Bannerlord mechanics

Crafting guide

Bannerlord v1.4.8 · checked 2026-11-10 · updated 2026-11-12

This guide explains how smithing turns the pieces you pick into a weapon: where its weight, length, handling, speed and damage come from, what sets its tier, value and sell price, what decides the quality you roll, how new pieces unlock, and how to get the best weapon out of the pieces you have. Everything here was read out of the game's own code: the formulas were recovered from v1.4.6 and compared method by method against v1.4.8, where none of the compared methods changed (some could only be compared by their headers; Value and price has the details). No official module (SandBox, StoryMode, NavalDLC, BirthAndDeath) replaces the smithing, value or trade price rules. NavalDLC adds weapon pieces and lets the existing weapon types and their usages use them.

Each rule is written in words with a worked example. For the exact formulas, every edge case and links to the game code, see the deep dives: Weapon stats, Value and price, Smithing mechanics and Weapon templates. How the solver research behind some of the tips was done is on the Smithing solver page.

What unlocks what

What you want What you need
Use a piece in a design the piece unlocked for that weapon type; some pieces are open from the start
Craft the design every chosen piece unlocked, and the materials for it
Craft a design harder than your skill nothing: difficulty never blocks a free build, it only lowers your quality odds
Better odds of Fine, Masterwork and Legendary Smithing skill above the design's difficulty, and the Experienced Smith, Master Smith and Legendary Smith perks
A Masterwork at all an average piece tier of at least 3.5
A Legendary at all an average piece tier of at least 4.5
Higher grades of iron from refining the Steel Maker, Steel Maker 2 and Steel Maker 3 perks
A smithing order Smithing skill + 50 at least the order's difficulty (a solver test with the formulas, not read from the game's code)

The Smithing skill level each perk needs is in the Smithing guide.

How a weapon is built

Every crafted weapon comes from a weapon type (the game calls it a crafting template), such as the one-handed sword or the pike. A weapon type has up to four slots, blade, guard, handle and pommel, and you pick one piece for each. Axes and maces have no guard; the throwing axe has only a handle and a blade.

One item can have several usages, which are the ways it can be held: a two-handed sword can also be swung with one hand. All usages share the same pieces, weight and length, but each usage has its own grip and its own speed and damage. A usage is only there if every piece you picked is allowed for it.

Six steps left to right for the one-handed sword example. Step 1: choose one piece for each slot, piece tiers 1, 5, 2, 1. Step 2: the pieces set weight and length, weight 0.9, length 97. Step 3: weight, length and balance set the stats, handling 99, swing speed 106, swing damage 21, thrust speed 97, thrust damage 12. Step 4: stats and piece tiers set the tier score, 1.4704. Step 5: the tier score sets the value, 398. Step 6: value and Trade skill set the price, 130 at Trade 86.

How a crafted weapon gets its numbers, with the one-handed sword example at each step.

Step What happens Example
1 Choose one piece for each slot Piece tiers 1, 5, 2, 1
2 The pieces set weight and length Weight 0.9, length 97
3 Weight, length and balance set the stats Handling 99, swing speed 106, swing damage 21, thrust speed 97, thrust damage 12
4 Stats and piece tiers set the tier score 1.4704
5 The tier score sets the value 398
6 Value and Trade skill set the price 130 at Trade 86
Slot Piece Tier
Blade wood_blade_1 1
Guard vlandian_noble_guard_3 5
Handle khuzait_grip_7 2
Pommel battania_pommel_6 1

The tier score 1.4704 rounds to tier 1. It mixes 0.8207 from the stats and 2.445 from the pieces.

Worked example. The one-handed sword above has a wooden blade, a tier 5 guard, a tier 2 handle and a tier 1 pommel. Together they weigh 0.9 and reach 97. That gives handling 99, swing speed 106 and swing damage 21, thrust speed 97 and thrust damage 12. The rest of this guide follows the same sword through each step.

One smithing guide per weapon type, with the best pieces and results by tier. The full-precision template facts are in Weapon templates.

Scaling a piece

Each piece has a scale slider from 90 to 110: the piece's size in percent. 100 leaves the piece as it is.

Scaled length = length × scale

Scaled weight = weight × scale for most pieces, but weight × scale × scale × scale for guards, pommels and the blades marked that way in the game files

So scaling a guard or a pommel changes the weight much faster than scaling a handle or most blades.

The one-handed sword example with one slot, or every slot, scaled. Scale 100 is the design as it is.

Scale Weight Length Handling Swing speed Swing damage Thrust speed Thrust damage Value
Every slot at 100 0.9 97 99 106 21 97 12 398
Blade at 90 0.86 88 100 108 19 98 12 296
Blade at 110 0.94 104 97 103 22 97 12 441
Guard at 90 0.86 96 99 106 20 98 12 347
Guard at 110 0.95 97 98 105 21 97 12 383
Handle at 90 0.89 96 99 106 20 97 12 347
Handle at 110 0.91 97 98 105 21 97 12 383
Pommel at 90 0.83 97 102 108 19 98 12 331
Pommel at 110 0.98 97 94 103 22 96 12 401
Every slot at 90 0.74 87 104 111 17 100 12 250
Every slot at 110 1.08 105 91 99 24 94 12 482

Worked example. The one-handed sword weighs 0.9. Setting the guard to 90 brings it to 0.86 and the pommel to 90 brings it to 0.83, while the handle at 90 only brings it to 0.89. The blade at 110 makes the sword longer, 104 instead of 97, and swing damage goes from 21 to 22 while swing speed drops from 106 to 103.

What sets each stat

The stats follow from three things: how heavy the weapon is, how long it is, and how its weight is spread along it. The usage's grip then decides how hard the weapon is to swing and thrust.

Weight and length

Weight = the scaled weights of all pieces, added up

Length = how far the blade tip reaches from the handle

Worked example. The one-handed sword weighs 0.9 and has length 97. With every slot at 110 it weighs 1.08 and has length 105. The pommel at 110 makes it heavier, 0.98, but the length stays 97.

Handling

Handling says how easily the weapon turns in your hand. It falls as the weapon gets harder to turn around the grip.

Handling = 100 × ((1 ÷ (a × turning weight at the grip + b)) raised to a power below 1), rounded

The game counts the pommel as if it sat past the blade tip when it works out the turning weight, so a heavy pommel costs far more handling than its real position would.

Worked example. The one-handed sword has handling 99. With the blade at 110 it weighs 0.94 and is longer, and handling drops to 97. With the pommel at 110 it weighs 0.98 and is no longer, yet handling drops further, to 94. The pommel at 90 raises it to 102.

Swing and thrust speed

The game simulates the swing and the thrust: it pushes the weapon through a fixed angle in three stages, and the shorter that takes, the higher the speed.

Swing speed falls with the turning weight at the shoulder and with the drag on the swing

Thrust speed falls with the weight and the turning weight at the grip

Grip constants for each grip. Swing drag is 3.9 times the grip's drag factor, per unit of reach. Two-handed stage values are the one-handed value times a multiplier.

Constant One-handed One-handed, wide grip Two-handed Two-handed, wide grip
Handling inputs a and b 1, 0.7 0.4, 1 0.5, 0.9 0.5, 0.9
Swing drag per unit of reach 1.17 (3.9 × 0.3) 3.9 (3.9 × 1) 1.17 (3.9 × 0.3) 3.9 (3.9 × 1)
Extra swing load 0 0 1 1.5
Swing stage 2: power and torque 170, 15 170, 15 195.5, 19.5 (170 × 1.15, 15 × 1.3) 195.5, 25.5 (170 × 1.15, 15 × 1.7)
Swing stage 3: power and torque 90, 7 90, 7 121.5, 16.8 (90 × 1.35, 7 × 2.4) 117, 28 (90 × 1.3, 7 × 4)
Extra thrust load 0 0 0.6 0.9
Thrust stage 2: power and torque 170, 24 170, 24 178.5, 26.4 (170 × 1.05, 24 × 1.1) 178.5, 28.8 (170 × 1.05, 24 × 1.2)
Thrust stage 3: power and torque 90, 15 90, 15 108, 28.5 (90 × 1.2, 15 × 1.9) 108, 31.5 (90 × 1.2, 15 × 2.1)
Grip Usages
One-handed Dagger, Dagger (alternative), Javelin, Mace, One-handed axe, One-handed axe (bastard grip), One-handed axe (bastard grip, alternative), One-handed sword, One-handed sword (bastard grip), One-handed sword (bastard grip, alternative), Throwing axe, Throwing knife, Thrown polearm
One-handed, wide grip One-handed polearm, One-handed polearm (javelin alternative), Two-handed polearm (couchable)
Two-handed Two-handed axe, Two-handed mace, Two-handed sword
Two-handed, wide grip Pike, Two-handed polearm, Two-handed polearm (bracing)

Worked example. The two-handed sword example is one item with three usages. Held in two hands it has swing speed 108 and swing damage 71; held in one hand (bastard grip) the same pieces give swing speed 95 and swing damage 56. A pike has the wide grip, so its drag is 3.9 per unit of reach against 1.17 for a sword, and its blades mostly have no swing at all.

Damage

Swing damage = swing strength × the blade's swing damage factor

Thrust damage = thrust strength × the blade's thrust damage factor

Thrown weapons multiply their thrust strength (without the extra mass) by a fixed factor: 3.3 for throwing knives and 9 for javelins. Throwing axes use 2 × swing strength.

Worked example. The one-handed sword's wooden blade deals blunt damage: 21 on the swing and 12 on the thrust. With every slot at 110 the sword is heavier, and swing damage rises to 24 although swing speed drops to 99. With every slot at 90 it is lighter: swing speed 111 but swing damage 17.

Tier, value and price

Tier score

Tier score = 0.6 × tier score from the stats + 0.4 × tier score from the pieces

Worked example. The one-handed sword scores 0.8207 from its stats and 2.445 from its pieces: 0.6 × 0.8207 + 0.4 × 2.445 = 1.4704, rounded tier 1.

Value

Value = 100 × (2.75 to the power of the tier score) × (1 + 0.2 × (appearance − 1)), plus 100 × (appearance − 1) when appearance is above 1, rounded down

Scatter of the 12 example weapons, tier score on the x axis from 0 to 5, value on a log y axis from 100 to 30,000. Dagger 0.0634, 95; one-handed sword 1.4704, 398; throwing knife 1.7880, 549; two-handed polearm 1.8742, 599; javelin 2.6272, 1,283; pike 2.6500, 1,313; one-handed axe 2.8784, 1,655; throwing axe 3.2900, 2,509; two-handed sword 4.3967, 7,688; two-handed axe 4.7007, 10,457; mace 4.7587, 11,089; two-handed mace 4.8507, 12,170.

Tier score, value and price of the example weapons. Price is the sell price with Trade 86 and no market data.

Weapon Tier score from the stats Tier score from the pieces Tier score Rounded tier Appearance Value Price
One-handed sword 0.8207 2.445 1.4704 1 0.5 398 130
Two-handed sword 5.0111 3.4752 4.3967 4 0.5 7,688 2,012
Dagger -1.4511 2.3352 0.0634 0 0.5 95 32
Throwing knife 1.7095 1.9057 1.7880 2 0.5 549 175
One-handed axe 3.0244 2.6594 2.8784 3 0.5 1,655 484
Two-handed axe 5.8434 2.9867 4.7007 5 0.5 10,457 2,680
Throwing axe 2.9743 3.7635 3.2900 3 0.5 2,509 711
Two-handed polearm 1.2508 2.8093 1.8742 2 0.5 599 190
Pike 2.5033 2.87 2.6500 3 0.5 1,313 391
Javelin 3.0154 2.045 2.6272 3 0.5 1,283 383
Mace 4.926 4.5079 4.7587 5 0.5 11,089 2,831
Two-handed mace 5.6847 3.5997 4.8507 5 0.5 12,170 3,088
Rule Number
Swing damage counts this much more than thrust damage 1.1
Pierce damage counts 1.15
Blunt damage counts 1.45
Two-handed-only usages count 0.8
Throwing knives and throwing axes count 1.2
Javelins count 0.6
Usage score to tier score: times 0.06
Usage score to tier score: minus 3.5
Share of the tier score from the stats 0.6
Share of the tier score from the pieces 0.4
Value at tier score 0 100
Value multiplier per tier score point 2.75
Value multiplier per appearance point away from 1 0.2
Value added per appearance point above 1 100

Worked example. The one-handed sword's pommel has appearance 0.5, so the value is multiplied by 1 + 0.2 × (0.5 − 1) = 0.9 and nothing is added. With its tier score of 1.4704 that gives value 398. The two-handed sword's 4.3967, with the same appearance, gives 7,688.

Sell price

Selling a weapon costs a penalty that grows with its tier score, and the selling party leader's Trade skill shrinks it. The town's market sets the rest; the Trading guide explains markets and penalties in full.

Sell price = value × market factor ÷ (1 + penalty), rounded down

Sell price of the one-handed sword example (value 398, tier score 1.4704) with no market data, so the market factor is 0.8.

Trade skill Price penalty Price
0 1.6776 118
50 1.5251 126
86 1.4314 130
100 1.398 132
150 1.2905 139
200 1.1983 144
300 1.0485 155
Price input Number
Base penalty 0.06
Extra penalty when selling 1.5
Extra selling penalty per tier score point above 1 0.25
Penalty is divided by 1 plus this per Trade skill point 0.002
Market factor, lowest 0.8
Market factor, highest 1.3

Worked example. The one-handed sword (value 398) sold at market factor 0.8 by a party leader with Trade 86 has penalty 1.4314 and fetches 130. With Trade 0 it fetches 118, with Trade 300 it fetches 155.

Difficulty and quality

Difficulty

Difficulty = 50 × the average piece tier, weighted by slot, rounded

Smithing difficulty is the average of each piece's tier times 50, weighted by slot and rounded. Pieces that need no materials are left out.

Slot Weight
Blade 100
Guard 20
Handle 60
Pommel 20
Weapon Difficulty Average piece tier Best quality possible Smithing for an order this hard
One-handed sword 85 2.25 Fine 35
Two-handed sword 145 3.25 Fine 95
Dagger 90 2.5 Fine 40
Throwing knife 85 1.75 Fine 35
One-handed axe 156 3.33 Fine 106
Two-handed axe 139 2.33 Fine 89
Throwing axe 200 4 Masterwork 150
Two-handed polearm 150 3 Fine 100
Pike 200 2.5 Fine 150
Javelin 131 1.75 Fine 81
Mace 222 4.67 Legendary 172
Two-handed mace 167 3.33 Fine 117

An order needs Smithing skill + 50 at least the order's difficulty. This is a solver test result, measured with the formulas outside the game, not read from the game's code.

Worked example. The one-handed sword's blade is tier 1, guard tier 5, handle tier 2 and pommel tier 1. Difficulty = 50 × (100 × 1 + 20 × 5 + 60 × 2 + 20 × 1) ÷ (100 + 20 + 60 + 20) = 85. Its wooden blade and pommel need wood, so they count.

Quality chance

When you craft, the game rolls a quality: Poor, Inferior, Common, Fine, Masterwork or Legendary. The quality picks the weapon's modifier.

Gap = Smithing skill − difficulty, counted only up to 300 either way

Line chart of the chance of each quality with no smith perks against Smithing skill minus difficulty, from −50 to +150, chance 0% to 60%. At −50: Poor 22.3%, Inferior 32.3%, Common 31.0%, Fine 8.9%, Masterwork 4.2%, Legendary 1.3%. At 0: Poor 10.1%, Inferior 15.5%, Common 49.4%, Fine 14.9%, Masterwork 7.6%, Legendary 2.6%. At +150: Poor 0.4%, Inferior 0.7%, Common 57.5%, Fine 20.1%, Masterwork 13.9%, Legendary 7.5%.

Chance of each quality with no smith perks. The gap is Smithing skill minus the weapon's difficulty; it counts only up to 300 either way. Skill shown for the one-handed sword example, difficulty 85.

Gap Skill Poor Inferior Common Fine Masterwork Legendary
-50 35 22.3% 32.3% 31.0% 8.9% 4.2% 1.3%
-40 45 19.6% 28.8% 35.0% 10.2% 4.8% 1.5%
-30 55 17.0% 25.2% 39.0% 11.5% 5.5% 1.8%
-20 65 14.5% 21.8% 42.8% 12.7% 6.2% 2.0%
-10 75 12.2% 18.5% 46.3% 13.9% 6.9% 2.3%
0 85 10.1% 15.5% 49.4% 14.9% 7.6% 2.6%
10 95 8.3% 12.8% 52.0% 15.9% 8.2% 2.8%
20 105 6.7% 10.5% 54.1% 16.8% 8.8% 3.1%
30 115 5.4% 8.5% 55.7% 17.5% 9.4% 3.4%
40 125 4.4% 6.9% 56.9% 18.1% 10.0% 3.7%
50 135 3.5% 5.6% 57.8% 18.6% 10.5% 4.0%
60 145 2.8% 4.5% 58.3% 19.0% 11.0% 4.4%
70 155 2.3% 3.6% 58.7% 19.3% 11.4% 4.7%
80 165 1.8% 2.9% 58.8% 19.5% 11.9% 5.0%
90 175 1.5% 2.4% 58.8% 19.7% 12.3% 5.4%
100 185 1.2% 1.9% 58.7% 19.9% 12.6% 5.8%
110 195 1.0% 1.6% 58.5% 20.0% 12.9% 6.1%
120 205 0.8% 1.3% 58.3% 20.0% 13.2% 6.5%
130 215 0.6% 1.0% 58.0% 20.1% 13.5% 6.8%
140 225 0.5% 0.8% 57.7% 20.1% 13.7% 7.1%
150 235 0.4% 0.7% 57.5% 20.1% 13.9% 7.5%

With smith perks, for the same example (difficulty 85):

Skill Perks Poor Inferior Common Fine Masterwork Legendary
185 No perks 1.2% 1.9% 58.7% 19.9% 12.6% 5.8%
185 Experienced Smith 0.0% 0.0% 51.8% 29.9% 12.6% 5.8%
185 Experienced Smith and Master Smith 0.0% 0.0% 44.3% 29.9% 20.1% 5.8%
185 All three smith perks 0.0% 0.0% 39.3% 29.9% 20.1% 10.8%
300 No perks 0.1% 0.2% 56.1% 20.0% 14.6% 9.0%
300 Experienced Smith 0.0% 0.0% 46.5% 30.0% 14.6% 9.0%
300 Experienced Smith and Master Smith 0.0% 0.0% 39.0% 30.0% 22.1% 9.0%
300 All three smith perks 0.0% 0.0% 29.0% 30.0% 22.1% 19.0%

Each quality's weight rises or falls with the gap along an S-curve of steepness 0.018, centred on its midpoint. The weights are then scaled to add up to 100%.

Quality Weight Midpoint As the gap grows
Poor 0.36 -70 falls
Inferior 0.45 -55 falls
Common 1 25 rises
Fine 0.36 40 rises
Masterwork 0.27 70 rises
Legendary 0.18 115 rises
Perk Adds to Bonus
Experienced Smith Fine 0.1
Master Smith Masterwork 0.075
Legendary Smith Legendary 0.05, plus 0.01 per 5 skill above 275 (0.002 per skill point)

Each bonus is taken evenly from the qualities the perk does not exclude, with any shortfall carried to the next one, and the chances are scaled to add up to 100% again.

Average piece tier below 3.5: quality stops at Fine. From 3.5 to below 4.5: it stops at Masterwork. From 4.5: any quality.

The smith perks add a flat bonus to one quality: Experienced Smith adds 10% to Fine, Master Smith 7.5% to Masterwork, Legendary Smith 5% to Legendary, plus 0.2% per skill point above 275. Each bonus is taken evenly from the qualities the perk does not exclude, with any shortfall carried to the next one, and the chances are scaled to add up to 100% again. Experienced Smith never takes from Masterwork or Legendary; the Smithing mechanics deep dive lists what each perk excludes.

Worked example. The one-handed sword (difficulty 85) at Smithing 185 has a gap of 100. With no perks the chances are 58.7% Common, 19.9% Fine, 12.6% Masterwork and 5.8% Legendary. Experienced Smith lifts Fine to 29.9% and lowers Common to 51.8%.

Quality cap

Average piece tier below 3.5: at most Fine. From 3.5 to below 4.5: at most Masterwork. From 4.5: any quality.

A roll above the cap is brought down to the cap.

Worked example. The one-handed sword's pieces average tier 2.25, so even a Legendary roll comes out Fine. The mace example's pieces average 4.67, so it can roll Legendary, but its difficulty is 222.

Unlocking new pieces

Smithing and smelting earn research points for the weapon type you used. When they reach the amount below, one new piece of that weapon type opens.

Research needed = √(100 ÷ pieces in the weapon type) × (9 × pieces already unlocked + 10)

Research points needed to unlock the next piece, by the number of pieces in the template and the number already unlocked.

Pieces in the template 0 unlocked 1 unlocked 2 unlocked 5 unlocked 10 unlocked 20 unlocked
25 20 38 56 110 200 380
100 10 19 28 55 100 190
400 5 9.5 14 27.5 50 95

Worked example. A weapon type of 100 pieces with 1 unlocked needs √(100 ÷ 100) × (9 × 1 + 10) = 19 points for the next piece.

Which piece opens and who gets it:

Materials, stamina and XP

Materials = every piece's materials, plus 1 charcoal

Smelting a weapon gives the materials back, except that one unit of its best iron grade comes back one grade lower, and smelting costs 1 charcoal. Smithing costs stamina, more for a higher-tier weapon, and gives Smithing XP that grows with the weapon's value; an order gives more XP than a free build.

Worked example. The one-handed sword's guard needs one unit of fine steel and its handle one unit of the second iron grade; its blade and pommel need wood. Crafting it uses those plus 1 charcoal.

Smithing orders

These rules come from the game's code unless marked otherwise.

Worked example. The one-handed sword example has difficulty 85, so an order of difficulty 85 needs Smithing 85 − 50 = 35 or more. For the mace example's 222 it is 172.

Getting the best weapon from your pieces

  1. Pick the weapon type by the usage you want. Each usage has its own grip, and the grip changes speed and damage with the same pieces. Each weapon type's guide lists its usages and how many blades each can use.
  2. Pick the blade first. It sets the damage factors and the damage type, and it counts most for difficulty.
  3. Scale for your goal. Bigger means heavier and longer, which usually gives more damage and less speed and handling. Smaller usually gives the opposite.
  4. Watch the pommel. A heavy pommel costs handling and swing speed far beyond its weight.

The solver research tested this with the formulas, not in the game: with every slot at 90 it found the exact best speed and handling, and its best-damage swords and maces kept the scale near 110.

Worked example. The one-handed sword with every slot at 90 has swing speed 111 and handling 104 but swing damage 17. With every slot at 110 it has swing damage 24 but swing speed 99 and handling 91.

Practical tips