One Handed guide
This guide explains what the One Handed skill and every One Handed perk really do: how hard and how fast you hit with swords, axes and maces, what the shield perks protect, and the captain, party and governor bonuses in the second halves of the perks. 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. The battle rules (damage, armor, speed, health, morale) live in the SandBox module. NavalDLC extends the agent damage, agent stats, battle morale, hit experience, troop training, wage and recruitment cost, militia, security, armor and strike magnitude and tournament models, and extends and replaces parts of the party size limit models. It redoes the armor calculation that Chink in the Armor feeds (the perk still counts once, with the same value), and many halves carry an environment line in the tooltip ("Land only" or "Reduced effect at sea"); see Land and sea. 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 damage (damage bonuses and reductions, armor penetration, shield hits), Combat agent stats (effective skill, movement speed, weapon weight, health, swing speed, handling, weapon damage, shield area), Battles (starting morale, battle experience, tournament renown), Party and map (wages, recruitment cost, party and garrison size, daily troop experience), Settlements (security, militia) and Characters and politics (hit points).
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; you must be 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 One Handed perk is unused or ui_only.
What unlocks what
You pick one perk of each pair. Tier 11 has a single perk.
| One Handed | Perk A | Perk B |
|---|---|---|
| 25 | Basher: +50% shield bash damage and stun | Wrapped Handles: +20% handling with one-handed weapons |
| 50 | Swift Strike: +2% swing speed with one-handed weapons | To Be Blunt: +5% damage with one-handed axes and maces |
| 75 | Cavalry: +5% one-handed damage while mounted | Shield Bearer: carrying a shield no longer slows you |
| 100 | Duelist: +20% one-handed damage with an empty off hand | Trainer: +2 hit points |
| 125 | Arrow Catcher: larger shield area against missiles | Shieldwall: −20% damage to your shield on a wrong-side block |
| 150 | Corps-a-corps: +10% battle experience for infantry | Military Tradition: +2 daily experience for infantry |
| 175 | Lead by example: +5% battle experience for all troops | Stand United: +8 starting morale when outnumbered |
| 200 | Fleet of Foot: +4% combat movement speed | Steel Core Shields: −10% damage to your shield |
| 225 | Deadly Purpose: +5% one-handed damage | Unwavering Defense: +5 hit points |
| 250 | Chink in the Armor: ignore 10% of the armor you hit with one-handed weapons | Prestige: +50% one-handed damage against shields |
| 275 | Way of the Sword: +0.2% attack speed and +0.5% damage per One Handed point above 250 | — |
The second half of each perk is described in its section below.
Land and sea
The tooltip of a half can carry an environment line. The game follows it, so it is not counted as a difference from the tooltip.
| Tooltip line | Halves |
|---|---|
| Land only: switched off at sea | Basher, Wrapped Handles, Shield Bearer, Arrow Catcher, Shieldwall, Fleet of Foot, Steel Core Shields and Deadly Purpose (all captain halves); Cavalry (both halves); Military Tradition (party half); Unwavering Defense (party half) |
| Reduced effect at sea: halved at sea | The personal half of Basher, Wrapped Handles, Swift Strike, To Be Blunt, Shield Bearer, Duelist, Arrow Catcher, Shieldwall, Fleet of Foot, Steel Core Shields, Deadly Purpose, Chink in the Armor and Prestige; both halves of Way of the Sword; Trainer, Corps-a-corps and Stand United (party halves); Lead by example (both halves) |
| No line: the same at sea | Governor halves, Duelist (tournament half), Trainer and Unwavering Defense (hit points), Chink in the Armor (recruitment half), Prestige (party size half) |
One Handed 25: Basher or Wrapped Handles
Basher
- Primary (
works): +50% damage with shield bashes, and your shield bashes stun 50% longer. Both need a shield in your off hand. - Secondary, captain (
differs): −4% damage taken by troops in your formation while it stands in shield wall formation. The tooltip says all damage, but the game reduces only melee hits; arrows, bolts and thrown weapons are not reduced. On the other side it is broader than the tooltip: there is no infantry or on-foot check, so every troop in the shield wall gets it.
Wrapped Handles
- Primary (
works): +20% handling while you wield a one-handed melee weapon. - Secondary, captain (
works): +30 One Handed skill to troops in your formation. The game gives it to every troop on foot, not only infantry, so dismounted archers and skirmishers get it too; mounted troops do not. The added skill feeds the One Handed damage and speed bonuses described in Skill effects.
Worked example. An infantry troop with One Handed 100 under a captain with Wrapped Handles fights at One Handed 130:
An infantry troop on foot with One Handed 100 in a formation whose captain (another character) has Wrapped Handles. Inputs: skill value 100.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Character skill value | base | 100.0000 | |
| 1 | Wrapped Handles | add | +30.0000 | 130.0000 |
| Result | Agent effective skill in battle | 130.0000 |
With these inputs, agent effective skill in battle is 130.0000.
One Handed 50: Swift Strike or To Be Blunt
Swift Strike
- Primary (
works): +2% swing speed with one-handed melee weapons. It is added to the other swing speed perks (such as Way of the Sword) and the total multiplies the speed you already have from your skill. - Secondary, governor (
works): +1 militia per day in the settlement you govern.
To Be Blunt
- Primary (
works): +5% damage with one-handed axes and maces in melee. - Secondary, governor (
works): +0.5 security per day in the settlement you govern.
One Handed 75: Cavalry or Shield Bearer
Cavalry
- Primary (
works): +5% damage with one-handed weapons in melee while you are mounted. - Secondary, captain (
works): +5% to the melee damage dealt by mounted troops in your formation, with any melee weapon.
Shield Bearer
- Primary (
works): without the perk, a shield in your off hand counts 1.5 times its weight toward the weapon weight that slows you down in battle. With the perk the shield counts nothing toward it, so a shield no longer slows you. See Weapons encumbrance. - Secondary, captain (
differs): +3% movement speed to troops in your formation, but only troops without a shield in their off hand get it, which the tooltip does not say. There is no infantry or on-foot check, so shieldless cavalry and archers get it too.
One Handed 100: Duelist or Trainer
Duelist
- Primary (
works): +20% damage with one-handed melee weapons while your off hand is empty. Anything in the off hand blocks it, not only a shield. - Secondary (
works): doubles the renown you get for winning a tournament. The base renown is 3; Duelist doubles it, and a Charm perk that adds renown (Self Promoter) is added after the doubling.
Worked example. Winning a tournament with Duelist gives 6 renown instead of 3:
The player wins a tournament holding Duelist.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Renown for winning a tournament | base | 3.0000 | |
| 1 | Duelist | multiply ×2 | +3.0000 | 6.0000 |
| Result | Renown for winning a tournament | 6.0000 |
With these inputs, renown for winning a tournament is 6.0000.
Trainer
- Primary (
works): +2 maximum hit points. When you take the perk, your current hit points also go up by 2 straight away. - Secondary, party leader (
works): +5% battle experience for troops in your party that are not ranged troops. The bonus goes on the experience of every hit the troop lands, which is how battle experience is earned, and it is halved while your party is at sea ("Reduced effect at sea" in the tooltip).
One Handed 125: Arrow Catcher or Shieldwall
The game gives every shield an area that blocks incoming missiles. Both halves of Arrow Catcher and the captain half of Shieldwall enlarge it by a fixed amount, 0.01 each, on a starting size of 0.3. These three need a shield in the off hand, and they add together.
Arrow Catcher
- Primary (
works): your shield blocks missiles over a larger area (+0.01). - Secondary, captain (
works): the same +0.01 for troops in your formation that carry a shield.
Shieldwall
- Primary (
works): −20% damage to your shield when you block on the wrong side. - Secondary, captain (
works): +0.01 shield area against missiles for troops in your formation that carry a shield, while the formation is in shield wall formation. It adds to your own Arrow Catcher if your captain has Shieldwall and you have Arrow Catcher.
One Handed 150: Corps-a-corps or Military Tradition
Corps-a-corps
- Primary, party leader (
works): +10% battle experience for infantry in your party. As with Trainer, the bonus goes on the experience of every hit the troop lands, and it is halved while your party is at sea ("Reduced effect at sea" in the tooltip). - Secondary, governor (
works): +30 garrison limit in the town or castle you govern.
Military Tradition
- Primary, party leader (
works): +2 experience per day to every infantry troop in your party. Land only, as the tooltip shows. - Secondary, governor (
works): −5% wages of the garrison in the town or castle you govern.
One Handed 175: Lead by example or Stand United
Lead by example
- Primary, party leader (
works): +5% battle experience for all troops in your party, on every hit they land, halved while your party is at sea ("Reduced effect at sea" in the tooltip). - Secondary, party leader (
works): +5 starting battle morale for the troops in your party, halved at sea ("Reduced effect at sea" in the tooltip). Your own fighter (the party leader) does not get it.
Stand United
- Primary, party leader (
works): +8 starting battle morale for the troops in your party when your side of the battle is weaker than the other side. Your own fighter does not get it. It is halved at sea ("Reduced effect at sea" in the tooltip). - Secondary, governor (
works): +30% to the security the garrison provides in the settlement you govern. Only the garrison's share of security grows, not the whole daily security change, and the garrison needs healthy troops. See Daily security change.
One Handed 200: Fleet of Foot or Steel Core Shields
Fleet of Foot
- Primary (
works): +4% to your movement speed limit while in combat. It always applies, whatever you carry. - Secondary, captain (
differs): +4% movement speed to troops in your formation, but only troops without a shield in their off hand get it. It raises their normal movement speed, not the in-combat limit the primary half raises, and there is no infantry or on-foot check.
Steel Core Shields
- Primary (
works): −10% damage to your shield from blows that hit it, whether you block with it or it is hit on your back. - Secondary, captain (
works): the same −10% for troops in your formation. The game gives it to every troop on foot, not only infantry.
One Handed 225: Deadly Purpose or Unwavering Defense
Deadly Purpose
- Primary (
works): +5% damage with one-handed melee weapons. - Secondary, captain (
works): +10% to the melee damage dealt by troops on foot in your formation, with any melee weapon (any troop on foot, not only infantry).
Unwavering Defense
- Primary (
works): +5 maximum hit points; your current hit points go up by 5 when you take it. - Secondary, party leader (
works): +10 hit points in battle to the infantry of your party. Limits the tooltip does not state: heroes (companions, family, other lords) never get it, only regular troops; and the troop must be on foot. The perk is land only, as its tooltip shows. See Max health.
One Handed 250: Chink in the Armor or Prestige
Chink in the Armor
- Primary (
differs): your hits ignore 10% of the armor on the body part you hit. The tooltip says melee attacks, but the game applies it only with one-handed weapons: two-handed weapons and polearms get nothing. It adds to other armor-ignoring perks; see Adjusted armor.
Armor that counts = armor on the hit body part × (1 − all your armor-ignoring bonuses)
-
Armor on the hit body part: the defender's armor where your blow lands.
-
All your armor-ignoring bonuses: 10% from Chink in the Armor, plus any other such perks you have. The result is never below zero.
-
Secondary, party leader (
works): −20% recruitment cost of infantry. A troop never costs less than 1.
Prestige
- Primary (
works): +50% damage with one-handed melee weapons against shields, when the blow is blocked by a shield or hits a shield carried on the back. - Secondary, party leader (
works): +15 party size limit.
One Handed 275: Way of the Sword
- Primary (
works): +0.2% swing speed and +0.2% thrust speed with one-handed melee weapons for every point of One Handed above 250. The game counts your own skill points here; a captain's Wrapped Handles bonus does not raise it. - Secondary (
works): +0.5% damage with one-handed melee weapons for every point of One Handed above 250, counted the same way.
Worked example. A hero at One Handed 300 (50 points above 250) with Way of the Sword, who took To Be Blunt instead of Swift Strike. The game multiplies the starting swing speed of 0.93 first by the skill's +21%, then by Way of the Sword's +10%:
A hero on foot at One Handed 300 swinging a sword, with Way of the Sword (and To Be Blunt rather than Swift Strike).
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Melee swing speed multiplier | base | 0.9300 | |
| 1 | One handed weapon speed | factor +21% | +0.1953 | 1.1253 |
| 2 | Way of the Sword | factor +10% | +0.1125 | 1.2378 |
| Result | Melee swing speed multiplier | 1.2378 |
With these inputs, melee swing speed multiplier is 1.2378.
Swift Strike, if taken, would be added to Way of the Sword's +10% before multiplying, not multiplied on its own.
Skill effects
Your One Handed skill itself also does two things, whether or not you have perks. One Handed here is your effective skill in battle, so a captain's Wrapped Handles bonus counts.
- One handed weapon damage (
works): +0.15% damage per point of One Handed with one-handed weapons. See Weapon damage multiplier. - One handed weapon speed (
works): +0.07% swing speed and +0.07% thrust speed per point of One Handed with one-handed weapons. The perk speed bonuses then multiply the result. See Swing speed and thrust/ranged ready speed.
What the skill level itself does
The game also reads your One Handed 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 melee combat AI level is their melee skill ÷ 300 × the difficulty setting, kept between 0 and 1. The skill is the primary weapon's (One Handed, Two Handed or Polearm; other weapons count as One Handed; Athletics with no weapon). The game engine uses the level. | — | — | works |
| 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 |
| 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 |
| 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 |
| NPC hero may enter a fight tournament | An NPC hero (including your clan's companions, not you) can enter a fight tournament only with enough melee skill. | The better of One Handed and Two Handed at 100 or more | — | works |
| Score of a participant in a simulated tournament | In tournaments you do not attend, an AI participant's score adds 0.01 × the best of One Handed, Two Handed and Polearm, scaled by the hero's own factor. | — | — | works |
| Daily chance a town starts a tournament | Each day, every hero without a party in a town adds 0.1 to the chance the town starts a tournament if their best of One Handed and Two Handed is above 100. | The better of One Handed and Two Handed above 100 | Settlement: town | works |
| Simulated tournament defense power | A shield user's simulated defense power is multiplied by 0.3 + 0.7 × One Handed ÷ 300. | — | Item: shield; mission: tournament | 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 One Handed perk half and skill effect works for every hero: you, relatives and wanderers.
| Perk | Half | Works for | Where the hero has to be |
|---|---|---|---|
| Swift Strike | secondary | relatives and wanderers, not you | governor |
| To Be Blunt | secondary | relatives and wanderers, not you | governor |
| Corps-a-corps | secondary | relatives and wanderers, not you | governor |
| Military Tradition | secondary | relatives and wanderers, not you | governor |
| Stand United | secondary | relatives and wanderers, not you | governor |
All effects at a glance
Every effect site of the One Handed 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 |
|---|---|---|---|---|---|---|
| Basher | primary | Blow damage after attacker amplifications | factor | +50% | Item: shield; role: personal | works |
| Basher | primary | Shield bash stun duration multiplier | factor | +50% | Item: offhand shield; role: personal | works |
| Basher | secondary | Blow damage after victim reductions | factor | -4% | Formation: shield wall; item: melee weapon; role: captain | differs |
| Wrapped Handles | primary | Melee weapon handling multiplier | factor | +20% | Item: one handed weapon; role: personal | works |
| Wrapped Handles | secondary | Agent effective skill in battle | add | +30 | Role: captain; troops: on foot | works |
| Swift Strike | primary | Melee swing speed multiplier | factor | +2% | Item: one handed weapon; role: personal | works |
| Swift Strike | secondary | Daily militia change of a settlement | add | +1 | Role: governor | works |
| To Be Blunt | primary | Blow damage after attacker amplifications | factor | +5% | Item: one handed axe or mace; role: personal | works |
| To Be Blunt | secondary | Daily security change of a town or castle | add | +0.5 | Role: governor | works |
| Cavalry | primary | Blow damage after attacker amplifications | factor | +5% | Item: one handed weapon; role: personal; troops: mounted | works |
| Cavalry | secondary | Blow damage after attacker amplifications | factor | +5% | Item: melee weapon; role: captain; troops: mounted | works |
| Shield Bearer | primary | Agent weapons encumbrance | add | -1.5 × shield weight | Item: offhand shield; role: personal | works |
| Shield Bearer | secondary | Agent max movement speed multiplier | factor | +3% | Item: no offhand shield; role: captain | differs |
| Duelist | primary | Blow damage after attacker amplifications | factor | +20% | Item: offhand empty, one handed weapon; role: personal | works |
| Duelist | secondary | Renown for winning a tournament | multiply | ×2 | Mission: tournament; role: personal | works |
| Trainer | primary | Current hit points on perk unlock | add | +2 | Role: personal | works |
| Trainer | primary | Maximum hit points | add | +2 | Role: personal | works |
| Trainer | secondary | Combat XP from one hit | factor | +5% | Role: party leader; troops: melee | works |
| Arrow Catcher | primary | Shield missile collision body size adder | add | +0.01 | Item: offhand shield; role: personal | works |
| Arrow Catcher | secondary | Shield missile collision body size adder | add | +0.01 | Item: offhand shield; role: captain | works |
| Shieldwall | primary | Blow damage after victim reductions | factor | -20% | Attack: wrong side shield block; role: personal | works |
| Shieldwall | secondary | Shield missile collision body size adder | add | +0.01 | Formation: shield wall; item: offhand shield; role: captain | works |
| Corps-a-corps | primary | Combat XP from one hit | factor | +10% | Role: party leader; troops: infantry | works |
| Corps-a-corps | secondary | Garrison size limit | add | +30 | Role: governor; settlement: fortification | works |
| Military Tradition | primary | Daily troop experience | add | +2 | Role: party leader; troops: infantry | works |
| Military Tradition | secondary | Party daily wage | factor | -5% | Party: garrison; role: governor; settlement: fortification | works |
| Lead by example | primary | Combat XP from one hit | factor | +5% | Role: party leader | works |
| Lead by example | secondary | Agent initial battle morale | add | +5 | Role: party leader | works |
| Stand United | primary | Agent initial battle morale | add | +8 | Party: outnumbered; role: party leader | works |
| Stand United | secondary | Daily security change of a town or castle | factor | +30% | Party: garrison; role: governor | works |
| Fleet of Foot | primary | Agent combat max speed multiplier | factor | +4% | Role: personal | works |
| Fleet of Foot | secondary | Agent max movement speed multiplier | factor | +4% | Item: no offhand shield; role: captain | differs |
| Steel Core Shields | primary | Blow damage after victim reductions | factor | -10% | Attack: shield hit; role: personal | works |
| Steel Core Shields | secondary | Blow damage after victim reductions | factor | -10% | Attack: shield hit; role: captain; troops: on foot | works |
| Deadly Purpose | primary | Blow damage after attacker amplifications | factor | +5% | Item: one handed weapon; role: personal | works |
| Deadly Purpose | secondary | Blow damage after attacker amplifications | factor | +10% | Item: melee weapon; role: captain; troops: on foot | works |
| Unwavering Defense | primary | Current hit points on perk unlock | add | +5 | Role: personal | works |
| Unwavering Defense | primary | Maximum hit points | add | +5 | Role: personal | works |
| Unwavering Defense | secondary | Agent max health at spawn | add | +10 | Hero: not hero; role: party leader; troops: infantry, on foot | works |
| Chink in the Armor ×2 | primary | Victim armor after attacker penetration effects | factor | +10% | Item: one handed weapon; role: personal | differs |
| Chink in the Armor | secondary | Troop recruitment cost | factor | -20% | Role: party leader; troops: infantry | works |
| Prestige | primary | Blow damage after attacker amplifications | factor | +50% | Attack: shield hit; item: one handed weapon; role: personal | works |
| Prestige | secondary | Party member size limit | add | +15 | Role: party leader | works |
| Way of the Sword | primary | Melee swing speed multiplier | factor | +5% at skill 275, +0.2% per point | Item: one handed weapon; role: personal | works |
| Way of the Sword | primary | Thrust or ranged ready speed multiplier | factor | +5% at skill 275, +0.2% per point | Item: one handed weapon; role: personal | works |
| Way of the Sword | secondary | Blow damage after attacker amplifications | factor | +12.5% at skill 275, +0.5% per point | Item: one handed weapon; role: personal | works |
| One handed weapon damage | — | Agent weapon damage multiplier | factor | +0.15% per point | Item: one handed weapon; role: personal | works |
| One handed weapon speed | — | Melee swing speed multiplier | factor | +0.07% per point | Item: one handed weapon; role: personal | works |
| One handed weapon speed | — | Thrust or ranged ready speed multiplier | factor | +0.07% per point | Item: one handed weapon; role: personal | works |
| Skill level (any skill) | — | Agent effective skill in battle | base | skill value | — | works |
| Skill level ×2 | — | 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 | — | 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 (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 | — | NPC hero may enter a fight tournament | override | off | — | works |
| Skill level | — | Score of a participant in a simulated tournament | add | +0.01 × hero factor × skill | — | works |
| Skill level | — | Daily chance a town starts a tournament | add | +0.1 × min(1, floor(skill / 101)) | Settlement: town | works |
| Skill level | — | Simulated tournament defense power | multiply | ×0.3 at skill 0, +0.002333 per point | Item: shield; mission: tournament | works |
| Skill level | — | Simulated tournament attack power | multiply | ×0.3 at skill 0, +0.002333 per point | Mission: tournament | works |
Practical tips
- Sword and board: Basher, Shield Bearer, Arrow Catcher or Shieldwall, and Steel Core Shields all need or reward a shield; Duelist does nothing while anything is in your off hand.
- Empty off hand: If your off hand is empty, Duelist adds +20% to one-handed damage.
- Leading shield infantry: Shield Bearer's and Fleet of Foot's captain speed bonuses skip every troop holding a shield. For a shield wall, Basher's captain half cuts only melee damage. If the enemy has many archers, Arrow Catcher and Shieldwall's captain half enlarge the shield area against missiles.
- Leading foot troops: Wrapped Handles, Steel Core Shields and Deadly Purpose reach every troop on foot in your formation, including dismounted ranged troops.
- Unwavering Defense for the party only covers regular infantry on foot, not your companions, and not at sea.
- Chink in the Armor only works with one-handed weapons, whatever the tooltip says about melee attacks.
- Sailing parties: Military Tradition and Unwavering Defense's party half are "Land only"; Trainer, Corps-a-corps, Lead by example and Stand United's party half show "Reduced effect at sea". The tooltips show both. Most personal halves and every captain half also carry one of the two lines; see Land and sea.
- Way of the Sword keeps growing with every point above 250, but only your own skill points count.