This mod aims to turn Calradia (Warband's native world) into a fantasy one by adding several fantasy races, weapons, magic, monsters and new factions and cities. The mod is currently an open beta so there is still much to do and polish, but it is quite fun.

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Character Creation

Feature

There are no restrictions of Classes, all races can become any class.

The Races:


Male: STR AGI INT CHA Skills:

Human +0 +0 +0 +0 Persuasion +1, Leadership +3, Trading +2

Elf -1 +1 +0 +0 Power Draw +2, Athletics +1, Magic Power +1

Drow -2 +0 +2 +0 Riding -1, Magic Defense +5

Dwarf +1 +0 +1 -2 Iron Flesh +4, Riding -1, Magic Defense +1

Orc +1 +1 +0 -2 Power Strike +3, Athletics +2, Riding -1

Gnome -2 +1 +3 -2 Athletics +3, Riding -1, Engineering +2

NOTE: Male dwarves and gnomes appear to incur a -1 INT, -2 CHA, -1 Power Strike, -1 Weapon Mastery, -1 Tactics, -1 Leadership, and -13 1H Weapon deduction for being of noble blood.

NOTE: Male humans appear to receive a boost of +1 Riding, +16 2H Weapon, +13 Polearm for being of noble blood.

NOTE: Male elves appear to receive a boost of +1 Power Draw and +32 Archery for being of noble blood.

NOTE: Male drow appear to receive a boost of +1 Power Throw and +32 Crossbow for being of noble blood.



Female: STR AGI INT CHA Skills:

Human +0 +0 +0 +0 Persuasion +1, Leadership +3, Trading +2

Elf -1 +0 +1 +0 Power Draw +1, Athletics +1, Magic Power +2

Drow -1 -1 +0 +2 Riding -1, Magic Defense +5

Dwarf +1 -1 +0 +0 Iron Flesh +4, Riding -1, Magic Defense +1

Orc +1 +1 -1 -1 Power Strike +2, Athletics +3, Riding -1

Gnome -1 -1 +2 +0 Athletics +2, Riding -1, Engineering +3

NOTE: Female dwarves and gnomes appear to incur a -2 INT, -1 CHA, -1 Power Strike, -1 Weapon Mastery, -1 Riding, -1 Leadership, and -13 1H Weapon deduction for being of noble blood.

NOTE: Female humans appear to receive a boost of +1 Riding, +1 Wound Treatment and +13 1H Weapon for being of noble blood.

NOTE: Female elves appear to receive a boost of +1 Magic Power, +1 Wound Treatment, and +16 Archery for being of noble blood.

NOTE: Female drow appear to receive a boost of +1 CHA, +1 Power Strike, +1 Power Throw, +1 Weapon Mastery, +1 Tactics, and +32 Crossbow and a -1 INT and -1 Riding deduction for being of noble blood.

The Classes


| Stats || Proficiency |

Class: STR AGI INT CHA ||1HW 2HW POLE ARCH XBOW THRW Skills:

Mages +0 +0 +2 +0 || +0 +0 +10 +0 +0 +20 Magic Power +2, Wound Treatment +1, Persuasion +1

Rogues +0 +2 +0 +0 ||+30 +0 +0 +0 +0 +20 Power Draw +2, Athletics +1, Magic Power +1

Bards +0 +0 +0 +2 ||+25 +0 +0 +0 +10 +0 Weapon Mastery +1, Persuasion +1 Entertainment +2, Leadership +1

Clerics +0 +0 +0 +2 ||+20 +0 +0 +0 +0 +0 Wound Treatment +1, Surgery +1, Faith +2

Paladins +1 +0 +0 +1 ||+30 +30 +0 +0 +0 +0 Power Strike +1, Weapon Mastery +1, Shield +1

Fighters +2 +0 +0 +0 ||+30 +30 +30 +10 +10 +10 Iron Flesh +1, Power Strike +1, Weapon Mastery +1, Shield +1

Rangers +1 +1 +0 +0 || +0 +0 +20 +35 +0 +0 Power Draw +1, Athletics +1, Tracking +3, Path Finding +2, Spotting +3

Necromancers +0 +0 +2 +0 || +0 +0 +30 +0 +0 +0 Iron Flesh +1, Necromancy +2, First Aid +1

Barbarians +3 +0 +0 +0 ||+20 +50 +10 +20 +0 +10 Iron Flesh +4, Weapon Mastery +2, Path Finding +1


Extra: Gold Honor Special |Equipment:

Mages +40 +0 None |Novice Rode, Gnarled Staff, Spell Book

Rogues +20 +0 None |Leather Armor, Boots, Throwing Knives (varies by race, but the previous 3 are a certain)

Bards +80 +0 None |Shirt, Hose, Hunting Crossbow, Bolts, Sword, Musical Instrument

Clerics +100 +0 None |Robe, Mace, Shield, Holy Symbol

Paladins +10 +5 None** |Tabard, Boots, Sword, Shield, Holy Symbol, Food

Fighters +30 +0 None |Decent Equipment (varies by race)

Rangers +40 +0 None |Leather Armor, Bow, Spear (Elves get Elven Leather Armor)

Necromancers +300 +0 None |Basic Equipment, 5 Shadows

Barbarians +50 +0 Blood Rage*|Boots, Hunting Bow, Arrows, 2H Axe


Blood Rage*: Every time a barbarian is struck in combat there is a chance to activate Blood Rage. What it does is that every time the barbarian is struck in combat, there is a chance that he/she will be enraged. Rage will boost the barbarian's melee damage by an amount proportional to the damage he was dealt in the attack that triggered the rage. It is expressed in percentiles, that means that if the barbarian gets a 300% damage, all strikes he or she deals until another rage is triggered, will cause 3x the damage they would do normally.


Paladins**: receive lay on hands (Bottom right of the cleric book), and they start with varied relations with certain factions: Drow -20, Orcs -20, Necromancers -30, Blazing Hand +10.

Thanks to Whoopstorm for the in-depth look at the character creation! NOTE: Some pieces were edited.

Game Mechanics and New Skills

Game Mechanics and New Skills

Feature

DISCLAIMER: this guide was written by Glenn Sanders, the developer who updated Phantasy Calradia in 2018. I'm merely reposting it in a place with better...

Phantasy Warfare and Tactics

Phantasy Warfare and Tactics

Feature

A small guide to the Mage and Cleric classes for Phantasy Calradia. DISCLAIMER: this guide was written by Glenn Sanders, the developer who updated Phantasy...

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patch v156b11

patch v156b11

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Phantasy 2018 series v156 PATCH B11 solves many nagging issues reported during the summer.

phantasy patch v156b9

phantasy patch v156b9

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Phantasy 2018 series v156 PATCH B9: contains important fixes for: monk unarmed damage; tournaments which were previously corrupted by changes in tournament...

Phantasy v156 full B8b

Phantasy v156 full B8b

Full Version 40 comments

Phantasy 2018 series v156 FULL install with all patches through B8b: contains important fixes to resurrection and tournaments.

patch v150p9

patch v150p9

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Phantasy 2018 series v150 PATCH P9 for existing v150 series installs contains important fixes for tournaments, special weapons, direct fire spell handling...

phantasy v150 full p9 7z 6194 150p9

phantasy v150 full p9 7z 6194 150p9

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Phantasy 2018 FULL release, series v150, P9. contains important fixes to v150 series, which is recommended for beginners. experienced users will have...

phantasy_v150_full_p7.7z

phantasy_v150_full_p7.7z

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Phantasy 2018 full install series v150 patched to P7. This is the final build for v150 series; among other things it fixes marriage for fresh starts...

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elbakry5008
elbakry5008 - - 7 comments

hello dear sirs, may i get the link for the plain 1.50

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Guest
Guest - - 687,512 comments

I´ve extracted the Phantasy_v156_full_B8b into the modules folder.
Once I open the character creation menu most of the screen is black.
Also many stats are named "reservierte Fähigkeit" (german for reserved ability) which means the names don´t get loaded in I guess.
What am I doing wrong?
Do I need a certain version of the game installed (I´m playing on 1.174)?

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3lackrose
3lackrose - - 14 comments

This is basically a wet dream for those who played Baldur's Gate, Neverwinter nights and other D&D based games.

What's cool is it's basically like an alternate Calradia universe where the original factions co-exist on the same map with the drows, elves, dwarves etc.

This is one of the most fun Warband mods i played, i'd argue playing it without magic or spells is like missing out almost half the mod.

The magic and mana/faith resource and bars are implemented as best as it could in a warband mod and feels it's part of the base game. Spells from the mage/cleric pool cost their respective resource, which slowly regenerate. Wearing certain gear affect the regeneration, in particular for the mage side.

Certain "rules" are pretty much an implementation of how it used to be in Baldur's Gate and the likes:

Mages, Priests or enchanted gear in general beat normal units/gear by a significant margin.

There is a dodge mechanic (which, personally i disabled as it felt too rng to me) based off athletics skill which i guess mimicks how AC (armor class) works in the games.

There is a magic defense stat and so on.

Weight affect movement speed much more than normal, with strength playing a role in mitigating encumberance. An extra 1-2 point in weight can make a big difference between walking or jogging. This makes certain units encounter interesting: the typical sea raider or certain armored units (like orcs) move much slower at a walking pace rather than lighter geared units like drows, elves or mages who tends to sprint around (and evade/kite your attacks) instead.

There is a shop near center of map where you can buy expensive but special enchanted gear or spend your surplus coin to build your character or companions in fun ways. To name a few of the many, the Holy Avenger which deals extra damage based on honor rating, Dagger of throwing, quiver of plenty with regerating ammo, the Healing ring which regenerates hp to bearer and nearby allies..

Certain gear diminish a mage ability to cast (either decrease spell power or mana regen i guess). Generally, heavy armor has bigger penalties both in weight and magic encumberance.

The balance between factions is a bit off as pretty much all new factions are "better" than vanilla ones both in strength and gear. Orcs beat in a melee and armored fight and come in huge numbers. Certain gear, let's say orc 1-handed cleaver or elves sword are much better than swadian sword.

An army of mages or priests can get obscene (especially in sieges with a rain of fireballs, magic missiles etc). Priests also have a fire (something similar to smite i guess) spell that insta-hit without needing to aim. Generally that results in a player death if more than a priest fire that spell at the same time.

Most elven or drow equipment is also lighter weight and has less magic encumberance.

An exception are the "undead" faction who are generally composed of weaker units but have big numbers and i guess can raise their armies faster than other factions).

There are some new features and systems like crafting guilds or being able to spot and harvest resources in the world map, or Berembert being able to craft special gear based off the creativity stat.

There are some very minor bugs like being unable to exit a town after dealing with a pandemic (you can workaround this by saving and reloading) or character portrait being stuck in disguise gear after inflitrating a town which can be solved by entering another town. Then Molocauduhm companion unable to spec into mage/cleric nor being able to cast innate spells (the demon npcs you meet on the map can throw fireballs and such) even if raising faith or magic power to high levels.

In the latest versions 1.56b11 (or 1.580 A0 which you can get at NexusMods.com) you can't play in tournaments but that's pretty much the only thing i can think about missing. You can still make a ton of cash with prisoners and i didn't encounter game-breaking bugs.

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3lackrose
3lackrose - - 14 comments

Anybody who plays this mod knows where i can buy or find holy symbols? I'm playing a paladin/mage and trying to convert some companions into priests.

EDIT: Found one at Nadtele, i guess you can find more by checking what's on sale on each village.

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shtil
shtil - - 3 comments

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Koony
Koony - - 8 comments

My problem with this is that Orcs is restricted in being customized and the fact that they don't have facial hairs for them is what makes me displeased about this mod.

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starfarts
starfarts - - 19 comments

First time playing and I chose monk. I do zero damage to even villagers, is this a bug or am I doing something wrong? Playing with all patches.

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