Bannerlord mechanics

Bow guide

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

This guide explains what the Bow skill and every Bow perk really do in game v1.5.7: how your arrows hit harder, fly straighter and come faster, what the captain halves give the archers you lead, what the party-leader and governor halves do on the campaign map, and which perks behave differently from their tooltips. The battle rules come from SandBox's agent, damage and morale models. NavalDLC extends the agent damage, agent stats, battle morale, hit experience, map visibility, troop training, troop upgrade cost, wage and recruitment cost, militia, security and armor and strike magnitude models, and extends and replaces parts of the party size limit models. NavalDLC's agent model resets the first ammo slot on ships with upgrades, so the Deep Quivers arrows in that slot are lost. Each perk half's tooltip also says where it works ("Land only", "Reduced effect at sea"); the list is below. StoryMode extends the hit experience, party size limit and wage and recruitment cost models in the story campaign.

For exact formulas, edge cases and links to the game code, see the deep dives: Combat agent stats (reload, accuracy, aim timing, zoom, ammo, encumbrance, effective skill), Combat damage (damage perks, armor penetration, projectile protection), Battles (starting morale, hit experience), Party and map (party size, troop training, wages, recruitment and upgrade costs, spotting range) and Settlements (governor perks).

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, usually only while you are in it). The verdict after each half says how the code compares with the tooltip:

No Bow perk is unused or ui_only.

The tooltip of each half also carries an environment line. The verdicts do not count it as a difference, because the tooltip shows it:

What unlocks what

You pick one perk of each pair. Tier 11 has a single perk.

Bow Perk A Perk B
25 Bow Control: −30% accuracy penalty while moving Dead Aim: +30% headshot damage with bows
50 Bodkin: +10% armor penetration with bows Nocking Point: −50% movement speed penalty while reloading
75 Quick Adjustments: −50% accuracy penalty while rotating Rapid Fire: +25% reload speed with bows
100 Merry Men: +5 party size Mounted Archery: −30% accuracy penalty with bows while mounted
125 Strong bows: +8% damage with bows Trainer: daily Bow experience for the party hero with the lowest Bow skill
150 Discipline: +50% aiming time without losing accuracy Hunter Clan: +30% bow damage to mounts
175 Eagle Eye: +50% zoom with bows Skirmish Phase Master: −10% damage taken from projectiles
200 Bulls Eye: +10% experience for ranged troops Renowned Archer: +10% starting battle morale for ranged troops
225 Deep Quivers: +3 arrows per quiver Horse Master: use all bows on horseback
250 Quick Draw: +25% aiming speed with bows Ranger's Swiftness: equipped bows slow you down less
275 Deadshot: +0.2% reload speed and +0.5% bow damage per Bow point above 200 —

The second half of each perk is described in its section below.

Bow 25: Bow Control or Dead Aim

Bow Control

Dead Aim

Bow 50: Bodkin or Nocking Point

Bodkin

Armor penetration removes a share of the armor on the body part that is hit:

Armor the arrow meets = armor of the hit body part × (1 − all armor penetration bonuses added together), never below 0.

Each bonus counts once, even though both SandBox and NavalDLC compute this value; the NavalDLC result is the one the game uses. See Combat damage.

Nocking Point

Bow 75: Quick Adjustments or Rapid Fire

Quick Adjustments

Rapid Fire

Reload speed starts at 0.93. For a mounted archer, the mounted weapon-speed penalty from Riding lowers it first. All reload percentages from perks (both Rapid Fire halves and Deadshot) are then added together and multiply that value. See Combat agent stats.

Bow 100: Merry Men or Mounted Archery

Merry Men

Mounted Archery

Security from ranged troops = garrison security × ranged share of garrison strength × 20%

Ranger's Swiftness (Bow 250) has the same governor half, and the two add together.

Worked example. A governor with both Mounted Archery and Ranger's Swiftness, in a settlement whose garrison gives 4 daily security and whose strength is 0.4 ranged. Each perk adds 0.3200, so together they add 0.6400 security per day on top of the garrison's own security:

A governor with Mounted Archery and Ranger's Swiftness, in a settlement whose garrison gives 4 daily security and whose strength is 40% ranged troops. Inputs: garrison security 4, ranged strength ratio 0.4.

Step Source Stage Change Running value
Base Daily security change of a town or castle base 0.0000
1 Mounted Archery add +0.3200 0.3200
2 Ranger's Swiftness add +0.3200 0.6400
Result Daily security change of a town or castle 0.6400

With these inputs, daily security change of a town or castle is 0.6400.

Bow 125: Strong bows or Trainer

Strong bows

Trainer

Bow 150: Discipline or Hunter Clan

Discipline

Hunter Clan

Bow 175: Eagle Eye or Skirmish Phase Master

Eagle Eye

Skirmish Phase Master

These reductions add to Counter Fire (Crossbow), Skirmisher (Throwing) and the ranged-protection banner.

Bow 200: Bulls Eye or Renowned Archer

Bulls Eye

Renowned Archer

Bow 225: Deep Quivers or Horse Master

Deep Quivers

Both halves are added when the battle starts and are added to other ammo perks. In a naval battle on a ship with upgrades, the first ammo slot is reset to the ship's own ammo amount after deployment, and the primary half's arrows in that slot are lost; the tooltip does not say this. The party-leader half is land only and gives nothing in a naval battle anyway. See Combat agent stats.

Horse Master

Effective Bow skill = Bow skill + captain's Dead Aim + captain's Horse Master

Worked example. A horse archer with 100 Bow, in a formation whose captain has both Dead Aim and Horse Master:

A mounted troop with 100 Bow skill in a formation whose captain (another character) has Dead Aim and Horse Master. Inputs: skill value 100.

Step Source Stage Change Running value
Base Agent effective skill in battle base 100.0000
1 Dead Aim add +20.0000 120.0000
2 Horse Master add +30.0000 150.0000
Result Agent effective skill in battle 150.0000

With these inputs, agent effective skill in battle is 150.0000.

That 150 effective Bow then feeds the Bow Damage skill effect:

The same horse archer, effective Bow skill 150 after the captain's Dead Aim and Horse Master. Inputs: skill 150.

Step Source Stage Change Running value
Base Agent weapon damage multiplier base 1.0000
1 Bow Damage factor +16.5% +0.1650 1.1650
Result Agent weapon damage multiplier 1.1650

With these inputs, agent weapon damage multiplier is 1.1650.

The troop's arrows deal 1.1650 times their normal damage before any damage perks, instead of what its own 100 Bow would give.

Bow 250: Quick Draw or Ranger's Swiftness

Quick Draw

Ranger's Swiftness

Bow 275: Deadshot

Both halves are yours (there is no role half). They use your own Bow skill, not your effective skill in battle, so a captain's Dead Aim does not raise them. The reload part joins the same sum as Rapid Fire; the damage part adds to the other bow damage perks of the hit.

Worked example. A hero with 275 Bow and Deadshot, holding a bow on foot, with no other reload perk:

A hero on foot wielding a bow, raw Bow skill 275, with Deadshot and no other reload perk. Inputs: skill 275.

Step Source Stage Change Running value
Base Agent weapon reload speed multiplier base 0.9300
1 Deadshot factor +15% +0.1395 1.0695
Result Agent weapon reload speed multiplier 1.0695

With these inputs, agent weapon reload speed multiplier is 1.0695.

Deadshot adds +15%, raising reload speed from 0.9300 to 1.0695. With Rapid Fire as well, its +25% would be added to that +15% before multiplying the base.

Skill effects

Your Bow skill itself also does several things, whether or not you have perks. Both use your effective Bow skill in battle, so a captain's Dead Aim and Horse Master count.

The skill level also enters a few accuracy rules that have no tooltip line:

What the skill level itself does

The game also reads your Bow 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 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
Wielded weapon inaccuracy A wide-grip melee weapon's inaccuracy is 1 − 0.01 × skill (at least 0). A sling's is 1 − 0.007 × skill, at least 0.2. Only wide-grip melee weapons and slings; no minimum skill Item: melee weapon works
Ranged max movement accuracy penalty A ranged weapon's movement accuracy penalty is 0.125 × (1 − weapon skill ÷ 500), at least 0. Mounted it is 0.025 × (1 − weapon skill ÷ 500) × (1 − Riding ÷ 1800). — Item: ranged weapon works
Ranged max unsteady accuracy penalty A ranged weapon's unsteady accuracy penalty is 0.1 × (1 − weapon skill ÷ 500), at least 0. Mounted it is 0.12 × (1 − weapon skill ÷ 500) × (1 − Riding ÷ 1800). — Item: ranged weapon works
Ranged aim unsteady begin time Per skill point the aim holds steady longer: 0.01 for throwing weapons, 0.01 × a factor between 2 and 4 for bows, 0.064 for slings, 0.005 for wide-grip melee weapons. — — works
Hero can equip item A hero can equip an item only if their level in the item's skill (a weapon skill, or Riding for horses) meets the item's difficulty. Captain and party bonuses do not count. Skill at least the item's difficulty — works
Hero counts as a combatant A hero counts as a combatant if any of the six weapon skills is 100 or more. A non-combatant clan companion cannot enter tournaments; AI clans use it to pick party leaders and rate clan strength. Any weapon skill at 100 or more — works
Player may take an issue's quest You cannot take an issue's quest while all six weapon skills are low (other conditions also apply). At least one weapon skill at 50 or more Hero: main hero works
Simulated archery tournament hit chance Would give a simulated archery tournament participant a hit chance of Bow ÷ 300 × 0.19, but the game never creates that tournament. — Mission: tournament dead
Simulated tournament attack power Each non-shield weapon's part of a simulated attack power is multiplied by 0.3 + 0.7 × the weapon's skill ÷ 300. — Mission: tournament 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 Bow perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Merry Men secondary relatives and wanderers, not you governor
Mounted Archery secondary relatives and wanderers, not you governor
Discipline secondary relatives and wanderers, not you governor
Hunter Clan secondary relatives and wanderers, not you governor
Bulls Eye secondary relatives and wanderers, not you governor
Quick Draw secondary relatives and wanderers, not you governor
Ranger's Swiftness secondary relatives and wanderers, not you governor

All effects at a glance

Every effect site of the Bow 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
Bow Control primary Ranged max movement accuracy penalty factor -30% Item: bow; role: personal works
Bow Control secondary Blow damage after attacker amplifications factor +5% Item: bow; role: captain works
Dead Aim primary Blow damage after attacker amplifications factor +30% Attack: head shot; item: bow; role: personal works
Dead Aim secondary Agent effective skill in battle add +20 Role: captain works
Bodkin ×2 primary Victim armor after attacker penetration effects factor +10% Item: bow; role: personal works
Bodkin ×2 secondary Victim armor after attacker penetration effects factor +5% Item: bow; role: captain works
Nocking Point primary Reload movement penalty factor factor -50% Item: ranged weapon; role: personal works
Nocking Point secondary Agent max movement speed multiplier factor +3% Item: bow; role: captain; troops: on foot differs
Quick Adjustments primary Ranged rotational accuracy penalty factor -50% Item: bow; role: personal works
Quick Adjustments secondary Wielded weapon inaccuracy factor -5% Item: bow; role: captain works
Rapid Fire primary Agent weapon reload speed multiplier factor +25% Item: bow; role: personal works
Rapid Fire secondary Agent weapon reload speed multiplier factor +5% Item: bow; role: captain differs
Merry Men primary Party member size limit add +5 Role: party leader works
Merry Men secondary Daily militia change of a settlement add +1 Role: governor; settlement: fortification works
Mounted Archery primary Ranged max movement accuracy penalty factor -30% Item: bow; role: personal; troops: mounted works
Mounted Archery primary Ranged max unsteady accuracy penalty factor -30% Item: bow; role: personal; troops: mounted works
Mounted Archery secondary Daily security change of a town or castle add +0.2 × garrison security × ranged strength ratio Party: garrison; role: governor works
Strong bows primary Blow damage after attacker amplifications factor +8% Item: bow; role: personal works
Strong bows secondary Blow damage after attacker amplifications factor +5% Item: bow; role: captain; troop tier: at least 3 works
Trainer primary Daily skill XP granted to a party hero add +6 Role: party leader works
Trainer secondary Daily troop experience add +3 Role: party leader; troops: ranged works
Discipline primary Ranged aim unsteady begin time factor +50% Item: bow; role: personal works
Discipline primary Ranged aim unsteady end time factor +50% Item: bow; role: personal works
Discipline secondary Daily loyalty change of a town or castle add +1 Role: governor; settlement: fortification works
Hunter Clan primary Blow damage after attacker amplifications factor +30% Attack: victim mount; item: bow; role: personal works
Hunter Clan secondary Party daily wage factor -15% Party: garrison; role: governor; settlement: castle works
Eagle Eye primary Max camera zoom factor +50% Item: bow; role: personal works
Eagle Eye secondary Party spotting (seeing) range factor +10% Role: party leader works
Skirmish Phase Master primary Blow damage after victim reductions factor -10% Item: projectile; role: personal works
Skirmish Phase Master secondary Blow damage after victim reductions factor -10% Item: projectile; role: captain; troops: ranged works
Bulls Eye primary Combat XP from one hit factor +10% Role: party leader; troops: ranged works
Bulls Eye secondary Daily troop experience add +3 Party: garrison; role: governor works
Renowned Archer primary Agent initial battle morale factor +10% Role: party leader; troops: ranged works
Renowned Archer secondary Troop recruitment cost factor -30% Role: party leader; troops: ranged works
Renowned Archer secondary Troop upgrade gold cost factor -30% Role: party leader; troops: ranged works
Deep Quivers primary Missile ammo amount per slot add +3 Item: arrows; role: personal differs
Deep Quivers secondary Missile ammo amount per slot add +1 Item: arrows; role: party leader works
Horse Master primary Agent flag - can use all bows mounted override on Hero: hero; role: personal; troops: mounted works
Horse Master secondary Agent effective skill in battle add +30 Role: captain; troops: mounted works
Quick Draw primary Thrust or ranged ready speed multiplier factor +25% Item: bow; role: personal works
Quick Draw secondary Daily tax of a town or castle factor +5% Role: governor; settlement: fortification works
Ranger's Swiftness primary Agent weapons encumbrance override set to 0 Item: bow; role: personal differs
Ranger's Swiftness secondary Daily security change of a town or castle add +0.2 × garrison security × ranged strength ratio Party: garrison; role: governor works
Deadshot primary Agent weapon reload speed multiplier factor +15% at skill 275, +0.2% per point Item: bow; role: personal works
Deadshot secondary Blow damage after attacker amplifications factor +37.5% at skill 275, +0.5% per point Item: bow; role: personal works
Bow Accuracy — Wielded weapon inaccuracy factor -0.09% per point Item: bow; role: personal works
Bow Damage — Agent weapon damage multiplier factor +0.11% per point Item: bow; role: personal works
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level — Agent AI combat level base min(1, max(0, skill / 300 × difficulty factor)) — works
Skill level — Wielded weapon inaccuracy override set to 1 at skill 0, -0.01 per point, limit 0 Item: melee weapon works
Skill level — Ranged max movement accuracy penalty base 0.125 at skill 0, -0.00025 per point, limit 0 Item: ranged weapon works
Skill level — Ranged max unsteady accuracy penalty base 0.1 at skill 0, -0.0002 per point, limit 0 Item: ranged weapon works
Skill level — Ranged aim unsteady begin time add +0.01 per point — 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 — Hero can equip item override off — works
Skill level — Hero counts as a combatant override on — 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 — Player may take an issue's quest override off Hero: main hero works
Skill level (any skill) — Persuasion success multiplier factor min(0.2, floor(skill / 250) × 0.2) Hero: main hero works
Skill level — Simulated archery tournament hit chance add +0.000633 per point Mission: tournament dead
Skill level — Simulated tournament attack power multiply ×0.3 at skill 0, +0.002333 per point Mission: tournament works

Practical tips