Bannerlord mechanics

Crossbow guide

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

This guide explains what the Crossbow skill and every Crossbow perk really do in game v1.5.7: how your bolts reload faster, aim steadier and hit harder, what the captain halves give the crossbowmen 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 (agent stats, damage, armor, stagger, morale) are SandBox's models. NavalDLC extends the agent damage, agent stats, battle morale, hit experience, party morale, troop training, wage and recruitment cost, militia, security and armor and strike magnitude models, and extends and replaces parts of the clan finance and combat simulation models. It recomputes armor penetration (Puncture still counts once) and applies Terror (primary) to simulated ship-weapon hits. Each perk half carries the tooltip line "Land only" or "Reduced effect at sea" where the game limits it at sea; What changes at sea lists them. StoryMode extends the hit experience 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 (effective skill, reload, aiming speed, accuracy, zoom, ammo, encumbrance, troop health), Combat damage (damage perks, armor, projectile protection, stagger, dismount), Battles (starting morale, kill morale, hit experience), Party and map (wages, recruitment cost, party morale, troop training), Settlements (security, militia, tariffs), Sieges (ballista accuracy, bombardment casualties) and Naval battles (simulated ship-weapon hits).

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 Crossbow perk is unused or ui_only.

What unlocks what

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

Crossbow Perk A Perk B
25 Marksmen: +25% faster aiming with crossbows Piercer: your crossbow attacks ignore armor below 20
50 Unhorser: +40% crossbow damage to mounts Wind Winder: +25% reload speed with crossbows
75 Donkey's Swiftness: −30% accuracy loss while moving Sheriff: +50% headshot damage with crossbows
100 Peasant Leader: +10% morale to tier 1 to 3 troops Renowned Marksmen: +2 daily experience to ranged troops
125 Fletcher: +4 bolts per quiver Puncture: +10% armor penetration with crossbows
150 Deft Hands: +50% resistance to being staggered while reloading Loose and Move: equipped crossbows do not slow you down
175 Counter Fire: −10% projectile damage taken while holding a crossbow Mounted Crossbowman: reload any crossbow on horseback
200 Long Shots: +100% zoom with crossbows Steady: −50% accuracy penalty with crossbows while mounted
225 Hammer Bolts: crossbows can dismount, +50% dismount penetration Pavise: +75% chance to block projectiles with a shield on your back
250 Picked Shots: −50% wages of tier 4+ ranged troops Terror: +20% chance of one extra siege bombardment casualty per hit
275 Mighty Pull: +0.2% reload speed and +0.5% crossbow damage per Crossbow point above 200 —

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

"Crossbow" means a weapon whose skill is Crossbow; "bolts" means the ammunition fired from it. Bows, throwing weapons and slings do not count.

How the damage perks add up

Unhorser, Sheriff, Hammer Bolts (captain) and Mighty Pull add a percentage to the damage of a bolt hit. They all go into one sum:

Damage after perks = damage of the hit × (1 + all SandBox percentages added together) × (1 + all NavalDLC percentages added together)

So Sheriff (+50%) and Mighty Pull on the same headshot add into one sum; neither multiplies the other.

What changes at sea

The tooltip under each half says where it applies. Land only: the half does nothing in a naval battle or while your party is at sea. Reduced effect at sea: the bonus is halved there. No line: the half is the same on land and at sea.

Peasant Leader (primary) reads the raw bonus and ignores its line: it is not halved at sea. Hammer Bolts (primary) lets bolts dismount without checking its line (see the perk).

Crossbow 25: Marksmen or Piercer

Marksmen

Piercer

Crossbow 50: Unhorser or Wind Winder

Unhorser

Wind Winder

Reload speed = 0.93 × (1 + 0.0007 × effective Crossbow) × (1 + mounted penalty) × (1 + all perk percentages added together)

Worked example. A crossbow troop on foot at effective Crossbow 130 (see the Donkey's Swiftness example below), whose captain also has Wind Winder:

The same crossbow troop on foot at effective Crossbow 130, whose captain (another character) also has Wind Winder. Inputs: skill 130.

Step Source Stage Change Running value
Base Agent weapon reload speed multiplier base 0.9300
1 Crossbow reload speed factor +9.1% +0.0846 1.0146
2 Wind Winder factor +5% +0.0508 1.0654
Result Agent weapon reload speed multiplier 1.0654

With these inputs, agent weapon reload speed multiplier is 1.0654.

Crossbow 75: Donkey's Swiftness or Sheriff

Donkey's Swiftness

Worked example. A crossbow troop with Crossbow 100, in a formation whose captain (someone else) has Donkey's Swiftness:

A crossbow troop with Crossbow 100 in a formation whose captain (another character) has Donkey's Swiftness. Inputs: skill value 100.

Step Source Stage Change Running value
Base Character skill value base 100.0000
1 Donkey's Swiftness add +30.0000 130.0000
Result Agent effective skill in battle 130.0000

With these inputs, agent effective skill in battle is 130.0000.

The troop now aims and reloads as if it had Crossbow 130; that is the skill the Wind Winder example above uses.

Sheriff

Crossbow 100: Peasant Leader or Renowned Marksmen

Peasant Leader

Renowned Marksmen

Crossbow 125: Fletcher or Puncture

Fletcher

Puncture

Crossbow 150: Deft Hands or Loose and Move

Deft Hands

Loose and Move

Crossbow 175: Counter Fire or Mounted Crossbowman

Counter Fire

Mounted Crossbowman

Crossbow 200: Long Shots or Steady

Long Shots

Steady

Crossbow 225: Hammer Bolts or Pavise

Hammer Bolts

Pavise

Crossbow 250: Picked Shots or Terror

Picked Shots

Terror

Crossbow 275: Mighty Pull

Both halves count from 200, not from 275, so the perk already gives a bonus the moment you unlock it. Both count your own Crossbow skill, not the effective skill a captain's Donkey's Swiftness gives you. There is no upper limit. Both halves show "Reduced effect at sea".

Worked example. A hero on foot with Crossbow 300 and Mighty Pull:

A hero on foot wielding a crossbow, raw Crossbow skill 300, with Mighty Pull and no other reload perk. Inputs: skill 300.

Step Source Stage Change Running value
Base Agent weapon reload speed multiplier base 0.9300
1 Crossbow reload speed factor +21% +0.1953 1.1253
2 Mighty Pull factor +20% +0.2251 1.3504
Result Agent weapon reload speed multiplier 1.3504

With these inputs, agent weapon reload speed multiplier is 1.3504.

Skill effects

Your Crossbow skill itself does two things, whether or not you have perks. Both use your effective Crossbow in battle (your skill plus captain bonuses such as Donkey's Swiftness) and only apply while you wield a crossbow. Crossbow has no damage skill effect.

Inaccuracy = (100 − weapon accuracy) × 0.001 × (1 − 0.0005 × effective Crossbow), never below 0

Mounted, a low Riding skill raises this inaccuracy further; see Inaccuracy.

The skill level also sets two aiming penalties of every ranged weapon: the penalty for moving while aiming (on foot a base of 0.125 that shrinks as your effective skill rises) and the penalty for an unsteady aim. Both reach 0 at skill 500.

What the skill level itself does

The game also reads your Crossbow 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 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 Crossbow perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Peasant Leader secondary relatives and wanderers, not you governor
Renowned Marksmen secondary relatives and wanderers, not you governor
Long Shots secondary relatives and wanderers, not you governor
Steady secondary relatives and wanderers, not you governor
Pavise secondary relatives and wanderers, not you governor

All effects at a glance

Every effect site of the Crossbow 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
Marksmen primary Thrust or ranged ready speed multiplier factor +25% Item: crossbow; role: personal works
Marksmen secondary Agent initial battle morale factor +10% Role: party leader; troops: ranged works
Piercer ×2 primary Victim armor after attacker penetration effects override set to 0 Item: crossbow; role: personal works
Piercer secondary Troop recruitment cost factor -20% Role: party leader; troops: ranged works
Unhorser primary Blow damage after attacker amplifications factor +40% Item: bolts; role: personal; victim: mount works
Unhorser secondary Blow damage after attacker amplifications factor +20% Item: bolts; role: captain; victim: mount works
Wind Winder primary Agent weapon reload speed multiplier factor +25% Item: crossbow; role: personal works
Wind Winder secondary Agent weapon reload speed multiplier factor +5% Item: crossbow; role: captain works
Donkey's Swiftness primary Ranged max movement accuracy penalty factor -30% Item: crossbow; role: personal works
Donkey's Swiftness secondary Agent effective skill in battle add +30 Role: captain works
Sheriff primary Blow damage after attacker amplifications factor +50% Attack: head shot; item: bolts; role: personal works
Sheriff secondary Blow damage after attacker amplifications factor +10% Item: bolts; role: captain; victim: on foot works
Peasant Leader primary Party morale factor +10% × low tier troops / total troops Role: party leader differs
Peasant Leader secondary Party daily wage factor -20% × ranged wage / total wage Party: garrison; role: governor; settlement: fortification works
Renowned Marksmen primary Daily troop experience add +2 Role: party leader; troops: ranged works
Renowned Marksmen secondary Daily security change of a town or castle add +0.3 × garrison security × ranged strength / total strength Party: garrison; role: governor works
Fletcher primary Missile ammo amount per slot add +4 Item: bolts; role: personal works
Fletcher secondary Missile ammo amount per slot add +2 Item: bolts; role: party leader works
Puncture ×2 primary Victim armor after attacker penetration effects factor +10% Item: crossbow; role: personal works
Puncture ×2 secondary Victim armor after attacker penetration effects factor +5% Item: crossbow; role: captain works
Deft Hands primary Damage needed to interrupt the victim's attack factor +50% Item: reloading crossbow; role: personal works
Deft Hands secondary Damage needed to interrupt the victim's attack factor +50% Item: reloading crossbow; role: captain works
Loose and Move primary Agent weapons encumbrance override set to 0 Item: crossbow; role: personal differs
Loose and Move secondary Agent max movement speed multiplier factor +5% Item: ranged weapon; role: captain works
Counter Fire primary Blow damage after victim reductions factor -10% Item: projectile; role: personal works
Counter Fire secondary Blow damage after victim reductions factor -3% Item: crossbow, projectile; role: captain differs
Mounted Crossbowman primary Agent flag - can reload all crossbows mounted override on Hero: hero; role: personal; troops: mounted works
Mounted Crossbowman secondary Combat XP from one hit factor +5% Role: party leader; troops: ranged works
Long Shots primary Max camera zoom factor +100% Item: crossbow; role: personal works
Long Shots secondary Daily militia change of a settlement add +1 Role: governor; settlement: fortification works
Steady primary Ranged max movement accuracy penalty factor -50% Item: crossbow; role: personal; troops: mounted works
Steady primary Ranged rotational accuracy penalty factor -50% Item: crossbow; role: personal; troops: mounted works
Steady secondary Daily tariff income of a town factor +5% Role: governor works
Hammer Bolts primary Blow can dismount the rider override on Item: bolts; role: personal differs
Hammer Bolts primary Dismount penetration add +0.5 Item: bolts; role: personal differs
Hammer Bolts secondary Blow damage after attacker amplifications factor +10% Item: bolts; role: captain works
Pavise primary Chance that a missile hit on a back shield is ignored override set to 0.75 Item: projectile; role: personal works
Pavise secondary Siege bombardment hit chance of a ranged engine shot factor +30% Role: governor; settlement: under siege; siege side: defender; siege engine: ballista differs
Picked Shots primary Party daily wage factor -50% × high tier ranged wage / total wage Role: party leader; troop tier: at least 4; troops: ranged works
Picked Shots secondary Agent max health at spawn add +5 Role: party leader; troops: ranged works
Terror primary Crew casualties from one simulated ship-weapon hit add +0.2 Role: party leader differs
Terror primary Collateral casualties of a bombardment hit on a siege engine add +0.2 Role: party leader works
Terror secondary Morale loss of the casualty's side when an agent falls factor +25% Role: captain works
Mighty Pull primary Agent weapon reload speed multiplier factor +15% at skill 275, +0.2% per point Item: crossbow; role: personal works
Mighty Pull secondary Blow damage after attacker amplifications factor +37.5% at skill 275, +0.5% per point Item: bolts; role: personal works
Crossbow accuracy — Wielded weapon inaccuracy factor -0.05% per point Item: crossbow; role: personal works
Crossbow reload speed — Agent weapon reload speed multiplier factor +0.07% per point Item: crossbow; 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 tournament attack power multiply ×0.3 at skill 0, +0.002333 per point Mission: tournament works

Practical tips