Armor is defensive equipment worn by samurai, warriors and the player in Gekokujo. Since there are no shields, armor is the only thing that will protect from projectiles. Armor in Gekokujo tends to have lower weight and encumbrance values than native Mount& Blade: Warband. Armor in Gekokujo is. This is a community-led Wiki for information about the Mount& Blade: Warband mod Prophesy of Pendor. The current version is 3.9.3. Mount and Blade Warband v1.173 is recommended to play the mod. The wikia is open for non-registered users, that can contribute and comment freely, but only.
The more physical and reckless counterpart of the Swordsman, the Berserker is the third truly viable infantry build, and is an expert in crowd control. Traditionally a reckless, brutal warrior of trmendous strength who fought with no concern for own health, this build is little different. The Berserker wears light/medium armor and has a 4th weapon slot empty to reduce encumbrance. High health is going to be essential if you don't want to die in the midst of battle, so Primary Skills focus on getting the Berserker to the battle quickly, keeping him in 'till the end, and maximizing damage. Berserkers do very well on terrain where others do not - mountains, hills, and rivers, and of course are still effective in open battle.
This build is a offensive tank in it own right, assuming you play to its advantages. Another front-line build that is best used to clear large crowds, especially with Companion Sentinels and Swordsmen - i.e. By all means charge headlong onto oncoming enemy troops (with the possible exception of alrge heavy cavalry charges). Also, try to use terrain to your advantage - due to their lighter armor and athletics, Berserkers do not suffer the same speed penalties on difficult ground. If there is rocky ground nearby, move there - it'll make crowd control much easier. Fording rivers is also an option - wait on a bank and chrage in as soon as foes enter the other side - your speed will lkely be higher - which means you'll be hacking before they can raise a swing.
Other than that, it's really just swinging those massive axes as fast as you can (hammer for slaving). Versus infantry: in all truth, Berserkers don't need the finess techniques of Swordsman to fo major damage. Archers are really easy prey - with good speed, you shouldn't be hurt much by arrows along the way, and once you reach archer lines, its just a matter of swinging that axe over and over.
More heavily armored foes like Sergeants may pose a little more of a threat with the long reach of their lances. In this case, it's best to get in close after a thrust and stay close - this way spearmen won't get another chance to jab. Swing, swing, swing, and repeat. Try to wind up strokes, if possible. If you're in a crowd, best course of action is to swing repeatedly while turning - the wide arc of your 2h strokes + turning = 360 degrees of death. Same for siege assaults - should be second or third up the ladder, wait for a crowd to develop, and start swingin'.
Same for defense. If fighting on a very open, flat battlefield, you'll want to join your melee troops in a single/few large, tight masses (at least 3-4 deep). If you're at the front of this cluster, hold up your shield; if not, wind up a big 2h swing.
As soon as the cavalry meet your group they will be stopped dead, at which point you can either start hacking, or release your swing. Easy stuff. If on more hilly terrain, climb to slightly higher ground/behind a river, and wait there for cavalry to enter your range. Horses are heavily slowed by hilly terrain (whereas infantry, not so much) so you can take advantage of this by charging the horsemen once they have been slowed.
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It's best to kill the horses first (remvoes the height advantage). Unmounted cavalry are a joke. Versus horse archers (which generally don't charge), leave them to your own cavalry.