A1
Melee Infantry
One-handed weapon, spear and shield.
Weapon skills
Every kingdom fights with the same strength. Only the steel changes.





Last Alliance5 kingdoms







Forces of Shadow7 kingdoms
The same roles in every region of every kingdom. Pin two of them to compare them side by side.
One notch = 25 points, on Bannerlord’s skill scale of 0 to 300.
A · Infantry
4 classes
A1
One-handed weapon, spear and shield.
Weapon skills
A2
A two-handed weapon and no shield.
Weapon skills
A3
Line infantry kit plus the region’s banner and a two-handed weapon.
Weapon skills
A4
A named character of the region, in its finest armour.
Weapon skills
B · Archers
4 classes
B1
Bow (or crossbow), 30 arrows and a one-handed sidearm.
Weapon skills
B2
Javelins or throwing axes, a light shield and a one-handed weapon.
Weapon skills
B3
Bow or javelins, sidearm and the region’s banner.
Weapon skills
B4
A named character: bow or javelins and a sidearm; only the Black Númenórean lord adds a greatsword.
Weapon skills
C · Cavalry
3 classes
C1
Lance, cavalry sword and shield, on the region’s mount: horse, warg or war ram.
Weapon skills
One-handed skill is 150 or 175 depending on the faction (54 and 42 cavalry classes). Riding is 251 instead of 250 for the 21 warg-rider classes (Mordor Orcs, Morannon Orcs, Black Uruks, Uruk-hai, Snow Orcs, Pale Uruks, Dol Guldur Uruks), the only ones who can mount a warg.
C2
Cavalry kit plus the region’s banner.
Weapon skills
Riding is 251 instead of 250 for the 21 warg-rider classes (Mordor Orcs, Morannon Orcs, Black Uruks, Uruk-hai, Snow Orcs, Pale Uruks, Dol Guldur Uruks), the only ones who can mount a warg.
C3
A named mounted character; lords of the orc hosts may ride albino wargs.
Weapon skills
Riding is 251 instead of 250 for the 21 warg-rider classes (Mordor Orcs, Morannon Orcs, Black Uruks, Uruk-hai, Snow Orcs, Pale Uruks, Dol Guldur Uruks), the only ones who can mount a warg.
| Stat |
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Shock infantry and skirmishers are the fastest on foot, then line infantry, then archers, then dismounted cavalry.
Same start, same distance, each at its class speed (1 = Bannerlord’s base speed). The frame is the last stretch, magnified, at the instant the fastest cross the line: every gap is in proportion.
Written into the module itself, so no banner can bend them.
An Elven archer and an Orc archer share the same health, armour, speed and skills. Every class has 150 hit points, and armour is set by the class on every body part (40 for infantry and cavalry, 23 for archers, 22 for skirmishers), whatever pieces you wear. Factions differ by their weapons and their look, not by hidden numbers.
Shock infantry and skirmishers are the fastest on foot, then line infantry, then archers, then dismounted cavalry.
Infantry shields hold 300 points, skirmisher shields 250 and cavalry shields 200. Shock infantry fights without a shield.
Every quiver holds 30 arrows or bolts.
Cavalry carries no two-handed weapon, with one exception: the Wainrider glaive. Archers carry none either, apart from the Black Númenórean archer officer and lord and their greatswords. Since the 23 October update, infantry officers and lords carry one again: next to their one-handed weapon and shield, each has a greatsword, great axe, great mace, glaive, halberd or poleaxe of their region.
Infantry spears have shorter shafts and the same thrust damage and speed in every faction; each spear keeps its own length.
Archer officers and lords choose between a bow and javelins, so they can lead the skirmish line too.
Since v1.0.2.4, a warg needs Riding 251, which only warg-rider classes have; horses and war rams need 80.
Since the 23 October update, no weapon throws you to the ground any more, spear and lance thrusts included.
A mount’s charge knocks you down only when it hits you head-on for at least 15 damage after armour; lighter bumps just hurt. The admins can tune the threshold on the server.
Since v1.0.2.5, spears and lances only thrust: they no longer swing. Every spear and lance can brace against a charge, and lances can still be couched. Glaives, halberds and poleaxes keep their swing.
If you spawn with a spear, lance or pike, it is in your hand. The moment you switch to anything else, it drops to the ground.
You spawn: the lance is in your hand.
You switch to another weapon.
The lance drops to the ground.
A warhorse, a warg and a war ram have the same speed, manoeuvre, charge and health. Only their size differs: rams are the smallest, wargs the longest.
The same for every mount
3kinds of mount
4 coats · White warhorse, Grey warhorse, Black warhorse, Brown warhorse
Warg (brown, dark; albino for lords)
War ram
100 = a standard horse
Counted line by line from the module’s own item list.
Quartermaster’s count
In all3,098
Dress as you like: the numbers never move.
Officers spawn with a banner in their kit, in their region’s colours. It takes the shield hand: switch to your shield and the banner falls to the ground. It is purely visual.
Most presets offer several helmets, chests, pauldrons, gloves or boots. You pick the look in the loadout screen; the stats never change.
Lords wear the finest armour of their region and their own named look, with exactly the same class stats as the line.
Every preset is waiting in the event module. Install it, then see which kingdom fields which arms.