Bannerlord mechanics

Polearm guide

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

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:

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)

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

Pikeman

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.

Hit needed to unhorse = rider's maximum hit points × (dismount resistance − Braced and hook bonus)

Keep at Bay

Polearm 75: Clean Thrust or Swift Swing

Clean Thrust

Swift Swing

Polearm 100: Footwork or Hard Knock

Footwork

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.

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.

It adds to Unstoppable Force (secondary) and other speed-bonus perks; see Extra linear speed.

Steed Killer

Polearm 150: Guards or Skewer

Guards

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.

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

Standard Bearer

When a troop falls or panics, its side loses battle morale. Only AI-controlled troops are affected.

Garrison wage reduction = −20% × infantry share of the garrison's wages

Polearm 200: Drills or Hardy Frontline

Drills

Hardy Frontline

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

It adds to Braced (Athletics), which also reduces charge damage.

Unstoppable Force

Polearm 250: Counterweight or Sharpen the Tip

Counterweight

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

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.

Way of the Spear speed bonus = 0.2% × (your Polearm − 250)

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.

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)

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