Bow guide
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:
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 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:
- "Land only": the captain halves of Bow Control, Dead Aim, Bodkin, Nocking Point, Quick Adjustments, Rapid Fire, Strong bows, Skirmish Phase Master, Deep Quivers (party leader half) and Horse Master; the party-leader halves of Trainer and Eagle Eye; the primary halves of Mounted Archery, Hunter Clan and Horse Master.
- "Reduced effect at sea": the primary halves of Bow Control, Dead Aim, Bodkin, Nocking Point, Quick Adjustments, Rapid Fire, Strong bows, Discipline, Eagle Eye, Skirmish Phase Master, Bulls Eye, Renowned Archer, Deep Quivers, Quick Draw, Ranger's Swiftness and Deadshot, and Deadshot's secondary half.
- No environment line: every other half (Merry Men, the Trainer primary, the governor halves, Renowned Archer's secondary).
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
- Primary (
works): −30% to the accuracy penalty for moving while you aim a bow. It adds to Mounted Archery (Bow 100) and Sagittarius (Riding), which shrink the same penalty. - Secondary, captain (
works): +5% damage of arrow hits by troops in your formation. The game does not check the troop type, only that the hit comes from a bow.
Dead Aim
- Primary (
works): +30% damage when your arrow hits the head. - Secondary, captain (
works): +20 Bow skill to troops in your formation. Every troop of the formation gets it, not only bow users (broader than the tooltip). This is real effective skill: it raises the troops' bow damage and accuracy from the Bow skill effects and their other ranged stats. It adds to Horse Master's captain half (Bow 225).
Bow 50: Bodkin or Nocking Point
Bodkin
- Primary (
works): +10% armor penetration with bows. - Secondary, captain (
works): +5% armor penetration for arrow hits by troops in your formation.
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.
- Armor of the hit body part: the victim's armor on the head, body, arms or legs, wherever the arrow lands.
- Armor penetration bonuses: Bodkin's halves plus any other penetration perks that apply to the hit.
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
- Primary (
works): −50% to the movement slowdown while reloading. It applies to any ranged weapon, so crossbows and throwing weapons get it too (broader than the tooltip). - Secondary, captain (
differs): +3% movement speed for troops in your formation, but only troops on foot holding a bow. Mounted archers get nothing, although the tooltip says archers in general.
Bow 75: Quick Adjustments or Rapid Fire
Quick Adjustments
- Primary (
works): −50% to the accuracy penalty for turning while you aim a bow. - Secondary, captain (
works): −5% inaccuracy for troops in your formation using bows. It is added to the Bow Accuracy skill effect in the same sum (see Skill effects below).
Rapid Fire
- Primary (
works): +25% reload speed with bows. - Secondary, captain (
differs): +5% reload speed, but only for troops holding a bow. The tooltip says troops in your formation, and the perk is offered to crossbow and skirmisher captains, yet crossbow and throwing troops get nothing.
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
- Primary, party leader (
works): +5 party size. - Secondary, governor (
works): +1 militia per day in the settlement you govern, while you are in it.
Mounted Archery
- Primary (
works): −30% to two accuracy penalties while you are mounted and holding a bow: the penalty for moving and the penalty for an unsteady aim. It adds to Bow Control (moving penalty) and Sagittarius (Riding). - Secondary, governor (
works): +20% to the security that ranged troops in your garrison provide, while you are in the settlement. Ranged troops include crossbowmen, not only archers (broader than the tooltip).
Security from ranged troops = garrison security × ranged share of garrison strength × 20%
- Garrison security: the daily security your whole garrison gives.
- Ranged share: how much of the garrison's strength is ranged troops, crossbowmen included.
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
- Primary (
works): +8% damage with bows. - Secondary, captain (
works): +5% damage of arrow hits by troops of tier 3 or higher in your formation.
Trainer
- Primary, party leader (
works): each day the hero in your party with the lowest Bow skill gets 6 Bow experience. You count too, so if your own Bow is the lowest, you get it. On a tie, the first hero in the party list gets it. - Secondary, party leader (
works): +3 daily experience for each ranged troop in your party. Land only, as the tooltip shows.
Bow 150: Discipline or Hunter Clan
Discipline
- Primary (
works): +50% to how long you can hold a drawn bow before your aim starts to shake, and +50% to how long it takes to reach the worst shake. Both times grow with your Bow skill already; Discipline multiplies them. - Secondary, governor (
works): +1 loyalty per day in the settlement you govern, while you are in it.
Hunter Clan
- Primary (
works): +30% damage when your arrow hits a horse or other mount. - Secondary, governor (
works): −15% garrison wages in the castle you govern, while you are in it. Towns do not get it.
Bow 175: Eagle Eye or Skirmish Phase Master
Eagle Eye
- Primary (
works): +50% camera zoom while you hold a bow. - Secondary, party leader (
works): +10% spotting range on the campaign map. Land only, as the tooltip shows.
Skirmish Phase Master
- Primary (
works): −10% damage you take from arrows, bolts and throwing weapons. It also protects your mount from the same hits (broader than the tooltip). - Secondary, captain (
works): −10% damage taken from arrows, bolts and throwing weapons by ranged troops in your formation.
These reductions add to Counter Fire (Crossbow), Skirmisher (Throwing) and the ranged-protection banner.
Bow 200: Bulls Eye or Renowned Archer
Bulls Eye
- Primary, party leader (
works): +10% experience to ranged troops of your party. The game adds it to the combat experience a ranged troop earns for each hit during the battle, which is how battle experience is earned. The tooltip says "Reduced effect at sea". See Battles. - Secondary, governor (
works): +3 daily experience for each garrison troop in the settlement you govern. You do not have to be in the settlement (broader than the tooltip).
Renowned Archer
- Primary, party leader (
works): +10% starting battle morale for the ranged troops of your party. - Secondary, party leader (
works): −30% recruitment cost and −30% upgrade cost for ranged troops. The recruitment discount is read from the leader of the recruiting hero's party, so it helps you when you recruit yourself; a recruitment cost never drops below 1.
Bow 225: Deep Quivers or Horse Master
Deep Quivers
- Primary (
differs): +3 arrows in each quiver you carry. - Secondary, party leader (
works): +1 arrow per quiver for everyone else in your party, heroes included. You yourself do not get the leader half. Land only, as the tooltip shows.
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
- Primary (
works): you can use every bow on horseback, including bows normally restricted to foot. Only heroes get it, and the perk is checked once when you enter the battle. - Secondary, captain (
works): +30 Bow skill to mounted troops in your formation. "Mounted" means the troop has a horse in its equipment. It adds to Dead Aim's captain half.
Effective Bow skill = Bow skill + captain's Dead Aim + captain's Horse Master
- Bow skill: the troop's own Bow.
- Captain's Dead Aim: +20 when your formation's captain (someone else) has it.
- Captain's Horse Master: +30 when the captain has it and the troop has a horse.
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
- Primary (
works): +25% speed at which you draw and ready a bow shot. - Secondary, governor (
works): +5% tax in the settlement you govern, while you are in it.
Ranger's Swiftness
- Primary (
differs): the tooltip says equipped bows do not slow you down. In the game, holding a bow adds an extra weight penalty based on its weight and length, and the perk removes only that extra penalty. The bow's own weight still counts toward the weight that slows you, like any other weapon you carry. See Combat agent stats. - Secondary, governor (
works): +20% to the security that ranged troops in your garrison provide, the same rule as Mounted Archery's governor half and adding to it (see the worked example under Bow 100).
Bow 275: Deadshot
- Primary (
works): +0.2% reload speed with bows for every point of Bow above 200. - Secondary (
works): +0.5% damage with bows for every point of Bow above 200.
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.
- Bow Damage (
works): +0.11% damage with bows per point of Bow. It is a separate multiplier on the arrow's damage, applied before the damage perks. - Bow Accuracy (
works): −0.09% inaccuracy with bows per point of Bow. Quick Adjustments' captain half joins the same sum.
The skill level also enters a few accuracy rules that have no tooltip line:
- The accuracy penalties for moving and for an unsteady aim shrink as your Bow rises and reach zero at 500.
- How long you can hold a drawn bow before it starts to shake grows with your Bow skill (Discipline multiplies it further).
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
- Head shots: Dead Aim's +30% counts only on head hits; Strong bows' +8% counts on every bow hit.
- Horse archers: if your bow cannot normally be used on horseback, Horse Master lets you use it mounted. Mounted Archery and Sagittarius (Riding) shrink the same mounted accuracy penalties, and their percentages add together.
- Leading archers: the captain halves of Dead Aim (+20 Bow) and Horse Master (+30 Bow for mounted troops) stack, and the extra skill also raises the Bow Damage and Bow Accuracy effects for every troop under you.
- Nocking Point as captain gives nothing to mounted archers; only archers on foot get its +3% speed.
- Rapid Fire as captain only speeds up bows; it does nothing for a crossbow formation despite being offered to its captain.
- Ranger's Swiftness does not make your bow weightless; a light bow still slows you less than a heavy one.
- Deep Quivers in naval battles: on a ship with upgrades your first quiver is refilled to the ship's amount, so the extra arrows only matter in the other quivers.
- Governor: Mounted Archery and Ranger's Swiftness add together and scale with how many ranged troops the garrison has; Hunter Clan's wage cut only works in castles.
- Trainer gives its daily Bow experience to the party hero with the lowest Bow skill, you included.