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_a7

Patch_v160_a7

Patch 10 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...

Patch_v160_a6

Patch_v160_a6

Patch 10 comments

Patch fixing hangs during dialogs, removing a source of double hits, applying martial arts to tournaments, softening prejudice in same faction and reducing...

Patch v160 a5

Patch v160 a5

Patch 6 comments

quick patch mainly for updating mid to high tier mages. Also boost for bard entertainment skill use. Paste into mod folder phantasy_v160, "Extract here".

phantasy v160 A4 r2

phantasy v160 A4 r2

Full Version 51 comments

Reworked Phantasy Calradia 2024 with extensive bug fixes and including source code for home use. Please do look in the Player_Handbook subfolder for 4...

patch v156b11

patch v156b11

Patch 50 comments

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

phantasy patch v156b9

phantasy patch v156b9

Patch 26 comments

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

Post comment Comments  (0 - 10 of 1,475)
Vasseno
Vasseno - - 1 comments

made an account just to let you know that this mod is incredible, I'm a newbie to warband/modding in general but this has quickly become one of my favorites, especially when it comes to more fantasy based mods. kudos to you :D

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Phosphor1
Phosphor1 - - 1,416 comments

Thanks for that. Some people never really notice the details; one reddit expert stated that this version is the same as the 2014 version except for a "few bug fixes". What can I say to that? From week to week this changes, and often in the past any change I made brought trouble. I am more careful now but the project is complex and each week I find new things that seemed "good enough" before but under a microscope show fractures and breaks. To me the mod is "alive", but only if I take care of it.

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wiseandfree
wiseandfree - - 198 comments

It is Interesting for the Drow to be on a contested position on the map. If it were not for the running reinforcement script however. The Swadians and Rhodoks would absolutely destroy the House of Ken Urden by the end of the first year.

If the Drow is eliminated however. Quionna can take over as your Puppet Queen. Granting her Shinzaluk's Ladder and in turn granting you the Dark Drowussy.

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Guest
Guest - - 693,515 comments

would it be possible for you to add monster races to be playable? examples,
yuanti (dnd), kobolds, kenku, dragonborn, goliaths, tabaxi, exc.

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Guest
Guest - - 693,515 comments

This comment is currently awaiting admin approval, join now to view.

Phosphor1
Phosphor1 - - 1,416 comments

Warband has a limit of 16 skins, and every one of those is in use. Male + female of any race uses 2 skins. Mods can put a special suit on troops to fake another skin but players can't be kept from trying on different armors and this breaks immersion. I also don't have anyone making models or anything graphics related, unless you're volunteering.

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Duke_Alduin
Duke_Alduin - - 13 comments

where can i get list of full features?

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Phosphor1
Phosphor1 - - 1,416 comments

Cleric and mage spells: generally each mage or cleric impulse had every agent in battle checked to see if they were mage or cleric classed, and when so they cast spells. For large battles, this is extremely inefficient. Each spell that was cast (for mages) used around 800 instructions looping to find the clothing worn and gave some magnifiers or weakening to the damage, and there was some concern that equipping more than 1 type of staff gave bonuses for two staves.
All of that is rebuilt from scratch.

Auto calc and magic users/clerics: Finally, yes. So long as diplomacy "use terrain in autocalc calculations" is left ENABLED, autocalc ALSO scales magic users and clerics for every battle that gets auto-calculated (sieges where the player is not watching the battle for example).

Wages and morale for Necromancer parties; reinforcements; party size; food consumed by undead: Skeletons and Zombies ask very little wages, Morale is done differently now and much easier to control morale both living and dead now, reinforcements have a huge buff weekly, party size is expanded for necromancer parties with skeletons and zombies -- those troops don't consume a full member spot sort of like orcs in TLD, and undead consume no food and purely undead have no morale issue from starving (but your companions and you may feel otherwise when the food is gone). Every one of these was addressed. The lich king is scary. Especially if the player won't help the hopelessly outnumbered Blazing Hand. Since necromancers do well in autocalc. But IF you assist blazing hand, their casting is slightly more powerful than it used to be.

On the other hand - Magic resistance and Magic defense. Everyone EXCEPT skeletons, zombies and orcs got Magic Defense buffed to at least 1. Some got more than this. Attackers got less of a buff to their attackers, making magic defense actually mean more than before. Also heavy armors hinder spell attacks from magic users much more than in the past, and this effect isn't countered by buying a big staff as in the past. This isn't your grandpa's Phantasy Calradia. Or if it is (there's some debate), Grandpa plans some serious butt whupping.

Chamberlains, Constables, and Chancellors - we got em.
Morale effects from food AND drink: Of course. But why stop there? 50% more food types in total. Food drying and preserving by action menu -- not just meats but dried fruits, raisins, smoked venison, smoked fish. Can you CATCH fish and venison: Yes. But you have to go into Camp: Phantasy settings: and turn ON Rigale . This way, you absolutely aren't bothered by being told you noticed a place you might try fishing as you are zooming across the countryside.

Epidemics: Of course. It wouldn't be medieval without the Plague now would it? Bring out yer dead! Cheap Monty Python references: possibly.

Optimized timings on background tasks to give very smooth strategic map movement even for fast move at x5 and x6 speed. saved registers used in all background tasks so as to allow multi-threading (Warband only uses 2 threads though) even with Diplomacy I don't need to force single threaded mode in Warband advanced options, allowing slight improvements in perceived speed

Code doing new tricks never seen before: that's the whole idea.

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Phosphor1
Phosphor1 - - 1,416 comments

hmm. I'll paste what Nexus Mods has as a list, from 6 years ago. It has this and more:
Diplomacy, with nothing left out. versions 4.3 and 3.3.2

Wife as a Companion updated to allow more personalities to join, and with a failsafe if the wife gets captured so as to not get stuck with the wrong dialogs.

Aristocracy creation: families in native span factions, which mixes families across borders in native but causes trouble in the 6 race, 13 faction landscape in Phantasy 2018. Families are created differently, without crossing faction boundaries AND without creating "orphans". All kingdom ladies have fathers/brothers/spouses/or female kingdom lords (as sisters) to ask permission to court. No more having to elope...

Trade, Economy, and Enterprises: the opportunities to speculate in raw goods such as salt, iron, furs, and silk have never been so plentiful. Enterprises pay well, there exists banking services (but with higher interest payments and fewer exploits than you might remember) at the four ways inn, and trade routes that Guspav missed for all the exotic factions were remade so that all factions send kingdom traders correctly throughout the lands.

Auto generated scouts, patrols, and traders: These exist, but in lower numbers than you might recall from other mods, in order to control the total party count. Movement is thus kept very smooth and with no stutter (on reasonably powered PCs), even with the player selecting fast moving wait time.

Adjusting the game to fit your PC: wait time is adjustable in camp menu "Phantasy settings".

Thinking of parading your motley party chock full of racial enemies down main street of that town just ahead? think again -- prejudice against some races may have the town or castle doors shut tight in your face. With 6 races and another two virtual skins (factions that have special likes and hates), everybody doesn't like somebody. Or really be a pariah, and choose to be a Necromancer, with most of the map giving you the bum's rush.

Tired of being confined to 3 evil factions, but you're a magic using Drow? Slip your way into the mageocracy -- where they respect power, not just alignment. As neutral as can be, except the Blazing hand dislikes them. Thinking Diplomacy randomly allies strange bedfellows? Not so fast. Alliances between traditional enemies break up much sooner than usual; while long time allies tend to form more stable partnerships. Recruiting is easier in villages that don't have a bias against the make up of your party -- and helping the village out during an epidemic is perhaps the fastest possible way to grow good relations with a village.

Take everything you THINK you knew about Phantasy Calradia, 2014 edition, place it gently in the fireplace, set it on fire (safely and carefully), and use it to heat your home this winter. There is nothing familiar about Phantasy 2018.

Faction viewer capable of showing more than 7 factions: Yes, but I broke this into two views - one for factions 1-6 and one for 7-13
Tree viewer for troops: one was not sufficient to show ALL troops including every kingdom lord, every companion, and every kingdom lady in real time. Nor every mercenary and bandit troop. Nor every king and queen, every pretender, and even you the player. Instead, 3 viewers show ALL of these. You can see what they carry, the stats, their special abilities, if they can dodge well, all their capabilities at a glance.
Added tools for monitoring the player skills, prejudice, trade routes, total parties on map: of course.

Crafting: 75 newly added recipes
Combat changes: Dodge is limited by a timer, so no more ninja that can't be touched dodge spam. If the target is lucky enough to dodge once, they won't be dodging again for some seconds. They also can't dodge spells and summoned weapons, nor gunfire - although firearms are rare, found only in the Dwarf faction. You can MAKE a pistol, but you can't make the ammunition ... so for better or worse, you won't be handing every squad member a firearm anytime soon.
Stealth attacks: originally needing an overhead of 48 instructions per swing just to decide whether or not the attack qualifies as a stealth attack, this now happens within 16 instructions.

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Duke_Alduin
Duke_Alduin - - 13 comments

dang. looks good

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