Bannerlord mechanics

Riding guide

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

This guide explains what the Riding skill and every Riding perk really do: how your horse gets faster, tougher and more agile, how mounted fighting penalties fade, what the captain and party-leader halves give your troops, and which perks behave differently from their tooltips. It is for game version v1.5.7. The battle rules (horse stats, damage, accuracy, morale) live in the SandBox module. NavalDLC extends the agent damage, agent stats, battle morale, carry capacity, wage and recruitment cost, security, armor and strike magnitude and village production models, and extends and replaces parts of the party speed models; at sea it uses its own party speed. Each perk half's tooltip also says where it works ("Land only", "Reduced effect at sea"); the list is below. StoryMode extends the 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 agent stats (mount speed, maneuver, armor, health, mount loss, mounted penalties, accuracy), Combat damage (charge damage, mounted damage perks, speed bonus, stagger), Party and map (party speed, pack animals, breeding), Battles (battle morale), Settlements (governor perks) and Characters and politics (prisoner escapes).

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:

One Riding perk half is unused (Cavalry Tactics primary); none is ui_only.

The tooltip environment lines, which are not counted as differs:

What unlocks what

You pick one perk of each pair. Tiers 5 and 11 have a single perk.

Riding Perk A Perk B
25 Full Speed: +20% charge damage Nimble Steed: +10% horse maneuvering
50 Veterinary: +20% hit points to your mount Well Strapped: halves your chance to lose your horse when it falls
75 Deeper Sacks: +20% pack animal carrying capacity Nomadic Traditions: +30% to the "footmen on horses" speed bonus
100 Sagittarius: −15% accuracy penalty while mounted Sweeping Wind: +5% top speed to your mount
125 Relief Force: +10 starting battle morale for your troops in some battles —
150 Horse Archer: +10% ranged damage while mounted Mounted Warrior: +5% mounted melee damage
175 Breeder: 1% daily chance your animals multiply Shepherd: halves the herding speed penalty
200 Annoying Buzz: mounted ranged kills shake enemy morale more Thunderous Charge: mounted melee kills shake enemy morale more
225 Cavalry Tactics: cheaper mounted garrison troops; fewer cavalry volunteers Mounted Patrols: hero prisoners escape half as often
250 Dauntless Steed: +50% resistance to being staggered while mounted Tough Steed: +20% armor to your mount
275 The Way Of The Saddle: +0.3 charge damage and maneuvering per Riding point above 250 —

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

Riding 25: Full Speed or Nimble Steed

Full Speed

These factors are added to the other damage percentages of the same hit and applied once.

Nimble Steed

Riding 50: Veterinary or Well Strapped

Veterinary

Sledges (Medicine) adds flat hit points first; both Veterinary percentages then add together and apply to the horse's hit points including that bonus: mount health = (base + Sledges) × (1 + both Veterinary halves). See the mount health worked example in Combat agent stats: a horse with 100 base health ends at 149.5 with Sledges and both Veterinary halves.

Well Strapped

When your horse is killed in battle, the game rolls once: normally there is a 5% chance the horse is lost for good and a 20% chance it becomes lame.

Riding 75: Deeper Sacks or Nomadic Traditions

Deeper Sacks

Nomadic Traditions

Footmen on horses bonus = 0.15 × footmen riding spare horses ÷ men in the party

Nomadic Traditions adds 30% of that bonus again.

Worked example. A party of 100 men, 40 on their own horses and 20 footmen on spare horses. The footmen bonus is 0.15 × 20 ÷ 100 = 0.03, shown as +3%. Nomadic Traditions adds 30% of it, only +0.9%. Sweeping Wind (Riding 100) adds a flat +2%. The 40 men on their own horses add a separate cavalry-share bonus of their own (the cavalry ratio row). All the percentages add together before they multiply the base speed:

A land party of 100 men, 40 of them on horses and 20 footmen riding spare horses, whose leader has Nomadic Traditions and Sweeping Wind. Inputs: total men 100, mounted men 40, mounted footmen 20, mounted footmen modifier 0.03.

Step Source Stage Change Running value
Base Party map speed base 3.9113
1 Nomadic Traditions factor +0.9% +0.0352 3.9465
2 Sweeping Wind factor +2% +0.0782 4.0247
3 Cavalry ratio factor +12% +0.4694 4.4941
4 Mounted footmen ratio factor +3% +0.1173 4.6114
Result Party map speed 4.6114

With these inputs, party map speed is 4.6114.

Riding 100: Sagittarius or Sweeping Wind

Sagittarius

It stacks with Mounted Archery (Bow), Steady (Crossbow) and Mounted Skirmisher (Throwing): all the percentages add together.

Sweeping Wind

Riding 125: Relief Force

Security from mounted troops = garrison security × mounted share of garrison strength × 20%

Riding 150: Horse Archer or Mounted Warrior

Horse Archer

Mounted Warrior

All of these add to the other damage percentages of the hit (One Handed, Polearm and so on) and are applied once.

Riding 175: Breeder or Shepherd

Breeder

Shepherd

Riding 200: Annoying Buzz or Thunderous Charge

When a troop falls, its AI-controlled allies lose battle morale. These perks make that loss bigger when the killer is mounted. Player-controlled agents are never affected.

Annoying Buzz

Thunderous Charge

Unlike most captain halves, these do not exclude the captain: if you lead the formation, your own kills get both halves (broader than the tooltip). They add to Terror (Two Handed) and Heroic Leader (Leadership).

Riding 225: Cavalry Tactics or Mounted Patrols

Cavalry Tactics

Wage reduction = −50% × mounted troops' share of the garrison's wages

Mounted Patrols

It adds to other escape modifiers. Together with Keen Sight (Scouting) the reductions can add up to −100%, so the prisoner can never escape; see the worked examples in Characters and politics.

Riding 250: Dauntless Steed or Tough Steed

Dauntless Steed

Tough Steed

Mount armor = (horse and harness armor + captain's Tough Steed) × (1 + your Tough Steed)

Worked example. A horse with 30 armor, ridden by someone with Tough Steed, under a captain who also has it:

A rider with Tough Steed on a horse with 30 body armor, in a formation whose captain (another character) also has Tough Steed. Inputs: mount armor items 30.

Step Source Stage Change Running value
Base Horse and harness item stats base 30.0000
1 Tough Steed add +10.0000 40.0000
2 Tough Steed factor +20% +8.0000 48.0000
Result Mount body armor 48.0000

With these inputs, mount body armor is 48.0000.

Riding 275: The Way Of The Saddle

Skill effects

Your Riding skill itself also does several things, whether or not you have perks.

Mounted swing speed = 0.93 × (1 + weapon speed skill effect) × (1 − 30% + 0.3% × Riding), with the last part never above 1

Worked example. A mounted hero at One Handed 100 and Riding 50, swinging a sword without speed perks. The penalty at Riding 50 is −15%:

A mounted hero at One Handed 100 and Riding 50 swinging a sword, with no speed perks.

Step Source Stage Change Running value
Base Melee swing speed multiplier base 0.9300
1 One handed weapon speed factor +7% +0.0651 0.9951
2 Mounted weapon speed & reload penalty factor -15% -0.1493 0.8458
Result Melee swing speed multiplier 0.8458

With these inputs, melee swing speed multiplier is 0.8458.

The skill level also enters two accuracy rules that have no tooltip line:

What the skill level itself does

The game also reads your Riding 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
Wielded weapon inaccuracy A mounted soldier's weapon inaccuracy is multiplied by 1 + (5 − 0.05 × Riding): ×6 at Riding 0, no Riding penalty from Riding 100. — Troops: mounted works
Ranged max movement accuracy penalty A mounted soldier's ranged movement accuracy penalty (base 0.025) is multiplied by 1 − Riding ÷ 1800. — Item: ranged weapon; troops: mounted works
Ranged max unsteady accuracy penalty A mounted soldier's ranged unsteady accuracy penalty (base 0.12) is multiplied by 1 − Riding ÷ 1800. — Item: ranged weapon; troops: mounted works
Agent riding attribute A soldier's horse control is Riding × the mount's own handling value (0.8, or 1.0 with a harness). The game engine uses it to steer the horse. — — works
Agent can mount A soldier can mount a horse only if their Riding meets the horse's difficulty. Riding at least the horse's difficulty, and the soldier must be able to ride — works
Mount acceleration The rider's Riding sets the mount's top-speed time: 0.7 + 0.003 × (Riding − 1.5 × the horse's difficulty), then the game clamps the result to between 0.15 and 0.7. Below 1.5 × difficulty − 233.33 Riding the result is 0.15. The game engine applies it. — — 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
Simulated tournament attack power A mount's part of a simulated attack power is multiplied by 0.3 + 0.7 × Riding ÷ 300. — Mission: tournament works
Simulated tournament defense power A mount's part of a simulated defense power is multiplied by 0.3 + 0.7 × Riding ÷ 300. — Mission: tournament works
Score of a participant in a simulated tournament In tournaments you do not attend, an AI participant's score adds 0.01 × Riding, scaled by the hero's own factor. — — 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 Riding perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Well Strapped primary only you in a fight: the hero's own fighting
Well Strapped secondary relatives and wanderers, not you governor
Relief Force secondary relatives and wanderers, not you governor
Breeder secondary relatives and wanderers, not you governor
Shepherd secondary relatives and wanderers, not you governor
Cavalry Tactics primary nobody: never read in play, or only shown in the interface —
Cavalry Tactics secondary relatives and wanderers, not you governor
Mounted Patrols secondary relatives and wanderers, not you governor

All effects at a glance

Every effect site of the Riding 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
Full Speed primary Blow damage after attacker amplifications factor +20% Role: personal; troops: mounted works
Full Speed secondary Blow damage after attacker amplifications factor +10% Role: captain; troops: mounted works
Nimble Steed primary Mount maneuver factor +10% Role: personal; troops: mounted works
Nimble Steed secondary Agent effective skill in battle add +30 Role: captain; troops: mounted differs
Veterinary primary Mount max health at spawn factor +20% Role: personal; troops: mounted works
Veterinary secondary Mount max health at spawn factor +10% Role: party leader; troops: mounted works
Well Strapped primary Main hero mount loss chance on mount death multiply ×0.5 Hero: main hero; role: personal differs
Well Strapped primary Main hero mount lame chance on mount death multiply ×0.5 Hero: main hero; role: personal differs
Well Strapped secondary Daily loyalty change of a town or castle add +0.5 Role: governor works
Deeper Sacks primary Pack animal carry capacity factor +20% Party: not at sea; role: party leader works
Deeper Sacks secondary Trade penalty factor -10% Item: mount; role: party leader works
Nomadic Traditions primary Party map speed factor +30% × mounted footmen modifier Role: party leader works
Nomadic Traditions ×3 secondary Attacker extra linear speed in strike magnitude factor +10% Role: captain; troops: mounted works
Sagittarius primary Ranged max movement accuracy penalty factor -15% Item: ranged weapon; role: personal; troops: mounted works
Sagittarius primary Ranged max unsteady accuracy penalty factor -15% Item: ranged weapon; role: personal; troops: mounted works
Sagittarius secondary Ranged max movement accuracy penalty factor -15% Item: ranged weapon; role: captain; troops: mounted works
Sagittarius secondary Ranged max unsteady accuracy penalty factor -15% Item: ranged weapon; role: captain; troops: mounted works
Sweeping Wind primary Mount speed factor +5% Role: personal; troops: mounted works
Sweeping Wind secondary Party map speed factor +2% Role: party leader works
Relief Force primary Agent initial battle morale add +10 Party: not map event side leader; role: party leader differs
Relief Force secondary Daily security change of a town or castle add +0.2 × garrison security × mounted strength share Role: governor works
Horse Archer primary Blow damage after attacker amplifications factor +10% Item: consumable weapon; role: personal; troops: mounted works
Horse Archer secondary Blow damage after attacker amplifications factor +5% Item: consumable weapon; role: captain; troops: mounted works
Mounted Warrior primary Blow damage after attacker amplifications factor +5% Item: melee weapon; role: personal; troops: mounted works
Mounted Warrior secondary Blow damage after attacker amplifications factor +5% Item: melee weapon; role: captain; troops: mounted works
Breeder primary Daily animal breeding chance override set to 0.01 Role: party leader differs
Breeder secondary Daily production of one item in a village factor +5% Role: governor differs
Shepherd primary Party map speed factor -50% × herding modifier Role: party leader works
Shepherd secondary Daily production of one item in a village add +0.5 × (hearth level + 1) Item: mount; role: governor differs
Annoying Buzz primary Morale loss of the casualty's side when an agent falls factor +20% Item: ranged weapon; role: personal; troops: mounted works
Annoying Buzz secondary Morale loss of the casualty's side when an agent falls factor +5% Item: ranged weapon; role: captain; troops: mounted works
Thunderous Charge primary Morale loss of the casualty's side when an agent falls factor +20% Item: melee weapon; role: personal; troops: mounted works
Thunderous Charge secondary Morale loss of the casualty's side when an agent falls factor +10% Item: melee weapon; role: captain; troops: mounted works
Cavalry Tactics primary Daily chance that a notable's volunteer slot is filled factor +30% — unused
Cavalry Tactics secondary Party daily wage factor -50% × mounted wage share Party: garrison; role: governor differs
Cavalry Tactics secondary Daily chance that a notable's volunteer slot is filled factor -50% Role: governor; troops: mounted differs
Mounted Patrols primary Daily escape chance of a hero prisoner factor -50% Hero: prisoner; role: party leader differs
Mounted Patrols secondary Daily escape chance of a hero prisoner factor -50% Hero: prisoner; role: governor; settlement: town or castle differs
Dauntless Steed primary Damage needed to interrupt the victim's attack factor +50% Role: personal; troops: mounted works
Dauntless Steed secondary Agent arm armor add +5 Role: captain; troops: mounted differs
Dauntless Steed secondary Agent head armor add +5 Role: captain; troops: mounted differs
Dauntless Steed secondary Agent leg armor add +5 Role: captain; troops: mounted differs
Dauntless Steed secondary Agent torso armor add +5 Role: captain; troops: mounted differs
Tough Steed primary Mount body armor factor +20% Role: personal; troops: mounted works
Tough Steed secondary Mount body armor add +10 Role: captain; troops: mounted works
The Way Of The Saddle primary Blow damage after attacker amplifications add +7.5 at skill 275, +0.3 per point Role: personal; troops: mounted works
The Way Of The Saddle primary Mount maneuver add +7.5 at skill 275, +0.3 per point Role: personal; troops: mounted works
Dismount resistance — Dismount resistance override set to 0.4 at skill 0, +0.001 per point Role: personal works
Horse maneuver — Mount maneuver factor +0.04% per point Role: personal; troops: mounted works
Horse speed — Mount speed factor +0.2% per point Role: personal; troops: mounted works
Mounted weapon damage penalty — Blow damage after victim reductions factor -20% at skill 0, +0.2% per point, limit 0% Role: personal; troops: mounted differs
Mounted weapon speed & reload penalty — Agent weapon reload speed multiplier factor -30% at skill 0, +0.3% per point, limit 0% Role: personal; troops: mounted works
Mounted weapon speed & reload penalty — Melee swing speed multiplier factor -30% at skill 0, +0.3% per point, limit 0% Role: personal; troops: mounted works
Mounted weapon speed & reload penalty — Thrust or ranged ready speed multiplier factor -30% at skill 0, +0.3% per point, limit 0% Role: personal; troops: mounted works
Mounted weapon speed & reload penalty — Ranged best-accuracy wait time factor +30% at skill 0, -0.3% per point, limit 0% Role: personal; troops: mounted differs
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level — Wielded weapon inaccuracy factor +500% at skill 0, -5% per point, limit 0% Troops: mounted works
Skill level — Ranged max movement accuracy penalty multiply ×1 at skill 0, -0.000556 per point Item: ranged weapon; troops: mounted works
Skill level — Ranged max unsteady accuracy penalty multiply ×1 at skill 0, -0.000556 per point Item: ranged weapon; troops: mounted works
Skill level — Agent riding attribute multiply +1 per point — works
Skill level — Agent can mount override on — works
Skill level — Mount acceleration multiply ×0.7 + 0.003 × (skill - 1.5 × mount difficulty) — 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 (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 (any skill) — Persuasion success multiplier factor min(0.2, floor(skill / 250) × 0.2) Hero: main hero works
Skill level — Simulated tournament attack power multiply ×0.3 at skill 0, +0.002333 per point Mission: tournament works
Skill level — Simulated tournament defense power multiply ×0.3 at skill 0, +0.002333 per point Mission: tournament works
Skill level — Score of a participant in a simulated tournament add +0.01 × hero factor × skill — works

Practical tips