Bannerlord mechanics

Skills guide

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

This guide explains how skills and perks work in Bannerlord: what a skill level unlocks, the two halves of every perk, who has to hold them and which heroes they work for, what the per-point skill effects do, how several bonuses on the same number add up, and which perks and skill effects really do what their tooltip says. It was read from game v1.5.7. NavalDLC adds three skills (Mariner, Boatswain and Shipmaster) with their perks and skill effects, adds naval roles such as navigator and first mate, and extends (runs the base formula, then adds its own terms) or replaces many of the base game's models. StoryMode extends the combat XP, XP multiplier, renown, troop recruitment cost, prisoner conformity and party size models in the story campaign only.

Every skill has its own guide with every perk explained, linked in the table below. For the full data, see the Skills and perks catalog. For exact formulas by area, see the deep dives: Combat agent stats, Combat damage, Battles, Sieges, Party and map, Settlements, Crafting and trade, Characters and politics, Naval campaign and Naval battles.

The 21 skills

18 skills are in the base game and 3 come with NavalDLC. Each naval skill belongs to two attributes.

Skill Attribute Module Perks Skill effects
One Handed Vigor base game 21 2
Two Handed Vigor base game 18 2
Polearm Vigor base game 21 2
Bow Control base game 21 2
Crossbow Control base game 21 2
Throwing Control base game 21 3
Riding Endurance base game 20 5
Athletics Endurance base game 21 4
Smithing Endurance base game 20 1
Tactics Cunning base game 21 2
Scouting Cunning base game 21 3
Roguery Cunning base game 21 4
Charm Social base game 20 1
Trade Social base game 23 1
Leadership Social base game 21 2
Steward Intelligence base game 21 1
Medicine Intelligence base game 21 4
Engineering Intelligence base game 21 2
Mariner Endurance, Cunning NavalDLC 20 4
Boatswain Control, Social NavalDLC 21 1
Shipmaster Vigor, Intelligence NavalDLC 21 1

In total there are 436 perks (374 in the base game, 62 from NavalDLC) and 49 skill effects (43 and 6).

What unlocks what

Perks come in tiers, one tier every 25 skill points:

Skill needed for a perk = 25 × its tier

At almost every tier you choose one perk of a pair; the other one is gone. 412 perks come in 206 pairs. 24 perks have no partner and are the only perk at their level:

Skill needed Single perks
125 Relief Force (Riding)
150 Projectile Deflection (Two Handed)
200 Master Smith (Smithing)
250 Way Of The Great Axe (Two Handed), Camaraderie (Charm)
275 Way of the Sword (One Handed), Way of the Spear (Polearm), Deadshot (Bow), Mighty Pull (Crossbow), Unstoppable Force (Throwing), The Way Of The Saddle (Riding), Mighty Blow (Athletics), Legendary Smith (Smithing), Tactical Mastery (Tactics), Uncanny Insight (Scouting), Rogue Extraordinaire (Roguery), Immortal Charm (Charm), Ultimate Leader (Leadership), Price of Loyalty (Steward), Minister of Health (Medicine), Masterwork (Engineering), Naval Bombardment (Boatswain), Commodore (Shipmaster)
300 Everything Has a Price (Trade)

Trade still has a pair at 275 (Man of Means or Trickle Down); Mariner and Two Handed have no perk at 275.

Skill effects need no unlocking: they grow with every skill point from the start.

Two halves per perk

Every perk has a primary half, and 406 of the 436 perks also have a secondary half. The two halves usually do unrelated things and usually work through different people. Taking Wrapped Handles (One Handed 25), for example, gives you +20% handling with one handed weapons (primary, personal) and gives +30 one handed skill to infantry troops in the formation you lead (secondary, captain).

Each half has a role: who has to hold the perk for the half to count, and who benefits.

Role Who must have the perk Halves
Personal the hero himself; the bonus is his own (in battle: the hero's own fighting) 256
Party leader the leader of the party; the bonus goes to the whole party 189
Governor the governor of a town or castle; the bonus goes to that settlement 126
Captain the captain of a formation in battle; the bonus goes to the troops of that formation 123
Quartermaster the hero in the party's quartermaster role 32
Engineer the hero in the party's engineer role 22
Scout the hero in the party's scout role 22
Surgeon the hero in the party's surgeon role 18
Clan leader the clan leader; the bonus is clan-wide 15
First mate the hero in the party's first mate role (NavalDLC) 13
Army commander the leader of an army 11
Navigator the hero in the party's navigator role (NavalDLC) 11
Party member any hero in the party 4

Most primary halves are personal (222 of 436). Most secondary halves come from the captain (113), governor (112) or party leader (101).

So a weapon perk usually helps you fight and, through its other half, the troops you lead.

Two roles have a catch:

Who the perk works for

The heroes of your clan come in three kinds:

A half works for a hero when he holds the perk in the place its role asks for and the game accepts that kind of hero there. Four rules decide which kinds count:

The tables count every perk half and skill effect once per kind group and once per place it can take effect. A half that works in two places counts in both rows of the second table.

Works for Perk halves Skill effects
Every hero: you, relatives and wanderers 665 42
Relatives and wanderers, not you 126 2
Only you 42 2
Nobody: never read in play, or only shown in the interface 9 3
Where the hero has to be Perk halves Skill effects
Anywhere: the hero's own bonus outside battle 85 4
In a fight: the hero's own fighting 169 27
Party leader 194 5
Party member 3 0
Party role: quartermaster, scout, surgeon, engineer, navigator or first mate 114 9
Captain of a formation 125 0
Governor 126 2
Clan leader 14 1
Army commander 11 0

Worked example. Deep Pockets (Roguery 50) has one half of each kind. Its primary half raises the most you can bet in a tournament from 150 to 300, and the game reads it only from you: a wanderer with Deep Pockets changes nothing. Its secondary half, −20% wages for bandit troops, reads the party leader: a wanderer who leads one of your clan's parties with Deep Pockets pays 20% less for the bandits in it. Each skill guide lists the halves that do not work for every hero.

Skill effects

A skill effect is a bonus that grows with every point of one skill, with no perk needed. The game works it out as:

Skill effect value = starting value + per-point bonus × skill level, kept within the effect's limits

Worked example. Faster building production (Engineering) adds 0.0025 per point to a settlement's daily construction power, as a percentage. A governor with Engineering 150 gives +37.5%. The next section shows that number in a full calculation.

Effects of every skill level

The game reads a skill level directly in places that have nothing to do with perks. These effects work with whichever skill is checked, so they are listed here once; each skill guide lists the effects tied to that skill alone.

What it affects What the level does Level needed Conditions Verdict
Agent effective skill in battle A soldier's skill in battle starts from their own level in whichever skill is being checked; perks and captain bonuses are added on top. — — works
Skill a hero inherits on coming of age An AI-clan child inherits, in each skill, the level of the picked parent in that same skill, plus some random noise. — — works
Heir selection points of a clan member The clan member with the highest total of all skill levels gets +5 heir selection points. — — works
Maximum troops lost on an issue's alternative solution Maximum troops lost is multiplied by (the issue's required skill ÷ the companion's skill, as a whole number) × 0.1, kept between 0.2 and 0.8; it is 0.8 at skill 0. — Hero: player clan works
Days an issue's alternative solution takes The solution takes 2 days for each whole multiple of (the issue's required skill ÷ the companion's skill), up to 20 days; it is +20 days at skill 0. — Hero: player clan works
Failure risk of an issue's alternative solution Each point of the companion's skill lowers the failure risk by 0.5 percentage points. No risk once the skill reaches the issue's required skill Hero: player clan works
Troops required for an issue's alternative solution Troops required are multiplied by the issue's required skill ÷ the companion's skill, kept between 0.2 and 1.2 (1.2 at skill 0), and the result is cut to a whole number. — Hero: player clan works
Skill is high enough for a perk reset A skill's perks can be reset only once that skill is high enough. The skill at 25 or more Hero: player clan works
Gold cost to reset the perks of a skill Resetting a skill's perks costs 40 gold per point of that skill. — Hero: player clan works
Persuasion success multiplier The persuasion success multiplier gets +0.2 once the skill the option uses reaches 250, and nothing below 250. That skill at 250 or more Hero: main hero works

How bonuses combine

Most game numbers that perks and skill effects change (party speed, party size, construction power, weapon damage, healing rate and so on) are built the same way:

Result = (base + all flat adds) × (1 + all percentage bonuses added together), then kept within the number's limits

This standard rule covers the base, the flat adds and the summed percentage bonuses. A few of these numbers also have a term that multiplies the result directly or replaces the base; the full form is in the Skills and perks catalog.

134 of the 360 traced game numbers use this rule. 70 apply their terms one after another in the game's code order, where the terms the game applies in the same step (for example several weapon speed perks) are added together and applied once, 155 use a formula of their own, and 1 takes the largest of its terms; each skill guide and deep dive says which rule a number uses.

Four steps left to right for party map speed with 500 men in the party. Step 1 base 2.7870 from party size. Step 2 flat adds: Overburdened −0.3000 gives 2.4870. Step 3 factors summed then applied once: Night Runner perk +5%, Disorganized −40%, Night travel −25%, sum −60%, 2.4870 × 0.4 = 0.9948. Step 4 limit: minimum 1, before the limit 0.9948, result 1.0000, raised to the minimum 1.

A large, overloaded, disorganized party marching at night. Flat adds go into the base first. All percentage factors are added together and applied once. The limit is applied last. Inputs: men in the party 500, overburdened effect -0.3.

Step Term Value Change Running value
Base Party map speed 2.7870
Flat add Overburdened -0.3000 -0.3000 2.4870
Factor Night Runner +5% +0.1243 2.6113
Factor Disorganized -40% -0.9948 1.6165
Factor Night travel -25% -0.6217 0.9948
Factors summed, applied once 2.4870 × 0.4 -60% 0.9948
Clamp minimum 1 1.0000

The Night Runner +5% is worked out on 2.4870 (the speed after the flat add), not on the speed left after the other penalties. Without the minimum of 1, the party would crawl at 0.9948.

Worked example. A town with prosperity 4000 and its Mason at level 2. Its governor has Engineering 150 and the Carpenters perk (+12% build speed for projects in the governed town) and stays in the town.

  1. Base: prosperity × 0.01 = 40.0000.
  2. Flat add: Mason +6, so 46.0000.
  3. Percentage bonuses: Carpenters +12% and Faster building production +37.5% are added together and both worked out on 46: +5.5200 and +17.2500.
  4. Result: 68.7700 construction power per day.

A town with prosperity 4000 and Mason at level 2; its governor has Engineering 150 and Carpenters and stays in the town. Inputs: prosperity 4000.

Step Source Stage Change Running value
Base Daily construction power of a town or castle base 40.0000
1 Mason (town) add +6.0000 46.0000
2 Carpenters factor +12% +5.5200 51.5200
3 Faster building production factor +37.5% +17.2500 68.7700
Result Daily construction power of a town or castle 68.7700

With these inputs, daily construction power of a town or castle is 68.7700.

Tooltip versus game

Every perk half and skill effect was checked against what the game really does with it, and got one verdict:

Total works differs unused ui_only
Perk halves 842 617 216 5 4
Skill effects 49 30 16 2 1

A differs half still does something, just not exactly what the tooltip says; each skill guide says how. These twelve do nothing in play, or only change what the interface shows:

Perk or skill effect Skill Tooltip Verdict Why
Noise suppression (skill effect) Roguery Noise suppression -{a0}% unused never read anywhere in the game
Naval Auto Battle Combat Penalty Negation Effect (skill effect) Mariner Naval Auto Battle Combat Penalty Negation Effect unused never read; only created at start-up
Track information level (skill effect) Scouting Track information level: {a0} ui_only sets how many lines the track tooltip shows
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 (+5, captain); the +40% 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 applies the secondary half's value (−10%, captain) instead; the +20% is never read
Brute Force, secondary Mariner +20% more loot from naval raids. unused every party raiding from the sea gets +0.5 raid loot without 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 (−50%, governor) instead; 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 four Trade markers are explained in the Trading guide.

Some halves are read by a piece of code that never runs in a campaign (dead). These places are ignored for the verdict, so the half keeps the verdict of the places that do run:

Perk or skill effect Skill What never runs Why
Partners in Crime, primary Roguery bandits always agreeing to join instead of rolling against the bribe chance (also the raft-party case) no conversation uses that check; recruiting surrendered bandits still needs the perk
Windborne, primary Shipmaster +20% sail force, custom-battle copy the model only exists in naval custom battles; the campaign copy works
Chain to Oars, primary Shipmaster +20% oar force, custom-battle copy same; the campaign copy works
Sailing speed increased (skill effect) Shipmaster sail force per Shipmaster point, custom-battle copy same; the campaign copy differs

Practical tips