Polearm guide
This guide explains what the Polearm skill and every Polearm perk really do: which hits get extra damage, how spears and lances knock riders off and push footmen back, what the captain, party-leader and governor halves give your troops and towns, and which perks behave differently from their tooltips, for game v1.5.7. The battle rules (damage, weapon speed, effective skill, hit points, morale) are SandBox models. NavalDLC extends the agent damage, agent stats, battle morale, hit experience, military power, troop training, wage and recruitment cost, militia, security and armor and strike magnitude models. 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 damage (damage perks, speed bonus, couched lances, dismount, knockback and knockdown), Combat agent stats (effective skill, weapon speed, handling, movement, hit points), Battles (battle morale, combat XP, auto-resolve power), Settlements (militia, security, veteran militia) and Party and map (wages, recruitment cost, daily troop experience).
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:
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 Polearm perk is unused or ui_only.
Many halves are limited at sea, and the perk tooltip says so under the half: "Land only" (the half does nothing at sea) or "Reduced effect at sea". Each half below that carries one of these lines names it; the line is not counted as a difference between tooltip and game.
What unlocks what
You pick one perk of each pair. Tier 11 has a single perk.
| Polearm | Perk A | Perk B |
|---|---|---|
| 25 | Cavalry: +2% damage with polearms while mounted | Pikeman: +2% damage with polearms on foot |
| 50 | Braced: polearm hits unhorse riders more easily | Keep at Bay: polearm thrusts push footmen back more easily |
| 75 | Clean Thrust: +10% thrust damage with polearms | Swift Swing: +5% swing speed with polearms |
| 100 | Footwork: +2% combat movement speed with a polearm | Hard Knock: polearm hits knock enemies down more easily |
| 125 | Lancer: +20% to the speed bonus of mounted polearm hits | Steed Killer: +70% polearm damage to horses |
| 150 | Guards: +50% polearm damage on head hits | Skewer: your couched lance passes through more often after a kill |
| 175 | Phalanx: +30 melee skills for your troops in shield wall | Standard Bearer: smaller morale loss when troops of your formation fall |
| 200 | Drills: governor half makes every new militia a veteran | Hardy Frontline: +5 hit points to the troops of your party |
| 225 | Sure Footed: −40% damage taken from horse charges | Unstoppable Force: couched lance hits on shields deal four times the damage |
| 250 | Counterweight: +15% handling of swingable polearms | Sharpen the Tip: +5% thrust damage with polearms |
| 275 | Way of the Spear: +0.2% attack speed and +0.5% damage per Polearm point above 250 | — |
The second half of each perk is described in its section below.
How the damage perks add up
Most Polearm perks raise the damage of a hit by a percentage. All such percentages from perks and banners on one hit are added together and applied once, so a +10% and a +5% perk give the same result as one +15% perk. Only NavalDLC's own naval perks form a second, separate multiplier. The full order is in Amplifications.
Hit damage = damage before perks × (1 + all perk and banner percentages for this hit)
- Damage before perks: what the blow deals after armor, from the weapon, your swing or thrust and your speed.
- All perk and banner percentages: every bonus below whose conditions this hit meets (yours and your captain's), added together.
The "personal" damage halves (Cavalry, Pikeman, Clean Thrust, Steed Killer, Guards, Sharpen the Tip and Way of the Spear) need a melee weapon that uses the Polearm skill.
Polearm 25: Cavalry or Pikeman
Cavalry
- Primary (
works): +2% damage with melee polearms while you are mounted. - Secondary, captain (
works): +2% damage for mounted troops in your formation. It is broader than the tooltip: it counts for any weapon, including bows, crossbows, throwing weapons and horse charges, not only polearms. Land only, as the tooltip shows.
Pikeman
- Primary (
works): +2% damage with melee polearms while you are on foot. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
works): +2% damage for troops on foot in your formation. Broader than the tooltip: it covers every troop on foot, not only infantry, and every weapon, including ranged and unarmed hits. Land only, as the tooltip shows.
Polearm 50: Braced or Keep at Bay
Braced
A rider is knocked off the horse when one hit deals at least a set share of the rider's maximum hit points. That share is the dismount resistance, which starts at 40% and rises with the rider's Riding skill. Braced lowers it.
- Primary (
differs): the tooltip says +0.3%, but the game adds 0.25 to a resistance that runs from 0 to 1: your polearm hits on riders ignore 25 percentage points of their dismount resistance. It only matters for polearms that can unhorse at all: a swing with a hooking polearm while you are on foot, or a thrust with a polearm that can dismount. A hooking swing already ignores 25 points on its own, and Braced adds its 25 on top; see the worked example in Dismount penetration. - Secondary, captain (
works): +10% damage by troops on foot in your formation against riders and against horses that carry a rider. Broader than the tooltip: any weapon counts, ranged included. Land only, as the tooltip shows.
Hit needed to unhorse = rider's maximum hit points × (dismount resistance − Braced and hook bonus)
- Dismount resistance: 40% plus 0.1% per point of the rider's Riding.
- Braced and hook bonus: 25 points from Braced, plus 25 for a hooking swing. The result never goes below zero.
Keep at Bay
- Primary (
differs): the tooltip says +0.3%, but the game adds 0.3 to a resistance that runs from 0 to 1: your polearm thrusts ignore 30 percentage points of a footman's resistance to being knocked back. It only applies to enemies on foot; riders are never checked for knockback. Reduced effect at sea, as the tooltip shows. - Secondary, governor (
works): +1 militia per day in the settlement you govern, while you are in it.
Polearm 75: Clean Thrust or Swift Swing
Clean Thrust
- Primary (
works): +10% damage with polearm thrusts. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
works): +30 Polearm skill to troops on foot in your formation. It goes to any troop without a horse, not only infantry. The extra Polearm is real effective skill: it raises their polearm damage and attack speed from the skill effects below. Whether a troop counts as mounted depends on its equipment, not on whether it is sitting on a horse right now. Land only, as the tooltip shows.
Swift Swing
- Primary (
works): +5% swing speed with polearms. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
works): +2% swing speed to troops on foot in your formation. Broader than the tooltip: it works with any melee weapon, not only polearms, and for any troop class on foot. Land only, as the tooltip shows.
Polearm 100: Footwork or Hard Knock
Footwork
- Primary (
works): +2% combat movement speed while you hold a melee polearm. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
differs): +2% movement speed to troops in your formation, but troops holding a shield get nothing, which the tooltip does not say. It also is not limited to infantry: any troop without a shield in hand gets it. Land only, as the tooltip shows.
Hard Knock
A hit knocks the victim to the ground when it deals at least a set share of the victim's maximum hit points (the knockdown resistance). Hard Knock lowers that share.
- Primary (
differs): the tooltip says +0.3%, but the game adds 0.25 to a resistance that runs from 0 to 1: your polearm hits ignore 25 percentage points of the victim's knockdown resistance. Also broader than the tooltip: it counts for thrusts and also for polearm swings that land on the sweet spot of the weapon, since both can knock down. Reduced effect at sea, as the tooltip shows. - Secondary, party leader (
works): +3 hit points to regular troops on foot in your party. Any troop without a horse gets it, not only infantry. Heroes do not, because a hero's hit points come from the hero's own character. Land only, as the tooltip shows.
Polearm 125: Lancer or Steed Killer
Lancer
When you hit someone while moving, part of your speed is added to the blow. Lancer raises that speed part.
- Primary (
works): +20% to the speed part of your polearm hits while mounted. It counts for swings, thrusts and couched lance hits. - Secondary, captain (
works): +30% to the speed part of polearm hits by troops in your formation, mounted or on foot. Land only, as the tooltip shows.
It adds to Unstoppable Force (secondary) and other speed-bonus perks; see Extra linear speed.
Steed Killer
- Primary (
works): +70% damage with melee polearms against horses, whether you are on foot or mounted. - Secondary, captain (
works): +30% damage against horses with melee polearms by troops on foot in your formation. Land only, as the tooltip shows.
Polearm 150: Guards or Skewer
Guards
- Primary (
works): +50% damage with melee polearms on head hits. Reduced effect at sea, as the tooltip shows. - Secondary, governor (
works): +20% combat experience to mounted troops of your garrison. The bonus is on the experience each hit earns in battle, so it shows when your garrison fights. You must be in the settlement.
Skewer
When you kill someone with a couched lance, the lance normally passes through and stays couched with a 5% chance; otherwise it bounces back. Skewer adds 25% to that chance, for 30% in total.
- Primary (
works): +25% chance for your couched lance to pass through after a kill (30% in total, as the tooltip says). Land only, as the tooltip shows. - Secondary, governor (
works): +1 daily security in the settlement you govern, while you are in it.
Worked example. A mounted hero with Skewer kills an enemy with a couched lance:
A mounted hero with Skewer kills an enemy with a couched lance.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Couched lance pass-through chance after a kill | base | 0.0500 | |
| 1 | Skewer | add | +0.2500 | 0.3000 |
| Result | Couched lance pass-through chance after a kill | 0.3000 |
With these inputs, couched lance pass-through chance after a kill is 0.3000.
Polearm 175: Phalanx or Standard Bearer
Phalanx
- Primary, party leader (
differs): +30 to One Handed, Two Handed and Polearm skill for the troops of your party while their formation is in shield wall. Mounted troops are excluded, which the tooltip does not say. You do not need to lead the formation yourself; it is enough that you lead the party. Land only, as the tooltip shows. - Secondary, captain (
works): +3% damage with melee polearms by troops in your formation, mounted or on foot. Land only, as the tooltip shows.
Standard Bearer
When a troop falls or panics, its side loses battle morale. Only AI-controlled troops are affected.
- Primary, captain (
differs): −20% to that morale loss. The tooltip reads as if your formation's troops lose less morale; in fact the game checks the captain of the troop that fell or panicked. When a troop of your formation falls or panics, the morale loss your side suffers is 20% smaller. You count too: if you lead the formation, your own fall is covered. When the fallen troop is only unconscious and its party's surgeon has Health Advice (Medicine), there is no loss at all, and Standard Bearer does nothing. The perk also gives a hidden bonus the tooltip does not mention: like every captain perk, it raises your power in auto-resolved battles, here by 0.03, see Hero power modifier. Reduced effect at sea, as the tooltip shows. - Secondary, governor (
works): −20% wages for the infantry of your garrison, while you are in the settlement.
Garrison wage reduction = −20% × infantry share of the garrison's wages
- Infantry share: the wages of infantry troops divided by the garrison's total wage.
Polearm 200: Drills or Hardy Frontline
Drills
- Primary, governor (
differs): the tooltip promises +1% chance that new militia spawn as veterans. The game adds 1 to a chance measured from 0 to 1, so the chance becomes at least 100%: every militia troop spawned in the settlement you govern is a veteran, while you are in the settlement. For a village, the governor of the town it trades with counts. See Veteran militia chance. - Secondary, party leader (
differs): the tooltip promises +0.1 daily experience to your troops, but the game rounds this bonus to a whole number before adding it, and 0.1 rounds to 0. It adds no experience at all.
Hardy Frontline
- Primary, party leader (
works): +5 hit points to the regular troops of your party, Heroes do not get it. Land only, as the tooltip shows: nothing while your party is at sea. - Secondary, party leader (
works): −20% recruitment cost of infantry. The game checks the party leader of the hero who buys the recruits.
It stacks with Hard Knock (secondary) and other hit point perks; the flat bonuses are simply added.
Worked example. A regular infantry troop with 100 base hit points, on land, whose party leader has Hard Knock and Hardy Frontline:
A regular infantry troop on foot with 100 base hit points, on land, whose party leader has Hard Knock and Hardy Frontline. Inputs: base health 100.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Agent base health limit | base | 100.0000 | |
| 1 | Hard Knock | add | +3.0000 | 103.0000 |
| 2 | Hardy Frontline | add | +5.0000 | 108.0000 |
| Result | Agent max health at spawn | 108.0000 |
With these inputs, agent max health at spawn is 108.0000.
Polearm 225: Sure Footed or Unstoppable Force
Sure Footed
- Primary (
works): −40% damage you take from horse charges. When you ride, charges against your own horse are reduced too. Land only, as the tooltip shows. - Secondary, captain (
works): −30% damage from horse charges for troops in your formation. Broader than the tooltip: mounted troops get it as well, not only troops on foot. Land only, as the tooltip shows.
It adds to Braced (Athletics), which also reduces charge damage.
Unstoppable Force
- Primary (
differs): when a couched lance or braced polearm hit of yours is blocked by a shield, the game adds +300% to its damage, so it deals four times the damage, not the tooltip's triple. These passive hits only have force when a horse is involved (you are mounted, or the target rides or is a horse), so in practice this is for couched lances. Land only, as the tooltip shows. - Secondary, captain (
works): +30% to the speed part of polearm hits by mounted troops in your formation, for swings, thrusts and couched lances. Land only, as the tooltip shows.
Polearm 250: Counterweight or Sharpen the Tip
Counterweight
- Primary (
works): +15% handling with polearms that can swing. Pure thrusting polearms get nothing. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
differs): +20 Polearm skill to troops in your formation, but mounted troops are excluded; the tooltip says all troops. Land only, as the tooltip shows.
Worked example. A spearman on foot with Polearm 100, in a formation whose captain (another character) has both Clean Thrust and Counterweight. Both adds go to the same skill:
A spearman on foot with Polearm 100 in a formation whose captain (another character) has Clean Thrust and Counterweight. Inputs: skill value 100.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Character skill value | base | 100.0000 | |
| 1 | Clean Thrust | add | +30.0000 | 130.0000 |
| 2 | Counterweight | add | +20.0000 | 150.0000 |
| Result | Agent effective skill in battle | 150.0000 |
With these inputs, agent effective skill in battle is 150.0000.
Sharpen the Tip
- Primary (
works): +5% damage with polearm thrusts. Reduced effect at sea, as the tooltip shows. - Secondary, captain (
works): +5% thrust damage by troops on foot in your formation. It works with any melee weapon that can thrust, not only polearms. Land only, as the tooltip shows.
Polearm 275: Way of the Spear
Both halves are personal and only count the Polearm skill you have yourself; captain bonuses to your skill do not raise them.
- Primary (
works): +0.2% swing speed and thrust speed with melee polearms for every point of Polearm above 250. Reduced effect at sea, as the tooltip shows. - Secondary (
works): +0.5% damage with melee polearms for every point of Polearm above 250. Reduced effect at sea, as the tooltip shows.
Way of the Spear speed bonus = 0.2% × (your Polearm − 250)
- Your Polearm: your own skill level, without captain bonuses. At 250 or below the bonus is zero.
Skill effects
Your Polearm skill itself does two things, whether or not you have perks. Both use your effective skill in battle, so captain bonuses such as Clean Thrust and Counterweight raise them.
- Polearm weapon damage (
works): +0.07% damage with polearms per point of Polearm. - Polearm weapon speed (
works): +0.06% swing speed and thrust speed with polearms per point of Polearm.
Weapon speed starts from a base of 0.93. The skill effect multiplies it first, then your riding penalty if you are mounted, then all speed perks together (Swift Swing, Way of the Spear and the captain bonuses) added into one percentage. See Swing speed and thrust/ranged ready speed.
Swing speed = 0.93 × (1 + 0.06% × Polearm) × (1 + all speed perk percentages)
- Polearm: your effective Polearm skill in battle.
- All speed perk percentages: Swift Swing, Way of the Spear and captain speed perks, added together.
Worked example. A hero on foot with Polearm 275 and no captain bonuses, who took Clean Thrust instead of Swift Swing and has Way of the Spear. Polearm weapon speed gives +16.5% and Way of the Spear +5%:
A hero on foot swinging a polearm, Polearm skill 275 and no captain bonuses, who took Clean Thrust instead of Swift Swing and has Way of the Spear. Inputs: skill 275.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Melee swing speed multiplier | base | 0.9300 | |
| 1 | Polearm weapon speed | factor +16.5% | +0.1535 | 1.0835 |
| 2 | Way of the Spear | factor +5% | +0.0541 | 1.1376 |
| Result | Melee swing speed multiplier | 1.1376 |
With these inputs, melee swing speed multiplier is 1.1376.
What the skill level itself does
The game also reads your Polearm 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 |
| 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 |
| 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 Polearm perk half and skill effect works for every hero: you, relatives and wanderers.
| Perk | Half | Works for | Where the hero has to be |
|---|---|---|---|
| Keep at Bay | secondary | relatives and wanderers, not you | governor |
| Guards | secondary | relatives and wanderers, not you | governor |
| Skewer | secondary | relatives and wanderers, not you | governor |
| Standard Bearer | secondary | relatives and wanderers, not you | governor |
| Drills | primary | relatives and wanderers, not you | governor |
All effects at a glance
Every effect site of the Polearm 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 |
|---|---|---|---|---|---|---|
| Cavalry | primary | Blow damage after attacker amplifications | factor | +2% | Role: personal; troops: mounted | works |
| Cavalry | secondary | Blow damage after attacker amplifications | factor | +2% | Role: captain; troops: mounted | works |
| Pikeman | primary | Blow damage after attacker amplifications | factor | +2% | Role: personal; troops: on foot | works |
| Pikeman | secondary | Blow damage after attacker amplifications | factor | +2% | Role: captain; troops: on foot | works |
| Braced | primary | Dismount penetration | add | +0.25 | Role: personal | differs |
| Braced | secondary | Blow damage after attacker amplifications | factor | +10% | Role: captain; troops: on foot | works |
| Keep at Bay | primary | Knockback penetration | add | +0.3 | Role: personal | differs |
| Keep at Bay | secondary | Daily militia change of a settlement | add | +1 | Role: governor; settlement: town | works |
| Clean Thrust | primary | Blow damage after attacker amplifications | factor | +10% | Role: personal | works |
| Clean Thrust | secondary | Agent effective skill in battle | add | +30 | Role: captain; troops: on foot | works |
| Swift Swing | primary | Melee swing speed multiplier | factor | +5% | Role: personal | works |
| Swift Swing | secondary | Melee swing speed multiplier | factor | +2% | Role: captain; troops: on foot | works |
| Footwork | primary | Agent combat max speed multiplier | factor | +2% | Role: personal | works |
| Footwork | secondary | Agent max movement speed multiplier | factor | +2% | Item: no offhand shield; role: captain | differs |
| Hard Knock | primary | Knockdown penetration | add | +0.25 | Role: personal | differs |
| Hard Knock | secondary | Agent max health at spawn | add | +3 | Role: party leader; troops: on foot | works |
| Lancer ×3 | primary | Attacker extra linear speed in strike magnitude | factor | +20% | Role: personal; troops: mounted | works |
| Lancer ×3 | secondary | Attacker extra linear speed in strike magnitude | factor | +30% | Role: captain | works |
| Steed Killer | primary | Blow damage after attacker amplifications | factor | +70% | Role: personal | works |
| Steed Killer | secondary | Blow damage after attacker amplifications | factor | +30% | Role: captain; troops: on foot | works |
| Guards | primary | Blow damage after attacker amplifications | factor | +50% | Role: personal | works |
| Guards | secondary | Combat XP from one hit | factor | +20% | Party: garrison; role: governor; troops: mounted | works |
| Skewer | primary | Couched lance pass-through chance after a kill | add | +0.25 | Role: personal; troops: mounted | works |
| Skewer | secondary | Daily security change of a town or castle | add | +1 | Role: governor; settlement: town | works |
| Phalanx | primary | Agent effective skill in battle | add | +30 | Role: party leader; troops: on foot | differs |
| Phalanx | secondary | Blow damage after attacker amplifications | factor | +3% | Role: captain | works |
| Standard Bearer | primary | Morale loss of the casualty's side when an agent falls | factor | -20% | Role: captain | differs |
| Standard Bearer | primary | Morale loss of the side when an agent panics | factor | -20% | Role: captain | differs |
| Standard Bearer | primary | Hero power modifier in simulation | add | +0.03 | Mission: simulation | differs |
| Standard Bearer | secondary | Party daily wage | factor | -20% × infantry wage share | Party: garrison; role: governor; settlement: fortification | works |
| Drills | primary | Chance that a spawned militia troop is a veteran | add | +1 | Role: governor | differs |
| Drills | secondary | Daily troop experience | add | +0 | Role: party leader | differs |
| Hardy Frontline | primary | Agent max health at spawn | add | +5 | Role: party leader | works |
| Hardy Frontline | secondary | Troop recruitment cost | factor | -20% | Role: party leader; troops: infantry | works |
| Sure Footed | primary | Blow damage after victim reductions | factor | -40% | Role: personal | works |
| Sure Footed | secondary | Blow damage after victim reductions | factor | -30% | Role: captain | works |
| Unstoppable Force | primary | Passive usage (couch or brace) blow magnitude | factor | +300% | Role: personal | differs |
| Unstoppable Force ×3 | secondary | Attacker extra linear speed in strike magnitude | factor | +30% | Role: captain; troops: mounted | works |
| Counterweight | primary | Melee weapon handling multiplier | factor | +15% | Role: personal | works |
| Counterweight | secondary | Agent effective skill in battle | add | +20 | Role: captain; troops: on foot | differs |
| Sharpen the Tip | primary | Blow damage after attacker amplifications | factor | +5% | Role: personal | works |
| Sharpen the Tip | secondary | Blow damage after attacker amplifications | factor | +5% | Role: captain; troops: on foot | works |
| Way of the Spear | primary | Melee swing speed multiplier | factor | +5% at skill 275, +0.2% per point | Role: personal | works |
| Way of the Spear | primary | Thrust or ranged ready speed multiplier | factor | +5% at skill 275, +0.2% per point | Role: personal | works |
| Way of the Spear | secondary | Blow damage after attacker amplifications | factor | +12.5% at skill 275, +0.5% per point | Role: personal | works |
| Polearm weapon damage | — | Agent weapon damage multiplier | factor | +0.07% per point | Role: personal | works |
| Polearm weapon speed | — | Melee swing speed multiplier | factor | +0.06% per point | Role: personal | works |
| Polearm weapon speed | — | Thrust or ranged ready speed multiplier | factor | +0.06% per point | 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 | — | Score of a participant in a simulated tournament | add | +0.01 × hero factor × skill | — | works |
| Skill level | — | Simulated tournament attack power | multiply | ×0.3 at skill 0, +0.002333 per point | Mission: tournament | works |
Practical tips
- Infantry captain: Clean Thrust at 75 gives every troop on foot in your formation +30 Polearm skill, which raises their polearm damage and speed. Counterweight at 250 adds +20 more, but not for cavalry.
- Lancer captain: Lancer (secondary) helps every polearm troop in your formation, on foot too; Unstoppable Force (secondary) only helps mounted ones.
- Couched lance hero: Lancer, Skewer and Unstoppable Force all work on couched lances; Cavalry at 25 adds +2% damage.
- Shield wall army: Phalanx gives all your party's footmen +30 melee skills whenever their formation is in shield wall, even when you do not lead that formation.
- Drills: as governor, every militia spawned in your settlement is a veteran while you are there; the party-leader half adds 0 experience.
- Hardy Frontline vs Drills: if you want hit points for your troops: Hardy Frontline gives +5 on land only ("Land only" in the tooltip).
- Footwork's captain half skips troops with a shield in hand, so it reaches those without one.
- Standard Bearer: if you lead the formation, the 20% cut applies when its troops, or you, fall or panic.