Bannerlord mechanics

Equipment guide

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

This guide explains how armor turns a hit into damage, which armor slots are worth the weight, what the best head, body, glove, boot and cape pieces are in each weight class, and which items you can actually get in a campaign. The game rules here were read out of the game's own code (v1.4.8), and the tables are computed from the game's item files: the base game (SandBoxCore, SandBox and StoryMode) plus NavalDLC. NavalDLC adds its own items and troop outfits and uses the same rules; it only adds a Mariner perk bonus to armor penetration, which the numbers here leave out. The official BirthAndDeath module was not checked for these pages. The item scores add a model on top of those rules (an 80-strength hit, a fixed spread of hits over the body, typical items in the other slots), described in Ratings and results.

Each rule is written in words with a worked example. If you want the exact formulas, every edge case and links to the game code, see the two deep dives: Armor and damage and Ratings and results.

What unlocks what

What you see What changes it
Damage a hit does through your armor the armor of the body part that is hit
Extra armor penetration (NavalDLC) the Mariner perk
How much your armor weight counts the Form Fitting Armor perk (Athletics)
How much weight slows you, and your top speed your Athletics skill
Your stealth bonus the stealth factor of what you wear; armor plays no part
Items you can loot enemy troops and lords wearing them in a battle outfit

None of these perks and skills is part of the item scores in this guide.

How armor works

Every hit has a strength (the game calls it magnitude) and a damage type: cut, pierce or blunt. Only the armor of the body part that is hit counts. The game works out the damage in two steps.

Step 1. Reduced hit = hit strength × 50 ÷ (50 + armor)

Every point of armor shrinks the hit a little, and the effect gets weaker as armor grows.

Step 2. Damage = fixed share × reduced hit + (1 − fixed share) × (reduced hit − slope × armor), with the second part never below 0

Type Fixed share that always gets through Slope
cut 0.10 0.50
pierce 0.25 0.33
blunt 0.60 0.20

So armor is great against cuts, decent against pierce and weak against blunt. The table shows what a hit of 80 does through each amount of armor:

Damage that gets through armor from a hit of 80.

Armor Cut Pierce Blunt
0 80.0 80.0 80.0
10 62.2 64.2 65.9
20 48.1 52.2 55.5
40 26.4 34.5 41.2
60 9.4 21.5 31.6
80 3.1 11.0 24.4

Worked example. A hit of 80 lands on a body part with 40 armor. At armor 40, an 80 cut does 26.4 while an 80 blunt hit still does 41.2; a pierce lands in between at 34.5. At armor 80 the cut is down to 3.1, but blunt still does 24.4.

Which armor counts for which body part

Each body part reads one armor value, and that value is added up over everything you wear (helmet, body armor, boots, gloves and cape):

A single item can add to several of these. A cape, for example, can carry body armor and arm armor, so it protects your chest as well as your arms.

Worked example. A character in the heavy kit from the table further down has 77 body armor. A cut of 80 hits the chest, which uses body armor. Step 1: the hit shrinks to 80 × 50 ÷ (50 + 77). Step 2: that reduced hit is smaller than 0.50 × 77, so the "rest" part is 0 and only the fixed share of 0.10 gets through: 3.1 damage (the Heavy Torso Cut cell in the kit table). The full calculation is in Armor and damage.

Which slots matter

To compare items, each piece gets a damage saved score: the percent of an average hit of 80 that the item removes, when you wear it together with typical (median) items of the same weight class in the other slots. "Average hit" means cut, pierce and blunt counted equally, landing on the head 15% of the time, torso 55%, arms 15% and legs 15%.

Damage saved = damage of an average hit with typical items in the other slots − damage of the same hit once this item is added, as a percent of the hit

Bar chart of damage saved by the best item in each armor slot per weight third (naval scope, battle mode), light, medium and heavy: head 8.89%, 9.68%, 10.53%; body 15.97%, 29.21%, 38.52%; hands 4.46%, 4.57%, 4.50%; legs 2.57%, 4.61%, 4.65%; cape 16.26%, 15.06%, 10.35%.

Worked example. The best light piece in each slot saves: cape 16.26% (Scale Shoulderguards), body 15.97% (Woodland Garments), head 8.89% (Berserker Helmet), gloves 4.46% (Fian Bracers) and boots 2.57% (Folded Leather Boots). Each number is that one piece added to an otherwise typical light outfit.

Weight classes

Armor weight slows you down, and every kilogram costs the same no matter which slot it is in. The Athletics skill and the Form Fitting Armor perk change how much it slows you; the formulas are in Armor and damage.

Armor weight = the weights of your helmet, body armor, gloves, boots and cape added up

Worked example. The heavy kit in the table below weighs 4.4 + 21.4 + 1.7 + 2.6 + 3.8 = 33.9 kg (helmet, body armor, gloves, boots, cape). The body armor alone is 21.4 kg of it.

Light, medium and heavy

To compare like with like, every list of items is split by weight into three classes: the lightest third (light), the middle third (medium) and the heaviest third (heavy). The cuts are at the 33rd and 67th weight percentile of that list, so they differ from slot to slot. An item that weighs exactly as much as a cut goes to the lighter class.

Worked example. Body armor (battle outfits, NavalDLC items included) is cut at 1.2 kg and 8.3 kg. Woodland Garments weighs exactly 1.2 kg, so it is light, and it is the best light body armor.

Putting the best item of each slot together gives one kit per weight class:

Best kit per weight third (naval items, battle mode, all cultures, ranked by damage saved).

Slot Light Medium Heavy
Head Berserker Helmet Heavy Nasalhelm over Padding Closed Huscarl Helmet
Body Woodland Garments Heavy Lamellar Vest Heavy Scale Armor over Mail Hauberk
Hands Fian Bracers Bronze Bracers Reinforced Northern Mail Mittens
Legs Folded Leather Boots Reinforced Suede Boots Scaled Boots
Cape Scale Shoulderguards Northmen Raider Heavy Fur Cape Berserker Cloak
Weight (kg) 6.4 15.9 33.9

Armor per body part and damage that gets through from a hit of 80.

Kit Part Armor Cut Pierce Blunt
Light Head 42 24.6 33.1 40.1
Light Torso 30 36.5 42.6 47.6
Light Arms 30 36.5 42.6 47.6
Light Legs 15 54.8 57.8 60.3
Medium Head 48 19.2 28.9 37.0
Medium Torso 54 14.2 25.1 34.1
Medium Arms 34 32.3 39.2 44.9
Medium Legs 38 28.4 36.0 42.4
Heavy Head 55 13.3 24.5 33.7
Heavy Torso 77 3.1 12.4 25.3
Heavy Arms 49 18.4 28.3 36.5
Heavy Legs 46 21.0 30.3 38.0

Expected damage of a hit of 80, averaged over cut, pierce and blunt; hits land head 15%, torso 55%, arms 15%, legs 15%.

Kit Expected damage
Naked 80.0
Light 43.1
Medium 28.9
Heavy 19.7

Worked example. The light kit weighs 6.4 kg and lets an average hit of 80 do 43.1 damage. The heavy kit weighs 33.9 kg and cuts that to 19.7. With no armor at all, the full 80.0 gets through.

Best picks

The best item per slot and weight class, for battle, civilian and stealth outfits, with NavalDLC items included and all cultures counted:

Best item per mode, slot and weight third (naval items, all cultures). Damage saved: percent of an average hit of 80 the item removes, worn with median items of its third in the other slots. Stealth: the item's stealth factor.

Mode Slot Third Item Weight Score
Battle Head Light Berserker Helmet 2 8.89
Battle Head Medium Heavy Nasalhelm over Padding 3 9.68
Battle Head Heavy Closed Huscarl Helmet 4.4 10.53
Battle Body Light Woodland Garments 1.2 15.97
Battle Body Medium Heavy Lamellar Vest 8.3 29.21
Battle Body Heavy Heavy Scale Armor over Mail Hauberk 21.4 38.52
Battle Hands Light Fian Bracers 0.6 4.46
Battle Hands Medium Bronze Bracers 1.3 4.57
Battle Hands Heavy Reinforced Northern Mail Mittens 1.7 4.50
Battle Legs Light Folded Leather Boots 0.9 2.57
Battle Legs Medium Reinforced Suede Boots 1 4.61
Battle Legs Heavy Scaled Boots 2.6 4.65
Battle Cape Light Scale Shoulderguards 1.7 16.26
Battle Cape Medium Northmen Raider Heavy Fur Cape 2.3 15.06
Battle Cape Heavy Berserker Cloak 3.8 10.35
Civilian Head Light Padded Cap 0.2 3.24
Civilian Head Medium Lightweight Padded Coif 0.5 3.96
Civilian Head Heavy Luxury Turban Over Helmet 2.8 8.89
Civilian Body Light Sleeveless Studded Fur Armor 0.4 12.61
Civilian Body Medium Light Long Padded Armor 1.3 17.95
Civilian Body Heavy Norse Chainmail 16 30.70
Civilian Hands Light Leather Vambraces 0.5 3.38
Civilian Hands Medium Fian Bracers 0.6 4.35
Civilian Hands Heavy Northmen Raider Wrist Guards 1.2 3.47
Civilian Legs Light Northern Raider Boots 0.4 2.05
Civilian Legs Medium Reinforced Suede Boots 1 4.85
Civilian Legs Heavy Majestic Iron Boots 2 4.85
Civilian Cape Light Woven Shoulder Pad 0.3 3.51
Civilian Cape Medium Northern Majestic Shoulder 1 10.17
Civilian Cape Heavy Northmen Raider Heavy Fur Cape 2.3 15.34
Stealth Head Light Blackened Hood 0.4 25
Stealth Head Medium Thick Fur Hood 0.6 10
Stealth Head Heavy Raider Fur Helmet 0.8 15
Stealth Body Light Leather Armor over Heavy Cloth 1.8 20
Stealth Body Medium Sloven Leather 2.9 20
Stealth Body Heavy Blackened Armor 5 30
Stealth Hands Light Padded Vambraces 0.1 10
Stealth Hands Medium Guarded Armwraps 0.4 5
Stealth Hands Heavy Plated Leather Vambraces 1.7 10
Stealth Legs Light Wrapped Shoes 0.8 15
Stealth Legs Medium Blackened Boots 1 20
Stealth Legs Heavy Tied Leather Boots 1.8 15
Stealth Cape Light Fringed Cape 0.25 10
Stealth Cape Medium Leather Shoulder Guard 0.6 10
Stealth Cape Heavy Blackened Cape 0.85 15

Weight is in kg. Battle and civilian picks are ranked by damage saved; stealth picks by stealth (next section). When two items have the same score, the one with the higher stat total (armor, plus stealth in stealth outfits) wins, then the lighter one.

Worked example. Long Sleeved Bronze Scale Shoulder Guards saves 16.26% as a light cape, exactly as much as Scale Shoulderguards. The tie-break puts Scale Shoulderguards in the table.

Stealth and civilian outfits

Civilian

The civilian list only holds items the game flags as civilian. They are ranked the same way as battle gear, by damage saved, with typical civilian items in the other slots.

Worked example. The best heavy civilian body armor, Norse Chainmail, saves 30.70%. It weighs 16 kg. The best medium one, Light Long Padded Armor, weighs 1.3 kg and saves 17.95%.

Stealth

The stealth list only holds items the game flags as stealth items. Armor plays no part in your stealth bonus.

Stealth bonus = stealth factor of your head + cape + body + glove + leg items

The best stealth factor per slot in the game is head 25, cape 15, body 30, gloves 10 and legs 20, and the best picks above reach each of them: Blackened Hood (25), Blackened Cape (15), Blackened Armor (30), Padded Vambraces or Plated Leather Vambraces (10) and Blackened Boots (20).

Worked example. Wearing the best stealth piece in every slot gives a stealth bonus of 25 + 15 + 30 + 10 + 20 = 100.

What you can actually get

The ratings only count gear you can get in a campaign:

Left out:

With NavalDLC, its new items and troop outfits are added. NavalDLC also redefines 8 base-game items; they keep their base armor stats.

Worked example. Counting only gear you can get, there are 242 body armors in the base game and 268 with NavalDLC.

How to use the armory

The Armory shows the best pieces for every slot and weight class, including shields and horse harness:

The kit cards at the top put the best pieces of each weight class together.

Practical tips