Bannerlord mechanics

Engineering guide

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

This guide explains what the Engineering skill and every Engineering perk really do in game v1.5.7: how siege engines are built faster, hit more often, hit harder, reload faster and last longer, what the governor halves do for your towns and castles, what the battle halves give you and your troops, and which perks behave differently from their tooltips. The siege numbers (bombardment, engine construction, engine hit points, walls, crew casualties, prebuilt engines) belong to the base game; SandBox provides the player's siege production menu, where the fire engines are offered. The battle halves (shield hit points, ammo, armor, damage) are SandBox's models. NavalDLC extends the agent damage, agent stats, army management and building construction models; its prosperity, clan finance and battle reward models pass the Engineering effects through unchanged. On a ship with upgrades the Scaffolds (secondary) and Military Planner (primary) bonuses are lost in the first shield or ammo slot. NavalDLC adds a policy term to the building construction model and a Nord culture feat to the army management model. StoryMode 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: Sieges (hit chance, damage, rate of fire, construction progress, engine and wall hit points, prebuilt and fire engines, crew casualties), Settlements (construction power, boosts, prosperity, project income, food stock, recruit slots), Combat agent stats (shield hit points, siege ammo, armor), Combat damage (crossbow, shield and melee damage), Battles (troop experience when an engine is built, loot modifiers), Party and map (army cohesion) and Characters and politics (prisoner escape).

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

What the verdicts mean.

The tooltip also shows each half's environment line. "Reduced effect at sea" is shown on the secondaries of Scaffolds and Torsion Engines. "Land only" is shown on the primaries of Torsion Engines, Dungeon Architect, Carpenters, Military Planner, Wall Breaker, Foreman, Salvager, Battlements, Camp Building, Apprenticeship, Improved Tools, Architectural Commissions, Clockwork and Masterwork, and on the secondaries of Dreadful Besieger, Wall Breaker, Siege Engineer, Stonecutters, Camp Building, Improved Tools and Metallurgy. Because the tooltip says so, the environment is not a reason for differs below. Halves not listed have no environment line.

No Engineering perk is unused or ui_only. One reader of the Faster building production skill effect only builds its tooltip text (ui_only); the effect itself works.

What unlocks what

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

Engineering Perk A Perk B
25 Scaffolds: +10% build speed for rams and siege towers; +30% shield hit points Torsion Engines: +10% build speed for ranged siege engines; +3 crossbow bolt damage
50 Dungeon Architect: −25% chance that defenders hit your ranged engines; −25% hero prisoner escape Siegeworks: +10% hit points for ranged engines; +1 prebuilt catapult as governor
75 Carpenters: +33% hit points for rams and siege towers; +12% town construction Military Planner: +50% ammo when assaulting a siege; +25% castle construction
100 Dreadful Besieger: +10% accuracy for the governed settlement's engines; +5% crossbow damage for your formation Wall Breaker: +25% bombardment damage to walls; +10% shield damage for your formation
125 Foreman: +10% mangonel and trebuchet accuracy; +100 prosperity per finished project Salvager: +20% ballista accuracy; +0.1% defender engine build speed per militia
150 Siege Engineer: +30% hit points for defender engines; fire engines Stonecutters: +30% construction for fortifications and barracks; fire engines
175 Battlements: +1 prebuilt ballista in your siege camp; +100 food stock Camp Building: −50% army cohesion loss while besieging; −20% crew casualty chance
200 Apprenticeship: +5 experience per troop when an engine is built; +1% prosperity gain per building Engineering Guilds: +1 recruit slot at artisans; +25% wall hit points
225 Improved Tools: +20% build speed before the camp is built; +5% melee damage for your formation Metallurgy: 30% chance to clean negative modifiers off loot; +5 armor for your formation
250 Architectural Commissions: +25% mangonel and trebuchet rate of fire; +20 gold a day from daily projects Clockwork: +25% ballista rate of fire; +20% project boosts in the governed town
275 Masterwork: +1% bombardment damage per Engineering point above 250 (no alternative) —

How the siege numbers combine

Every siege number below (hit chance, damage, rate of fire, construction progress, engine hit points) adds its percentages together and applies them once:

Siege number = engine's base value × (1 + sum of all percentage bonuses that apply)

Two exceptions: when the besiegers fire at the defenders' ranged engines, the wall level first takes 0.05 / 0.1 / 0.15 (wall level 1 / 2 / 3) off the hit chance before the percentages, and a hit chance below 0 counts as 0. Ranged engines are the ballista, fire ballista, mangonel (onager), fire mangonel, trebuchet, catapult and fire catapult; the non-ranged engines are rams and siege towers.

Tier 1 (Engineering 25): Scaffolds or Torsion Engines

Scaffolds

Torsion Engines

Worked example. The besiegers have 400 healthy men (a man-day power of 20) and build a ranged engine with a man-day cost of 10 (an example value) after the camp is built. Their engineer has Engineering 150 and Torsion Engines:

A besieger side with 400 healthy men (available man-day power 20) builds a ranged engine with a man-day cost of 10 (an example value) after the siege camp is built; its engineer has Engineering 150 and Torsion Engines. Inputs: available man day power 20, man day cost 10.

Step Source Stage Change Running value
Base Siege engine construction progress per hour base 0.0833
1 Torsion Engines factor +10% +0.0084 0.0917
2 Faster siege engine production factor +15% +0.0125 0.1042
Result Siege engine construction progress per hour 0.1042

With these inputs, siege engine construction progress per hour is 0.1042.

The skill effect adds +15% and Torsion Engines +10%, so the engine gains 0.1042 of its build per hour instead of 0.0833.

Which one? Scaffolds speeds up rams and siege towers and adds 30% to your shields' hit points; Torsion Engines speeds up ranged engines and adds crossbow damage.

Tier 2 (Engineering 50): Dungeon Architect or Siegeworks

Dungeon Architect

Siegeworks

Which one? Dungeon Architect protects a besieging side's ranged engines and makes hero prisoners in your dungeon 25% less likely to escape; Siegeworks adds 10% hit points to ranged engines on either side and gives a governed fortification an extra catapult.

Tier 3 (Engineering 75): Carpenters or Military Planner

Carpenters

Military Planner

Worked example. A castle with prosperity 2000 and no construction buildings; its governor has Engineering 200 and Military Planner and stays in the castle:

A castle with prosperity 2000 and no construction buildings; its governor has Engineering 200 and Military Planner and stays in the castle while a project is in progress. Inputs: prosperity 2000.

Step Source Stage Change Running value
Base Daily construction power of a town or castle base 20.0000
1 Military Planner factor +25% +5.0000 25.0000
2 Faster building production factor +50% +10.0000 35.0000
Result Daily construction power of a town or castle 35.0000

With these inputs, daily construction power of a town or castle is 35.0000.

The castle starts at 1% of its prosperity, 20.0000 a day. The skill effect adds +50% and Military Planner +25%, so it builds 35.0000 a day.

Which one? Carpenters protects your rams and siege towers and speeds up construction in a governed town; Military Planner gives your troops more ammo in siege assaults and speeds up construction in a governed castle.

Tier 4 (Engineering 100): Dreadful Besieger or Wall Breaker

Dreadful Besieger

Wall Breaker

Which one? Dreadful Besieger helps a governed settlement's engines against the besiegers' engines and the crossbowmen of a captain's formation; Wall Breaker helps besiegers bring down walls and helps a formation break shields.

Tier 5 (Engineering 125): Foreman or Salvager

Foreman

Salvager

Salvager bonus = 0.1% × the settlement's militia

Worked example. A besieged town with 300 militia and 400 healthy defenders (a man-day power of 20) builds an engine with a man-day cost of 10 (an example value). The defenders' engineer has Engineering 100; the governor has Salvager and is in the town:

A besieged town with 300 militia and 400 healthy defenders (available man-day power 20) builds an engine with a man-day cost of 10 (an example value); the defenders' engineer has Engineering 100, and the governor has Salvager and is in the town. Inputs: available man day power 20, man day cost 10.

Step Source Stage Change Running value
Base Siege engine construction progress per hour base 0.0833
1 Salvager factor +30% +0.0250 0.1083
2 Faster siege engine production factor +10% +0.0084 0.1167
Result Siege engine construction progress per hour 0.1167

With these inputs, siege engine construction progress per hour is 0.1167.

300 militia give +30%, the skill effect +10%, so the engine gains 0.1167 of its build per hour.

Which one? Foreman helps mangonels and trebuchets and adds prosperity for every finished project; Salvager helps ballistas and speeds up a besieged town's engine building in proportion to its militia.

Tier 6 (Engineering 150): Siege Engineer or Stonecutters

Siege Engineer

Stonecutters

Which one? Both unlock the fire engines in your siege menu. Siege Engineer adds hit points to a governed fortification's defensive engines; Stonecutters speeds up fortifications and barracks in a governed settlement.

Tier 7 (Engineering 175): Battlements or Camp Building

Battlements

Camp Building

Which one? Battlements gives a besieging camp one prebuilt ballista and a governed settlement more food stock once its Granary or Warehouse is built; Camp Building slows an army's cohesion loss in a siege and lowers the chance that a destroyed engine costs you troops.

Tier 8 (Engineering 200): Apprenticeship or Engineering Guilds

Apprenticeship

Engineering Guilds

Which one? Apprenticeship trains your party during sieges and raises prosperity gains in a governed settlement with many buildings; Engineering Guilds adds a recruit slot at artisans below the cap and adds 25% to a governed settlement's wall hit points.

Tier 9 (Engineering 225): Improved Tools or Metallurgy

Improved Tools

Metallurgy

Which one? Improved Tools speeds up engines while the camp is still being built and adds melee damage for a captain's formation; Metallurgy cleans up loot and gives a captain's formation +5 armor on head, body, arms and legs.

Tier 10 (Engineering 250): Architectural Commissions or Clockwork

An engine's reload time on the campaign map is 1440 minutes (one day) divided by its rate of fire per day, rounded. A +25% rate of fire makes the reload time 1 ÷ 1.25 as long.

Architectural Commissions

Clockwork

Which one? Architectural Commissions speeds up mangonels and trebuchets and adds daily gold from daily projects; Clockwork speeds up ballistas and strengthens project boosts in a governed town.

Tier 11 (Engineering 275): Masterwork

Masterwork = 1% × (party leader's Engineering − 250)

Worked example. A besieger trebuchet with damage 100 (an example value) fires at the walls. The engineer has Wall Breaker; the party leader has Masterwork and Engineering 275:

A besieger trebuchet with damage 100 (an example value) fires at the walls; the besieger party's engineer has Wall Breaker, and the party leader has Masterwork and Engineering 275. Inputs: engine damage 100.

Step Source Stage Change Running value
Base Bombardment damage of a ranged siege engine shot base 100.0000
1 Masterwork factor +25% +25.0000 125.0000
2 Wall Breaker factor +25% +25.0000 150.0000
Result Bombardment damage of a ranged siege engine shot 150.0000

With these inputs, bombardment damage of a ranged siege engine shot is 150.0000.

25 points above 250 give +25%, Wall Breaker another +25%, so the shot does 150.0000 damage.

Skill effects

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

What the skill level itself does

The game also reads your Engineering 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
Incident may trigger for the player Siege incidents can trigger for you only once your Engineering reaches the threshold (and your party is besieging). Engineering at least 20 (At the Breach) or 30 (Mining) Hero: main hero; map state: besieging works
Skill XP from an incident option The skill XP of an incident option (Trade, Roguery or Engineering) is multiplied by your learning rate from attribute and focus, but never reduced below ×1. — Hero: main hero works
Defender party score for the effective siege party Each defending party is scored by its engineer's Engineering; the party with the highest score becomes the defender's effective siege party. — Role: engineer; siege side: defender works
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 Engineering perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Dungeon Architect secondary relatives and wanderers, not you governor
Siegeworks secondary relatives and wanderers, not you governor
Carpenters secondary relatives and wanderers, not you governor
Military Planner secondary relatives and wanderers, not you governor
Dreadful Besieger primary relatives and wanderers, not you governor
Foreman secondary relatives and wanderers, not you governor
Salvager secondary relatives and wanderers, not you governor
Siege Engineer primary relatives and wanderers, not you governor
Stonecutters primary relatives and wanderers, not you governor
Battlements secondary relatives and wanderers, not you governor
Apprenticeship secondary relatives and wanderers, not you governor
Engineering Guilds secondary relatives and wanderers, not you governor
Architectural Commissions secondary relatives and wanderers, not you governor
Clockwork secondary relatives and wanderers, not you governor
Faster building production — relatives and wanderers, not you governor

All Engineering effects

Every effect site of the Engineering 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
Scaffolds primary Siege engine construction progress per hour factor +10% Role: engineer; siege engine: non ranged works
Scaffolds secondary Shield hit points factor +30% Item: offhand shield; role: personal differs
Torsion Engines primary Siege engine construction progress per hour factor +10% Role: engineer; siege engine: ranged works
Torsion Engines secondary Blow damage after attacker amplifications add +3 Item: bolts; role: personal works
Dungeon Architect primary Siege bombardment hit chance of a ranged engine shot factor -25% Role: engineer; siege side: attacker; siege engine: target ranged engines differs
Dungeon Architect secondary Daily escape chance of a hero prisoner factor -25% Hero: prisoner; role: governor; settlement: town or castle differs
Siegeworks primary Maximum hit points of a siege engine factor +10% Role: engineer; siege engine: ranged works
Siegeworks secondary Catapults prebuilt in a besieged fortification add +1 Role: governor; settlement: fortification; siege side: defender differs
Carpenters primary Maximum hit points of a siege engine factor +33% Role: engineer; siege side: attacker; siege engine: non ranged works
Carpenters secondary Daily construction power of a town or castle factor +12% Role: governor; settlement: town works
Military Planner primary Missile ammo amount per slot factor +50% Item: consumable weapon; mission: siege; role: engineer works
Military Planner secondary Daily construction power of a town or castle factor +25% Role: governor; settlement: castle works
Dreadful Besieger primary Siege bombardment hit chance of a ranged engine shot factor +10% Role: governor; siege side: defender; siege engine: target ranged engines differs
Dreadful Besieger secondary Blow damage after attacker amplifications factor +5% Item: bolts; role: captain works
Wall Breaker primary Bombardment damage of a ranged siege engine shot factor +25% Role: engineer; siege side: attacker; siege engine: target wall works
Wall Breaker secondary Blow damage after attacker amplifications factor +10% Attack: shield hit; role: captain works
Foreman primary Siege bombardment hit chance of a ranged engine shot factor +10% Role: engineer; siege engine: onager or trebuchet or fire onager works
Foreman secondary Town or castle prosperity add +100 Role: governor works
Salvager primary Siege bombardment hit chance of a ranged engine shot factor +20% Role: engineer; siege engine: ballista or fire ballista works
Salvager secondary Siege engine construction progress per hour factor +0.1% × militia Role: governor; siege side: defender works
Siege Engineer primary Maximum hit points of a siege engine factor +30% Role: governor; siege side: defender works
Siege Engineer secondary Fire siege engines offered in the player's siege production menu override on Party: main party; role: engineer; siege side: attacker; siege engine: fire ballista or fire onager differs
Siege Engineer secondary Fire siege engines offered in the player's siege production menu override on Party: main party; role: engineer; siege side: defender; siege engine: fire ballista or fire catapult differs
Stonecutters primary Daily construction power of a town or castle factor +30% Role: governor; settlement: fortification differs
Stonecutters secondary Fire siege engines offered in the player's siege production menu override on Party: main party; role: engineer; siege side: attacker; siege engine: fire ballista or fire onager differs
Stonecutters secondary Fire siege engines offered in the player's siege production menu override on Party: main party; role: engineer; siege side: defender; siege engine: fire ballista or fire catapult differs
Battlements primary Ballistas prebuilt in a new besieger camp add +1 Role: engineer; siege side: attacker differs
Battlements secondary Effect amount of one building for one building effect add +100 Role: governor; settlement: fortification differs
Camp Building primary Army daily cohesion change factor -50% Party: in army; role: army commander; siege side: attacker works
Camp Building secondary Chance that a destroyed siege engine kills its crew add -0.2 Role: engineer differs
Apprenticeship primary XP granted to party troops by an event add +5 × troops Hero: not hero; role: engineer works
Apprenticeship secondary Daily prosperity change of a town or castle factor +1% × projects Role: governor works
Engineering Guilds primary Highest volunteer slot index a hero can recruit from a notable add +1 Role: engineer differs
Engineering Guilds secondary Maximum wall hit points of a fortification multiply ×1.25 Role: governor; settlement: fortification works
Improved Tools primary Siege engine construction progress per hour factor +20% Role: engineer works
Improved Tools secondary Blow damage after attacker amplifications factor +5% Item: melee weapon; role: captain works
Metallurgy primary Chance to strip a negative modifier from looted items override set to 0.3 Role: engineer works
Metallurgy primary Chance to strip a negative modifier from looted items override set to 0.3 Party: main party; role: engineer differs
Metallurgy secondary Agent arm armor add +5 Role: captain differs
Metallurgy secondary Agent head armor add +5 Role: captain differs
Metallurgy secondary Agent leg armor add +5 Role: captain differs
Metallurgy secondary Agent torso armor add +5 Role: captain differs
Architectural Commissions primary Campaign rate of fire of a ranged siege engine factor +25% Role: engineer; siege engine: onager or trebuchet or fire onager works
Architectural Commissions secondary Daily gold from town projects add +20 Role: governor works
Clockwork primary Campaign rate of fire of a ranged siege engine factor +25% Role: engineer; siege engine: ballista or fire ballista works
Clockwork secondary Construction power bought by one boost multiply ×1.2 Role: governor; settlement: town works
Masterwork primary Bombardment damage of a ranged siege engine shot factor +1% × max(0, leader skill - 250) Role: engineer; siege engine: target wall or ranged engines differs
Faster siege engine production — Siege engine construction progress per hour factor +0.1% per point Role: engineer works
Faster building production — Daily construction power of a town or castle factor +0.25% per point Role: governor UI only
Faster building production — Daily construction power of a town or castle factor +0.25% per point Role: governor 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 (any skill) — Heir selection points of a clan member add +5 — works
Skill level — Incident may trigger for the player override off Hero: main hero; map state: besieging works
Skill level — Skill XP from an incident option multiply ×max(learning rate, 1) Hero: main hero 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 — Defender party score for the effective siege party add +1 per point Role: engineer; siege side: defender 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