Athletics guide
This guide explains what the Athletics skill and every Athletics perk really do: how fast you run, how armor weight slows you, how much punishment you can take on foot, and the many map, party and governor bonuses hidden in the second halves of the perks. It is for game version v1.5.7; where a tooltip says one thing and the game does another, you get the game's version. The battle rules (movement speed, armor, health, damage, stagger, stun) live in the SandBox module. NavalDLC extends the agent damage, agent stats, food consumption, healing, troop training, prosperity, armor and strike magnitude and village production models, and extends and replaces parts of the party size limit and party speed models. StoryMode extends the party size limit models in the story campaign. Many perk halves are limited at sea, and the perk tooltip says so under the half: "Land only" (the half does nothing at sea) or "Reduced effect at sea". Each section below names the halves that carry one of these lines; the line is not counted as a difference between tooltip and game.
For exact formulas, edge cases and links to the game code, see the deep dives: Combat agent stats (movement speed, armor weight, armor, troop health, resistances, handling, effective skill), Combat damage (speed bonus, damage bonuses and reductions, stagger, stun), Party and map (party speed, party and prisoner size, healing, troop experience, food), Characters and politics (persuasion, prisoner escapes, hit points, attributes), Settlements (loyalty, hearths, village production, siege food) and Crafting and trade (smithing stamina).
Each perk has two halves. The primary half usually helps you personally; the secondary half helps others when you hold a role: captain (troops in the formation you lead in battle, not counting yourself), party leader (your whole party) or governor (the settlement you govern). The verdict after each half says how the code compares with the tooltip:
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.
No Athletics perk is unused. Form Fitting Armor also changes two weight numbers on the inventory screen that are ui_only, on top of its real battle effect.
What unlocks what
You pick one perk of each pair. Tier 11 has a single perk.
| Athletics | Perk A | Perk B |
|---|---|---|
| 25 | Morning Exercise: +3% movement speed | Well Built: +5 hit points |
| 50 | Form Fitting Armor: −15% armor weight | Fury: +10% weapon handling on foot |
| 75 | Imposing Stature: +30% persuasion chance | Stamina: +50% smithing stamina recovery |
| 100 | Powerful: +4% melee damage | Sprint: +5% movement speed without shield or ranged weapon |
| 125 | Braced: −40% damage taken from horse charges | Surging Blow: +30% to the speed bonus of your hits on foot |
| 150 | A Good Days Rest: +10% healing while waiting in settlements | Walk It Off: +10% healing while traveling |
| 175 | Durable: +1 Endurance | Energetic: −20% overburdened speed penalty |
| 200 | Steady: +1 Control | Strong: +1 Vigor |
| 225 | Strong Arms: +5% throwing damage | Strong Legs: −50% fall damage, +100% kick damage |
| 250 | Ignore Pain: +10% armor on foot | Spartan: +50% resistance to being staggered on foot |
| 275 | Mighty Blow: longer stun after a blocked attack, +1 hit point per Athletics point above 250 | — |
The second half of each perk is described in its section below.
Athletics 25: Morning Exercise or Well Built
Morning Exercise
- Primary (
differs): +3% movement speed, but only when you are not holding a shield in your off hand. The tooltip has no shield condition. The bonus goes on your normal movement speed (the same speed your Athletics skill raises), not on the separate in-combat speed cap. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
differs): +5% movement speed to troops in your formation, with the same catch: troops holding a shield get nothing. Land only, as the tooltip shows.
Well Built
- Primary (
works): +5 maximum hit points. When you take the perk, your current hit points also go up by 5 straight away. - Secondary, party leader (
differs): +5 hit points in battle to the foot troops of your party. Two limits the tooltip does not state: heroes (companions, family, other lords) never get it, only regular troops, and mounted troops do not get it either. Land only, as the tooltip shows.
Athletics 50: Form Fitting Armor or Fury
Form Fitting Armor
-
Primary (
works): your armor counts as 15% lighter for how much it slows you in battle. Weapons are not affected. The inventory screen and the tooltips of armor items also show the lighter weight (ui_only: those two displays have no effect of their own). Reduced effect at sea, as the tooltip shows. -
Secondary, captain (
differs): +4% movement speed to tier 3 and higher troops in your formation, but the rule is not what the tooltip says. The game applies it up to twice:- once for a tier 3+ troop not holding a shield;
- once more for a tier 3+ infantry troop, shield or not.
So a tier 3+ infantryman without a shield gets +8%, a shield-carrying tier 3+ infantryman or a tier 3+ archer gets +4%, and a tier 3+ non-infantry troop holding a shield gets nothing. There is no on-foot check. Land only, as the tooltip shows.
Fury
- Primary (
differs): +10% weapon handling while on foot, but only with a melee weapon in hand; the tooltip names no weapon type. Handling is how quickly your weapon reacts to your movement. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
differs): +10% handling to foot troops in your formation, again only while they wield a melee weapon. Land only, as the tooltip shows.
Athletics 75: Imposing Stature or Stamina
Imposing Stature
- Primary (
works): +30% to your persuasion success chance in conversations. Only the player character uses it. - Secondary, party leader (
works): +5 party size. Caravans and clanless leaders use a different party size rule, so it does not apply to them.
Stamina
- Primary (
works): +50% to the smithing stamina you recover each hour. The extra is rounded, and stamina only recovers while you are in a settlement. See Crafting and trade. - Secondary, party leader (
differs): two effects, both Land only, as the tooltip shows.- +5 prisoner limit.
- −10% escape chance, but only for the prisoners above your prisoner limit, who get an hourly chance to run off. Prisoners within the limit are not affected, although the tooltip says all prisoners. Garrisons and militia do not use it, and you never escape this way yourself when you are the prisoner.
Athletics 100: Powerful or Sprint
Powerful
- Primary (
works): +4% damage with melee weapons, also when you fight from horseback. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
works): +2% to melee hits by troops in your formation. Land only, as the tooltip shows.
Both add to the other damage percentages of the same hit and are applied once.
Sprint
- Primary (
differs): +5% movement speed when you are not holding a shield or a ranged weapon. The game only looks at what is in your hands right now, not at everything equipped as the tooltip says: a bow on your back does not stop it while you hold a sword. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
differs): +3% movement speed to infantry troops in your formation, but not those holding a shield, which the tooltip does not say. Land only, as the tooltip shows.
Athletics 125: Braced or Surging Blow
Braced
- Primary (
works): −40% damage taken from horse charges. It also protects the horse you ride when it is hit by a charge (broader than the tooltip). Land only, as the tooltip shows. - Secondary, captain (
works): −30% charge damage taken by troops in your formation. Land only, as the tooltip shows.
Surging Blow
When you hit while moving toward the target, part of your running speed is added to the blow. Surging Blow raises that part.
- Primary (
works): +30% to the speed bonus of your hits while on foot. It counts for swings, thrusts and thrown weapons, and for a braced spear or pike that a rider or a horse runs into. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
works): the same +30% for troops in your formation who are on foot. Land only, as the tooltip shows.
It adds to Dash and Slash (Roguery) and Reckless Charge (Two Handed). See Combat damage.
Athletics 150: A Good Days Rest or Walk It Off
A Good Days Rest
- Primary, party leader (
differs): +10% daily healing while your party waits in a settlement. It does not work in hideouts. For regular troops it also stops while the settlement or your party is under siege, raided or being raided; heroes still get it there. - Secondary, party leader (
works): +10 daily experience to each foot troop while your party waits in a settlement. Land only, as the tooltip shows.
Walk It Off
- Primary, party leader (
works): +10% daily healing for you, your heroes and your troops while the party is moving. Land only, as the tooltip shows. - Secondary, party leader (
works): +3 daily experience to each foot troop while the party is moving, again land only.
Pick by habit: a party that sits in towns gets more from A Good Days Rest, a party that is always on the road from Walk It Off.
Athletics 175: Durable or Energetic
Durable
- Primary (
differs): +1 Endurance when you take the perk. The game adds a fixed 1 instead of reading the perk's value; in play the result is exactly what the tooltip says. A perk reset removes the point again. - Secondary, governor (
works): +1 daily loyalty in the town or castle you govern, while you are in it.
Energetic
- Primary, party leader (
works): −20% to the speed penalty for carrying more than your capacity. Land only, as the tooltip shows. - Secondary, governor (
differs): +20% hearth growth in villages bound to the settlement you govern, but only while a village is in its normal state, not looted or being raided.
Athletics 200: Steady or Strong
Steady
- Primary (
differs): +1 Control when you take the perk; like Durable, a fixed 1 with the same result as the tooltip. - Secondary, governor (
differs): +10% daily production in villages, different from the tooltip in three ways:- it boosts every trade good a village produces, not only farms, mines, lumber camps and clay pits;
- it counts for villages that trade with the town you govern, not those bound to it, so a castle's governor gives nothing and a town's governor also boosts castle villages that trade with that town;
- the village must be in its normal state (not looted or being raided).
Strong
- Primary (
differs): +1 Vigor when you take the perk; a fixed 1, same result as the tooltip. - Secondary, party leader (
differs): the tooltip reads like +5% party speed, but the 5% is scaled by the share of your party that is on foot. A party of only footmen gets the full +5%; an all-cavalry party gets nothing. Land only.
Strong speed bonus = 5% × men without a horse ÷ all men in the party
- Men without a horse: your footmen, counting attached parties.
- All men in the party: everyone in your party and attached parties.
Worked example. A party of 100 men, 60 of them on foot. Strong gives 5% × 60 ÷ 100 = +3%:
A land party of 100 men, 60 of them on foot, whose leader has Strong. Inputs: total men 100, footmen 60.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Party map speed | base | 3.9113 | |
| 1 | Strong | factor +3% | +0.1173 | 4.0286 |
| Result | Party map speed | 4.0286 |
With these inputs, party map speed is 4.0286.
Athletics 225: Strong Arms or Strong Legs
Strong Arms
- Primary (
works): +5% damage with throwing weapons. - Secondary, captain (
works): +20 Throwing skill to troops in your formation. The game does not check what troop it is: every troop in the formation gets it whenever its Throwing skill is used (broader than the tooltip, but it only matters for troops that throw). Land only, as the tooltip shows.
Strong Legs
- Primary (
differs): −50% fall damage taken (works as the tooltip says) and +100% kick damage. For the kick the game uses a fixed +100% instead of reading the perk's value; on land it matches the tooltip. The tooltip says "Reduced effect at sea": the fall damage cut is halved at sea, but the kick bonus stays +100%. - Secondary, governor (
works): −20% food eaten by the garrison of the settlement you govern while it is under siege.
Athletics 250: Ignore Pain or Spartan
Ignore Pain
- Primary (
works): +10% armor on your head, body, arms and legs while on foot. The percentage also multiplies the captain bonus below. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
differs): +5 armor to the head, body, arms and legs of foot troops in your formation. The tooltip says equipped armor pieces, but the +5 is added to every body part, even one with no armor on it. Land only, as the tooltip shows.
Armor on one body part = (armor worn there + captain's Ignore Pain) × (1 + your Ignore Pain)
- Armor worn there: the armor of your equipment on that body part.
- Captain's Ignore Pain: +5 when your formation's captain (someone else) has the perk.
- Your Ignore Pain: +10% when you have it and are on foot.
See Combat agent stats.
Spartan
- Primary (
works): +50% to the damage needed to interrupt your attack while you are on foot, so weak hits no longer stagger you. Reduced effect at sea, as the tooltip shows. - Secondary, party leader (
works): −20% food eaten by your party. Reduced effect at sea, as the tooltip shows.
Worked example. A party of 100 men with 20 prisoners, on land. Prisoners eat half, so the party eats 5.5 food a day before perks, and Spartan takes 20% off:
A party of 100 men with 20 prisoners on land, whose leader has Spartan. Inputs: members 100, prisoners 20.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Party daily food consumption (negative) | base | -5.5000 | |
| 1 | Spartan | factor -20% | +1.1000 | -4.4000 |
| Result | Party daily food consumption (negative) | -4.4000 |
With these inputs, party daily food consumption (negative) is -4.4000.
Athletics 275: Mighty Blow
- Primary (
differs): the tooltip says enemies stay stunned longer after they block or parry your attack. The game does something else: when your attack is blocked or parried, it lengthens by 5% the stun it records for the attacker, which is you, the perk holder; the defender's stun is unchanged. Reduced effect at sea, as the tooltip shows. - Secondary (
works): +1 maximum hit point for every Athletics point above 250, as the tooltip says.
Worked example. A hero at Athletics 280 with Well Built and Mighty Blow. Mighty Blow adds 280 − 250 = 30:
A hero at Athletics 280 with Well Built and Mighty Blow.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Maximum hit points | base | 100.0000 | |
| 1 | Mighty Blow | add | +30.0000 | 130.0000 |
| 2 | Well Built | add | +5.0000 | 135.0000 |
| Result | Maximum hit points | 135.0000 |
With these inputs, maximum hit points is 135.0000.
Skill effects
Your Athletics skill itself also does several things, whether or not you have perks. Athletics here is your effective skill in battle.
- Running speed (
differs): +0.1% movement speed per point of Athletics, but it stops at 300: points above 300 add no speed, which the tooltip does not say. The perk speed bonuses then multiply the result. - Weight penalty (
works): the slowdown from the weight of your armor and weapons shrinks by 0.1% per point. - Knock back resistance (
works): how much damage a blow must deal, as a share of your maximum hit points, to knock you back. It starts at 15% and rises by 0.1% per point. - Knock down resistance (
works): the same for being knocked down. It starts at 40% and rises by 0.1% per point. While mounted it is 10 points higher, and on foot against a thrust 15 points higher.
What the skill level itself does
The game also reads your Athletics level directly, without any perk. Effects that depend on any skill level are listed once in the skills guide.
| What it affects | What the level does | Level needed | Conditions | Verdict |
|---|---|---|---|---|
| Agent step size | Adds 0.2 × 0.0033333 per Athletics point to the soldier's step size (0.999998 at Athletics 300). The game engine applies it to movement, so the exact effect is not visible in the game's own code. | — | — | works |
| Agent time to reach top speed | The time to reach top speed is (4 − 0.01 × Athletics, but at least 1) ÷ 3.5: 1.1429 at Athletics 0 and 0.2857 from Athletics 300. Lower is faster. The game engine applies it. | — | — | works |
| Agent AI combat level | A soldier's melee combat AI level is their melee skill ÷ 300 × the difficulty setting, kept between 0 and 1. The skill is the primary weapon's (One Handed, Two Handed or Polearm; other weapons count as One Handed; Athletics with no weapon). The game engine uses the level. | — | — | works |
| Agent AI combat level | A soldier's ranged combat AI level is the skill of their primary weapon (One Handed, Two Handed, Polearm, Bow, Crossbow or Throwing; Athletics with no weapon) ÷ 300 × the difficulty setting, kept between 0 and 1. The game engine uses the level. | — | — | works |
| Score of a participant in a simulated tournament | In tournaments you do not attend, an AI participant's score adds 0.01 × Athletics, scaled by the hero's own factor. | — | — | works |
Who the perks work for
Who counts as you, a relative or a wanderer, and why some halves skip one of them, is explained in the Skills guide.
Every other Athletics perk half and skill effect works for every hero: you, relatives and wanderers.
| Perk | Half | Works for | Where the hero has to be |
|---|---|---|---|
| Imposing Stature | primary | only you | anywhere: the hero's own bonus outside battle |
| Durable | secondary | relatives and wanderers, not you | governor |
| Energetic | secondary | relatives and wanderers, not you | governor |
| Steady | secondary | relatives and wanderers, not you | governor |
| Strong Legs | secondary | relatives and wanderers, not you | governor |
All effects at a glance
Every effect site of the Athletics perks, skill effects and skill level. Values are what each site applies; a value that grows with skill is shown at the perk's required skill (skill effects and skill levels: per skill point). ×N marks N identical sites.
| Perk | Half | Game number | Stage | Value | Conditions | Verdict |
|---|---|---|---|---|---|---|
| Morning Exercise | primary | Agent max movement speed multiplier | factor | +3% | Item: no offhand shield; role: personal | differs |
| Morning Exercise | secondary | Agent max movement speed multiplier | factor | +5% | Item: no offhand shield; role: captain | differs |
| Well Built | primary | Current hit points on perk unlock | add | +5 | Role: personal | works |
| Well Built | primary | Maximum hit points | add | +5 | Role: personal | works |
| Well Built | secondary | Agent max health at spawn | add | +5 | Hero: not hero; role: party leader; troops: on foot | differs |
| Form Fitting Armor | primary | Agent armor encumbrance | multiply | ×0.85 | Role: personal | works |
| Form Fitting Armor | primary | Inventory screen character equipment weight | multiply | ×0.85 | Role: personal | UI only |
| Form Fitting Armor | primary | Item tooltip weight | multiply | ×0.85 | Item: armor; role: personal | UI only |
| Form Fitting Armor | secondary | Agent max movement speed multiplier | factor | +4% × stacks | Role: captain | differs |
| Fury | primary | Melee weapon handling multiplier | factor | +10% | Item: melee weapon; role: personal; troops: on foot | differs |
| Fury | secondary | Melee weapon handling multiplier | factor | +10% | Item: melee weapon; role: captain; troops: on foot | differs |
| Imposing Stature | primary | Persuasion success multiplier | factor | +30% | Hero: main hero; role: personal | works |
| Imposing Stature | secondary | Party member size limit | add | +5 | Party: not caravan; role: party leader | works |
| Stamina | primary | Crafting stamina recovered per hour | multiply | ×1.5 | Role: personal | works |
| Stamina | secondary | Escape chance of prisoners above the prison limit | factor | -10% | Party: not garrison or militia; role: party leader | differs |
| Stamina | secondary | Prisoner size limit | add | +5 | Role: party leader | works |
| Powerful | primary | Blow damage after attacker amplifications | factor | +4% | Item: melee weapon; role: personal | works |
| Powerful | secondary | Blow damage after attacker amplifications | factor | +2% | Item: melee weapon; role: captain | works |
| Sprint | primary | Agent max movement speed multiplier | factor | +5% | Item: no offhand shield, not ranged weapon; role: personal | differs |
| Sprint | secondary | Agent max movement speed multiplier | factor | +3% | Item: no offhand shield; role: captain; troops: infantry | differs |
| Braced | primary | Blow damage after victim reductions | factor | -40% | Role: personal | works |
| Braced | secondary | Blow damage after victim reductions | factor | -30% | Role: captain | works |
| Surging Blow | primary | Attacker extra linear speed in strike magnitude | factor | +30% | Role: personal; troops: on foot; victim: mounted or mount | works |
| Surging Blow ×2 | primary | Attacker extra linear speed in strike magnitude | factor | +30% | Role: personal; troops: on foot | works |
| Surging Blow | secondary | Attacker extra linear speed in strike magnitude | factor | +30% | Role: captain; troops: on foot; victim: mounted or mount | works |
| Surging Blow ×2 | secondary | Attacker extra linear speed in strike magnitude | factor | +30% | Role: captain; troops: on foot | works |
| A Good Days Rest | primary | Daily hit points healed by heroes | factor | +10% | Map state: in settlement; role: party leader; settlement: not hideout | differs |
| A Good Days Rest | primary | Daily healing of wounded regular troops | factor | +10% | Map state: in settlement; role: party leader; settlement: not hideout, not under siege or raid | differs |
| A Good Days Rest | secondary | Daily troop experience | add | +10 | Map state: in settlement; role: party leader; troops: on foot | works |
| Walk It Off | primary | Daily hit points healed by heroes | factor | +10% | Map state: moving; party: not garrison or militia; role: party leader | works |
| Walk It Off | primary | Daily healing of wounded regular troops | factor | +10% | Map state: moving; party: not garrison or militia; role: party leader | works |
| Walk It Off | secondary | Daily troop experience | add | +3 | Map state: moving; role: party leader; troops: on foot | works |
| Durable | primary | Endurance attribute | add | +1 | Role: personal | differs |
| Durable | secondary | Daily loyalty change of a town or castle | add | +1 | Role: governor | works |
| Energetic | primary | Overburdened speed effect (added to party speed base) | factor | -20% | Role: party leader | works |
| Energetic | secondary | Daily hearth change of a village | factor | +20% | Role: governor; settlement: village normal | differs |
| Steady | primary | Control attribute | add | +1 | Role: personal | differs |
| Steady | secondary | Daily production of one item in a village | factor | +10% | Item: trade good; role: governor; settlement: village normal | differs |
| Strong | primary | Vigor attribute | add | +1 | Role: personal | differs |
| Strong | secondary | Party map speed | factor | +5% × footmen / total men | Role: party leader | differs |
| Strong Arms | primary | Blow damage after attacker amplifications | factor | +5% | Item: throwing weapon; role: personal | works |
| Strong Arms | secondary | Agent effective skill in battle | add | +20 | Role: captain | works |
| Strong Legs | primary | Blow damage after attacker amplifications | factor | +100% | Item: no weapon; role: personal | differs |
| Strong Legs | primary | Blow damage after victim reductions | factor | -50% | Role: personal | works |
| Strong Legs | secondary | Party daily food consumption (negative) | factor | -20% | Party: garrison; role: governor; settlement: under siege | works |
| Ignore Pain | primary | Agent arm armor | multiply | ×1.1 | Role: personal; troops: on foot | works |
| Ignore Pain | primary | Agent head armor | multiply | ×1.1 | Role: personal; troops: on foot | works |
| Ignore Pain | primary | Agent leg armor | multiply | ×1.1 | Role: personal; troops: on foot | works |
| Ignore Pain | primary | Agent torso armor | multiply | ×1.1 | Role: personal; troops: on foot | works |
| Ignore Pain | secondary | Agent arm armor | add | +5 | Role: captain; troops: on foot | differs |
| Ignore Pain | secondary | Agent head armor | add | +5 | Role: captain; troops: on foot | differs |
| Ignore Pain | secondary | Agent leg armor | add | +5 | Role: captain; troops: on foot | differs |
| Ignore Pain | secondary | Agent torso armor | add | +5 | Role: captain; troops: on foot | differs |
| Spartan | primary | Damage needed to interrupt the victim's attack | factor | +50% | Role: personal; troops: on foot | works |
| Spartan | secondary | Party daily food consumption (negative) | factor | -20% | Role: party leader | works |
| Mighty Blow | primary | Attacker stun period after a defended blow | multiply | ×1.05 | Role: personal | differs |
| Mighty Blow | secondary | Maximum hit points | add | +25 at skill 275, +1 per point | Role: personal | works |
| Running speed increased | — | Agent max movement speed multiplier | factor | +0.1% per point | Role: personal | differs |
| Weight penalty reduced | — | Encumbrance speed penalty coefficient | factor | -0.1% per point | Role: personal | works |
| Knock back resistance | — | Knockback resistance | override | set to 0.15 at skill 0, +0.001 per point | Role: personal | works |
| Knock down resistance | — | Knockdown resistance | override | set to 0.4 at skill 0, +0.001 per point | Role: personal | works |
| Skill level | — | Agent step size | add | +0.000667 per point | — | works |
| Skill level | — | Agent time to reach top speed | add | +1.14286 at skill 0, -0.002857 per point, limit 0.285714 | — | works |
| Skill level (any skill) | — | Agent effective skill in battle | base | skill value | — | works |
| Skill level ×2 | — | Agent AI combat level | base | min(1, max(0, skill / 300 × difficulty factor)) | — | works |
| Skill level (any skill) | — | Skill a hero inherits on coming of age | base | +1 per point | — | works |
| Skill level (any skill) | — | Heir selection points of a clan member | add | +5 | — | works |
| Skill level (any skill) | — | Maximum troops lost on an issue's alternative solution | multiply | ×max(0.2, min(0.8, trunc(issue required skill / skill) × 0.1)) | Hero: player clan | works |
| Skill level (any skill) | — | Days an issue's alternative solution takes | add | +2 × min(10, trunc(issue required skill / skill)) | Hero: player clan | works |
| Skill level (any skill) | — | Failure risk of an issue's alternative solution | add | -0.005 per point | Hero: player clan | works |
| Skill level (any skill) | — | Troops required for an issue's alternative solution | multiply | ×max(0.2, min(1.2, issue required skill / skill)) | Hero: player clan | works |
| Skill level (any skill) | — | Skill is high enough for a perk reset | override | on | Hero: player clan | works |
| Skill level (any skill) | — | Gold cost to reset the perks of a skill | add | +40 per point | Hero: player clan | works |
| Skill level (any skill) | — | Persuasion success multiplier | factor | min(0.2, floor(skill / 250) × 0.2) | Hero: main hero | works |
| Skill level | — | Score of a participant in a simulated tournament | add | +0.01 × hero factor × skill | — | works |
Practical tips
- Shield infantry: Morning Exercise and Sprint do nothing while a shield is in hand. Fury's condition is a melee weapon in hand, not an empty off hand.
- Two-handers and spearmen: Morning Exercise, Sprint and Surging Blow all work, and Surging Blow also boosts a braced spear against charging cavalry.
- Leading infantry: as captain, Form Fitting Armor gives tier 3+ shieldless infantry +8%, and Ignore Pain's +5 armor lands on every body part, even bare ones.
- Well Built for the party only covers regular foot troops, not your companions, and is Land only.
- Strong for party speed scales with the share of your party that is on foot.
- Sailing parties: every captain half, Walk It Off, Energetic's overload cut, Strong's party speed, Stamina's party half, Well Built's party half, Braced and A Good Days Rest's troop experience are Land only; Spartan's food saving and most personal battle halves are Reduced effect at sea. The tooltips show both lines.
- Steady as governor boosts every village that trades with your town; a castle's governor gets nothing from it.
- Running speed tops out at Athletics 300; the weight penalty, resistances and Mighty Blow's hit points keep rising.