Bannerlord mechanics

Leadership guide

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

This guide explains what the Leadership skill and every Leadership perk really do: how your troops train and level, how big your party, garrison and clan can get, how battle morale is set and shaken, how fast prisoners become recruitable, and which perks behave differently from their tooltips. It is for game version v1.5.7. The battle morale rules live in the SandBox module. NavalDLC extends the army management, battle morale, hit experience, party morale, troop training, troop upgrade cost, prisoner recruitment, militia and security models, and extends and replaces parts of the battle reward and party size limit models. Many Leadership halves show the tooltip line "Land only" or "Reduced effect at sea"; each is marked below. StoryMode extends the hit experience, party size limit and prisoner recruitment models, and 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: Battles (initial battle morale, morale when a troop falls, panic, combat XP, garrison XP, renown, victory morale), Party and map (daily troop XP, shared and battle XP, party and garrison size, bandit upgrades, army call cost, party morale), Characters and politics (prisoner conformity and recruitment, clan party and companion limits, recruit XP) and Settlements (governor rules, loyalty, security, veteran militia, volunteer slots).

Each perk has two halves. The primary half and the secondary half each work through a role: party leader (your whole party), captain (troops in the formation you lead in battle), governor (the settlement you govern, usually only while you are in it), clan leader, army commander, or personal (you yourself). The verdict after each half says how the code compares with the tooltip:

No Leadership perk is unused or ui_only. Where the perk tooltip shows the restriction ("Land only" or "Reduced effect at sea") and the game follows it, the half counts as works. Four halves and one skill effect are differs for other reasons: Presence (own culture, not faction), Citizen Militia (+0.2 on a 0-to-1 chance while the tooltip shows +0.2%), Inspiring Leader (heroes only), We Pledge Our Swords (fixed 1 per tier 6 troop, not halved at sea) and the Party morale skill effect (does not reach the other parties of your army).

What unlocks what

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

Leadership Perk A Perk B
25 Combat Tips: +2 experience per day to all troops in your party Raise The Meek: +4 experience per day to tier 1 and 2 troops
50 Fervent Attacker: +4 starting battle morale when attacking Stout Defender: +8 starting battle morale when defending
75 Authority: +20% security from the garrison of the settlement you govern Heroic Leader: +1 daily loyalty in the settlement you govern
100 Famous Commander: +50% renown from battles Loyalty and Honor: tier 3+ troops in your party no longer flee from low morale
125 Leader of the Masses: +5 party size for each town you control Presence: +5 security per day in a town you are in
150 Citizen Militia: +20% chance that new militia are veterans Veteran's Respect: +20 garrison size in the settlement you govern
175 Inspiring Leader: −20% influence cost to call parties to your army Uplifting Spirit: +10 battle morale in siege battles
200 Lead by Example: +50% recruitment rate for infantry prisoners Trusted Commander: +50% recruitment rate for ranged prisoners
225 Great Leader: +5 starting battle morale to your army's troops Make a Difference: +100% morale boost to your troops when you kill an enemy
250 Talent Magnet: +10 party size We Pledge our Swords: +1 companion limit
275 Ultimate Leader: +1 party size for each Leadership point above 250 —

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

Leadership 25: Combat Tips or Raise The Meek

Daily training XP is worked out per troop type in your party and then given to every troop of that type.

Combat Tips

Raise The Meek

Leadership 50: Fervent Attacker or Stout Defender

Fervent Attacker

Stout Defender

Like every party-leader morale perk, the starting morale bonus goes to your troops but not to your own agent, and it only counts for a party that has a hero leader.

Starting battle morale = (base morale + all flat bonuses) × (1 + all percentage bonuses)

Prisoner conformity

A prisoner gains conformity every hour; once it has enough, you can recruit it. The prisoner perks of this skill all speed that up.

Conformity per hour = (10 + 0.05 × your Leadership) × (1 + all prisoner perk bonuses)

Worked example. A party on land whose leader has Leadership 100, Fervent Attacker and Loyalty and Honor, holding a tier 2 prisoner who is not a bandit. Leadership adds 5 to the base 10, then the two perks add 50% and 30% of that:

A land party whose leader has Leadership 100, Fervent Attacker and Loyalty and Honor, holding a tier 2 prisoner who is not a bandit.

Step Source Stage Change Running value
Base Prisoner conformity gained per hour base 10.0000
1 Party leader Leadership (conformity) add +5.0000 15.0000
2 Fervent Attacker factor +50% +7.5000 22.5000
3 Loyalty and Honor factor +30% +4.5000 27.0000
Result Prisoner conformity gained per hour 27.0000

With these inputs, prisoner conformity gained per hour is 27.0000.

Leadership 75: Authority or Heroic Leader

Authority

Security from Authority = garrison security × 20%

Heroic Leader

Leadership 100: Famous Commander or Loyalty and Honor

Famous Commander

Loyalty and Honor

Leadership 125: Leader of the Masses or Presence

Leader of the Masses

Shared experience is extra XP on top of what the troop earned: the game takes it from the troop's surplus XP first, then from its own gain, and pools it for the party.

Presence

Leadership 150: Citizen Militia or Veteran's Respect

Citizen Militia

Veteran's Respect

Worked example. A town whose owner clan leader has Leadership 200 and whose governor, in the town, has Veteran's Respect. Towns get +200 on top of the base 200, and the Leadership skill effect adds 0.2 per point:

A town whose owner clan leader has Leadership 200 and whose governor, in the town, has Veteran's Respect.

Step Source Stage Change Running value
Base Garrison size limit base 200.0000
1 Veteran's Respect add +20.0000 220.0000
2 Increase garrison size add +40.0000 260.0000
3 Town garrison bonus add +200.0000 460.0000
Result Garrison size limit 460.0000

With these inputs, garrison size limit is 460.0000.

Leadership 175: Inspiring Leader or Uplifting Spirit

Inspiring Leader

Uplifting Spirit

Leadership 200: Lead by Example or Trusted Commander

Lead by Example

Trusted Commander

Leadership 225: Great Leader or Make a Difference

Great Leader

Make a Difference

Leadership 250: Talent Magnet or We Pledge our Swords

Talent Magnet

We Pledge our Swords

Leadership 275: Ultimate Leader

Party size = 20 + clan tier bonus + party size perks + other bonuses

Worked example. A party led by a clan member who is not the clan leader, in a tier 3 clan, at Leadership 275 with Authority, Uplifting Spirit, Talent Magnet and Ultimate Leader. Ultimate Leader gives 25 for the 25 points above 250:

A party led by a clan member who is not the clan leader, in a tier 3 clan, the leader at Leadership 275 with Authority, Uplifting Spirit, Talent Magnet and Ultimate Leader.

Step Source Stage Change Running value
Base Party member size limit base 20.0000
1 Authority add +5.0000 25.0000
2 Talent Magnet add +10.0000 35.0000
3 Ultimate Leader add +25.0000 60.0000
4 Uplifting Spirit add +10.0000 70.0000
5 Clan tier party size add +45.0000 115.0000
Result Party member size limit 115.0000

With these inputs, party member size limit is 115.0000.

Skill effects

Your Leadership skill itself also does a few things, whether or not you have perks.

What the skill level itself does

The game also reads your Leadership 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 clan hero score for leading a new lord party AI clans pick who leads a new lord party by the score 3 × Tactics + 2 × Leadership + Scouting + Steward + One Handed + Two Handed + Polearm + Riding (raw levels of the candidate). — — works
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
AI clan strength value of a hero as a commander A hero's value as a commander (AI clan strength and marriage barter value) adds Tactics + Steward + Trade + Leadership. — — works
Prisoner conformity gained per hour Prisoner conformity gained per hour rises by 0.05 × the party leader's Leadership. — Role: party leader works
Tavern keeper companion recommendation score For this recommendation type the score is the candidate wanderer's Leadership + Tactics. — — 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 Leadership perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Raise The Meek secondary relatives and wanderers, not you governor
Authority primary relatives and wanderers, not you governor
Heroic Leader primary relatives and wanderers, not you governor
Leader of the Masses primary only you clan leader
Citizen Militia primary relatives and wanderers, not you governor
Veteran's Respect primary relatives and wanderers, not you governor
Talent Magnet secondary only you clan leader
We Pledge our Swords primary only you clan leader
Increase garrison size — only you clan leader

All effects at a glance

Every effect site of the Leadership 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
Combat Tips primary Daily troop experience add +2 Role: party leader works
Combat Tips secondary Highest volunteer slot index a hero can recruit from a notable add +1 Culture: notable matches recruiter; role: party leader works
Raise The Meek primary Daily troop experience add +4 Role: party leader; troop tier: at most 2 works
Raise The Meek secondary Daily XP for garrison troops add +3 Party: garrison; role: governor works
Fervent Attacker primary Agent initial battle morale add +4 Party: attacker; role: party leader works
Fervent Attacker secondary Prisoner conformity gained per hour factor +50% Role: party leader; troop tier: at most 3 works
Stout Defender primary Agent initial battle morale add +8 Party: defender; role: party leader works
Stout Defender secondary Prisoner conformity gained per hour factor +50% Role: party leader; troop tier: at least 4 works
Authority primary Daily security change of a town or castle add +0.2 × garrison security Role: governor; settlement: fortification works
Authority secondary Party member size limit add +5 Role: party leader works
Heroic Leader primary Daily loyalty change of a town or castle add +1 Role: governor works
Heroic Leader secondary Morale loss of the casualty's side when an agent falls factor +10% Role: captain works
Famous Commander primary Renown gained by a winning party factor +50% Role: personal works
Famous Commander secondary XP given to newly recruited troops add +200 × recruits Role: personal works
Famous Commander secondary XP given to newly recruited troops add +200 × recruits Hero: main hero; party: main party; role: personal works
Loyalty and Honor primary Agent can panic when morale runs out override off Role: party leader; troop tier: at least 3 works
Loyalty and Honor secondary Prisoner conformity gained per hour factor +30% Role: party leader works
Leader of the Masses primary Party member size limit add +5 × towns Role: clan leader works
Leader of the Masses secondary Shared battle experience bonus factor +5% Role: party leader works
Presence primary Daily security change of a town or castle add +5 × parties Map state: in settlement; role: party leader works
Presence secondary AI party recruits prisoners override on Role: party leader works
Presence secondary Morale change from recruiting prisoners override set to 0 Culture: prisoner matches leader; role: party leader differs
Citizen Militia primary Chance that a spawned militia troop is a veteran add +0.2 Role: governor differs
Citizen Militia secondary Party morale gained after a victory factor +10% Role: party leader works
Veteran's Respect primary Garrison size limit add +20 Role: governor; settlement: fortification works
Veteran's Respect secondary Bandit troop may upgrade into a non-bandit troop override on Role: party leader works
Inspiring Leader primary Influence cost to call a party to an army factor -20% Role: army commander works
Inspiring Leader secondary Combat XP from one hit factor +5% Party: not at sea; role: captain differs
Uplifting Spirit primary Agent initial battle morale add +10 Mission: siege; role: party leader works
Uplifting Spirit secondary Party member size limit add +10 Role: party leader works
Lead by Example primary Prisoner conformity gained per hour factor +50% Role: party leader; troops: infantry works
Lead by Example secondary Shared battle experience bonus factor +10% Role: party leader; troops: mounted works
Trusted Commander primary Prisoner conformity gained per hour factor +50% Role: party leader; troops: ranged works
Trusted Commander secondary Troop experience gained from a battle factor +20% Mission: simulation; role: party leader works
Great Leader primary Agent initial battle morale add +5 Party: in army; role: army commander works
Great Leader secondary Agent initial battle morale add +5 Culture: troop matches leader; role: party leader works
Make a Difference primary Morale gain of the killer's side when an enemy agent falls factor +100% Role: personal works
Make a Difference secondary Shared battle experience bonus factor +10% Role: party leader; troops: ranged works
Talent Magnet primary Party member size limit add +10 Role: party leader works
Talent Magnet secondary Clan party limit add +1 Role: clan leader works
We Pledge our Swords primary Clan companion limit add +1 Role: clan leader works
We Pledge our Swords secondary Agent initial battle morale add +min(tier6 troops, 10) Role: party leader differs
Ultimate Leader primary Party member size limit add +25 at skill 275, +1 per point Role: party leader works
Increase garrison size — Garrison size limit add +0.2 per point Party: garrison; role: clan leader works
Increase morale of the parties under your command — Party morale add +0.1 per point Role: party leader differs
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level — AI clan hero score for leading a new lord party add +3 × tactics skill + 2 × leadership skill + scouting skill + steward skill + onehanded skill + twohanded skill + polearm skill + riding skill — 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 — AI clan strength value of a hero as a commander add +tactics skill + steward skill + trade skill + leadership skill — 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 — Prisoner conformity gained per hour add +0.05 per point Role: party leader 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