Bannerlord mechanics

One Handed guide

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

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:

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

Wrapped Handles

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

To Be Blunt

One Handed 75: Cavalry or Shield Bearer

Cavalry

Shield Bearer

One Handed 100: Duelist or Trainer

Duelist

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

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

Shieldwall

One Handed 150: Corps-a-corps or Military Tradition

Corps-a-corps

Military Tradition

One Handed 175: Lead by example or Stand United

Lead by example

Stand United

One Handed 200: Fleet of Foot or Steel Core Shields

Fleet of Foot

Steel Core Shields

One Handed 225: Deadly Purpose or Unwavering Defense

Deadly Purpose

Unwavering Defense

One Handed 250: Chink in the Armor or Prestige

Chink in the Armor

Armor that counts = armor on the hit body part × (1 − all your armor-ignoring bonuses)

Prestige

One Handed 275: Way of the Sword

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.

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