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Shortened description of mod Skilled Magic Calradia v.1.0.2 Final by High_priest_of_Ru for Mount and Blade: Warband 1.172

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Skilled Magic Calradia v.1.0.2 FINAL by High_priest_of_Ru

for Mount and Blade: Warband 1.172

Huge and hardcore gameplay modification with many magic schools and spells, that offers experience of fights between large squads of opponents, which have mastered REALLY different magical and martial tactics.


Not necessarily, try to play first.

1. Use 4GB patch. Go to official site of Daniel Pistelli and download his patch. Then choose mb_warband.exe file in your core M&B directory and patch this. If you are using wrong or cracked M&B version (non-approved), then patch all of them. This helps the game to use more RAM on x64 systems.
Will hurt pirate copies of Warband. Ahoy!

2. Cap corpses in game options or even set its number on 0. There are very much summons and very much soldiers in fights, that's why large amount of corpses can hurt weak PC.
Still it shouldn't, because all of items have LODs now.

3. Decrease graphic settings. Many new models are taken from Skyrim and Oblivion, and that will hurt weak PC.
They have LODs. But of you have steam PC, it will be hurted.

4. If any alied creature was affected by your magic (created, damaged etc.) and begins to gaze at you and follow you - create through holding F1 position for its army branch to hold. When there will be enemies near, the creature will fight them and forget about you.
These are just remorses, the engine tries to fill our soul with.

5. If the game crashes when you hitting enemy shield with Artefaction rod - make you sure you have Essence for the rod.
This is the engine issue, which will not be fixed as artificer really must have Essence ammo.

If these advice didn't helped, please, report any encountered bugs and crashes to me with private message on MODDB or on following e-mail:


Use about 130 spells from 11 magic schools. Each school have from 1 to 4 different magic branches.

a. Arcane magic - create arcane rifts or manage ice and fire together without harming alies.
b. Elemental Artefaction - Air, Fire, Earth and Ice missiles.
c. Advanced Elemental Magic - deal damage to different areas.
d. Telekinesis - create and manage dancing weapon and damage far located opponents with melee hits.
e. Holy magic - heal all people around or harm evil beings.
f. Mental magic - turn NPC into state of fighting with each other or make them your servants.
g. Portal magic - teleport yourself or your opponents for short distance in battle at will.
h. Necromancy - summon great number of weak skeletons up to limit and sustain them.
i. Blood magic - stay near opponents to suck their blood or manage their and your blood.
j. Magic of Illusions - manage movement of opponents and allies and create illusions to fight by your side.
k. Energy Manipulation - use different energies to evoke self-defending effects without any artifact.


a. Core credits

Magic World by Pure Dark
Baldur Gate sounds of magic casting
Merlin's Magic Collection (New Age music)

b. Credits to authors of OSPs TES IV and weapon packs for Skyrim and Oblivion(all or almost all items are used).

Oblivion OSPs - by Nexxon, by Jojjo and by the authors' collective
Kearsage Magic Staves Pack for Skyrim
Defensive Staves v25d by Keersage for Skyrim (badly adopted and almost completely removed)
Macadamstreet Blesed magic staves pack for Skyrim
MC's Staff Pack for Skyrim
Crown Jewels by Khugan for Oblivion
Blue Glass Weapons by killover509 for Oblivion
Crystal Staves mod by css0101 for Oblivion
Crystal Staffs mod by Rinzei for Oblivion
DaggerCraftPackage mod by faxivcm for Skyrim
Trollf's Armamentarium: Staffs v1.0 for Oblivion
Coolman's Dagger Collection for Oblivion
Vanilla staff replacer by zymurgy65 for Oblivion

c. Credits to authors of different M&B OSP packs of items (as a rule i used a few items from each).

TLD Team for Saruman rod, rivendell robe
Some models from Unique Armoury 1.1 by Talak
OSP Indo-Persian Armor by drakharios
Pino Armors Pack OSP v1.2
Skeleton model by barf
LotR: Gondor Equipment by Turambar (only mail boots)
Battlefield Priests for Calradia by Yamabusi
Some models (lightning) and scripts from Betrayal at Calradia by HokieBT
Arabian Equipment OSP by dia151
Angels, demons and gargoyle from 战争之风:新纪元 元宵整合精简版发布 by 无面的无名氏
OSP Spak_Items by Spak
OSP Map Icons by Akosmo
Fantasy Scene Properties 1.1 by Adorno
Native Onehanded Crossbows by Maroon
Samurai armour set by SacredStoneHead
Perfectly Smooth, Mouse-Enabled Deathcam V1.4 by Zephilinox


v.1.0.2 Final - AI damaging global ritual. Battle continues after player's death. Concentration nerf. More affordable Labs. Ritual magic' description is clearer. Enchantments update and extension. Complex Rituals extension and revision. Global Rituals revision and extension. Bugfixes. Balance changes.

1. Fixed grammar of several texts.
2. Concentration effect now applies 15% slow instead of 50%.
3. Fixed minor mistakes in description of some items and strings.
4. Now vampire High mages aren't counting like High mages when game decides, should you, lord or settlement make a contract with High mages unless there are 10 vampire High mages. The reason - if player kingdom have high vampire tolerance, it will forbid joining of high mages to lords' parties as vampires join parties at creation - before High mages, which have everyday check on joining.
5. Hints about High mages and Concentration are updated too.
6. Back alley revolt (revolt of citizens which don't wanna pay taxes), sally of besieged forces, attacking town center and attacking castle hall missions now have Portal and Time magic forbidden as they caused major bugs with opponents and mages jumping out of scene and unable to return to fight.
7. Added hint about blocked magic; also it will display message if player will try to cast spell when fighting inside halls and on the town streets.
8. Cost of Ritual magic Labs is lowered from 50 000 and 75 000 to 10 000 denars to allow player use it earlier as it is quite good way to acquire money and magic troops early, which is far less useful when he have over 50k denars (but still good for acquiring high rank magic troops).
9. Added Perfectly Smooth, Mouse-Enabled Deathcam V1.4 by Zephilinox. Now battle is going on even if player is dead in these missions: lead charge, attack bandits at village, village raid, battle inside castle, battle on the town streets, sally of besieged forces, sieges with belfry and ladders.
10. Ritual magic lines in camp and town menus can be viewed even without proper Labs in inventory.
11. Ritual magic - Enchantments spell artifact lists are updated. Added all High mages' and Archmages' artifacts.
12. Ritual magic - Enchantments is extended to aura armor artifacts. Player now can create almost all magic armor through menu of this ritual magic.
13. Ritual magic - Complex Rituals now have another branch of magic, that allows player to permanantly increase his attributes, if they are lower then 200. Cost of this operation is based of success chance and is unbelievable large (like over 100k denars of base potions value for 100% of +1, and this guarantee exchange available only at 10 skill rank of Complex Rituals)
14. Corrected description of Alchemy, Echnantments - spell artifacts, Enchantments - aura armor, Complex rituals - summons, Global rituals to be clearer. Now at craft screen player can see 5 lines, each of them have detailed list of ingredients for concrete circle. Number of circles is latinic now everywhere.
15. Complex rutials - summons now have beed revisen in numbers of required potions and numbers of creating creatures. Now basic cost of potions is a near +/- 50% of artifact's cost, and number of creatures based on their level - about 13 denars of basic value for level and twice more for heavily armored magic creatures (gargoyles, angels etc). It is still better to use magical artifacts to summon creatures as it is best way to spend looted artifacts, but now it really makes sense to summon some creatures with potions. Despite the fact that is is STILL expensive, gaining EXP compensates it.
16. Global Rituals are revisited in numbers of required potions. It is 2 different potions of the same circle as ritual required now.
17. Added Global Ritual of Elemental Fury. This is siege spell of 5th circle which deals damage to closest castle of town near to 7% of total strength. It lowers relations with settlement owner by 1 if it is above -10.
18. Lord parties are acquiring single Ritual mage 1 time per day and some time after he is unleashing his destructive magic upon closest enemy settlement, leaving the party in process.
19. Added hint about Ritual mages.
20. Added description to magic labs items.
21. Some of crafting and ritual recipes now include name of required artifact.

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