Bannerlord mechanics

Charm guide

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

This guide explains what the Charm skill and every Charm perk really do: relation gains with lords and notables, persuasion, renown and influence, kingdom decision costs, barter penalties, recruitment, the governor relation rolls, loyalty and the companion limit. 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. NavalDLC extends the clan politics, party morale, wage and recruitment cost and tournament models, and extends and replaces parts of the battle reward models; Warlord's battle influence shows the tooltip line "Reduced effect at sea". StoryMode extends the companion experience and wage and recruitment cost models, and extends and replaces parts of the battle reward models in the story campaign. The exact formulas, edge cases and links to the game code are in the deep dives: Characters and politics (relations, persuasion, barter, influence and kingdom decisions, issues, companion limit, pregnancy), Battles (battle renown and influence, relation for helping a lord, tournament renown, companion skill XP), Settlements (loyalty, buildings, recruit slots, governor relation rolls) and Party and map (recruitment cost, party morale).

Who holds the perk. Each half below names its holder. Personal means the hero who picked the perk, usually you. Party leader means the leader of the party. Clan leader means the leader of the clan. Governor means the governor of the town or castle; none of the Charm governor relation rolls need the governor to be in the settlement, but Public Speaker's building bonus does.

What the verdicts mean.

No Charm perk or skill effect is unused or ui_only. The one dead entry is a skill level effect, listed under "What the skill level itself does".

What unlocks what

Every 25 points of Charm opens a new pair. You pick one perk of each pair; the other is locked for that hero. Tiers 10 and 11 have a single perk each.

Charm Perk A Perk B
25 Self Promoter: +3 tournament renown; +1 morale while defending a besieged settlement Virile: more likely to have children; governor relation roll during daily projects
50 Oratory: +1 renown and influence per quest-solved issue; notable relation after beating a lord Warlord: +30% battle influence; lord relation after beating a lord
75 Forgivable Grievances: dodge critical persuasion failures; repair negative relations Meaningful Favors: higher critical persuasion success; relation with powerful notables
100 In Bloom: +20% relation gain with the opposite gender; governor roll Young And Respectful: +20% relation gain with the same gender; governor roll
125 Firebrand: −25% influence cost of proposals; +1 rural recruit slot Flexible Ethics: −30% influence cost of supporting decisions; +1 urban recruit slot
150 Effort For The People: relation or loyalty for clearing hideouts; same-culture barter Slick Negotiator: −20% mercenary hiring cost; different-culture barter
175 Good Natured: no influence lost on failed votes; +1 relation with merciful lords Tribute: +20% relation from overpaying in barters; +1 relation with cruel lords
200 Moral Leader: −1 persuasion success needed, same culture; notable relation on building upgrades Natural Leader: −1 persuasion success needed, other cultures; +20% companion skill XP
225 Parade: +5 daily loyalty in your clan's towns; army lord relation roll Public Speaker: +30% battle renown; +10% marketplace and festival effects
250 Camaraderie: double relation for helping lords in battle; +1 companion limit (no alternative) —
275 Immortal Charm: +5 influence per day (no alternative) —

How relation gains add up

Every positive relation change between two heroes, from any source (quests, battles, barters, the perks below), passes through one rule before it is applied. Negative changes skip it.

Relation gained = (base amount + Good Natured or Tribute +1) × (1 + 0.5% per Charm point + In Bloom or Young And Respectful 20% + Honor)

Worked example. You have Charm 200, Young And Respectful and Tribute, and gain 5 relation with a cruel lord of your gender:

The player at Charm 200 with Young And Respectful and Tribute gains 5 relation with a cruel lord of the same gender. Inputs: relation change 5.

Step Source Stage Change Running value
Base Positive relation change after scaling base 5.0000
1 Tribute add +1.0000 6.0000
2 Young And Respectful factor +20% +1.2000 7.2000
3 Relation increase with NPCs factor +100% +6.0000 13.2000
Result Positive relation change after scaling 13.2000

With these inputs, positive relation change after scaling is 13.2000.

Tribute's +1 lifts the base to 6.0000, and the two percentages (20% and 100%) are summed once: you gain 13.2000, which the game rounds to the nearest whole number.

Charm 25: Self Promoter or Virile

Self Promoter

Virile

Charm 50: Oratory or Warlord

Oratory

Warlord

Charm 75: Forgivable Grievances or Meaningful Favors

Forgivable Grievances

Meaningful Favors

Charm 100: In Bloom or Young And Respectful

In Bloom

Young And Respectful

Charm 125: Firebrand or Flexible Ethics

Firebrand

Worked example. A clan leader with Firebrand proposes peace:

A clan leader with Firebrand proposes peace in a kingdom with no policy that changes the cost. Inputs: decision base cost 100.

Step Source Stage Change Running value
Base Influence cost of proposing a kingdom decision base 100.0000
1 Firebrand factor -25% -25.0000 75.0000
Result Influence cost of proposing a kingdom decision 75.0000

With these inputs, influence cost of proposing a kingdom decision is 75.0000.

Flexible Ethics

Charm 150: Effort For The People or Slick Negotiator

Effort For The People

Slick Negotiator

Charm 175: Good Natured or Tribute

Good Natured

Tribute

Charm 200: Moral Leader or Natural Leader

Moral Leader

Natural Leader

Charm 225: Parade or Public Speaker

Parade

Public Speaker

Charm 250: Camaraderie

Relation for helping a lord = 0.75 + (contribution × 1.3 × (strength term + side renown)) ^ 0.67, × 2 with Camaraderie

Worked example. You hold Camaraderie, with half of the battle's contribution, a strength term of 1.5 and side renown 10:

The player with Camaraderie helps a lord win a battle, with contribution rate 0.5, strength term 1.5 and side renown 10. Inputs: contribution rate 0.5, strength term 1.5, side renown 10.

Step Source Stage Change Running value
Base Relation gained with a helped lord after a battle base 4.5987
1 Camaraderie factor +100% +4.5988 9.1975
Result Relation gained with a helped lord after a battle 9.1975

With these inputs, relation gained with a helped lord after a battle is 9.1975.

Without Camaraderie the relation would be 4.5987; with it, 9.1975, before the game drops the fraction.

Charm 275: Immortal Charm

Skill effects

These come from the Charm skill itself, no perk needed.

Worked example. A male player with Charm 150 marries:

A male player at Charm 150 marries; the marriage relation gain reads his Charm.

Step Source Stage Change Running value
Base Relation gained from a marriage base 20.0000
1 Relation increase with NPCs factor +75% +15.0000 35.0000
Result Relation gained from a marriage 35.0000

With these inputs, relation gained from a marriage is 35.0000.

What the skill level itself does

The game also reads your Charm 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
AI governor choice score of a hero AI clans pick a governor by the score 0.3 × Tactics + 0.9 × Charm + 0.8 × Engineering + 2 × Steward + 1.2 × Trade + Leadership (raw levels). — — works
Hero score for captain selection Would add 100 × Charm to a hero's score for being picked as a battle captain, but the game never calls it: captains are ranked by troop power instead. — — dead
Chance of a relation gain after beating a lord at a board game After you beat a lord at a board game, your chance of a relation gain is 0.1 plus Charm ÷ 100, certain from Charm 90, or from Charm 80 against the opposite gender. Charm 90 (80 against the opposite gender) makes it certain Hero: main hero works
Daily chance of an emissary gaining relation An emissary's daily chance of gaining relation rises by 0.05 × Charm ÷ 300, so by 0.05 at Charm 300 (from 5% to 10%). — Hero: player clan 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 Charm perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Virile secondary relatives and wanderers, not you governor
Forgivable Grievances primary only you anywhere: the hero's own bonus outside battle
Forgivable Grievances secondary only you anywhere: the hero's own bonus outside battle
Meaningful Favors primary only you anywhere: the hero's own bonus outside battle
Meaningful Favors secondary relatives and wanderers, not you governor
In Bloom secondary relatives and wanderers, not you governor
Young And Respectful secondary relatives and wanderers, not you governor
Firebrand primary only you clan leader
Effort For The People primary only you anywhere: the hero's own bonus outside battle
Tribute primary only you anywhere: the hero's own bonus outside battle
Moral Leader primary only you anywhere: the hero's own bonus outside battle
Moral Leader secondary relatives and wanderers, not you governor
Natural Leader primary only you anywhere: the hero's own bonus outside battle
Natural Leader secondary only you clan leader
Public Speaker secondary relatives and wanderers, not you governor
Camaraderie primary only you anywhere: the hero's own bonus outside battle
Camaraderie secondary only you clan leader
Immortal Charm primary only you clan leader

All Charm effects

Every effect site of the Charm 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
Self Promoter primary Renown for winning a tournament add +3 Mission: tournament; role: personal works
Self Promoter secondary Party morale add +1 Role: party leader; settlement: under siege works
Virile primary Daily pregnancy chance factor +30% Role: personal works
Virile secondary Daily chance that a governor perk grants notable relation add +0.1 Role: governor; settlement: daily project active works
Oratory primary Renown gained on quest-solved issues add +1 Role: personal differs
Oratory primary Influence gained by a clan through GainKingdomInfluenceAction add +1 Role: personal differs
Oratory secondary Relation change with a notable add +1 Faction: same as winner; role: party leader differs
Warlord primary Influence gained by a winning party factor +30% Faction: kingdom; role: personal works
Warlord secondary Relation change with a lord add +1 Faction: same as winner; role: party leader differs
Forgivable Grievances primary Chance to turn a critical persuasion failure into a failure add +0.2 Hero: main hero; role: personal works
Forgivable Grievances secondary Daily chance to improve a negative relation in the current settlement add +0.05 Hero: main hero; role: personal; settlement: any current works
Meaningful Favors primary Persuasion critical success chance factor +10% Hero: main hero; role: personal differs
Meaningful Favors secondary Daily chance that a governor perk grants notable relation add +0.05 Hero: notable power 200; role: governor; settlement: town or castle works
In Bloom primary Positive relation change after scaling factor +20% Hero: opposite gender; role: personal works
In Bloom secondary Daily chance that a governor perk grants notable relation add +0.02 Hero: opposite gender; role: governor; settlement: town or castle works
Young And Respectful primary Positive relation change after scaling factor +20% Hero: same gender; role: personal works
Young And Respectful secondary Daily chance that a governor perk grants notable relation add +0.02 Hero: same gender; role: governor; settlement: town or castle works
Firebrand primary Influence cost of proposing a kingdom decision factor -25% Role: clan leader works
Firebrand secondary Highest volunteer slot index a hero can recruit from a notable add +1 Hero: rural notable; role: party leader works
Flexible Ethics primary Influence cost of supporting a decision outcome factor -30% Role: personal works
Flexible Ethics secondary Highest volunteer slot index a hero can recruit from a notable add +1 Hero: urban notable; role: personal works
Effort For The People primary Relation with the nearest town owner after clearing a hideout add +3 Hero: main hero; mission: hideout; role: personal works
Effort For The People primary Town loyalty add +1 Hero: main hero; mission: hideout; role: personal; settlement: own clan town works
Effort For The People secondary Item barter value factor (barter penalty) factor +25% Culture: same; hero: other hero party leader; role: personal differs
Slick Negotiator primary Troop recruitment cost factor -20% Role: personal works
Slick Negotiator secondary Item barter value factor (barter penalty) factor +10% Culture: different; hero: other hero party leader; role: personal differs
Good Natured primary Influence paid by a supporter clan when an election resolves override set to 0 Role: personal differs
Good Natured secondary Positive relation change after scaling add +1 Hero: merciful; role: personal differs
Tribute primary Relation gained from overpaying in a barter multiply ×1.2 Hero: main hero; role: personal works
Tribute secondary Positive relation change after scaling add +1 Hero: cruel; role: personal differs
Moral Leader primary Persuasion goal value add -1 Culture: same; hero: main hero; role: personal works
Moral Leader secondary Relation change with a notable add +1 Role: governor; settlement: town or castle works
Natural Leader primary Persuasion goal value add -1 Culture: different; hero: main hero; role: personal works
Natural Leader secondary Hero skill XP multiplier multiply ×1.2 Hero: main hero, player companion; role: clan leader differs
Parade primary Daily loyalty change of a town or castle add +5 × holders Role: personal; settlement: own clan town differs
Parade secondary Daily chance of relation with an army lord add +0.05 Party: in army; role: party leader works
Public Speaker primary Renown gained by a winning party factor +30% Role: party leader works
Public Speaker secondary Effect amount of one building for one building effect factor +10% Role: governor works
Camaraderie primary Relation gained with a helped lord after a battle factor +100% Hero: main hero; role: personal works
Camaraderie secondary Clan companion limit add +1 Role: clan leader works
Immortal Charm primary Daily clan influence change add +5 Role: clan leader works
Relation increase with NPCs — Relation gained from a marriage factor +0.5% per point Role: personal differs
Relation increase with NPCs — Positive relation change after scaling factor +0.5% per point Role: personal works
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level — AI governor choice score of a hero add +0.3 × tactics skill + 0.9 × charm skill + 0.8 × engineering skill + 2 × steward skill + 1.2 × trade skill + leadership skill — works
Skill level (any skill) — Skill a hero inherits on coming of age base +1 per point — works
Skill level — Hero score for captain selection add +100 per point — dead
Skill level — Chance of a relation gain after beating a lord at a board game add +0.01 per point Hero: main hero works
Skill level — Daily chance of an emissary gaining relation add +0.000167 per point Hero: player clan 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

Practical tips