Contracts are missions that can be accepted in Settlements. You may only have one active contract at a time. Completing a contract will reward your company with crowns, Renown, and better Relations with the settlement or the noble house that offered the contract. However, failing to fulfill a contract lowers your company's local Relations and the company's Renown.
The crowns reward increases with your company's Renown. Some contracts, such as the noble houses contracts, are only available with a certain level of Renown.
Contract targets can be identified with a golden coin on the Global Map.
Haggling[]
Before taking a contract it is possible to haggle for better pay. Everyone expects a little haggling but insist on too good a price and there is a chance the contract giver will refuse your company the contract.
You can determine if they will refuse based on their answers. It's probably best not to push your luck with an angry client if you need the money.
As well as getting your crowns when you finish your mission the contract giver may decide to pay you a portion of the fee in advance; including a possible bonus for each enemy head collected (price per kill).
Beware when haggling for better payment when more than one type of payment is offered. It may result in your other type of payment being slightly reduced.
Haggling will worsen Relations with the settlement if you don't have the Negotiator follower.
Contract Types[]
Easy
Medium
Hard
Contracts will ask for more or less the same tasks to be completed. However when, where and who you fight may vary widely.
Contract difficultly is measured with skulls. More skulls means more danger, but a better pay.
Contract types that involve destroying a location replace existing enemy forces for the new one scaled to the contract difficulty. For example coven full of Necrosavants can have them replaced by Ancient Auxiliary if the contract difficulty is low.
One or two skull contracts can overwrite Named Items that a location may be holding.
Civilian Contracts[]
Defend Settlement Bandits
Defend a settlement against a single or multiple waves of enemies raiding their Attached Locations.
You will face either Brigands or Zombies, whichever has a closer distance to the settlement.
20% chance: A kidnapping takes place and you are expected to go after them.
20% chance: The local militia wants to take your orders while defending the settlement.
10% chance: After the battle you find a prisoner that wants to join you. (Brigand Prisoner)
10% chance: After the battle you get the option to "slit their throats" or "chase them away". (Slit Throat)
If you destroy their camp, the settlement will no longer have ambushed trade routes.
Drive Away Barbarians
Destroy an enemy camp.
20% chance: You can choose to fight the whole camp or agree to an 1vs1 duel. (Barbarian Duel)
After winning the duel, barbarians will leave, completing the contract.
After losing the duel you can choose to leave the camp for extra moral reputation, but you fail the contract or destroy their camp to finish the contract, but you will lose moral reputaion.
20% chance: The barbarians attack you and want to raid the settlement that gave you the contract afterwards. You get double payment and extra reputation if you win. You will lose a large amount of reputation and the settlement will get the raided settlement situation for 3 days if you lose this fight. (Barbarian Revenge)
10% chance: You can choose to hire the 1 barbarian that survived the attack. (Barbarian Survivor)
If you destroy their camp, the settlement will no longer have ambushed trade routes.
Escort Caravan
Protect a caravan until it safely arrives at its destination settlement.
5% chance: Your men ask you to take the cargo for yourself. (Valuable Cargo)
10% chance: Caravan is stopped by noble troops, the player has the option to surrender or fight. (Stolen Goods)
5% chance: You notice a cage with a prisoner with your cargo who wants to be freed. (Mysterious Prisoner)
Losing some, but not all Donkeys will have you poorly complete the contract. You gain 50% less crowns & Relation. You get the normal amount of Renown.
If you finish this contract, the settlement will become well supplied. If you poorly complete the contract, it won't.
Hunting Alps
Kill the alps that are haunting the settlement at night.
25% chance: Your brothers have slept so well 75% of them get a good mood after defeating the alps and they lose any exhausted, hangover or drunk status. (Good Nights Sleep)
The settlement will no longer have the terrifying nightmares situation if you fulfill this contract.
Hunting Hexen
Stay near the settlement and protect your employers firstborn son.
20% chance: The hexe will be a "spider queen" and bring webknecht bodyguards.
20% chance: The hexe will make your superstitious brother become afraid after the battle. He gets a bad mood too. (Witch Curse)
10% chance: The lindwurms are attacking a caravan. If less than 5 caravans are destroyed you get an extra reward. You get 3 extra caravan hands for the fight. The reward is that an undead location is revealed that will contain a named item. (Merchant in Distress)
15% chance: After obtaining the stolen property, you are offered a higher reward for the object by a shady man. Accepting the offer will result in the failure of the contract. (Good Deal)
Company of soldiers is dispatched at the start of the contract. They move to reinforce settlement defenses. You could take advantage of it as they engage any greenskin forces they meet on their way to the besieged settlement.
You usually destroy 2-3 raiding parties and 1-2 siege engine camps.
The player can resupply in besieged settlement without a problem.
Confront Warlord
Destroy any greenskin parties and camps to lure out their warlord. Kill the orc warlord.
The contract consists of two preliminary missions and the decisive battle itself. Every mission starts on the next morning, so you always have some time to resupply and heal.
Following missions may be assigned to you at the war camp:
Day 1
40% chance: Intercept scouts of a noble house last seen in a certain direction of the warcamp and let no one escape alive. You need to fight a noble force.
60% chance: Requisition supplies at the objective in a certain direction of the warcamp. (you are send after an enemy wheat field or pig farm)
20% chance: Mercenary company hired by the southerners offers to switch sides for 50% of your contract reward. If you pay, they'll help you in battle and if you refuse you'll have to fight them in addition to the southerners.
20% chance: After the battle you will have to fight another army of southerners. You will have an option to make a stand in the holy site, attack them in the open or run away which will result in failing the contract.
The holy site will be attacked by an army of southerners. Before the attack you will have a choice between building palisades for defense, scouring the grounds for some items or recruit some poorly equipped zealots to help you in the fight.
30% chance: You will have an option to sally forth and ambush the enemy forces. If you choose to do so, you will fight two weaker waves of southern forces one after another.
30% chance: Allied noble forces will offer support. You can either ask them to flank gunners or infantry to reduce their respective numbers or order noble forces to stay with you.
Destroy Goblin Camp
Destroy an enemy camp or lair.
20% chance: The goblins can prepare an ambush and throw a higher number of them at you.
75% chance: If you are flagged as a betrayer, your noble house might send a noble force to kill you after destroying the goblin camp. You are no longer flagged after that.
10% You start the fight surrounded by two different orc factions that are fighting each other. (Orcs vs Orcs)
5% chance: You find a prisoner that wants to join your company after defeating the orc camp. (Orc Prisoner)
75% chance: If you are flagged as a betrayer, your noble house might send a noble force to kill you after destroying the orc camp. You are no longer flagged after that.
If the envoy is killed during a battle, the contract will fail.
Once the destination is reached, the envoy will leave the party for several hours, then join back.
The envoy must be escorted back to the settlement where the contract was accepted.
10% chance: After meeting a shady man your envoy may get attacked by Mercenaries and you can choose a side. Defending the envoy simply continues the contract, taking the deal will get you the bribe money instead and you get flagged as a betrayer by that noble house. (Shady Deal)
10% chance: Wave will contain additional Assassins.
40% chance: You will fight wave of slavers which will contain large number of Indebted.
50% chance: After defeating all raiding parties, a group of thankful villagers will give you some Trade Goods and Food produced by the settlement.
If all locations are burned you fail the contract.
If at least one but not all locations are burned, you poorly complete the contract. You gain 50% less crowns & Relation. You get the normal amount of Renown.
You can use nearby patrols to fight attackers but still need to take part to the battle or it will be counted as fail.
Last Stand
Travel to a settlement and defend it against the undead.
The settlement will be attacked by 3 waves of undead. You will receive help from militia men. The less militia men die, the more will join you against the next undead wave.
40% chance: Undead are already at the walls and you have to get past them first.
30% chance: There will be an additional wave consisting of nachzehrers.
Completing this contract removes the besieged settlement situation.
Marauding Greenskins
Kill marauding greenskins around the settlement.
You will face a group of goblins or orcs. (whoever's camp is closer to the settlement)
Patrol two settlements, then come back to where the contract was accepted.
You are paid for up to 20-35 heads you bring back. The heads can be from any enemy. (resurrected enemies, war dogs, goblin wolves, spider eggs and lindwurm tails dont give heads on kill) You have 5 days time to collect them. The closest bandit, orc and goblin camps will spawn a roaming party while you are on this contract.
10% chance: You get a scouting report about a crucified man. (Crucified)
33% chance: The settlement you patrol gets the safe roads settlement situation.
Privateering
Travel to the lands of noble house x, raid and burn down places, destroy any caravans or patrols and return after 5 days.
15% chance: A messenger of the enemy noble house offers you a named weapon if you change sides. (Changing Sides)
Raid Caravan
Raid the caravan going from settlement A to settlement B.
You get full payment if noone escaped from the caravan, 50% less pay otherwise. For each person that escaped there is a 15% chance that you fail the contract and get no payment at all.
10% chance: A man offers you some crowns if you dont destroy the caravan. (Bribe)
5% chance: You have to fight a Swordmasters in addition to the caravan.
5% chance: You have to fight a Necromancers and Zombies in addition to the caravan.
5% chance: You have to deal with women and children after the battle. (Women and Children)
10% chance: You found some papers after the battle that you could use against you employer. (Compromising Papers)
Raze Attached Location
Raze location A near settlement B.
You get less reputation if someone escaped and for each person that escaped there is a 10% chance that you fail the contract and get no payment at all.
You can choose to sweep from one side or to encircle them at the start of the encounter.
75% chance: If you are flagged as a betrayer, your noble house might send a noble force to kill you when you arrive at the attached location. You are no longer flagged after that.
The settlement you attacked will get the raided settlement situation for 3 days.
50% chance: You assault the castle and will face noble forces.
After the assault on the caste you have to fight another noble force.
30% chance: After the castle was set on fire you will face noble forces and a knight. You get support from your own noble troops aswell.
20% chance: You get to decide between assault on the castle and raining down fire on the castle.
50% chance: You will maintain the siege and intercept anyone trying to break through.
25% chance: You fight some noble forces and discover a secret passage into the objective.
You get the order to sneak in and assassinate the enemies commander. You will start the fight surrounded by noble forces and a knight.
75% chance: Some noble forces start attacking you to relief the settlement.
40% chance: The objective has fallen. Your opponent surrenders.
60% chance: The defenders send their last attack force at you. You will face noble forces and a knight. You get support from your own noble troops aswell.
10% chance: Your men captured some of the defenders. You get to decide their fate. (Siege Prisoners)
During the contract the settlement will have the besieged settlement situation.
After this contract the settlement will gain the conquered settlement situation for 3 days.
The Barbarian King
Hunt down the Barbarian King and his warhost.
15% chance: The barbarian king asks you stop a bigger threat, an army of Ancient Dead. If you agree and beat them you get a heavy horned plate helmet and complete the contract.
A barbarian army together with a Barbarian King will be spawned at the closest possible barbarian location.
20% chance: Mercenary company hired by the nobles offers to switch sides for 50% of your contract reward. If you pay, they'll help you in battle and if you refuse you'll have to fight them in addition to the noble forces.
20% chance: After the battle you will have to fight another army of northerners. You will have an option to make a stand in the holy site, attack them in the open or run away which will result in failing the contract.
The holy site will be attacked by an army of northerners. Before the attack you will have a choice between building palisades for defense, scouring the grounds for some items or recruit some poorly equipped zealots to help you in the fight.
30% chance: You will have an option to sally forth and ambush the enemy forces. If you choose to do so, you will fight two weaker waves of northern forces one after another.
30% chance: Allied southern forces will offer support. You can either ask them to flank arbalesters or infantry to reduce their respective numbers or order them to stay with you.
Deliver Item
Safely deliver cargo to a settlement.
5% chance: The cargo starts moving and is an evil artifact. (Evil Artifact)
10% chance: The camp is attacked by Ifrits hostile to both your company and the nomads
15% chance: You find nomads digging in the earth. You can attack now and face more enemies but gain some Treasures afterwards or wait until they leave and the camp is less defended. (Nomad Treasure)
10% chance: You will also face few Assassins in addition to the nomads.
Beat down the uprising of the Indebted in the location near the settlement.
20% chance: You have to chase the indebted that turned into banditry (nomads).
20% chance: Leader of the indebted offers a bargain for their freedom. Accepting the offer will result in the failure of the contract but an undead location will be revealed that will contain a named item. (Spartacus)
20% chance: You have to chase the indebted who fled the location.
40% chance: You fight slaves at the location.
If you put down the revolt, the settlement will no longer have Slave Revolt.