Warbanners Guide

Decision Results for Warbanners

Decision Results

Overview

A guide to what results come from choices, so that players can make informed choices

Intro

Hi all, I was surprised to find that there was el zilcho as far as guides go for this game, and it’s good enough to warrant at very least some documentation as to what results from your choices. I’m going to update the guide as I go, rather than trying to save all the info and form it into a fully fledged guide. So for the immediate future there may be very limited information, but hopefully I’ll be able to document a fair amount of the possible choices.

I have marked with an * the options I took in my first play through, and ** other options that I think are reasonable to take

Early Game Choices

Missing Children:

basically you can fight at day, with full health, but you lose karma and there’s a corpse for the necromancer. If you fight at night you lose energy but there’s no corpse. both options get the same amount of gold, as well as the belt of regeneration
1) Peasants offer to help fight
1a**) “Alright. We’ll need everyone” 3 peasants help in the fight
1b*) “we’ll return the children” +1 karma
2) Exhaustion sets in
2a) “let’s rest here” -1 Karma, children die
2b*) “push on” event continues (party starts fight at half stamina)
3) Push through darkness
3a) “this is hopeless” -1 Karma, children die
3b)”the night is clear” one party member (was archer for me repeatedly) takes some damage and loses 1 max hp, all children still alive
3c*) “light torches” all children are still alive

Where the dead things are

I have not encountered any choices in this mission

Trouble Brewing

is money or Karma better? if you’re not going to do the fight, no point in triggering the event
1) The dwarves stopped their hacking
1a*) “If they attack us they’ll regret it” -1 karma, fight the elves, get paid
1b) “we’re not killing for their beer” mission ends

The Road to Kern Boran

this is a tough fight, but no choices to be made

King Haldrig’s camp


The vigilance helmet gives “dodgy” which is pretty nice. 20 coins for +2 Karma is a pretty cheap exchange rate ( I had almost 200 coins, so I assume there’s not a bigger coin option)
1) buy a magical helmet
1a) “sorry I don’t have the money for it”
1b) “here are your ten coins” -1 karma, gain helmet
1c*) “I want you to take 30 coins” +1 karma, gain helmet

Herbal Medecine


The bandits are a tough fight, and only rewards 60 coins
The guards were easier, and gave the same 60 gold +40 for delivery of the goods
I kept the “kill the guards option mostly because it was the last one i did
1) “that’s fair business, is it not?”
1a*) “nobody should suffer” -karma, event continues
1b**) “drugs are bad m’kay” +1 Karma, fight bandits
1c) “the king would notice our absence” fight bandits
2) “surrender your cargo for inspection”
2a*) “to arms!” -fight guards
2b) bribe guard -pay coins (you only net 20 coins this way)

An Orcish Brand of Siege

No choices that I saw

No time to hang around


1) “Pleash lemme go”
1a*) “cut him loose” event continues
1b) “sorry to interrupt” -1 karma
2) “yer kiddin’, right?”
2a) “how dare you” nothing happens
2b) “on second thought” -1 karma
2c*) “fine. take the gold” -10 gold, +1 karma

Fort Langen


1) Alchemist wants an excort
1a) “We don’t have time” the siege starts in a better place, I didn’t fight it to see if you get a better reward
1b*) “you have a deal” the narration seems upset about it, but you still get 149 gold for the fight, and about 50g worth of a mix of potions (a bit of one of everything)

Scapegoats


for this event you have a bunch of options which remove some of the units starting on the map

1) He blames you
1a*) “leave” event continues (3)
1b) “stay” event continues (2)
2) “don’t be a fool”
2a) “leave” event continues (3)
2b) “stay” game over and scapegoat achievement
3) “I have an idea”
3a**) “we can’t trust a street rat” event continues
3b**) “pay 10g” fight is easier, event continues
3c*) pay 20g +1 karma, fight is easier,event continues
4) “what about that lump of a man?”
4a*) “skewer him” battle
4b**) “pay 50g” fight is easier, battle

Red Tower


1) old storyteller says there’s secret gold
1a*) “he pay’s us” fight some spiders get 180g and an artifact
1b) “we don’t have time for this” event ends
1c) “we’ll pay you” lose 180g, fight some spiders with your whole company down 10 energy, gain 200g. clearly the inferior option assuming there’s not a hidden game clock penalizing you for time’s passage

Road to Eternity


Roderick loses 1 max hp, unsure if other choices I made led to this

A not-too-brief detour

You Shall not Pass

This mission is really just a decision point, where you decide if you’re going on a side-adventure or not. Some of the quests are winners, some kinda suck, but the real question is “do you like Delia?” if you do the side stuff she has +3 morale and +1 speed for the rest of the game, which I think is pretty dang worth it, and if you skip a bunch of side content you’ll probably just have to grind some random encounters anyway, so I suggest you “go north” when the time comes

1) delia wants to go north
1a*) go north
1b) “refuse twice” -2 Delia morale skip all the way to the last fight

Dwarves demand a toll

#(I messed up my saves and forgot to check these routes)
2a*) “let us pass” a surprisingly easy fight, a good amount of gold, and an okay melee artifact
2b) “it’s not worth it” #
2c) “we’ll pay 60g” #

Delia’s flower picking

there are no choices on this quest. There is a surprisingly tough fight against spiders and frogs. afterwards Delia gets +1 morale and +1 speed. The +1 speed is huge, and makes this route feel like a great idea.

Green Storm

“ask paladin to join”
4a) “I’ll do that” this option is weirdly worded, but is actually declining to pay (nothing happens)
4b) “pay 10g” the paladin joins the allied party for the fight
4c*) “pay 100g” paladin joins the party #note this raises your party cap when it happens, no clue if the other options “catch up” after the fight, but I suspect they do

troll cave.

this fight is pretty skippable. If you go and then back out Karranak gets -1 morale. The trolls are tough, and use a lot of thrown potion debuff spam. they hit really hard and have reach. to top it off you start with -2hp and -10 stamina. the reward is a very small amount of gold and an equipment that gives poisonous (not bad for an archer, or karrack)

They Came in Silence

If you refuse to go North at the start of this section, then you only do this fight. The fight isn’t too bad. the shadows are fast and can attack twice for good damage, and they will use 2 powers, one of which gives -10 mana, the other gives -10 morale/stamina. The nice thing is that they just wasted all their time mana draining my casters, who used meditation while my physical characters ripped the enemies up. I think the shadows could be really tough if they didn’t spam mana drain so hard

Working for King Tybald

By order of his majesty King Tybald

just a talking mission, but it sets up the following missions. I suspect that you’re being judged by the king, and that that may influence what happens after

Settlement of Heretics
A different Kind of Job

So the first thing that happens is you have a choice to intervene with the guards brutalizing a doomsayer. As usual you have 2 opportunities to back out from doing the right thing. Doing the right thing gives +1 karma. doing the wrong thing is -1 karma, -2 morale to your paladin if you have one. it doesn’t appear to influence your ability to do the rest of the mission.

The detective mini game has 243 possible decision trees. I did not follow all of them, but doing the following will get you to the fight and the chievo:
1)”we cannot ignore this concentration…”
2)”The abductor likes secluded places…”
3)”I’m glad I brought you along…”
4)”the thin man…”
5)”the abducter is not a slaver…”
the above is 1/1/2/2/3 on the choices. the last 3 appear required, but the first two questions can be answered almost any combination of 1 and 3

Industrial espionage

simple fight, no choices, just “kill” the leader (I killed it last), and the after dialogue will still talk about capturing them

An Eye for an Eye

Unlocks after completing “industrial espionage”
1**) “we can get you justice” -2 karma, -2 morale to paladin, +100g Simple fight, rewards are good money, but nothing special. Another 100g from the quest, plus the usual “enemies you defeated” 30ish gold
2*) “we’re not bandits or assassins” +1 karma

Settlement of Heretics:

“Take her Away”
1)”we attack in 10 minutes” fight a battle against every caster in the game, and get:
Sagarus: Assistant “At the beginning of the battle all enemies have 75% mana”
Staff of secrets(Equipment) gives +5 mana and mana regen
but no karma change

2)”Release her” fight some dudes, get some money, as well as the following, but interestingly no change to Karma.
Emelyne: Assistant “At the beginning of battle all player’s units are blessed for 3 turns”
Vial of souls(equipment): gives “Reaper” (whenever a unit dies this unit regenerates 1 health and 1 mana)

I like that this quest doesn’t have karma on it, because that lets you pick between 2 different options that have pros and cons. both equipments are excellent for a spellcaster. I tihnk the staff is better for a runesmith, priestess, or Delie, while the vial is better for mages. Both assistants are fine. Sagarus is obviously better in a fight where your priestess can get off a bless on most of the party on turn 1, but a lot of fights make that hard, and in those I’d probably prefer emelyne. I ended up going with Sagarus because the staff of secrets on Delia was too good to pass up

Black Mirror

“I need a little of your blood”
1)”what for?”
Get some info, -2 health
2)”that’s insane!”
play a game

“Let’s play a game”
Thanks Mazoe47b from the comments you need the following stats to win the game:
fight: Strenght >=7
knives: Accuracy >=8
drink: Stamina >=24

The Harvest

no choices, pretty easy fight against undead

An Unexpected Meeting

Endgame

(I lost some info here, so I don’t have quotes)

Roderick is having nightmares

1a**) “I’m fine” nothing happens
1b*) “I feel better now that you’re here” Roderick gets health and stamina regen, Delia loses 5 mana, you get an achievement probably worthwhile. Delia can get 6 mana from 2 levels. Roderick could get HP and Stamina from level ups, but those are only like 3 or 4, and I think the regeneration is better, but it’s a pretty even value trade.
The fight gives really good armor that only works if you’re evil/

No More Mr. Nice Guy

1) Silver Gryphons are looting
1a*) “give them 2 days to loot” +80 gold, -1 karma, -2 paladin morale (I think this is not an effect of the event, but rather the paladin loses morale any time you lose karma)
1b**) “make an example” 2 units each lose 2 morale and 1 HP
2) “Delia was absent”
2a) “Fasil Fetch Delia” nothing happens
2b*) “she’ll be safe in the library” no Delia for fight, Delia +50xp, Karma +1
I actually strongly recommend leaving Delia behind here (unless you’re trying to lose karma), because there are only 12 deployment spots, so you have to know that ctrl+click lets you swap the position of 2 units during deployment (thanks comments)

Retreat

these missions are very similar.
The swamp is harder to move through, the forest has a lot of trees
The swamp has poison frogs that spawn, the forest has spiders
you could, in theory, farm either for xp, but this late in the game that’s probably not a worthwhile idea
the swamp you start with *very* low energy, the forest you have low energy and are missing some HP (not permanant)
*I did not complete the forest route

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