Bannerlord mechanics

Athletics guide

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

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:

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

Well Built

Athletics 50: Form Fitting Armor or Fury

Form Fitting Armor

Fury

Athletics 75: Imposing Stature or Stamina

Imposing Stature

Stamina

Athletics 100: Powerful or Sprint

Powerful

Both add to the other damage percentages of the same hit and are applied once.

Sprint

Athletics 125: Braced or Surging Blow

Braced

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.

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

Walk It Off

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

Energetic

Athletics 200: Steady or Strong

Steady

Strong

Strong speed bonus = 5% × men without a horse ÷ all men in the party

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

Strong Legs

Athletics 250: Ignore Pain or Spartan

Ignore Pain

Armor on one body part = (armor worn there + captain's Ignore Pain) × (1 + your Ignore Pain)

See Combat agent stats.

Spartan

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

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.

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