Skills guide
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
- Tier: the perk's row in the skill's perk tree, from 1 (skill 25) up to 11 (skill 275). Only Trade has a tier 12 perk, Everything Has a Price, at Trade 300.
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:
- Captain halves come from the troops' formation captain. A captain never receives his own captain halves: a captain half on your character helps the formation you lead, not you.
- Governor halves mostly need the governor to hold the perk and be in the settlement. Some are read from the governor with no presence check, and village bonuses read the governor of the town the village belongs to or trades with. Settlements lists which is which.
Who the perk works for
The heroes of your clan come in three kinds:
- You: the main hero. When you die or retire, your heir takes over and becomes you.
- Relatives: your spouse, children, siblings and other family members in your clan.
- Wanderers: the companions you recruit, for example in taverns.
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:
- Some halves read only you. The game asks for the main hero's perk by name, so the same perk on a relative or wanderer does nothing. Persuasion, barter, ransom, tournament bets, trade rumors and several conversation perks work this way.
- You can never be a governor. The game refuses the main hero as a governor, so governor halves work only on relatives and wanderers.
- Your clan leader is always you. The clan leader changes only when your heir takes over as the main hero, so clan leader halves work only on you.
- Party roles fall back to the party leader. A party role half (quartermaster, scout, surgeon, engineer, navigator, first mate) reads the hero in that role; while nobody holds the role, it reads the party leader instead.
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
-
Starting value: 0 for most effects. Six start elsewhere: Dismount resistance 0.4, Knock back resistance 0.15, Knock down resistance 0.4, Sneak attack damage 0.5, Mounted weapon damage penalty −0.2 and Mounted weapon speed & reload penalty −0.3.
-
Per-point bonus: fixed for each effect. Most are percentages (41 of 49), for example One handed weapon damage adds 0.0015 per point. The other 8 are flat amounts, for example Increase party size adds 0.25 per Steward point.
-
Skill level: the skill of whoever holds the effect's role. Most skill effects are personal (33 of 49), but some read a party role: Increase party size reads your quartermaster's Steward, Track detection radius reads your scout's Scouting, Healing rate increase for troops reads your surgeon's Medicine, Faster building production reads the governor's Engineering.
-
Limits: 45 of 49 skill effects have no real limit. The four with limits are the Riding penalties Mounted weapon damage penalty and Mounted weapon speed & reload penalty, which start negative and are capped at 0 so they can never become bonuses; the Mariner Naval Battle Combat Penalty Negation Effect, which stops at −1; and Naval battle underwater breathing duration, kept between 0 and 20.
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
- Base: the starting value, set by the game (for party speed, by party size; for construction, by prosperity).
- Flat adds: every "+N" bonus, from perks, skill effects, buildings, policies and other terms, added to the base first.
- Percentage bonuses: every "+N%" or "−N%" bonus is added together and applied once to the base plus flat adds. A +5% and a −40% make −35%; they do not multiply each other.
- Limits: applied last. A number with a minimum of 1 never goes below 1, however many penalties pile up.
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.
- Base: prosperity × 0.01 = 40.0000.
- Flat add: Mason +6, so 46.0000.
- Percentage bonuses: Carpenters +12% and Faster building production +37.5% are added together and both worked out on 46: +5.5200 and +17.2500.
- 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:
works: does what the tooltip says, or more; broader effects are noted.differs: narrower, different or extra conditions or values compared with the tooltip.unused: never read by the game.ui_only: only shown in the interface.
| 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
- If you choose between two perks, read both halves of each: the other half often works through another role, so a perk you take for yourself may also help the formation you lead, the settlement you govern or your whole party.
- If you lead a formation in battle, its captain halves help the troops of that formation, never you.
- If you appoint a governor, keep him in the settlement: most governor halves count only while he is there.
- Governor perks belong on relatives and wanderers, clan leader perks and the "only you" halves on your own character: each skill guide's Who the perks work for table lists them.
- If a companion has more Steward, Scouting, Medicine or Engineering than you, put him in the quartermaster, scout, surgeon or engineer role: those skill effects and perk halves read the hero in that role.
- Percentage bonuses on the same number add together. Stacking two of them gives their sum on the base plus flat adds, not one on top of the other.
- If a number has a limit, penalties or bonuses past it do nothing: in the party speed example the speed was raised back to 1.0000.
- If you pick Naval Bombardment, its shipboard ballistas never fire during sieges.
- If you plan around a tooltip number, check the skill's guide for
differsfirst.