Bannerlord mechanics

Boatswain guide

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

This guide explains what the Boatswain skill and every Boatswain perk really do in game v1.5.7: ship costs and ship damage, wages, food, cargo and healing at sea, ammo and armor in naval battles, how many ships you can deploy, and the governor bonuses for port towns. Boatswain is a NavalDLC skill: it only exists when the NavalDLC module is active, and all of its effects live in NavalDLC. NavalDLC extends the agent damage, agent stats, carry capacity, food consumption, healing, party morale, troop upgrade cost, wage and recruitment cost, militia and village production models, extends and replaces parts of the battle reward, siege engine, party speed and troop sacrifice models, and replaces parts of the campaign ship damage and ship cost models. StoryMode extends the wage and recruitment cost models, and extends and replaces parts of the battle reward models in the story campaign.

For exact formulas, edge cases and links to the game code, see the deep dives: Naval campaign (wages, food and cargo at sea, overburdened speed at sea, getting away, salvage, shipyards, governor gold and garrison recruits), Naval battles (ship siege weapons, campaign ship damage, ship loot, ship costs, deployment limit, main deck crew), Combat agent stats (armor and ammo in naval battles), Combat damage (shield damage, sail fire damage), Settlements (militia, village production), Party and map (recruitment and upgrade cost, morale, healing) and Characters and politics (influence).

Who holds the perk. Each half is read from one hero, and the role decides who:

What the verdicts mean.

No Boatswain perk is ui_only. Special Arrows' second half and Naval Bombardment are unused.

Most Boatswain halves show "Sea only" under their description in the tooltip: they give nothing while the party is on land. The tooltip says so, so the limit is not a differs reason.

What unlocks what

Every 25 points of Boatswain opens a new pair. You pick one perk of each pair; the other is locked for that hero. Boatswain 275 has a single perk.

Boatswain Perk A Perk B
25 Master Shipwright: cheaper ship upgrades; governor gold per repaired ship Merchant Prince: cheaper ship repairs; governor gold per traded ship
50 Streamlined Operations: faster ship siege weapon reloads; faster shipyards in the governed town Well Stocked: more ammo and throwing weapons for a ship's crew
75 Naval Horde: lower wages for mounted troops at sea; lighter mounts at sea Optimization: lower wages for non-mariner troops at sea; lighter pack animals and livestock at sea
100 Gilded Purse: bigger share of captured ships; lighter trade goods at sea Veteran's Wisdom: daily naval skill XP for companions; smaller overburdened penalty at sea
125 Shipwright's Insight: more ballista damage to hulls; more ammo for a ship's crew Special Arrows: +5 armor for low-tier troops and sail fire damage
150 Accuracy Training: crew ranged damage to shields at sea; +2 daily militia at ports Smooth Operator: +5 ballista ammo; less food eaten at sea
175 Efficient Captain: cheaper mariner upgrades; morale in port (never for your party) Popular Captain: cheaper mariner recruits; bigger main deck crew
200 Blessings Of The Sea: +1 ship in battle; more fish from villages Port Authority: +1 ship in battle; more walrus ivory and whale oil from villages
225 Salvage: influence from discarded ships; trade tax from merchant convoys Shipwright's Hand: discarded ships repair your ships; garrison recruits from merchant convoys
250 Merchant Fleet: +1 ship in battle; influence per ship built Resilience: heroes heal after a won battle; faster troop healing at sea
275 Naval Bombardment: does nothing (no alternative) —

Tier 1 (Boatswain 25): Master Shipwright or Merchant Prince

Master Shipwright

Merchant Prince

Which one? Master Shipwright lowers upgrade costs (and through them part of trade value and repair cost); Merchant Prince lowers the whole repair cost by 30%. As governor, Master Shipwright pays 30 per repaired ship and Merchant Prince 500 per traded ship.

Tier 2 (Boatswain 50): Streamlined Operations or Well Stocked

Streamlined Operations

Well Stocked

Which one? Streamlined Operations gives its ship's siege weapons faster reloads and helps a governor of a port town build more ships. Well Stocked gives more ammo to every ship crew whose captain holds it.

Tier 3 (Boatswain 75): Naval Horde or Optimization

The wage halves apply only while your party is at sea, where every party already pays 20% less wages.

Optimization

Wage at sea = base wage × (1 − 20% − perk percentage × share of wages paid to those troops)

Worked example. Your party at sea pays 200 denars of base daily wage, 150 of it to non-mariner troops, and your first mate has Optimization:

A party at sea pays 200 denars of base daily wage, 150 of it to non-mariner troops. Its First Mate has Optimization. Inputs: total wage 200, non mariner wage share 0.75.

Step Source Stage Change Running value
Base Party daily wage base 200.0000
1 Optimization factor -7.5% -15.0000 185.0000
2 Wage reduction at sea factor -20% -40.0000 145.0000
Result Party daily wage 145.0000

With these inputs, party daily wage is 145.0000.

The 10% is scaled by the 0.75 share to 7.5%, and the at-sea reduction adds 20%, so you pay 145.0000 instead of 200.0000.

Which one? Naval Horde helps a party with many mounted troops and mounts; Optimization helps a party of mostly non-mariner troops carrying pack animals or livestock.

Tier 4 (Boatswain 100): Gilded Purse or Veteran's Wisdom

Gilded Purse

Veteran's Wisdom

Which one? Gilded Purse matters only when you win naval battles alongside other parties, plus lighter trade goods at sea; Veteran's Wisdom trains companions in a naval skill every day and softens the overburdened penalty at sea.

Tier 5 (Boatswain 125): Shipwright's Insight or Special Arrows

Shipwright's Insight

Special Arrows

Which one? Shipwright's Insight raises a ship's ballista damage to hulls and its crew's ammo; Special Arrows protects tier 3 and lower troops of the ship and adds +5 sail fire damage.

Tier 6 (Boatswain 150): Accuracy Training or Smooth Operator

Accuracy Training

Smooth Operator

Daily food at sea = base consumption × (1 − 20% − 30%)

Worked example. A party of 100 members and no prisoners at sea, with Smooth Operator on the first mate:

A party of 100 members and no prisoners at sea. Its First Mate has Smooth Operator. Inputs: members 100, prisoners 0.

Step Source Stage Change Running value
Base Party daily food consumption (negative) base -5.0000
1 Smooth Operator factor -30% +1.5000 -3.5000
2 Food consumption reduction at sea factor -20% +1.0000 -2.5000
Result Party daily food consumption (negative) -2.5000

With these inputs, party daily food consumption (negative) is -2.5000.

The party eats 2.5000 food a day instead of 5.0000.

Which one? Accuracy Training raises your crews' ranged damage to shields in naval battles and gives militia to port towns and their villages as a governor perk; Smooth Operator adds ballista ammo and cuts food at sea.

Efficient Captain

Which one? Efficient Captain lowers mariner upgrade costs; its morale in port never reaches your party. Popular Captain lowers mariner recruitment costs and adds 5% to the main deck crew of your party's ships.

Tier 8 (Boatswain 200): Blessings Of The Sea or Port Authority

Both primaries are the same: +1 ship to command limit (party leader; works). A party can deploy 3 ships in a naval battle; the perk adds one more. It is the per-battle deployment limit; it does not change how many ships the party may own. It adds up with Merchant Fleet (Boatswain 250) and with Shipmaster's Master and commander and Stormrider.

Blessings Of The Sea

Port Authority

Which one? The primaries are identical. Pick by what the villages trading with your governor's town produce: fish (Blessings Of The Sea) or walrus ivory and whale oil (Port Authority).

Tier 9 (Boatswain 225): Salvage or Shipwright's Hand

Both primaries act when your party discards one of its ships.

Salvage

Shipwright's Hand

Which one? Salvage turns discarded ships into influence and convoys into trade tax; Shipwright's Hand turns discarded ships into repairs and convoys into garrison troops (within the wage budget).

Tier 10 (Boatswain 250): Merchant Fleet or Resilience

Merchant Fleet

Resilience

Which one? Merchant Fleet adds one more ship in battle and influence from shipbuilding; Resilience heals heroes after every battle with a winner and speeds troop healing at sea.

Tier 11 (Boatswain 275): Naval Bombardment

Skill effect

This comes from the Boatswain skill itself, no perk needed.

Ship damage taken = raw damage × (1 − 0.25% × first mate's Boatswain + 20% if the attacker has a Ram figurehead)

Worked example. A ship of your party takes 100 raw damage; your first mate has Boatswain 200 and the attacker has no Ram figurehead:

A ship of your party takes 100 raw damage on the campaign side. Your party's First Mate has Boatswain 200; the attacker ship has no Ram figurehead. Inputs: raw damage 100.

Step Source Stage Change Running value
Base Campaign damage dealt to a ship base 100.0000
1 Reduce ships' received damage factor -50% -50.0000 50.0000
Result Campaign damage dealt to a ship 50.0000

With these inputs, campaign damage dealt to a ship is 50.0000.

200 points give −50%, so the ship takes 50.0000 instead of 100.0000.

What the skill level itself does

The game also reads your Boatswain 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
Tavern keeper companion recommendation score For party-role recommendations the score is the candidate wanderer's level in the role's skill (Scouting, Engineering, Medicine, Steward, Boatswain or Shipmaster). — — 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 Boatswain perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Master Shipwright secondary relatives and wanderers, not you governor
Merchant Prince secondary relatives and wanderers, not you governor
Streamlined Operations secondary relatives and wanderers, not you governor
Special Arrows secondary nobody: never read in play, or only shown in the interface —
Accuracy Training secondary relatives and wanderers, not you governor
Blessings Of The Sea secondary relatives and wanderers, not you governor
Port Authority secondary relatives and wanderers, not you governor
Salvage secondary relatives and wanderers, not you governor
Shipwright's Hand secondary relatives and wanderers, not you governor
Merchant Fleet secondary relatives and wanderers, not you governor
Naval Bombardment primary nobody: never read in play, or only shown in the interface —

All Boatswain effects

Every effect site of the Boatswain 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
Master Shipwright primary Ship upgrade piece cost factor -30% Role: first mate works
Master Shipwright secondary Gold paid to a governor when a ship is repaired in the town add +30 Role: governor; settlement: town works
Merchant Prince primary Ship repair cost factor -30% Role: first mate works
Merchant Prince secondary Gold paid to a governor when a ship is traded with the town add +500 Role: governor; settlement: town works
Streamlined Operations primary Siege weapon reload speed in naval battles factor +10% Mission: naval battle; role: captain works
Streamlined Operations secondary Daily chance that a port town builds ships factor +20% Role: governor; settlement: not under siege, port, town works
Well Stocked primary Missile ammo amount per slot factor +30% Item: consumable weapon; mission: naval battle; role: captain differs
Well Stocked secondary Missile ammo amount per slot add +2 Item: throwing weapon; mission: naval battle; role: captain differs
Naval Horde primary Party daily wage factor -30% × mounted wage share Party: at sea; role: first mate works
Naval Horde secondary Effective cargo weight of one item factor -30% Item: mount; party: at sea; role: first mate works
Optimization primary Party daily wage factor -10% × non mariner wage share Party: at sea; role: first mate works
Optimization secondary Effective cargo weight of one item factor -30% Item: pack animal or livestock; party: at sea; role: first mate works
Gilded Purse primary Winner party's score for receiving defeated ships factor +25% Party: mobile; role: party leader differs
Gilded Purse secondary Effective cargo weight of one item factor -15% Item: trade good; party: at sea; role: first mate works
Veteran's Wisdom primary Daily skill XP granted to a party hero add +10 × leader level Role: party leader works
Veteran's Wisdom secondary Overburdened speed effect (added to party speed base) factor -20% Party: at sea; role: first mate works
Shipwright's Insight primary Ship siege weapon damage to a ship hull factor +30% Hero: hero; mission: naval battle; role: personal; siege engine: ship siege engine works
Shipwright's Insight secondary Missile ammo amount per slot factor +25% Item: consumable weapon; mission: naval battle; role: captain differs
Special Arrows primary Agent arm armor add +5 Mission: naval battle; role: captain; troop tier: at most 3 works
Special Arrows primary Agent head armor add +5 Mission: naval battle; role: captain; troop tier: at most 3 works
Special Arrows primary Agent leg armor add +5 Mission: naval battle; role: captain; troop tier: at most 3 works
Special Arrows primary Agent torso armor add +5 Mission: naval battle; role: captain; troop tier: at most 3 works
Special Arrows primary Hero power modifier in simulation add +0.02 Mission: simulation differs
Special Arrows primary Fire damage to a ship sail add +5 Mission: naval battle; role: captain differs
Special Arrows secondary Fire damage to a ship sail base 0.4 — unused
Accuracy Training primary Blow damage after attacker amplifications factor +30% Attack: shield hit; item: ranged weapon; mission: naval battle; role: captain works
Accuracy Training secondary Daily militia change of a settlement add +2 Role: governor; settlement: port works
Smooth Operator primary Ship siege weapon starting ammo add +5 Mission: naval battle; role: captain works
Smooth Operator secondary Party daily food consumption (negative) factor -30% Party: at sea; role: first mate works
Efficient Captain primary Troop upgrade gold cost factor -30% Role: party leader; troops: mariner works
Efficient Captain secondary Party morale add +5 Map state: in settlement; role: party leader; settlement: port differs
Popular Captain primary Troop recruitment cost factor -30% Role: party leader; troops: mariner works
Popular Captain secondary Ship main deck crew size factor +5% Mission: naval battle; role: party leader works
Blessings Of The Sea primary Ships a party can deploy in a naval battle add +1 Role: party leader works
Blessings Of The Sea secondary Daily production of one item in a village factor +25% Item: fish; role: governor differs
Port Authority primary Ships a party can deploy in a naval battle add +1 Role: party leader works
Port Authority secondary Daily production of one item in a village factor +15% Item: walrus tusk or whale oil; role: governor differs
Salvage primary Influence gained by a clan through GainKingdomInfluenceAction add +0.01 × ship hit points Role: party leader works
Salvage secondary Town accumulated trade tax added per party visit add +40 Party: caravan; role: governor; settlement: town works
Shipwright's Hand primary Hit points restored to party ships from a discarded ship add +0.5 × ship hit points Role: party leader works
Shipwright's Hand secondary Basic troops added to a town garrison per naval convoy visit add +min(garrison wage room / basic troop wage, 1) Party: caravan; role: governor; settlement: town differs
Merchant Fleet primary Ships a party can deploy in a naval battle add +1 Role: party leader works
Merchant Fleet secondary Influence gained by a clan through GainKingdomInfluenceAction add +5 Role: governor; settlement: fortification works
Resilience primary Hero hit points healed at battle end add +0.3 × missing hp Role: personal differs
Resilience secondary Daily healing of wounded regular troops factor +30% Role: first mate works
Naval Bombardment primary — base — — unused
Reduce ships' received damage — Ship damage taken by the player side to get away factor -0.25% per point Party: main party; role: first mate works
Reduce ships' received damage — Campaign damage dealt to a ship factor -0.25% per point Role: first mate works
Skill level (any skill) — Agent effective skill in battle base skill value — 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 — Tavern keeper companion recommendation score base +1 per point — works

Practical tips