Skills and perks catalog
Every skill, skill effect and perk in game v1.5.7, how each one is checked against the game, and the downloadable data files that hold them. For a plain-language overview, see the skills guide.
Definitions come from TaleWorlds.CampaignSystem.dll, TaleWorlds.Core.dll (Native) and NavalDLC.dll: DefaultSkills, NavalSkills, DefaultSkillEffects, NavalSkillEffects, DefaultPerks, NavalPerks and the fallback text strings in their code. No XML is read. The data files are exported from the decoded IL of the v1.5.7 game DLLs, which also gives every place where the game reads a perk or skill effect.
What each effect does in play, number by number:
- Combat: agent stats
- Combat: damage
- Party and map
- Settlements
- Battles
- Sieges
- Characters and politics
- Crafting and trade
- Naval campaign
- Naval battles
At a glance
| What | Native | NavalDLC | Total |
|---|---|---|---|
| Skills | 18 | 3 (Mariner, Boatswain, Shipmaster) | 21 |
| Skill effects | 43 | 6 | 49 |
| Perks | 374 | 62 | 436 |
Perk-effect rows (perks.csv) |
721 | 121 | 842 |
A perk has a primary and, for 406 of 436 perks, a secondary effect half; each half is one row. Perk skill thresholds are 25·tier for tiers 1..12.
Verdicts
Every perk half and skill effect has an implementation verdict, read from the game code:
| Verdict | Meaning |
|---|---|
works |
does what the tooltip says, or more — broader effects are noted |
differs |
narrower, different or extra conditions/values than the tooltip |
unused |
never read by the game |
ui_only |
only shown in the interface |
| File | Rows | works |
differs |
unused |
ui_only |
|---|---|---|---|---|---|
perks.csv |
842 | 617 | 216 | 5 | 4 |
skill_effects.csv |
49 | 30 | 16 | 2 | 1 |
An effect's verdict is built from every place the game reads it (its effect sites; dead and unused sites are not live): unused when no site is live, ui_only when every live site is interface code, differs when any live site differs, otherwise works. The reason for each differs is on the deep dive of the game number it changes.
Unused and interface-only effects
| Effect | Skill | Tooltip | Verdict | Why |
|---|---|---|---|---|
NoiseSuppression (skill effect) |
Roguery | Noise suppression -{a0}% | unused |
never read anywhere in the game |
NavalAutoBattleCombatPenaltyNegation (skill effect) |
Mariner | Naval Auto Battle Combat Penalty Negation Effect | unused |
never read; only created at start-up |
TrackingTrackInformation (skill effect) |
Scouting | Track information level: {a0} | ui_only |
sets how many lines the track tooltip shows (from level 1 party size, 2 time, 3 speed, 4 mounted, 6 prisoners, 7 pack animals, 8 enemy, 9 culture, 10 name; party type at levels 5 to 9 only, replaced by the name at 10) |
| Special Arrows, secondary | Boatswain | +40% damage dealt by crew to enemy sails. | unused |
the sail fire damage code applies only the primary half's value (Captain, +5 Add); the +40% factor is never read |
| Naval Bombardment, primary | Boatswain | Shipboard ballistas fire during sieges | unused |
never read; nothing makes shipboard ballistas fire during sieges |
| Terror of the Seas, primary | Mariner | +20% to morale loss suffered by enemy ships in battle. | unused |
the morale code reads the perk through the captain lookup, which applies the secondary half (Captain, −10%) instead; the +20% is never read |
| Brute Force, secondary | Mariner | +20% more loot from naval raids. | unused |
the raid loot code adds the primary half's value (+0.5) for every raiding party at sea without checking the perk; the +20% is never read |
| Cavalry Tactics, primary | Riding | +30% volunteering rate of cavalry troops in the settlements governed by your clan. | unused |
the volunteer code applies the secondary half (Governor, −50%) through the governor lookup; the +30% is never read |
| Appraiser, secondary | Trade | Your profits are marked. | ui_only |
profit marker on your items in trade mode; the bonus is never read |
| Whole Seller, secondary | Trade | Your profits are marked. | ui_only |
same profit marker as Appraiser |
| Caravan Master, secondary | Trade | Item prices are marked relative to the average price. | ui_only |
average-price marker on the merchant's items |
| Market Dealer, secondary | Trade | Item prices are marked relative to the average price. | ui_only |
same average-price marker as Caravan Master |
The trade markers are explained in Crafting and trade.
Data files
One .csv per table, ; inside a cell separates list items.
skills.csv: one row per skill.
| Columns | Content |
|---|---|
skill_id, name, attribute, module |
skill identity, governing attribute, Native or NavalDLC |
skill_effects.csv: one row per skill-level effect.
| Columns | Content |
|---|---|
effect_id, skill_id, game_role |
effect, owning skill, assignment the game applies it to |
bonus_per_point, base_value, limit_min, limit_max, increment_type |
value = base_value + bonus_per_point · skill, clamped to limit_min..limit_max; AddFactor or Add |
description |
tooltip with {a0} kept (value depends on skill level) |
module |
Native or NavalDLC |
role, aspect, context, target |
tags, ;-separated |
implementation_status |
verdict: works, differs, unused or ui_only |
game_numbers |
game numbers the effect changes (game_number_id values) |
hero_kinds, positions |
hero kinds (player, relative, wanderer) and positions the effect works for, sorted, ;-separated; see Who the perk works for and research/skills/holders/REPORT.md |
perks.csv: one row per perk effect half.
| Columns | Content |
|---|---|
effect_id |
<perk_id>:primary or <perk_id>:secondary |
perk_id, perk_name, skill_id, tier, required_skill, alternative_perk_id |
perk identity; alternative_perk_id is the other choice at the same tier |
half |
primary or secondary |
game_role, bonus, increment_type |
game role the half applies to, raw bonus, AddFactor or Add |
troop_mask |
raw troop-type bitmask (integer) |
troop_flags |
mask decoded to flag names (Undefined for 65535, OnFoot, Mounted, ...) |
environment |
where the half applies: land_only, naval_only, naval_reduced or all (below) |
description_raw |
source string with {=id} and {VALUE} |
description |
rendered tooltip |
module |
Native or NavalDLC |
role, aspect, context, target |
tags, ;-separated |
implementation_status |
verdict: works, differs, unused or ui_only |
game_numbers |
game numbers the half changes (game_number_id values) |
hero_kinds, positions |
hero kinds (player, relative, wanderer) and positions the half works for, sorted, ;-separated; see Who the perk works for and research/skills/holders/REPORT.md |
tags.csv: one row per tag (list, tag, definition); 110 tags.
game_numbers.csv: one row per game number (a quantity the game computes, such as party speed or a weapon's damage); 360 rows.
| Columns | Content |
|---|---|
game_number_id, name |
id and readable name |
consumer, module |
the game method that computes it, and its module (Native, SandBox or NavalDLC) |
base |
starting value before any effect |
combine_rule |
how the effect sites combine (below) |
clamp_min, clamp_max |
limits of the result; empty = none |
il_ref, notes |
decoded IL of the consumer, and findings |
effect_sites.csv: one row per place where a source changes a game number; 1694 rows.
| Columns | Content |
|---|---|
source_kind, source_id |
what changes the number (below) and its id; for perks and skill effects the id is the effect_id |
game_number_id |
the game number changed |
consumer, module |
the game method that applies it, and its module |
stage |
how the method applies the value (below) |
step |
integer IL step for sequential numbers (empty otherwise); sites with the same step are combined once |
scaling |
value applied, as an expression over bonus (the source's value), skill (relevant skill level) and named inputs |
conditions |
key=value requirements, ;-separated (below) |
environment |
battle environment the site passes to the game's perk-bonus lookup: agent, attacker, victim, party, any, or a fixed land / naval; empty when the site does not go through it (below) |
verdict |
works, differs, unused, ui_only or dead for this site; dead: the method never runs in a sandbox campaign (every registered replacement replaces it, or no campaign caller; notes give the caller evidence) |
il_ref, notes |
decoded IL of the method, and the finding (for differs: the difference from the tooltip) |
reader_value, reader_limit |
skill_level sites: what the level does and the level needed, in plain words; the skill-level tables in the guides are generated from them |
Site verdicts: 1391 works, 278 differs, 10 ui_only, 7 unused, 8 dead.
Effect environment
Each perk half carries an environment (perks.csv environment). A site that reads the bonus through the game's perk-bonus lookup passes a battle environment: the agent's, the blow's attacker's or victim's, the party's, a fixed land or naval environment, or any. The pair sets the factor on the half's bonus:
Half environment |
Land | Naval | Any |
|---|---|---|---|
all |
× 1 | × 1 | × 1 |
land_only |
× 1 | 0 | × 1 |
naval_reduced |
× 1 | × 0.5 | × 1 |
naval_only |
0 | × 1 | × 1 |
A factor of 0 also means the half does not apply (the lookup reports no bonus). For party sites the lookup replaces any with the party's current battle environment (naval while the party is at sea, else land) before applying the table. MobileParty.HasPerk runs the same lookup with the party's environment: sites that test it and then read the raw bonus are party sites where the environment only switches the half on or off (a naval_reduced half is not halved there unless the code halves it). Governor halves read through AddPerkBonusForTown take no environment; since v1.5.7 the caller names the half.
The perk tooltip shows the environment under each half's description: "Land only", "Sea only" or "Reduced effect at sea" (nothing for all). Because the player is told, a reduction or switch-off that comes only from the half's environment does not make a site differs.
IL: PerkVM+<>c__DisplayClass15_0.il: the perk tooltip lambda of the PerkVM constructor, <.ctor>b__0, calls GetPerkEffectText (0x21); CampaignUIHelper.il: GetPerkEffectText calls GetPerkEnvironmentText (0x00-0x4f) for the primary (0x73-0x98, call 0x75) and secondary (0x100-0x128, call 0x102) halves. These are the only callers (scripts.reversing.callers on dll/v1.5.7).
IL: PerkHelper.il: TryGetPerkEffectBonus, AddPerkBonusForParty (0x05-0x10), AddPerkBonusForCharacter, AddPerkBonusFromCaptain, AddEpicPerkBonusForCharacter, AddPerkBonusForTown; MobileParty.il: HasPerk (0x00-0x21), get_CurrentBattleEnvironment; environments from PerkObject::Initialize arguments in DefaultPerks.il and NavalPerks.il.
learning_limits.csv: one row per attribute value and focus count; 66 rows.
| Columns | Content |
|---|---|
attribute_value, focus, learning_limit |
attribute 0 to 10, focus points 0 to 5, and the resulting learning limit |
The limit is max(0, (attribute - 1) · 10) + 30 · focus: attribute 5 with focus 5 gives 190.0, attribute 10 with focus 5 gives 240.0. NavalDLC changes no constant. A skill with two attributes (Mariner, Boatswain, Shipmaster) uses the average of both attribute values: attributes 4 and 6 give the same limits as a single 5.
sources.csv: one row per source that is not a perk or skill effect; 533 rows.
| Columns | Content |
|---|---|
source_id, kind, name, module |
id, source kind, readable name, module |
Source kinds
source_kind |
Source |
|---|---|
perk |
one perk half |
skill_effect |
one skill effect |
skill_level |
a skill level read directly, without a skill effect |
policy |
kingdom policy |
building |
settlement building |
feat |
cultural feat |
term |
any other term of the formula (base terms, penalties, settings) |
other |
anything else |
Stages
stage |
How the value is applied |
|---|---|
base |
sets or adds to the starting value |
add |
flat addition |
factor |
percentage, summed with the other factors |
multiply |
direct multiplication |
override |
replaces the value |
clamp |
clamps the value |
cap |
lowers the upper limit |
Combine rules
explained_number:
result = clamp((base + Σ add) · (1 + Σ factor) · Π multiply, clamp_min, clamp_max)
add,factor,multiply: values of the live sites of that stage. Add and factor values of magnitude 1e-5 or less are skipped.capsites lowerclamp_max. Anoverridesite replaces the base (the last active one wins); otherwise activebasesites sum to the base; otherwise the game number'sbaseis used.
sequential: steps run in ascending step order (the game's code order); each step updates the running value once, then the result is clamped. The sites of one step share one stage and combine before they apply: add + Σ, factor · (1 + Σ), multiply · Π, cap min; base, override and clamp set the value (the last one wins).
max: the largest of the site values, then clamped.
custom: the method's own formula, given on the game number's deep dive.
Only works and differs sites take part.
Conditions
| Key | Requirement |
|---|---|
role |
party or battle role of the effect holder |
troop |
troop classes, as a boolean expression (for example Mounted, OnFoot or Infantry|Ranged) |
mission |
mission type: naval_battle, simulation, siege, hideout, tournament |
map_state |
campaign map party state: besieging, in_settlement, in_siege_event, moving, stationary |
terrain |
map terrain type under the party |
settlement |
settlement type or state |
party |
party kind or party property |
faction |
faction or kingdom property |
hero |
hero property (trait, clan role, age, gender) |
item |
item or item category |
time |
time of day or season (day, night) |
attack |
blow or collision kind (for example horse_charge, fall, kick_or_bash, shield_block) |
tier |
troop tier bound (>=3 for tier 3 or higher, <=3 for tier 3 or lower) |
formation |
formation order or arrangement (for example shield_wall) |
victim |
property of the blow's victim (for example mounted, mount, on_foot) |
health |
hit-point threshold of the holder or victim (for example below_half) |
culture |
culture of the holder, settlement or other party |
siege |
siege side of the holder's party: attacker, defender |
siege_engine |
siege engine type or bombardment target (for example ballista, ranged, target_wall) |
ship |
ship property or ship class (for example own_ship, enemy_ship, shallow_draft) |
Skill-effect value
The game evaluates a skill effect at skill level skill as:
value = clamp(base_value + bonus_per_point · skill, limit_min, limit_max)
45 of 49 skill effects have limit_min -3.4028234663852886e+38 and limit_max 3.4028234663852886e+38 (the float range: no effective limit). The four exceptions:
| Effect | Skill | bonus_per_point |
base_value |
limit_min |
limit_max |
|---|---|---|---|---|---|
MountedWeaponDamagePenalty |
Riding | 0.002 | -0.2 | -3.4028234663852886e+38 | 0.0 |
MountedWeaponSpeedPenalty |
Riding | 0.003 | -0.3 | -3.4028234663852886e+38 | 0.0 |
NavalBattleCombatPenaltyNegation |
Mariner | -0.005 | 0.0 | -1.0 | 3.4028234663852886e+38 |
NavalBattleUnderwaterBreathingDurationBonus |
Mariner | 0.005 | 0.0 | 0.0 | 20.0 |
IL: TaleWorlds.CampaignSystem.SkillEffect.il: GetSkillEffectValue.
Tooltip rendering
Rule from Helpers.StringHelpers.GetEffectIncrementTypeBonusText, called by SetEffectIncrementTypeTextVariable:
| Step | Rule |
|---|---|
| value | bonus · 100 (float32) if AddFactor, else bonus |
| format | 0.# |
| sign | + prefix iff bonus > 0 |
Worked example. Basher (One Handed, tier 1, skill 25), primary half: bonus 0.5, AddFactor. Source string {=fFNNeqxu}{VALUE}% damage and longer stun duration with shield bashes. renders as +50% damage and longer stun duration with shield bashes.
An Add half is printed unscaled. When its source string has {VALUE}% and the game applies the bonus as a 0–1 fraction, the tooltip shows a hundredth of the effect: Hard Knock (Polearm) adds 0.25 to the knockdown penetration subtracted from a 0–1 resistance, and its tooltip reads +0.3%. Such halves are differs.
IL: StringHelpers.il: SetEffectIncrementTypeTextVariable (0x04), GetEffectIncrementTypeBonusText (0x00-0x0d value, 0x0f format, 0x20-0x35 sign).
Tags
Four lists, each cell holds zero or more tags separated by ;.
| List | Meaning |
|---|---|
role |
assignment that benefits from the effect (not the game role) |
aspect |
what improves |
context |
when it applies |
target |
who receives it |
Attribute and focus flavor is not a tag.
Captain tags
Derived from troop_mask; the mask wins over the tooltip. Unrestricted (65535) mask: all six class buckets. Combined masks are read as AND: every mask bit must be present in the formation's troop usage flags, the same test the game uses. A mask that matches the Ranged formation gives archers, crossbows and skirmishers together, because that formation holds all three. Where the effect sites test the troop or weapon (infantry only, bow only), the tags are narrowed to the troops those sites reach. Weapon-user masks add captain:1h, captain:2h or captain:polearm alongside the class buckets. Naval crew captain effects with an unrestricted mask also get context naval_battle.
troop_mask |
Flags | Captain tags |
|---|---|---|
| 65535 | Undefined | all six |
| 1 | OnFoot | infantry, archers, crossbows, skirmishers |
| 2 | Mounted | cavalry, horse_archers |
| 4 | Melee | infantry, cavalry |
| 5 | Melee;OnFoot | infantry |
| 6 | Melee;Mounted | cavalry |
| 8 | Ranged | archers, crossbows, skirmishers, horse_archers |
| 10 | Mounted;Ranged | horse_archers |
| 16, 32 | OneHandedUser, ShieldUser | infantry, cavalry, 1h |
| 64 | TwoHandedUser | infantry, cavalry, 2h |
| 65 | OnFoot;TwoHandedUser | infantry, 2h |
| 128 | PolearmUser | infantry, cavalry, polearm |
| 129 | OnFoot;PolearmUser | infantry, polearm |
| 130 | Mounted;PolearmUser | cavalry, polearm |
| 256 | BowUser | archers, crossbows, skirmishers, horse_archers |
| 258 | BowUser;Mounted | horse_archers |
| 512 | ThrownUser | archers, crossbows, skirmishers, horse_archers |
| 514 | Mounted;ThrownUser | horse_archers |
| 1024 | CrossbowUser | archers, crossbows, skirmishers, horse_archers |
| 1025 | CrossbowUser;OnFoot | archers, crossbows, skirmishers |
| 1280 | BowUser;CrossbowUser | archers, crossbows, skirmishers, horse_archers |
How the game itself uses the mask:
- The mask is read only by the order-of-battle captain tooltip. That test requires every mask bit to be in the formation's troop usage flags (AND). Mask 65535 always passes; a 0 half is skipped, and so is a half whose environment gives no bonus in the battle.
- Mask 1280 (Bow|Crossbow, the secondary half of The Sky's Fury) therefore matches the Ranged and HorseArcher formations.
- In battle, captain perks are not filtered by the mask: the code that applies each captain perk picks it by its own troop checks (infantry, mounted, weapon class and so on). Those checks are the
troop=conditions of the effect sites.
IL: PerkHelper.il: GetCaptainPerksForTroopUsages (0x1e-0x99), AddPerkBonusFromCaptain; TaleWorlds.Core.FormationClassExtensions.il: GetTroopUsageFlags.
Role assignment
game_role |
role tag |
|---|---|
| Captain | captain:* from the mask, narrowed by the sites' troop and weapon tests |
| Personal | fighter:* by weapon class; non-combat: player, smith, any_hero, clan_leader, party_leader |
| PartyLeader, Governor, Quartermaster, Scout, Engineer, Surgeon, FirstMate, Navigator, ClanLeader, ArmyCommander, PartyMember | same-named slot tag |
Personal effects that act at party or clan level take party_leader or clan_leader rather than a fighter tag.
role
| Tag | Definition |
|---|---|
captain:infantry |
leads a formation of melee foot troops |
captain:cavalry |
leads a formation of mounted melee troops |
captain:archers |
leads a formation of foot bow troops |
captain:crossbows |
leads a formation of foot crossbow troops |
captain:skirmishers |
leads a formation of thrown-weapon troops |
captain:horse_archers |
leads a formation of mounted ranged troops (bow or thrown) |
captain:1h |
sub-class: mask restricted to one-handed or shield users |
captain:2h |
sub-class: mask restricted to two-handed users |
captain:polearm |
sub-class: mask restricted to polearm users |
fighter:1h |
hero fights with a one-handed weapon (with or without shield) |
fighter:2h |
hero fights with a two-handed weapon |
fighter:polearm |
hero fights with a polearm (incl. couched lance) |
fighter:bow |
hero fights with a bow |
fighter:crossbow |
hero fights with a crossbow |
fighter:throwing |
hero fights with thrown weapons |
fighter:mounted |
hero fights on horseback |
fighter:sword |
sub-class: effect restricted to swords |
fighter:axe_mace |
sub-class: effect restricted to axes and/or maces |
party_leader |
leads a party |
scout |
party scout slot |
quartermaster |
party quartermaster slot |
engineer |
party engineer slot |
surgeon |
party surgeon slot |
navigator |
party navigator slot (NavalDLC) |
first_mate |
party first mate slot (NavalDLC) |
party_member |
any hero in the party |
army_commander |
leads an army |
governor |
governs a town or castle |
clan_leader |
clan leader: clan-wide effects (workshops, caravans, clan settlements, companion and clan limits) |
player |
player-only actions: persuasion, barter, tournaments, stealth, votes, personal relations/renown/influence |
smith |
hero who works the smithy |
any_hero |
benefits whichever hero holds it, regardless of assignment (attributes, focus, aging, own healing, own ransom) |
aspect
| Tag | Definition |
|---|---|
damage |
damage dealt: weapon/charge/shield/mount damage, armor penetration, stun, knockdown, auto-resolve advantage |
attack_speed |
swing, attack, reload, aim and draw speed; handling |
accuracy |
accuracy, accuracy penalties, zoom, aim hold time |
ammo |
ammunition count |
mobility |
combat movement: run/mount speed, maneuver, weight and deck penalties, swimming |
defense |
hit points, armor, damage taken, resistances, shield protection, stagger |
weapon_skill |
flat skill points given to troops |
battle_morale |
in-battle morale, own or enemy |
party_morale |
campaign party morale |
troop_xp |
troop experience |
hero_xp |
companion/hero experience |
recruitment |
recruit/upgrade cost, recruit rate, slots, prisoner and bandit conversion |
wages |
wage reduction |
size_limit |
party, prisoner, garrison, companion, clan party, ship-command and crew limits |
party_speed |
campaign-map travel speed, incl. overburden, herding and sailing |
sight |
campaign sight, spotting, tracking |
food |
food consumption, food gain, food reserves |
carry_capacity |
carrying capacity, cargo weight |
healing |
hit-point recovery rate (heroes or troops) |
survival |
chance not to die (troops wounded instead of killed, hero cheat death, old age) |
trade |
buy/sell price penalties, price/profit markers, barter, trade rumors |
income |
tax, tariffs, gold, ransom deals, workshop output value, betting |
loot |
battle/raid loot, raid speed, capture chance (ships, prisoners), surrender |
prisoners |
prisoner escape chance, own escape/ransom |
relations |
relation gains with lords and notables |
influence |
influence gain or cost |
renown |
renown gain |
persuasion |
persuasion chance and requirements |
security |
settlement security |
loyalty |
settlement loyalty |
prosperity |
settlement prosperity, hearth growth, raid recovery |
production |
village, workshop, shipyard and fishing production |
construction |
settlement project build speed and project effects |
militia |
militia count and veterancy |
siege |
siege engines, bombardment, walls, fortification |
army_cohesion |
army cohesion |
retreat |
losses when escaping, breaking sieges, running blockades |
disorganization |
disorganized-state duration |
stealth |
sneaking, noise, disguise, crime rating |
smithing |
refining, smelting, stamina, part unlocks, crafted weapon quality |
attributes |
attribute or focus points |
ship |
ship stats and ship economy: sail/oar force, hull, repair/upgrade cost, recall |
livestock |
mounts and animals: breeding, finding, recovering, horse production |
family |
offspring |
context
| Tag | Definition |
|---|---|
battle |
any land combat mission |
siege |
siege battle, bombardment, siege camp, besieged settlement |
naval_battle |
naval combat mission |
simulation |
auto-resolve ("troops sent to confront") |
post_battle |
resolved after a battle (xp, loot, renown, influence, recovery) |
campaign_map |
on the campaign map: travel, daily party upkeep |
at_sea |
campaign map at sea |
settlement |
in a governed, owned or visited settlement |
in_army |
while in an army |
raid |
raiding villages, or raid recovery |
vs_bandits |
against bandits, pirates, hideouts |
terrain |
depends on terrain (plains, steppe, desert, forest, snow) |
day_night |
depends on time of day |
mounted |
personal effect active only while mounted |
on_foot |
personal effect active only on foot |
tournament |
tournaments |
conversation |
persuasion and barter dialogs |
kingdom_politics |
kingdom decisions, votes, defection |
stealth |
stealth missions, sneaking into towns |
smithy |
smithy screen |
passive |
always on, no situation (attributes, limits, clan-wide) |
target
| Tag | Definition |
|---|---|
self |
the hero holding the perk |
formation |
troops in the hero's formation or ship crew |
party |
troops of the hero's party |
party_heroes |
companions and heroes in the party |
prisoners |
the party's or settlement's prisoners |
army |
parties in the hero's army |
clan |
clan-wide: workshops, caravans, clan parties, clan members |
settlement |
governed settlement and its bound villages |
garrison |
garrison and militia of the settlement |
ships |
the party's ships |
siege_engines |
own siege engines |
npcs |
lords and notables (relations) |
enemy |
debuff on enemy troops, ships, morale or fortifications |
Naval differences
| Native | NavalDLC adds | |
|---|---|---|
| Skills | 18 | Mariner, Boatswain, Shipmaster |
| Skill effects | 43 | 6 |
| Perks | 374 | 62 (121 rows) |
| Game roles | FirstMate, Navigator |
|
| Character development | default model | NavalCharacterDevelopmentModel replaces it: +6 focus points at start |
How the naval skills act at sea: Naval campaign and Naval battles.
Changelog
- v1.5.7 (2026-11-12): re-verified against v1.5.7. Perk effect environment (`environment` columns); captain masks follow v1.5.7 (65535 lists for every formation, 0 for none).
- v1.4.8 (2026-11-12): hero_kinds and positions columns documented.
- v1.4.8 (2026-11-12): Learning limits table added.
- v1.4.8 (2026-11-12): Issue, quest and incident skill reads added; counts updated.
- v1.4.8 (2026-11-11): Campaign raw skill-level reads added; counts updated.
- v1.4.8 (2026-11-11): Battle raw skill-level reads added; counts updated.
- v1.4.8 (2026-11-11): Audit fixes applied; `dead` site verdict for consumers with no campaign caller; mask 65535 shown as `Undefined`.
- v1.4.8 (2026-11-11): Captain tags follow the game's mask test; role, aspect, context and target tags corrected from the effect sites.
- v1.4.8 (2026-11-11): Implementation verdicts and game numbers added.
- v1.4.8 (2026-11-11): Moved into the site; content unchanged.