Bannerlord mechanics

Roguery guide

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

This guide explains what the Roguery skill and every Roguery perk really do: bandit troops in your party, raiding and threatening villagers and caravans, prisoners and ransoms, crime and disguise, battle loot, and the handful of combat perks for civilian weapons, kicks and sneak attacks. It is written for game v1.5.7. The battle-side perks (damage, effective skill, movement, kick stun, sneak attacks), the tournament bet and trading in disguise live in the SandBox module. NavalDLC extends the agent damage, agent stats, hit experience, food consumption, troop training, wage and recruitment cost, prisoner recruitment, raid, settlement access, militia, security and armor and strike magnitude models, and extends and replaces parts of the battle reward, clan finance, encounter and party size limit models. In the encounter model it extends the check that lets you force bandits to join: at sea that check reads the Mariner perk Arr! instead of Partners in Crime. StoryMode extends the hit experience, party size limit, wage and recruitment cost and prisoner recruitment models, and extends and replaces parts of the battle reward models in the story campaign. Each perk half's tooltip also says where it works ("Land only", "Reduced effect at sea"); the list is in the practical tips.

For exact formulas, edge cases and links to the game code, see the deep dives: Battles (combat XP, loot share, tournament bet), Party and map (wages, prisoner limit, troop XP, food, bribe and surrender chance, forcing bandits to join, villager bribes), Characters and politics (safe passage, bandits joining, prisoner escapes, conformity, ransoms, crime, sneaking into towns), Settlements (security, militia, food, tariffs, raid recovery, forced volunteers, recruit slots, notable relations), Crafting and trade (trade penalty, trading in disguise), Combat damage (damage perks, strike speed), Combat agent stats (effective skill, movement, crouched speed, kick stun, sneak attack) and Naval campaign (raid damage).

Each perk has two halves. The primary half and the secondary half each work through a role: party leader (your whole party), captain (troops in the formation you lead in battle), governor (the settlement you govern), clan leader, or personal (you yourself). The verdict after each half says how the code compares with the tooltip:

"Bandit" troops below means troops of a bandit culture, unless a half says it checks bandit occupation instead; the two tests usually pick the same troops.

What unlocks what

You pick one perk of each pair; the other is locked for that hero. Tier 11 has a single perk.

Roguery Perk A Perk B
25 No Rest for the Wicked: more XP for bandit troops; faster raids Sweet Talker: changes the bandit safe-passage price; governor prisoner escape
50 Deep Pockets: double tournament bet; cheaper bandit wages Two Faced: easier sneaking into towns; no morale loss recruiting bandit prisoners
75 In Best Light: more forced volunteers; faster raid recovery Know-How: more loot from caravans and villagers; governor security
100 Manhunter: better troop ransoms; +10 prisoner limit Promises: less food; faster bandit prisoner conformity
125 Scarface: surrender and bribe chance; governor relation with gang leaders White Lies: faster crime decay; governor relation with notables
150 Partners in Crime: recruit surrendering bandits; captain damage for bandit troops Smuggler Connections: trade in disguise; cheaper trade where you have crime rating
175 One of the Family: +10 weapon skills for bandit troops; gang leader recruit slot Salt the Earth: villagers pay more; governor tariffs
200 Carver: civilian weapon damage; captain one-handed damage Ransom Broker: better hero ransoms; hero prisoners escape less
225 Arms Dealer: better weapon sell prices; governor militia under siege Dirty Fighting: longer kick stun; governor food under siege
250 Dash and Slash: more speed bonus on foot; captain two-handed damage Fleet Footed: faster when unarmed; prisoner escape chance
275 Rogue Extraordinaire: loot for every Roguery point above 200 (no alternative) —

Tier 1 (Roguery 25): No Rest for the Wicked or Sweet Talker

No Rest for the Wicked

Sweet Talker

Tier 2 (Roguery 50): Deep Pockets or Two Faced

Deep Pockets

Two Faced

Sneak-in chance = (0.3 + 0.003 × your Roguery − 0.005 × average garrison level − renown penalty) × (1 + 50% with Two Faced), between 0 and 1

Tier 3 (Roguery 75): In Best Light or Know-How

In Best Light

Know-How

Tier 4 (Roguery 100): Manhunter or Promises

Manhunter

Promises

Promises reduction = 50% × (bandit troops + bandit prisoners) ÷ troops in the party

Worked example. A party of 100 regular troops, none of them bandits, holding 100 bandit prisoners. Normal food use counts every troop and half of the prisoners, so the party uses 7.5000 food a day. With Promises the bandit share is 100 ÷ 100, the full −50%:

A party of 100 regular (non-bandit) men holding 100 bandit prisoners, whose leader has Promises. Inputs: members 100, prisoners 100.

Step Source Stage Change Running value
Base Party daily food consumption (negative) base -7.5000
1 Promises factor -50% +3.7500 -3.7500
Result Party daily food consumption (negative) -3.7500

With these inputs, party daily food consumption (negative) is -3.7500.

The party uses 3.7500 food a day instead of 7.5000, although none of its troops is a bandit.

Tier 5 (Roguery 125): Scarface or White Lies

Scarface

White Lies

Tier 6 (Roguery 150): Partners in Crime or Smuggler Connections

Partners in Crime

Smuggler Connections

Tier 7 (Roguery 175): One of the Family or Salt the Earth

One of the Family

Salt the Earth

Tier 8 (Roguery 200): Carver or Ransom Broker

Carver

Ransom Broker

Worked example. An AI lord held by your party of 16 healthy men on the map, and you have Ransom Broker. The daily escape chance starts at 0.04. A captor party under 81 healthy men raises it, and a prisoner held by the player halves it:

An AI lord held by the player's party of 16 healthy men on the map; the player has Ransom Broker.

Step Source Stage Change Running value
Base Daily escape chance of a hero prisoner base 0.0400
1 Ransom Broker factor -30% -0.0120 0.0280
2 Captor party size multiply ×3 +0.0560 0.0840
3 Player-held prisoner multiply ×0.5 -0.0420 0.0420
Result Daily escape chance of a hero prisoner 0.0420

With these inputs, daily escape chance of a hero prisoner is 0.0420.

The lord escapes on 0.0420 of days. The captor-size multiplier shrinks as your party grows and reaches 2 at 81 healthy men. Ransom Broker stacks by adding with other escape perks; see Hero prisoner daily escape.

Tier 9 (Roguery 225): Arms Dealer or Dirty Fighting

Arms Dealer

Dirty Fighting

Tier 10 (Roguery 250): Dash and Slash or Fleet Footed

Dash and Slash

Fleet Footed

Tier 11 (Roguery 275): Rogue Extraordinaire

Battle loot

When your side wins, every winning party with a share in the fight gets a share of the defeated party's loot. Roguery raises your party's weight in that split.

Loot share = your contribution ÷ total contribution of the winners × loot weight × Know-How × 0.5

NavalDLC adds its own caravan and villager terms (a Nord feat and the Mariner perk Pirate's Prowess); see Loot share.

Skill effects

These come from the Roguery skill itself, no perk needed.

Your Roguery also feeds the sneak-into-town chance (0.003 per point; see Two Faced).

Worked example. You have Roguery 150 and stab an unaware enemy with a dagger. The per-point bonus plus the flat 50% give +80%, and the dagger adds +200%:

A hero with Roguery 150 makes a sneak attack with a dagger.

Step Source Stage Change Running value
Base Sneak attack damage multiplier base 1.0000
1 Sneak attack damage factor +80% +0.8000 1.8000
2 Dagger or throwing knife sneak attack bonus factor +200% +2.0000 3.8000
Result Sneak attack damage multiplier 3.8000

With these inputs, sneak attack damage multiplier is 3.8000.

The sneak attack hits 3.8000 times as hard. With a weapon that is not a dagger or throwing knife it would be 1.8000.

What the skill level itself does

The game also reads your Roguery 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
Clan member passes the alley leader skill check A clan member can lead an alley only with enough Roguery. Roguery 30 or more Hero: player clan works
Hours to press villagers into service Pressing villagers into service takes 1 hour less for every full 15 Roguery points of the best hero in your party. Every full 15 Roguery points Party: main party works
Hours to take food from a villager party Taking food from a villager party takes 1 hour less for every full 30 Roguery points of the best hero in your party. Every full 30 Roguery points Party: main party works
Success chance of sending troops into a hideout The chance that sending troops into a hideout succeeds is (Tactics + Roguery) ÷ (325 + Tactics + Roguery). — Hero: main hero works
Skill XP from an incident option The skill XP of an incident option (Trade, Roguery or Engineering) is multiplied by your learning rate from attribute and focus, but never reduced below ×1. — Hero: main hero works
Incident may trigger for the player The Coin Clipping incident can trigger for you only once your Roguery reaches 40 (and you have at least 5 regular troops). Roguery at least 40 Hero: main hero works
Gold cost to start a prison break Each Roguery point lowers the cost to start a prison break by 10 gold; the game then rounds down to a multiple of 100 and adds the 1000 floor. — Hero: main hero works
Bribe to enter a lord's hall or dungeon The bribe to enter a lord's hall or dungeon is multiplied by (1 − Roguery ÷ 300) × 0.65 + 0.35: ×1.0 at Roguery 0 and ×0.35 at Roguery 300, before the game rounds to 25 gold. — Hero: main hero works
Sneak-into-town success chance The chance to sneak into a town rises by 0.003 per Roguery point. — Hero: main hero works
Stealth sound factor multiplier A sneaking soldier's sound factor is lowered by 0.0001 per Roguery point: by 0.03 at Roguery 300. — — works
Tavern keeper companion recommendation score For this recommendation type the score is the candidate wanderer's Roguery. — — 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 Roguery perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Sweet Talker primary only you party leader
Sweet Talker secondary relatives and wanderers, not you governor
Deep Pockets primary only you anywhere: the hero's own bonus outside battle
Two Faced primary only you anywhere: the hero's own bonus outside battle
In Best Light primary only you party leader
In Best Light secondary only you clan leader
Know-How secondary relatives and wanderers, not you governor
Scarface primary only you anywhere: the hero's own bonus outside battle
Scarface secondary relatives and wanderers, not you governor
White Lies primary only you anywhere: the hero's own bonus outside battle
White Lies secondary relatives and wanderers, not you governor
Partners in Crime primary only you party leader
Smuggler Connections primary only you anywhere: the hero's own bonus outside battle
Smuggler Connections secondary only you party leader
One of the Family secondary relatives and wanderers, not you governor
Salt the Earth primary only you party leader
Salt the Earth secondary relatives and wanderers, not you governor
Arms Dealer secondary relatives and wanderers, not you governor
Dirty Fighting secondary relatives and wanderers, not you governor
Noise suppression — nobody: never read in play, or only shown in the interface —

All Roguery effects

Every effect site of the Roguery 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
No Rest for the Wicked primary Daily troop experience factor +20% Role: party leader; troops: bandit works
No Rest for the Wicked primary Combat XP from one hit factor +20% Role: party leader; troops: bandit works
No Rest for the Wicked secondary Hourly raid damage to a village factor +5% Role: party leader works
Sweet Talker primary Barter value of safe passage factor +20% Hero: main hero; party: not at sea; role: party leader; victim: bandit party differs
Sweet Talker secondary Daily escape chance of a hero prisoner factor -20% Hero: prisoner; role: governor; settlement: town or castle works
Deep Pockets primary Maximum tournament bet multiply ×2 Hero: main hero; mission: tournament; role: personal works
Deep Pockets secondary Party daily wage factor -20% × bandit wage share Role: party leader; troops: bandit works
Two Faced primary Sneak-into-town success chance multiply ×1.5 Hero: main hero; role: personal works
Two Faced secondary Morale change from recruiting prisoners override set to 0 Role: party leader; troops: bandit occupation works
In Best Light primary Troops gained by forcing volunteers from a village add +notables Party: main party; role: party leader; settlement: village differs
In Best Light secondary Daily settlement hit point recovery factor +20% Role: clan leader works
Know-How primary Winner party's share of the defeated party's loot multiply ×1.05 Role: party leader; victim: caravan or villager party works
Know-How secondary Daily security change of a town or castle add +1 Role: governor works
Manhunter primary Prisoner ransom value factor +20% Hero: not hero; party: not at sea; role: personal differs
Manhunter secondary Prisoner size limit add +10 Role: party leader works
Promises primary Party daily food consumption (negative) factor -50% × (bandit members + bandit prisoners) / members Role: party leader; troops: bandit differs
Promises secondary Prisoner conformity gained per hour factor +30% Role: party leader; troops: bandit occupation works
Scarface primary Chance a weaker party accepts a bribe factor +30% Hero: main hero; role: personal; victim: bandit villager or caravan party differs
Scarface primary Chance a weaker party surrenders multiply ×min(1, chance × 1.3) Hero: main hero; party: not at sea; role: personal; victim: bandit villager or caravan party works
Scarface secondary Daily chance that a governor perk grants relation with a notable (Town tick) override set to 0.05 Hero: gang leader; role: governor differs
White Lies primary Daily crime rating change factor +20% Hero: main hero; role: personal works
White Lies secondary Daily chance that a governor perk grants relation with a notable (Town tick) override set to 0.02 Role: governor works
Partners in Crime primary Chance that bandits agree to join the player override set to 1 Hero: main hero; role: party leader dead
Partners in Crime primary Player can force bandits to join override on Hero: main hero; party: not at sea; role: party leader differs
Partners in Crime secondary Blow damage after attacker amplifications factor +2% Role: captain; troops: bandit works
Smuggler Connections primary Main hero may trade in a town or castle (1 yes, 0 no) override on Hero: main hero; role: personal; settlement: town or castle works
Smuggler Connections primary Trader greeting available (1 yes, 0 no) override on Hero: main hero; role: personal works
Smuggler Connections secondary Trade penalty factor -50% Faction: crime rating positive; party: main party; role: party leader works
One of the Family primary Agent effective skill in battle add +10 Role: party leader; troops: bandit occupation works
One of the Family secondary Highest volunteer slot index a hero can recruit from a notable add +1 Faction: recruiter clan owns settlement; hero: gang leader; role: governor differs
Salt the Earth primary Gold demanded from a villager party multiply ×1.2 Party: main party; role: party leader; victim: villager party works
Salt the Earth secondary Daily tariff income of a town factor +5% Role: governor works
Carver primary Blow damage after attacker amplifications factor +10% Item: civilian weapon; role: personal works
Carver secondary Blow damage after attacker amplifications factor +2% Item: melee weapon, one handed weapon; role: captain works
Ransom Broker primary Prisoner ransom value factor +25% Hero: prisoner is hero; role: party leader works
Ransom Broker secondary Daily escape chance of a hero prisoner factor -30% Hero: prisoner; party: mobile; role: party leader works
Arms Dealer primary Trade penalty factor -20% Item: weapon; party: selling; role: party leader works
Arms Dealer secondary Daily militia change of a settlement add +2 Role: governor; settlement: under siege differs
Dirty Fighting primary Kick stun duration multiplier factor +50% Role: personal works
Dirty Fighting secondary Daily food stock change of a town or castle add +2 Role: governor; settlement: under siege differs
Dash and Slash ×2 primary Attacker extra linear speed in strike magnitude factor +50% Role: personal; troops: on foot works
Dash and Slash secondary Blow damage after attacker amplifications factor +2% Item: melee weapon, two handed weapon; role: captain works
Fleet Footed primary Agent max movement speed multiplier factor +10% Item: no offhand item, no wielded weapon; role: personal differs
Fleet Footed secondary Player escape chance per captivity check multiply ×1.3 Hero: main hero; party: mobile, not at sea; role: personal works
Fleet Footed secondary Daily escape chance of a hero prisoner factor +30% Hero: prisoner; party: mobile; role: personal differs
Rogue Extraordinaire primary Winner party's share of the defeated party's loot factor +75% at skill 275, +1% per point Role: party leader works
Crouched speed — Agent crouched movement speed multiplier factor +0.05% per point Item: weapon; role: personal differs
Noise suppression — — base — Role: personal unused
Battle Loot — Winner party's share of the defeated party's loot factor +0.25% per point Role: party leader works
Sneak attack damage — Sneak attack damage multiplier factor +50% at skill 0, +0.2% per point Role: personal works
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level (any skill) — Skill a hero inherits on coming of age base +1 per point — works
Skill level — Clan member passes the alley leader skill check override off Hero: player clan works
Skill level (any skill) — Heir selection points of a clan member add +5 — works
Skill level — Hours to press villagers into service add -floor(skill / 15) Party: main party works
Skill level — Hours to take food from a villager party add -floor(skill / 30) Party: main party works
Skill level — Success chance of sending troops into a hideout add +skill / (325 + skill) Hero: main hero works
Skill level — Skill XP from an incident option multiply ×max(learning rate, 1) Hero: main hero works
Skill level — Incident may trigger for the player override off Hero: main hero 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 — Gold cost to start a prison break add -10 per point Hero: main hero works
Skill level — Bribe to enter a lord's hall or dungeon multiply ×1 at skill 0, -0.002167 per point 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 — Sneak-into-town success chance add +0.003 per point Hero: main hero works
Skill level — Stealth sound factor multiplier add -0.0001 per point — works
Skill level — Tavern keeper companion recommendation score base +1 per point — works

Practical tips