Bannerlord mechanics

Relatives development

Bannerlord v1.5.7 · checked 2026-11-12 · updated 2026-11-13

How a child raised in your clan grows up: birth, the six education stages, coming of age, and the points the hero has when it comes of age. Read from game v1.5.7 with the modules Native, SandBoxCore, SandBox, StoryMode, NavalDLC and BirthAndDeath active. For wanderers, see Wanderer generation.

The rules are in HeroCreator, HeroDeveloper, EducationCampaignBehavior, AgingCampaignBehavior and DefaultAgeModel (see Game code). No official module replaces education, aging or offspring creation:

The tables are computed by the Python model in src/bannerlord/wanderers/relatives.py; data/wanderers/relatives.csv lists the points for every age from 0 to 18.

Symbols

Symbol Meaning
level hero level (Hero.Level)
attribute budget 15 + (level − 1) / 4 attribute points for a hero created at level (HeroDeveloper.SetupDefaultPoints); 15 + level / 4 for a hero that levels up from 1 (HeroDeveloper.OnGainLevel); integer division
focus budget 5 + (level − 1) focus points, +6 with NavalDLC
education points attribute and focus points added by education on top of both budgets
skill pick one skill named by an education option: +1 focus and +15 skill levels
stage one education event; stages are numbered 1 to 6 here (the game counts 0 to 5)
page one screen of a stage; exactly one option of each page is applied

Birth

HeroCreator.DeliverOffSpring creates the child with level 1. It joins your clan when you are its mother or father, otherwise it joins its father's clan, so the children of a brother in your clan are raised in your clan too.

  1. Skills: DefaultHeroCreationModel.GetDefaultSkillsForHero returns an empty list for anyone younger than 18. All skills are 0.
  2. Level: SetInitialLevelFromSkills sets the experience to max(1, 0 − 2000) = 1, which stays below level 2. The level is 1.
  3. Budgets at level 1: 15 attribute points and 11 focus points (5 without NavalDLC).
  4. SetInitialFocusAndAttributePoints raises every attribute that is 0 to 1 and pays for it from the attribute budget: 6 points assigned, 9 unspent. The focus budget stays unspent.
  5. InitializeHeroDeveloper distributes unspent points only for adults (Hero.IsChild is age < 18), so nothing else is spent.

At ages 6 and 14, AgingCampaignBehavior re-initializes the developer of children outside your clan only. Children in your clan keep their state.

Education

Every day, EducationCampaignBehavior.OnDailyTick checks each living hero of your clan except you who is younger than 18. A stage starts when the child's birthday plus the stage age has passed:

Stage 1 2 3 4 5 6
Age 2 5 8 11 14 16

The next stage is the later of "last finished stage + 1" and "the latest stage whose age is at most the child's rounded age". Stages skipped on the way are finished at once with random options (DoEducationUntil), and the notification opens the next one. A child that enters your clan at 10 therefore gets stages 1 and 2 at random and stage 3 from you.

Each stage has three pages. You pick on pages 1 and 2; page 3 rolls one outcome from the option RandomValues. An option grants +1 to each attribute it names (AddAttribute(attribute, 1, false)) and a skill pick for each skill it names (AddFocus(skill, 1, false), then ChangeSkillLevel(skill, 15)). Neither call touches the unspent points: education points come on top of the budgets.

Points granted by each education stage. Every skill pick is +1 focus and +15 skill levels.

Stage Age Page 1 Page 2 Page 3 Attributes Focus Skill levels Total attributes Total focus
1 2 you pick: +1 attribute you pick: +1 attribute random: +2 attributes 4 0 0 4 0
2 5 you pick: +1 attribute, 1 skill pick you pick: 1 skill pick random: +1 attribute 2 2 30 6 2
3 8 you pick: +1 attribute you pick: 1 skill pick random: 1 skill pick 1 2 30 7 4
4 11 you pick: +1 attribute you pick: 1 skill pick random: 1 skill pick 1 2 30 8 6
5 14 you pick: +1 attribute, 1 skill pick you pick: 1 skill pick random: 2 skill picks 1 4 60 9 10
6 16 you pick: +1 attribute, 1 skill pick you pick: 1 skill pick random: 1 skill pick 1 3 45 10 13

At 18: level 1, 16 attribute points assigned (1 per attribute plus education) and 9 unspent, 13 focus from education and 11 unspent, 195 skill levels.

Highest focus reachable by your own picks: One Handed 6 (the normal cap is 5).

Options per stage

Stage Page 1 (you pick) Page 2 (you pick) Page 3 (random)
1 (age 2) one of the father's three highest attributes one of the mother's three highest attributes two attributes picked on neither page
2 (age 5) Social + Leadership, Endurance + Athletics, Control + Throwing, Intelligence + Engineering, Vigor + Two Handed, Cunning + Roguery Riding, Bow, Scouting, Smithing, One Handed, Tactics one attribute
3 (age 8) tutor: Vigor (master-at-arms), Social (steward), Endurance (artisan), Intelligence (scholar), Control (huntsman), Cunning (rogue) the tutor's six skills (below) another of the tutor's six skills
4 (age 11) Vigor, Endurance, Intelligence, Cunning, Control, Social Polearm, Tactics, Steward, Engineering, Leadership, Trade Athletics, Riding, Smithing, Medicine, Scouting or Charm
5 (age 14) Vigor + One Handed, Endurance + Riding, Intelligence + Engineering, Cunning + Tactics, Control + Bow, Social + Charm One Handed, Riding, Engineering, Medicine, Bow, Trade a pair: Athletics + Riding, One Handed + Two Handed, Smithing + Engineering, Medicine + Steward, Scouting + Bow, Charm + Leadership
6 (age 16) Vigor + One Handed (warrior), Cunning + Trade (merchant), Intelligence + Engineering (siege engineer), Control + Bow (noble), Endurance + Athletics (own way), Social + Charm (diplomat) the path's six skills (below) one of the path's six skills

When the parent is missing, stage 1 page 1 or 2 offers three attributes rolled at random values instead (GetHighestThreeAttributes with no hero).

Stage 3 tutor Skills
Master-at-arms Riding, Polearm, One Handed, Athletics, Two Handed, Bow
Steward Steward, Trade, Charm, Riding, Leadership, Roguery
Artisan Smithing, Trade, One Handed, Engineering, Steward, Athletics
Scholar Medicine, Engineering, Leadership, Charm, Steward, Tactics
Huntsman Scouting, Bow, Polearm, Medicine, Athletics, Tactics
Rogue Charm, Athletics, Scouting, Leadership, Throwing, Roguery
Stage 6 path Skills
Warrior One Handed, Polearm, Charm, Leadership, Two Handed, Tactics
Merchant Charm, Roguery, Smithing, Scouting, Steward, Leadership
Siege engineer Engineering, Medicine, Smithing, Trade, Tactics, Charm
Noble Athletics, Bow, Riding, Tactics, Leadership, One Handed
Own way Athletics, Roguery, Polearm, Riding, Charm, Smithing
Diplomat Medicine, Roguery, Charm, One Handed, Riding, Tactics

Random pages:

Education skips the level

ChangeSkillLevel adds exactly the experience for +15 levels through AddSkillXp(skill, xp, isAffectedByFocusFactor: false). With that flag off, AddSkillXp does not call GainRawXp, so the hero's total experience and level do not move. The experience multiplier is 1 for a clan child (DefaultGenericXpModel raises it only for companions of a player with Natural Leader).

Coming of age

AgingCampaignBehavior.DailyTickHero fires OnHeroComesOfAge at age 18.

To take the relative into your party, talk to it: the line "Get your things. I'd like you to rejoin the party." (CompanionRolesCampaignBehavior, companion_rejoin_after_emprisonment_role, under the hero's main options) is offered for any hero of your clan that leads no party and is not in your party or a caravan, and its consequence is AddHeroToPartyAction.Apply to your party. The line has no age check. Whether a child can be spoken to, and so recruited, before 18 is not traced; the tables assume the hero joins at 18.

Worked example. A son born to you, NavalDLC active, all stages answered on time:

  1. Birth: level 1, budgets 15 attribute and 11 focus points. 6 attribute points go to the 1-per-attribute floor; 9 attribute and 11 focus points stay unspent.
  2. Stages 1 to 6 add 4 + 2 + 1 + 1 + 1 + 1 = 10 attribute points and 0 + 2 + 2 + 2 + 4 + 3 = 13 focus points, each focus point with 15 skill levels: 195 skill levels.
  3. At 18 the hero is still level 1: 16 attribute points assigned, 9 unspent, 25 in total; 13 focus assigned, 11 unspent, 24 in total.

Relative against wanderer

Points at joining, assumed at coming of age: a relative at 18 against the average wanderer of each type (simulated, NavalDLC active). Attribute and focus counts include unspent points.

Hero Age Level Attribute points Focus points
Relative 18 1 25 24
Engineer (2 templates) 21 to 29 17 18.5 27
Tactician (12 templates) 21 to 37 17.7 19 27.7
Leader (7 templates) 18 to 31 18.8 19 28.8
Steward (2 templates) 22 to 32 17 19 27
Trader (1 template) 24 to 28 17 19 27
Rogue (16 templates) 18 to 32 18.1 19 28.1
Physician (4 templates) 23 to 34 15.8 18 25.8
Smith (2 templates) 20 to 25 18 19 28
Scout (21 templates) 18 to 36 18.3 19 28.3
Mariner (11 templates) 22 to 34 14.6 17.8 24.6

At level 16 (the Scholar's level), a wanderer created at that level gets 18 attribute points; a relative that levels up to it gets 19, plus its education points:

Hero Attribute points Focus points
Wanderer 18 26
Relative 29 39

Both kinds earn +1 focus per level and +1 attribute point on reaching every multiple of 4. A wanderer is created at its level with 15 + (level − 1) / 4 attribute points; a relative levels up from 1 and collects 15 + level / 4. The focus budgets match. A relative arrives at level 1 with every later level still to earn, its unspent points under your control, and the education points as a permanent lead.

Worked example. At level 16 a wanderer has 15 + 15 / 4 = 18 attribute points and 5 + 15 + 6 = 26 focus points. A relative that levels up to 16 crosses levels 4, 8, 12 and 16: 15 + 4 = 19 attribute points and the same 26 focus points. With its 10 and 13 education points: 29 and 39.

Edge cases

Story siblings

StoryMode's younger brother and sister are created with the family at game start and are children in your clan, so they are educated like your own children. At coming of age, MainStorylineCampaignBehavior.OnHeroComesOfAge calls StoryModeHelpers.SetPlayerSiblingsSkillsIfNeeded for the brother, and for the sister when NavalDLC is not active. With NavalDLC active, the sister gets the same call when she joins your clan as an adult (NavalDLCHelpers.AddSisterToClan) or comes of age while NavalStorylineData.HasCompletedLast(6) is true.

SetPlayerSiblingsSkillsIfNeeded acts when any skill is 0, which education always leaves (it offers at most 13 skill picks over 17 skills). It clears all skills, sets the template skills + 5..9 noise (GetDefaultSkillsForHero, now that the hero is 18) and re-initializes the developer: the level follows from the skills as for a wanderer. Unspent attribute and focus points and perks are spent automatically only when the campaign option CampaignOptions.AutoAllocateClanMemberPerks is on; otherwise they stay unspent for you to assign. Education skill levels are lost; education attributes and focus stay and count against the new budgets. The elder brother is an adult from the start and is never educated.

Game code

Recovered from CIL of TaleWorlds.CampaignSystem.dll, TaleWorlds.CampaignSystem.ViewModelCollection.dll, TaleWorlds.CampaignSystem.ViewModelCollection.BirthAndDeath.dll, StoryMode.dll and NavalDLC.dll with rea inspect-managed-members and scripts/reversing/ildump.py. Every decoded method matched rea's il_sha256.

IL decoded from game v1.5.7:

Changelog