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_v160_a10

Patch_v160_a10

Patch 7 comments

Patch, changelog, and source for Phantasy Calradia 2024 v160 A10, expecting you have at least any previous v160 A series installed and working.

phantasy_v160_A10_Full

phantasy_v160_A10_Full

Full Version 13 comments

Full release Phantasy Calradia 2024, series 160, patch A10 and all previous patches integrated. High fantasy mod for Mount & Blade Warband v1.168 through...

Patch_v160_a9

Patch_v160_a9

Patch 15 comments

Quick patch v160 A9 to fix issues with Lightning, Fireball when aiming higher than yourself, also tweaks to lower tier mages, some technical (hopefully...

Patch_v160_a8_r2

Patch_v160_a8_r2

Patch 8 comments

quick adjust setting magic attacks to be slightly more powerful than A8 yet much less overpowered than A7 and previous. I have examined RreformistTM's...

Patch_v160_a8

Patch_v160_a8

Patch 11 comments

Patch adding magic resist by gear worn to all troops. Major rework to lightning bolt, rework for better magic resist to all mage spells. Some minor changes...

Patch_v160_a7

Patch_v160_a7

Patch 15 comments

Quick patch to enable cleric, mage, monk, necromancer, and ranger to various troops. Adds regeneration for some super troops and bosses, and the odd lich...

Post comment Comments  (0 - 10 of 1,522)
Phosphor1
Phosphor1 - - 1,473 comments

Most likely patch today, in around 4-5 hours.

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Phosphor1
Phosphor1 - - 1,473 comments

No patch today, BUT I just a few seconds ago had my first export - import complete all the way to the end.

It is still pretty raw, but at least the project stopped being hopeless and by now is merely tedious. I'd guess I am 92% finished; troops restore correctly, crafting/harvest skills restore correctly, 21 companions came across with all their hand crafted gear correctly and with all the item modifiers (balanced, strong, sturdy, lordly, etc) intact. Inventories came across, with overflow caught and redirected to another bin automatically. Exquisite cabbage in export inventory was still exquisite at the other side.

So this is not just a "character export"; it is a PARTY export, and in a format that can leap past planned savegame breaks, without having to re-grind.

Some other tweaks to diplomacy and large battles are planned as well.
Patch should be Tuesday/Wednesday-ish. At least I have a base that works for my big project. I did not set a faction or transfer walled centers yet. Nor have I tested player kingdoms, which have more headaches. But those are small effort compared to getting the export and imports aligned.

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Phosphor1
Phosphor1 - - 1,473 comments

selecting a faction to auto-join is working well now. I have completed two successful export/imports and can join normal kingdoms with success during import. I have yet to test independent player kingdoms, as those need to be done differently and are more complicated to set up. Looking to release B11 this Friday.

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Guest
Guest - - 699,975 comments

Is there another step to installation Im missing? I downloaded the latest patch and pasted it into the Modules folder (as you do), but I get an error and it freezes on processing the ini file.

The error is Unable to open file: Modules/Patch_v160_a10/Resources/textures_face_gen.brf

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Phosphor1
Phosphor1 - - 1,473 comments

Make sure you have selected "Load Textures on Demand" at Warband's first menu "configure": "video". Also do not mix Guspav's full mod with any of the v160 series; it is one or the other. Oh I see, looking at error
Modules/Patch_v160_a10/Resources folder you are trying to run the 12 MB patch as a stand alone mod. For the patch drop the PATCH over the expanded full mod at Modules/phantasy_v160 and then extract there. Just the update copies, giving source update, a few items pasted to Player_Handbook folder, and the tiny 30 or so .txt files at the main mod updated which are the compiled result of A10. This is how it fits into 12 MB instead of 800 like the main mod.

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wiseandfree
wiseandfree - - 219 comments

I personally do not mind if i cant export my character. Its fine if i start from scratch. It is a sandbox game after all. Though i am very much excited for new stuff you add.

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Phosphor1
Phosphor1 - - 1,473 comments

I hate having to grind, it seems like this is the real burden of updating frequently. In general, adding even one new variable shifts savegame so part of the savegame does not align correctly and the result is garbage. If I could write to a neutral format and read back, I can avoid all the grinding it took for the first character. As of maybe 20 minutes ago I had my first 10 lines in Lua execute. I really expected to be where I am now about 10 days ago, but I'll take what I can get.

WSE2 loads really fast, helping me test lua, but WSE (without the 2) is technically safer. Neither is actually needed except for export/import. The game DOES run faster while WSE2 is running; I noticed WSE2 can get stuck if you resize video to be windowed and do not accept the default 1024x768 window first offered. I found out how to recover from that and will make a guide if I keep it. For now I'll debug Lua in WSE2 then try to make it run in WSE (which before was hanging but maybe I know now how to get around that). It has been a big learning experience so far.

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Phosphor1
Phosphor1 - - 1,473 comments

Installed WSE in order to try to export a simple character to disk file then read it into a different freshly created character. WSE is a nuisance to install but apparently it can speed up large battles and provide access via LUA to saving a character in a format not tied to a specific savegame format, allowing a method to save a character before an upcoming savegame break and pull it back at the new version, among other things. It is slow going but pretty much the most important task on the table at the moment. Speeding up battles is actually easier than writing and reading a character, at least for me, but I'll see if I can tweak something before next update. I may update the 12th instead of the 5th.

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Phosphor1
Phosphor1 - - 1,473 comments

Sunday afternoon: still running Lua tests.
Although it seemed like I had everything, Lua was not happy and simply rolled over and died, a sweet way to let me know one or more lines has a syntax error or something wrong. No real line count or helpful info, so walking through a couple lines at a time and examining changes when it fails. Have to completely exit and completely reload after each trivial lua change, so very slow now.

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Phosphor1
Phosphor1 - - 1,473 comments

Hard stop on my Lua project for character export/import. I can't get even 5 lines to work. I tried WSE, I tried WSE2, and I am asking for help on Taleworlds forum. What a drag.

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Phosphor1
Phosphor1 - - 1,473 comments

Export is working now;

Import I am walking through a little at a time to be sure each layer is working. I expect to have my first test character imported fully tomorrow. As of yet I am not testing setting a faction and restoring property, but focusing on items, companions, companions gear, crafting/harvest skills, experience, bank, cash in pocket, and facecodes. There is a lot to validate before I can move to the next layer.

Lua lines 540 total
Warband Script 1600 lines export 800 import 270 utilities

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wiseandfree
wiseandfree - - 219 comments

Take your time and thank you for all that you do!

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