flighty. Well equipped and armed. Level 9. Tactics 4. Leadership 2. Combat skills 1 each. Weapon skill 125.

Kick it. Tatar troublemaker. He incited part of the Nogai horde to oppose Khan Giray. Now he stays away from his native lands. Very demanding, irritated by any violation of discipline. Level 6. Horsemanship 3. Athletics 2. Weapon skill 80.

Sarabun. Kyiv doctor. Tries to use patients according to the methods of the French engineer Boplan. Contrary to what was expected, he copes well with the duties of a squad healer. Opponent of robbery. Level 5. Wound Dressing 4. Surgery 3. First Aid 3. Weapon Skill 50.

Oksana. The most natural Ukrainian girl. Poltava Vorozhka. She wanders because in her old place she was accused of causing cow deaths. Her craft forbids her from killing people. Level 3. Trade 2. Many skills of 1. Weapon skill 40.

Ingri. Swedish sutler. Cynical, unprincipled, bitchy... but what a housewife! After a shipment of wine that “smelled of horse urine,” he no longer supplied goods to the Swedish army. Level 5. Logistics 4. Trade 4. First Aid 2. Weapon Skill 65.

Varvara. Russian woman, originally from Novgorod. He enters the burning huts and stops galloping horses. Heavy on her hand - she accidentally killed her husband with a rolling pin. After which she fought off the guards and went to fight. Level 5. Trade 2. Healing skills 2 each. Weapon skill 50.

Fatima. Tatar, slender as a gazelle and dangerous as a leopard. Former bodyguard of the beloved wife of the Turkish Sultan. The Sultan once strangled his wife and sent Fatima for sale. She escaped, cutting out the guards. Does not tolerate cowardice or dishonesty. Level 8. Powerful throw 4. Athletics 4. Combat skills 1 each. Weapon skill 90.

On behalf of the noble master

Why do those in power live in the world? Of course, to provide our hero with tasks! Without them, life would be monotonous. They are a good source of money, experience and reputation. If we exclude introductory and story quests, there are eight types of quests left.

Deliver the letter. Messengers are difficult in Eastern Europe. Noble gentlemen will often ask you to convey a message to someone. This is a simple matter. Most likely, the right person can be found in his own domain. You hand over the letter personally, and the job is done. If the comrade you are looking for is not at home, it is worth asking around other lords and travelers in taverns. And you don’t have to think about the difficulties of the way back. The reward for such a task is presented by the recipient.

Kill the robber. Here you will have to work hard. True, you don’t need to spend a long time looking for your adversary all over the world. The employer reports in which locality he was last seen. This is where the horse should be directed. On the spot we rely only on ourselves. Passers-by are unlikely to tell you where to look for the scoundrel. Look out for a nervous person who can't find a place for himself. The robber will probably be hiding in the nooks and crannies or propping up the wall of some building. Convict him of crimes. The bandit will have to run away from you in battle. Nobody needs him alive, so you can shoot him in cold blood on the spot and return to your employer for a well-deserved reward.

In the villages, to the delight of all peasants, the famous cabbage has now grown.

Collect a debt from a nobleman. In high circles, the bad habit of taking money and not returning it is no less common than among ordinary people. Helping to clear out debt is a costly endeavor, but a rewarding one. First you need to find the debtor. He is usually ready to return the money... but not all of it. You have to pay the rest out of your own pocket. But it's never too late to haggle a little! And also - to put pressure on the debtor’s conscience. This will worsen your relationship, but will bring you closer to completing the task.

Explore villages. The only thing that's easier is delivering letters. The nobleman names three settlements. You just need to get to each of them, and then return to the employer with a report.

Provoke a war. The task is simple in essence, but requires difficult moral choices. A warlord who wants to start a small, victorious war is looking for a sacrificial lamb for this purpose. You can help him. He sets requirements for the daredevil. You need a fighter suitable for them. He is sent to the enemies with a letter testifying to the treachery of their sovereign. The daring envoy dies, hostilities begin, and you leave the governor with a reward.

Train peasants in the village. A safe and well-rewarded task. You need to arrive at the named village, spend a little time training the villagers and conduct a training fight with them on poles.

Bring a squad of fighters. Clear as day. The ruler needs warriors. You supply him with these warriors. They are usually easiest to recruit from a mercenary camp.

A duel with a lord who insulted a lady. The only task that is given not by the high lords themselves, but by their wives. It happens that a lady in a conversation complains about an offender who is spreading bad rumors about her. The slanderer must be found and challenged to a duel. If you successfully defend her honor, the lady will show you her favor and, on occasion, will plead for you with her husband.

It happens that not only big people, but also ordinary peasants need help. The village headman also sometimes gives us some work to do.

Bring the cattle. It's not a complicated matter. It doesn’t matter how the cattle will be obtained. You can steal it from a richer village, you can buy it. The main thing is to drive the cheerfully mooing little cows into the village safe and sound and hand them over to the headman.

Deliver goods. To get the most out of an assignment, it helps to know the market conditions. Knowledge of history also helps: the realities of time and place are strictly observed. Where did salt come from on most Russian tables? Right. So, the prices for it will be lower there.

Deal with the robbers. Dashing people got into the habit of robbing peasants returning from city fairs. This is a good opportunity for you to profit from trophies and earn a reputation.

Deal with the robbers

It was foreshadowed by signs in the heavens, and excited human faces, and the flashing of swords, and at night howling dogs near the huts, and the neighing of horses that smelled blood. War!

Henryk Sienkiewicz, “With Fire and Sword.”

It’s better to lay down a violent head on the battlefield than such a situation!

Sooner or later, repetitive tasks become boring. There are also unique, original assignments in the game, but they are only enough for the first time. Soon the moment comes for real exploits. When your reputation in one of the three “story” countries reaches ten, you can begin completing story missions for that state.

To start the script about It was foreshadowed by signs in the heavens, and excited human faces, and the flashing of swords, and the howling of dogs near the huts at night, and the neighing of horses that smelled blood. War!, it is enough to turn to any noble gentleman and agree to take his side. From now on, the fate of Poland should be discussed with all the Poles encountered until one of them offers to find Pan Zagloba. And once you find him, Zagloba will know what to do.

To start the script about Polish-Lithuanian Commonwealth begins with a request from a subject of the Zaporozhian Army. A Cossack village was attacked by bandits, help is needed. When they are driven out, the mortally wounded old man will tell you about a certain Black Hetman. Questions from the Cossack governors will show that your friend Jacques de Clermont knows something about the Hetman. So the wheels started turning.

Scenario Zaporozhye Sich It's a little more difficult to get started than the other two. The first order is given by an arbitrary Russian commander. You will have a conversation with him about False Dmitry, and for additional information you will be required to help in a raid on the Poles. Destroy any three villages of the Polish-Lithuanian Commonwealth, and the boyar will point to the person you need.

It's time and honor to know

Not everyone likes to storm the heights of political Olympus. Tired of the worries of camp life, you can always retire. All you have to do is “take action” in the camp menu and then “terminate the life of an adventurer.” That's it: fanfare, end of the road.

This is interesting: Experienced players sometimes compete with each other in speedrunning games. The developers decided to make fun of them. The fastest way to complete the game is to select the “Leave” option in the dialogue before creating a character.

The retirement screen provides a neat list of all your achievements. It depends on them who the hero will retire from military affairs. In the worst case, he will eke out a miserable existence. At best, he will become a loyal hand of the sovereign and focus on governing the country. If the result you see upsets you, it will not be too late to come to your senses and achieve a better life for your character.



We hope that our tips, coupled with the training built into the game, will be enough to get back on your feet and get stronger. The world of “Fire and Sword” awaits its heroes. Wherever fate takes you, let the sword and fire be your help in times of need, noble lords!

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“There are rumors that if our merciful king starts a war with Turchin, the prince-voivode will come to the Crimea with fire and sword, and these rumors are welcome throughout Ukraine and the Lower Region, for if we don’t walk in Bakhchisarai under his leadership, then under whose else?

- Let's take a walk, true god! - the Kurtsevichs responded.

  • Man is tempered in the crucible of history
  • Give me a plot of land in Poland
  • Checker, vodka, horse Mikolkin
  • Do dragoons dream of sniper rifles?
  • We are writing a letter to the Turkish Sultan

A man is tempered in the crucible of history. Give me a plot of land in Poland. A saber, a vodka, a horse. Mikolkin Do dragoons dream of sniper rifles? We write a letter to the Turkish Sultan

The smell of gunpowder is becoming more and more noticeable over Eastern Europe. The turning point is about to come and the world will be transformed.

You and I know who ended up on the horse and who was under his hooves. But the mosaic of history could have turned out differently if there had been one more ambitious person on Earth in those days...

The authors of the new Mount & Blade took on fertile material. Correctly approach the image of a free governor in the era glorified by Sienkiewicz, and the result will not be a game - candy! Tweak the mechanics of the original, patch up the artificial intelligence, deepen the process everywhere, and the wrapper will favorably emphasize the charm of the content. If everything works out.

This is probably what a GPRS navigator looks like for migratory birds.

The old "Hero's Story" was about the pseudo-European Middle Ages. A universal topic that everyone can understand. But the fictional Calradia never dreamed of the intensity of passions inherent in Eastern Europe in the mid-17th century. The chosen period provides plenty of fodder for a fascinating and emotional narrative. From now on, behind the game action there is a real story, filling every little thing with meaning. There are no more alien, abstract names on the map. Now you can visit familiar Novgorod and Minsk, Vyborg and Warsaw, Moscow with its Place of Execution and St. Basil's Cathedral. Or, say, Bakhchisarai, which has faded into the shadows of the past, but is memorable at least according to Pushkin.

The key features of the game remain the same. Our hero still starts the game as an unknown tramp; while traveling, he slowly gains experience and acquires loyal associates and simple associates. Mainly for hard cash, which still needs to be earned by fighting off robbers and overcoming other difficulties of a wandering life. As time goes on, there is more money in the wallet, and, accordingly, more fighters in the squad. As the army grows, so do the claims. Our ward dreams of ending his career as a close associate of one of the great rulers. Or even the great ruler himself, and with a noble army under his command.

And here the new game compares favorably with its predecessor. In A Hero's Tale, the taste of great achievements was rather insipid: from small skirmishes to big battles, the hero grew in level, accumulated wealth and possessions... but the game world greeted his successes with only tacit acceptance. In "Fire and Sword" the player's achievements are given more visual, tangible weight.

The game quickly inclines the hero to choose a side. The young leader will disperse the petty bandits, provide the peasants with the desired goods, and will soon take on the instructions of a big man - some master or boyar. And here there is no escape from the call of History. Soon we will have to choose a side, decide who is dearer to us: Bogdan Khmelnitsky or Jan Kazimir, Alexey Mikhailovich or Stepan Razin, who is aiming for his place, and maybe even the Lithuanian tycoon Radziwill. You can also enlist in the service of the Turks and Swedes, however, in these cases the game will be plotless. But three campaigns should be enough to enjoy every little detail. It takes about sixty hours to complete the entire story tree.

The magic word "progress"

Another miracle of modern tactical thought: a circle of carts.

The game is no longer in the Middle Ages, but in modern times. Some things are irrevocably a thing of the past - for example, knightly tournaments. And the places are not right for them. In these parts, from time immemorial, men favored tavern fights.

Overall, progress has brought more than it has taken away. Gunpowder weapons became widespread throughout the world. It is capable of striking down an armored Reitar and has completely driven crossbows out of use.

The approach to capturing cities and fortresses has changed. Engineering thought has finally matured to the point of using ladders in quantity during an assault. Laughter is laughter, and the tactical depth of assaults has noticeably increased, because now you can attack in several directions. In addition, you can place a powder charge under the wall. And then try to break through the gap created by the explosion. Or give up trying to take the enemy by storm and poison his wells. Without water it is impossible to withstand a long siege.

However, guns, pistols and military tricks are all men's pastimes. While the stronger sex was learning to destroy each other's hunters, women were doing the real thing. How they learned to sing by the 17th century is something that needs to be heard. Here it is, the soul of the game: in the bewitching voices of the female choir, singing about the joys and sorrows of those times. Gives me goosebumps! And even if nothing else from the soundtrack is remembered, you want to listen to these songs and listen to them again.

He had one joy: war, war

“Your grace, as I see it, there are few campaigns with the grassroots that have glorified you.”

- A small war - a little glory, a great war - great glory.

The secret to the success of an epic game is the right balance of elements, interpenetrating mini-games. If they are selected in the right proportions, when mixed, gold is obtained. The previous Mount & Blade suffered from unevenness: dense here, empty there. The combat system was developed much better than anything else. The developers of “With Fire and Sword” tried to achieve greater balance and tighten up the weak points.

The costumes and weapons were painstakingly recreated. Historical realities are observed: behind every boyar or nobleman there is a real historical figure. And in this beautifully tailored, truthful world, the hero now even has a purpose for being.

What any game in the series would be The combat system was developed much better than anything else. no missions? We dare say a much less memorable experience. To some extent, the three plots of “With Fire and Sword” take the game to a new level. They just still lack significance.

The developers have done a great job to make the world of the game historical and authentic. The costumes and weapons were painstakingly recreated. Historical realities are observed: behind every boyar or nobleman there is a real historical figure. And in this beautifully tailored, truthful world, the hero now even has a purpose for being. One thing is missing, but an important one - the breath of living history. It is enough for a tactical game, but for a story game it is formulaic and flat. Alas.

Much has improved. Updated graphics. Opportunities have expanded. A quick battle mode has appeared. Life in Eastern Europe is more fun than in good old Calradia. And it became more pleasant to wave a saber, to lead a detachment, and to advance big politics. There is somewhere for the free soul to roam.

Only, in essence, the old fairy tale in a new way remained a tactical action movie with a set of side “fun”. Of course, in dizzying battles you forget about the details. Maybe because they remained details? It's a bit of a pity for the unrealized potential. After all, the groundwork for more is great. Create a powerful, full-blooded plot, balance other elements of the game with battles - and this will be a five-year event at least. Practically " Much has improved. Updated graphics. Opportunities have expanded. A quick battle mode has appeared. Life in Eastern Europe is more fun than in good old Calradia. And it became more pleasant to wave a saber, to lead a detachment, and to advance big politics. There is somewhere for the free soul to roam."with passions for Sienkiewicz.



How much your humble servant would give for just one built-in mini-game “write a letter to the Turkish Sultan”! Nobody promised, but I thought - what if? Who knows, maybe in the future... After all, the original Mount & Blade was once born from one man’s dream of the perfect game. A game that will have everything he wants.

In the meantime - while your swords are drawn, and forward, on a dashing horse, to defeat your enemies! Don't relax too much, Sultan!


ADVANTAGES FLAWS
Fun
8
three branched campaigns, combat, varied gameplaymonotonous tasks, uneven elaboration of components
Graphic arts
7
textures and animations have improvedold angular engine
Sound
8
singing of the Moscow Ethnographic Theatergeneral dullness, no voice acting of dialogues
Game world
8
changing world, historical accuracyflat dialogues, cardboard drama
Convenience
9
intuitive character controltactical command, minor flaws

once arose from one man's dream of the perfect game. A game that will have everything he wants.

The map of Eastern Europe is dotted with various settlements. Let's look at them in detail.

Looking around our native land

Lord's Hall. People of noble blood and their guests come here to receive them. They are approached for instructions, to carry them out, or in search of the right person from the same country.

Tavern. Hot spot. In total, there are usually three or four people in the tavern: the innkeeper, the mercenary and a couple of other visitors.

    Innkeeper. You can contact the owner of the establishment for lodging and entertainment. It costs much more than just spending a night in the city - as much as twenty-five thalers. But strength is restored at lightning speed. And for a tidy sum you can sign up for all visitors and increase your reputation.

    On a note: in the city, your squad requires only half of the usual payments. So restoring strength here is not only safer, but also more economical than in an open field.

    Mercenary. There are a variety of them in taverns. Local and newcomers, experienced and still green, numerous and unique. But everyone is ready to join your squad for a reasonable fee.

    Satellite. Special mercenaries are also looking for a worthy commander in taverns. We will talk about them in detail later.

    Bookseller. You can purchase valuable goods from these traveling hustlers for a hefty sum. Reading books at rest and during long sieges has a good effect on the hero.

    Mediator. A man who can sell your captives into slavery for good money. If the moral aspect doesn’t bother you, this is a good way to get rich.

    Traveler. Knowledgeable comrade. If you are looking for a person around the world and cannot find him, for a reasonable fee the traveler will indicate his current location.

    Visitor. Just a regular who came to have a good time. If he is in the mood, you can offer him a fist fight. And bet for a victory for a small amount. It’s not for fun to hit each other.

Let's say that the result of the dispute did not suit you, or your friend was simply not a good person. You can seriously quarrel with a visitor and show the adversary in the backyard how much he can do, already with a weapon in his hands. Just don't be surprised if he calls a couple of friends to help!

On a note: If a regular is not very eager to fight, it’s worth trying to get him drunk first. But keep in mind: you won’t meet drunk customers in the taverns of the Crimean Khanate. Alcohol is, after all, prohibited for Muslims.

Market. Here some get rich, while others leave their savings. For greater convenience, goods are distributed among four merchants. The most savvy can also walk around the market and find out what profitable deals can be made today.

. Here some get rich, while others leave their savings. For greater convenience, goods are distributed among four merchants. The most savvy can also walk around the market and find out what profitable deals can be made today.

The same city, only much less populated and somewhat better fortified. Taverns and markets are not kept in fortresses, but they are still allowed to stay. And even to the noble gentlemen staying in the fortress, if you ask politely, they will let you in.

The same city, only much less populated and somewhat better fortified. Taverns and markets are not kept in fortresses, but they are still allowed to stay. And if you ask politely, they will let you in to see the noble gentlemen staying in the fortress.

The pub is crowded today. So, the fight will be great!

The common people have a simple life. What can be done in the village?

Walk around the center. Sometimes you need to look around the village and find someone. Most often you will be interested in the local elder. You can talk with him about the state of affairs in the village, buy livestock, and recruit recruits. And sometimes there is a job for a compassionate guest.

Visit the market. The rural market is different from the urban one. Peasants sell food and the simplest household items. And they do not pay in specie, which they have never had before. They prefer natural exchange. Although they will not refuse your money.

Force the peasants to give up supplies. If your threats are convincing enough, the peasants will part with part of their supplies. But if you give in, you will feel what the anger of the people is like.

Steal livestock. If you can’t come to an agreement with the headman, why not just take away the desired cow without asking? The main thing is not to get caught.

Loot and burn the village. If you break the resistance of the peasants, you can make a lot of money. Please note that this terribly worsens relations with the village and the country that owns it. The burned village will be empty for some time, and then will return to its former life.

Mercenary camp

The best way to quickly put together a large squad is to visit one of the five camps scattered around the map, one for each country. There are five types of fighters available for recruitment. After you pay for the services of a certain class of mercenaries in the camp, others will no longer be available to you until the previous ones leave you for some reason. Until then, in the camp it will be possible to join the ranks of selected warriors and purchase more effective weapons and equipment for them.

This is how the sons of the fatherland mature

A character is made up of characteristics, skills and the ability to wield various weapons. There are only four characteristics: There are only four characteristics:. They give small advantages and determine how much the hero can develop his skills. And this is where the significance of any character lies. The development limit of a skill is equal to the characteristic to which it is assigned, divided by three without a remainder.

Each level brings one stat point and one skill point.

It is important: When selecting skills, keep in mind that they are divided into personal and squad. A personal skill affects who has developed it. Squad skills affect the entire group. If there are two people in a group with a squad skill, it does not stack. It is assumed that the most capable person is involved in this matter. So there is no point in developing each of the squad skills for more than one squad member.

Characteristics and skills

If there are two people in a group with a squad skill, it does not stack.

The main thing it is needed for is to carry more advanced equipment. The best weapons and armor require high strength. The fact that each point in strength gives one health point is a nice bonus. Finally, a strong hero hits harder.

Iron skin. Increases health by 2. From the “if there is nowhere to put it” category. But you can never have too many points, and to feel the difference, you need to significantly develop your skill. Go ahead.

A strong beat. Increases damage from all melee weapons by 8%. If you want your hero to be in the front ranks of the army and encourage fighters to perform great deeds by personal example, this is your skill.

Powerful throw. It also increases damage, but from throwing weapons and by as much as 10%. For those whose weapon of victory is a well-balanced hatchet, this skill is valuable. Moreover, a certain level of skill is needed in order to use the best throwing weapons.

Powerful shot. The increase in damage for this skill is the highest - 14%. Although the draw of some bows simply does not allow the damage to increase beyond a certain level. If you are planning to become an archer, take it.

If you are planning to become an archer, take it.

The mounted fighter is a case where the whole is greater than the sum of its parts.

It is important for the equestrian, since thoroughbred horses are demanding of this characteristic. It will also be useful for others: each point brings 5 ​​units of skills and speeds up the hero’s attacks by 0.5%.

Weapon ownership. Increases the limit to which weapon skills can be increased. Each invested unit increases it by 40. We take it when we approach the top bar in any skill. If, of course, we plan to further develop it.

Shield mastery. Shield damage is reduced by 8%. The hero blocks attacks faster and easier. Let the strength of the shield be restored in each new battle, but there is little joy when it shatters into pieces in the heat of battle. Therefore, the skill is very useful for everyone who uses a shield.

Athletics. Running faster. The benefit is doubtful. You need to invest too many points to gain a tangible advantage over other infantrymen. And the horseman will overtake you and overtake you anyway.

Horseback riding. A hero with this skill gallops faster and can handle more thoroughbred horses. The advantage of horsemen is enormous in any battle except assault. One of the most useful skills.

Shooting on horseback. Who wouldn't want to shoot more accurately, more painfully, and not fall out of the saddle? Those who would not like to invest in other skills. And for a horse archer - just right.

Collecting trophies. Squad skill. Increases profit from any loot by 10%. There will be more of it, in addition, things will be of better quality. A nice, though not vital, skill.

Shooting on horseback

Compared to other characteristics, this one is noticeably more significant. After all, for increasing intelligence, the hero receives additional skill points. In addition, intelligence is associated with many skills.

Education. Allows honored heroes to share their knowledge with young ones once a day. Everyone who is below the character's level receives a little experience (a higher skill means more is transferred). Quickly pays for the invested points. It should be developed as early as possible and to the limit. If satellites also join in the training, the experience of your army will grow by leaps and bounds.

Tracking. Squad skill. Allows you to see on the map traces of recently passed units. And when developing a skill, some information about them. All this is more curious than useful. So it’s quite possible to save points and take a companion with this skill into your squad.

Tactics. Squad skill. Increases your Tactics in battle. But only for every second point in skill. The usefulness of this greatly depends on the settings for the scale of the fights. One fighter out of a hundred is not enough. One out of twenty is already significant.

Finding the way. Squad skill. Speeds up movement around the map by 3%. Very often, these few percent turn out to be critical in the question of “who will catch up with whom.” It is better not to rely on companions, but to develop this important skill on your own.

Vigilance. Squad skill. Expands the visibility of the group on the global map by 10%. It can be useful to spot the enemy from afar, but there are many more useful things.

Oh, what could I throw away so that I don’t have to throw anything away, and so that there’s still room left...

Logistics. Provides six additional spaces for items and equipment. If you manage to do without this skill, honor and praise to you. And if there are always not enough places, don’t skimp, spend a point.

Dressing wounds. Speeds up squad healing by 20%. Without this skill, you will have to constantly stop to rest. And the safety of city walls may be too far away. So it's a necessary skill. It is only important to decide: to develop it in your hero or to find a knowledgeable companion. Fortunately, there are skilled healers among them.

Surgery. Squad skill. For each point, any warrior in the squad has a 4% chance of not dying when receiving a normally fatal wound. A very useful skill, and the further you go, the higher its importance. After all, you will have more and more troops.

First aid. Squad skill. Each unit is five percent of your health restored after the battle. Dressing wounds is probably more useful if you're not fighting a lot of fights back to back.

Engineering. Squad skill. Helps build siege engines and strengthen your possessions. Moderately useful.

Belief. Helps in negotiations, persuasion, intimidation. Depending on the playing style, it will be completely useless for some, but will bring great benefits to others. One thing is for sure - at first it is worth focusing on more important skills for survival.

Charisma

Each point in charisma increases the maximum squad size by one.

Leadership. Increases maximum squad size by 5, increases morale and reduces maintenance costs by 5%. A lot of useful things in one skill.

Trade. Squad skill. Your transactions become 5% more profitable. In addition, you will learn about profitable trading offers faster. It is worth getting a knowledgeable companion - a merchant, and saving your points for other important skills.

.Squad skill. Your transactions become 5% more profitable. In addition, you will learn about profitable trading offers faster. It is worth acquiring a knowledgeable companion - a merchant, and saving your points for other important skills.

There are plenty of all kinds of clubs, axes, spears, swords, axes and other murder weapons in the game. They differ in attack speed and damage caused (and ranged weapons also differ in accuracy and ammo reserves). Weapons are divided by damage type into There are plenty of all kinds of clubs, axes, spears, swords, axes and other murder weapons in the game., It differs in attack speed and damage caused (and ranged weapons also differ in accuracy and ammo reserves). Weapons are divided by damage type into, stabbing. The type determines the timing of the swing and the method of avoiding the blow.

On a note: wounds from blunt weapons are less likely to be fatal. If you want to take many prisoners, arm your troops with clubs.

In addition, instruments of war are also divided into classes of development. If the hero knows how to swing a halberd, that means he can handle a reed just as well. We improve our weapon skills in two ways.

At each level we are given 10 points. We can put them all into one skill, but then we will soon reach the bar set by the Weapon Mastery skill. In addition, the higher the skill, the more points it costs to further advance in it. Therefore, choose several areas of development. One class of weapon for close combat, one for ranged combat and, if desired, a backup option for special cases.

Do you want to be a glorious hussar and faithfully serve the Polish-Lithuanian Commonwealth? Train hard!

In addition, skills increase with their successful use. We cut down a dozen enemies with a saber - we learned how to hit harder and faster. So the skill rises even above the allowed maximum.

One-handed weapon. There are plenty of varieties of it in the game, it’s impossible to list them all. The key and common advantage for all of them is that you can take a shield in your second, free hand. And it significantly increases the fighter’s chances of survival.

Two-handed weapon. Too big to handle with one hand. Although there are examples that are handy to use this way and that. Usually the swing of such a weapon is long, but the impact force is significant.

Polearm weapon. Extremely dangerous if handled skillfully. One on one, you can simply keep an enemy with a short blade away from you at a dangerous distance. Some spears allow a mounted warrior to ram an opponent. It can be either one-handed or two-handed.

Luke. If someone thinks that bows are morally outdated, let them tell the Tatar raiders about it. And in the 17th century, bows still had an important advantage over other ranged weapons: speed. Circling around the enemy on horseback and showering them with a hail of arrows is a time-tested tactic.

Firearms. Gunpowder is power! Shotguns and pistols hit far, quite accurately and very powerfully. Such a weapon has only two problems. Small: you can’t shoot some guns on horseback - the risk of falling off your horse is too great. Big: Reloading takes forever.

Throwing weapons. For lovers of exotic things. A well-thrown knife or dart hits the enemy no worse than any other weapon. But the reserves for each battle are too small and the distance over which they fly is too small. It is usually easier to cut down an enemy in hand-to-hand combat.

And all for one!

As we have already mentioned, you can meet companions in taverns. There are a total of sixteen of them roaming the lands of the game. Each one has a character, a history, and preferences. Some people don't get along with each other. Many people have painful issues. A wise commander will respect the pride of his subordinates so that they do not quarrel with him and with each other.

After all, the trouble is worth it. Many companions are skilled fighters, others are talented managers and healers. There are a lot of useful squad skills in the game; you can’t pay enough attention to everything alone. This is where satellites come in handy. A well-chosen team will mitigate the shortcomings of their boss.

Companions cannot die in battle. Unless they lose consciousness. And if it turns out that your companion leaves you, say, if you are captured, do not despair. Look again and you will find it in one of the taverns.

So, it's time to introduce you to these fine ladies and gentlemen.

Pan Zagloba. An old nobleman, boastful, loud and quarrelsome. Servant to the king, father to the soldiers. He does not like it when his salary is delayed and he is poorly fed. Level 3. Iron Skin 5. Power Strike 3. Weapon Skill 75.

It is important: in the campaign dedicated to the Swedish invasion of the Polish-Lithuanian Commonwealth, Pan Zagloba is an obligatory companion. You will need to find it immediately. In this, as in the search for other companions, your best assistants are travelers in taverns.

Tepes. A scion of the Transylvanian rulers, a distant descendant of Prince Vlad, nicknamed Dracula. Weighed down by family glory. Level 5. Leadership 3. Training 2. Riding 2. Many military skills each 1. Weapon skill 60.

Father Spasokukotsky. A priest who was defrocked for drunkenness and scandals. He wields a long pike and an equally long tongue equally well. Does not tolerate those who lose. Level 4. First aid 3. Surgery 2. Trade 1. Wound dressing 1.

Cossack Mamai. He appears to everyone as a distant descendant of “that same” Mamai. The embodied spirit of the Cossacks. He despises commanders fleeing the battlefield. Level 10. Power Strike 3. Horseback Riding 3. Athletics 3. Weapon Skill 135. Mamai is an obligatory companion in the Zaporozhye Sich campaign, but not from the very beginning.

Karlsson. Drunken Swedish Landsknecht. He even drank away his personal weapon, but the cuirass remained with him. Level 5. Many military skills of 2. Weapon skill 70 (Polearmed - 130).

Fedot. A fugitive archer from the Kremlin hunting order. Doesn't believe in fairy tales. An ardent defender of the common people, he will not allow them to be robbed and oppressed. Level 6. Athletics 2 Pathfinding 2. Pathfinding 2. Many combat skills each 1. Weapon skill 50 (Guns - 100)

Level 5. Logistics 4. Trade 4. First Aid 2. Weapon Skill 65.

Elisha. The youngest boyar son. Tragically ill... allergic to alcohol. His service in Rus', of course, did not go well. Joined the willing people. Does not deal with robbers and those who do not remember debts. Level 2. Horseback riding 4. Athletics 1. Weapon skill 50.

Bakhyt. Tatar executioner, dismissed due to reduction. Fate was often unkind to him. But he performs his service steadfastly as long as he is fed properly. Level 7. Powerful Strike 4. Holding Prisoners 2. Weapon Skill 40 (Two-Handed - 130)

Olgerd. Orthodox Litvin from the Smolensk region. A nobleman, he led squadrons in attacks more than once. During the war, his lands passed into the hands of the Moscow Tsar, but he himself remained loyal to the nobility. Level 3. Many combat and military skills of 1. Weapon skill 60.

Victor de la Buscador. The origin is dark, but it is clear that he is a nobleman. He was the commander of Radziwill's mercenary infantry. He left the service for love, but the beauty turned out to be flighty. Well equipped and armed. Level 9. Tactics 4. Leadership 2. Combat skills 1 each. Weapon skill 125.

Kick it. Tatar troublemaker. He incited part of the Nogai horde to oppose Khan Giray. Now he stays away from his native lands. Very demanding, irritated by any violation of discipline. Level 6. Horsemanship 3. Athletics 2. Weapon skill 80.

Sarabun. Kyiv doctor. Tries to use patients according to the methods of the French engineer Boplan. Contrary to what was expected, he copes well with the duties of a squad healer. Opponent of robbery. Level 5. Wound Dressing 4. Surgery 3. First Aid 3. Weapon Skill 50.

Oksana. The most natural Ukrainian girl. Poltava Vorozhka. She wanders because in her old place she was accused of causing cow deaths. Her craft forbids her from killing people. Level 3. Trade 2. Many skills of 1. Weapon skill 40.

Ingri. Swedish sutler. Cynical, unprincipled, bitchy... but what a housewife! After a shipment of wine that “smelled of horse urine,” he no longer supplied goods to the Swedish army. Level 5. Logistics 4. Trade 4. First Aid 2. Weapon Skill 65.

Varvara. Russian woman, originally from Novgorod. He enters the burning huts and stops galloping horses. Heavy on her hand - she accidentally killed her husband with a rolling pin. After which she fought off the guards and went to fight. Level 5. Trade 2. Healing skills 2 each. Weapon skill 50.

Fatima. Tatar, slender as a gazelle and dangerous as a leopard. Former bodyguard of the beloved wife of the Turkish Sultan. The Sultan once strangled his wife and sent Fatima for sale. She escaped, cutting out the guards. Does not tolerate cowardice or dishonesty. Level 8. Powerful throw 4. Athletics 4. Combat skills 1 each. Weapon skill 90.

On behalf of the noble master

Why do those in power live in the world? Of course, to provide our hero with tasks! Without them, life would be monotonous. They are a good source of money, experience and reputation. If we exclude introductory and story quests, there are eight types of quests left.

    Deliver the letter. Messengers are difficult in Eastern Europe. Noble gentlemen will often ask you to convey a message to someone. This is a simple matter. Most likely, the right person can be found in his own domain. You hand over the letter personally, and the job is done. If the comrade you are looking for is not at home, it is worth asking around other lords and travelers in taverns. And you don’t have to think about the difficulties of the way back. The reward for such a task is presented by the recipient.

    Kill the robber. Here you will have to work hard. True, you don’t need to spend a long time looking for your adversary all over the world. The employer reports in which locality he was last seen. This is where the horse should be directed. On the spot we rely only on ourselves. Passers-by are unlikely to tell you where to look for the scoundrel. Look out for a nervous person who can't find a place for himself. The robber will probably be hiding in the nooks and crannies or propping up the wall of some building. Convict him of crimes. The bandit will have to run away from you in battle. Nobody needs him alive, so you can shoot him in cold blood on the spot and return to your employer for a well-deserved reward.

    In the villages, to the delight of all peasants, the famous cabbage has now grown.

    Collect a debt from a nobleman. In high circles, the bad habit of taking money and not returning it is no less common than among ordinary people. Helping to clear out debt is a costly endeavor, but a rewarding one. First you need to find the debtor. He is usually ready to return the money... but not all of it. You have to pay the rest out of your own pocket. But it's never too late to haggle a little! And also - to put pressure on the debtor’s conscience. This will worsen your relationship, but will bring you closer to completing the task.

    Explore villages. The only thing that's easier is delivering letters. The nobleman names three settlements. You just need to get to each of them, and then return to the employer with a report.

    Provoke a war. The task is simple in essence, but requires difficult moral choices. A warlord who wants to start a small, victorious war is looking for a sacrificial lamb for this purpose. You can help him. He sets requirements for the daredevil. You need a fighter suitable for them. He is sent to the enemies with a letter testifying to the treachery of their sovereign. The daring envoy dies, hostilities begin, and you leave the governor with a reward.

    Train peasants in the village. A safe and well-rewarded task. You need to arrive at the named village, spend a little time training the villagers and conduct a training fight with them on poles.

    Bring a squad of fighters. Clear as day. The ruler needs warriors. You supply him with these warriors. They are usually easiest to recruit from a mercenary camp.

    A duel with a lord who insulted a lady. The only task that is given not by the high lords themselves, but by their wives. It happens that a lady in a conversation complains about an offender who is spreading bad rumors about her. The slanderer must be found and challenged to a duel. If you successfully defend her honor, the lady will show you her favor and, on occasion, will plead for you with her husband.

It happens that not only big people, but also ordinary peasants need help. The village headman also sometimes gives us some work to do.

    Bring the cattle. It's not a complicated matter. It doesn’t matter how the cattle will be obtained. You can steal it from a richer village, you can buy it. The main thing is to drive the cheerfully mooing little cows into the village safe and sound and hand them over to the headman.

    Deliver goods. To get the most out of an assignment, it helps to know the market conditions. Knowledge of history also helps: the realities of time and place are strictly observed. Where did salt come from on most Russian tables? Right. So, the prices for it will be lower there.

    Deal with the robbers. Dashing people got into the habit of robbing peasants returning from city fairs. This is a good opportunity for you to profit from trophies and earn a reputation.

Deal with the robbers

It was foreshadowed by signs in the heavens, and excited human faces, and the flashing of swords, and at night howling dogs near the huts, and the neighing of horses that smelled blood. War!

Henryk Sienkiewicz, “With Fire and Sword.”

It’s better to lay down a violent head on the battlefield than such a situation!

Sooner or later, repetitive tasks become boring. There are also unique, original assignments in the game, but they are only enough for the first time. Soon the moment comes for real exploits. When your reputation in one of the three “story” countries reaches ten, you can begin completing story missions for that state.

To start the script about It was foreshadowed by signs in the heavens, and excited human faces, and the flashing of swords, and the howling of dogs near the huts at night, and the neighing of horses that smelled blood. War!, it is enough to turn to any noble gentleman and agree to take his side. From now on, the fate of Poland should be discussed with all the Poles encountered until one of them offers to find Pan Zagloba. And once you find him, Zagloba will know what to do.

To start the script about Polish-Lithuanian Commonwealth begins with a request from a subject of the Zaporozhian Army. A Cossack village was attacked by bandits, help is needed. When they are driven out, the mortally wounded old man will tell you about a certain Black Hetman. Questions from the Cossack governors will show that your friend Jacques de Clermont knows something about the Hetman. So the wheels started turning.

Scenario Zaporozhye Sich It's a little more difficult to get started than the other two. The first order is given by an arbitrary Russian commander. You will have a conversation with him about False Dmitry, and for additional information you will be required to help in a raid on the Poles. Destroy any three villages of the Polish-Lithuanian Commonwealth, and the boyar will point to the person you need.

It's time and honor to know

Not everyone likes to storm the heights of political Olympus. Tired of the worries of camp life, you can always retire. All you have to do is “take action” in the camp menu and then “terminate the life of an adventurer.” That's it: fanfare, end of the road.

This is interesting: Experienced players sometimes compete with each other in speedrunning games. The developers decided to make fun of them. The fastest way to complete the game is to select the “Leave” option in the dialogue before creating a character.

The retirement screen provides a neat list of all your achievements. It depends on them who the hero will retire from military affairs. In the worst case, he will eke out a miserable existence. At best, he will become a loyal hand of the sovereign and focus on governing the country. If the result you see upsets you, it will not be too late to come to your senses and achieve a better life for your character.



We hope that our tips, coupled with the training built into the game, will be enough to get back on your feet and get stronger. The world of “Fire and Sword” awaits its heroes. Wherever fate takes you, let the sword and fire be your help in times of need, noble lords!

The use of even the simplest tactical techniques allows the player to win battles even when the enemy is outnumbered and outnumbered. This short article describes several of the most common techniques that any beginner can easily master.

If the enemy's superior forces are cavalry(most often the Zaporozhye Army, the Polish-Lithuanian Commonwealth). We must remember that the best option would be pikemen/halberdiers. What's the best way to arrange people!? It is better to leave the pikemen/halberdiers in place, and place the shooters (if any) close behind them. Cavalry – go to the enemy’s flank and pin him down (infantry/shooters). The cavalry (melee) will fall on the pikemen/halberdiers, the archers will shoot them plus the cavalry (ranged) of the enemy, your cavalry will batter the infantry. Further actions: order a ceasefire and give the order to go on the attack, and then come what may, after all, this is not Total War, where there are thousands of battles. As a result, you will immediately take the enemy into a trap while significantly bleeding both his cavalry and infantry, which will significantly increase the chances of success.

Now consider the case with strong infantry(Kingdom of Sweden). It is better to use well-trained cavalry against infantry. In this case, you also need to take into account what kind of infantry you are opposing: pikemen or swordsmen. In the first case, it is better to shoot back until your infantry approaches. In the second case, you can conduct a shootout or go straight into battle. It is best to place shooters on a hill (if there is one). The enemy’s artificial intelligence does not sin with tactical delights, so by actively using detours and maneuvering you will always have the initiative.. Against the heavy infantry of the Swedes (sword master), it is better to go with infantrymen of the same power, but if they are not there, I advise you to do the following. Keep the shooters at a distance, preferably on a hill, order the (ranged) cavalry to shoot back, and order the melee cavalry to attack only when your infantry approaches.

Against the Tatar riflemen(Crimean Khanate) the following tactics are proposed. The Tatars have all arrows, both mounted and on foot. The horsemen go into battle first. You shoot back with cavalry on the move), and then, what is very important, when the Tatars approach, you need to order your cavalry to attack. At this time, the infantry scatteringly attacks the foot soldiers of the Tatars (by infantry in this case I mean riflemen), to whom I advise you to give the order “not to shoot.” It is very difficult to fight against the Tatars in open areas, a battle with them can take a long time, so I advise you to take care of your own safety - if you are wounded and leave the battle, it is unlikely to end in victory. The main thing to remember when fighting the Tatars is to launch a melee attack in time.

Let's say you're fighting with the Cossacks, they have good cavalry and infantry, but there is no special emphasis on riflemen. We first order the cavalry to shoot back, and when approaching the enemy, to go into close combat. The infantry will first disperse when approaching the riflemen, then close ranks, the riflemen will take an advantageous position, guided by the map (hill, river bank, etc.) What do we have? The cavalry hunts/exterminates the enemy, the infantry attacks the riflemen and enemy infantry, the riflemen fire at everyone.

Now let's say that you started fight with the Poles. They have strong cavalry (winged hussar, reitar) and strong infantry (German pikeman/German musketeer), as well as mounted riflemen - dragoons. Against them, as against cavalry, it is good to use pikemen and sword masters, placing them in place. The reiters and winged hussars will fall into this trap, the cavalry will need to be sent for the rest, and the riflemen will again be placed in an advantageous position. After destroying the enemy's cavalry, send our cavalry to the flank of the enemy infantry, and send our infantry to the front. With this we will squeeze them, destroy the riflemen with cavalry and finish off the infantry. It is better to place cavalry “scattered” against pikemen.