Roguery guide
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:
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.dead: the game has code for it, but nothing calls it.
"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
- Primary, +20% experience for bandit troops (party leader;
works). Bandit-culture troops in the party gain 20% more from both kinds of troop experience: the daily training experience and the experience earned per hit in battle. Land only, as the tooltip shows. - Secondary, +5% raid speed (party leader;
works, broader). It raises the hourly damage a raid does to a village by 5%. The game adds it once for every raiding party whose leader has the perk, so in an army it stacks once per perk-holding party. The base hourly damage grows with the square root of the raiding troop count: (square root of troops + 5) ÷ 900 per hour.
Sweet Talker
- Primary, "+20% chance for convincing bandits to leave in peace with barter" (party leader, you only;
differs). No chance is changed. When you barter for safe passage with bandits, the perk raises the gold value the bandits put on letting you go by 20% (rounded), so the price you pay goes up, not down. Land only, as the tooltip shows. - Secondary, −20% prisoner escape chance in the governed settlement (governor;
works). Lords held prisoner in the town or castle this hero governs get 20% off their daily escape chance. The governor has to be in the settlement. Only hero prisoners roll a daily escape; regular troop prisoners have no daily escape roll to reduce.
Tier 2 (Roguery 50): Deep Pockets or Two Faced
Deep Pockets
- Primary, double tournament bet (personal, you only;
works). The most you can bet in a tournament goes from 150 to 300. - Secondary, −20% bandit troop wages (party leader;
works). The game takes the wages of all bandit troops out of the party total, applies −20% to them, rounds down to a whole number, and adds them back before the wage factors.
Two Faced
- Primary, +50% chance to sneak into towns (personal, you only;
works). Your sneak-in success chance starts at 0.3, gains 0.003 for every point of your Roguery, and loses 0.005 per average level of the garrison troops and at least 0.15 for your clan's renown. Two Faced then adds half of that chance on top, as long as the chance is above 0. The result stays between 0 and 1. - Secondary, no morale loss from recruiting bandit prisoners (party leader;
works). Recruiting a bandit prisoner normally costs 2 morale per recruit. With Two Faced it costs nothing.
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
- Your Roguery: the main hero's Roguery skill.
- Average garrison level: the average troop level of the town's garrison; 0 without a garrison.
- Renown penalty: 0.00015 × your clan's renown, but never less than 0.15.
Tier 3 (Roguery 75): In Best Light or Know-How
In Best Light
- Primary, "+1 extra troop" when forcing volunteers from a village (party leader, your party only;
differs). The +1 in the tooltip is never read. Forcing volunteers normally gives one troop per 30 hearths, rounded up; with In Best Light you get one extra troop for every notable in the village, not one in total. - Secondary, +20% faster raid recovery for your villages (clan leader;
works, broader). Raided settlements of a clan whose leader has the perk recover hit points 20% faster each day. It applies to towns as well as villages. Recovery only runs while the settlement is damaged and not in a battle or siege.
Know-How
- Primary, +5% loot from defeated villagers and caravans (party leader;
works). When your party wins against a caravan or villager party, its share of the loot rises 5%. - Secondary, +1 security per day (governor;
works). Adds +1 to the daily security change of the governed town or castle. The governor must be in the settlement.
Tier 4 (Roguery 100): Manhunter or Promises
Manhunter
- Primary, +20% ransom for regular troops (personal;
differs). When you sell regular (non-hero) prisoners, each is worth 20% more, rounded. It is skipped when the seller's party is at sea, which the tooltip does not say. - Secondary, +10 prisoner limit (party leader;
works). Ten more prisoner slots, always, at sea too.
Promises
- Primary, "−50% food consumption for bandit units" (party leader;
differs). The game counts the bandits among your troops and among your prisoners, divides that by the number of your troops only, and takes that share of −50% off the whole party's food use. So bandit prisoners count as if they were troops, and with as many bandit prisoners as troops the whole party eats half as much.
Promises reduction = 50% × (bandit troops + bandit prisoners) ÷ troops in the party
- Bandit troops: bandit-culture troops in the party.
- Bandit prisoners: bandit-culture prisoners you hold.
- Troops in the party: every member of the party, prisoners not included.
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.
- Secondary, +30% bandit prisoner recruitment rate (party leader;
works). Bandit prisoners gain conformity (their progress toward being recruitable) 30% faster. Land only, as the tooltip shows.
Tier 5 (Roguery 125): Scarface or White Lies
Scarface
- Primary, +30% chance for bandits, villagers and caravans to surrender (personal, you only;
differs, and broader). Against a weaker bandit, villager or caravan party, the chance that they surrender rises 30%, capped at 1. This part is land only, as the tooltip shows. The perk also raises the chance that such a party accepts a bribe by 30%, which the tooltip does not mention; that part also works at sea, although the tooltip says land only. Both always read your own character, not the party leader's. - Secondary, +5% daily chance of +1 relation with a notable (governor;
differs). Each day there is a 5% chance that the governor gains +1 relation with a random gang leader of the settlement. Other notables are never picked.
White Lies
- Primary, +20% crime rating decrease rate (personal, you only;
works). Your crime rating with a faction normally drops by a fixed amount each day, depending on your relation with that faction (for example −1 for most factions, −0.25 at war with your clan). White Lies makes that daily change 20% bigger. It is applied to the whole daily change, so it also scales the crime your alleys in that faction's towns add. - Secondary, +2% daily chance of +1 relation with a notable (governor;
works). Each day there is a 2% chance that the governor gains +1 relation with a random notable of the settlement.
Tier 6 (Roguery 150): Partners in Crime or Smuggler Connections
Partners in Crime
- Primary, surrendering bandit parties can be recruited (party leader, you only;
differs). When bandits surrender, the perk unlocks the "You will earn back your lives by serving under my command" answer, and they join with no further roll. This part differs: at sea the perk does not count, and the game checks the Mariner perk Arr! instead. The game also has a check where the perk makes bandits always agree to join instead of rolling against the bribe chance, but no conversation uses it (dead). - Secondary, +2% damage by bandit troops in your formation (captain;
works). Bandit troops you lead as captain deal 2% more damage with any weapon. The captain does not boost their own attacks. Land only, as the tooltip shows.
Smuggler Connections
- Primary, trade in towns while disguised (personal, you only;
works). Without the perk you cannot trade in a town or castle while disguised. With it you can, and traders greet you ("a friend of a friend") once your disguise contact has been made. - Secondary, −50% trade penalty with factions where you have crime rating (party leader, your party only;
works). When you trade with a merchant whose faction holds any crime rating above 0 against you, the merchant's cut shrinks by 50%. It works when buying and when selling. More on the trade penalty in Crafting and trade.
Tier 7 (Roguery 175): One of the Family or Salt the Earth
One of the Family
- Primary, +10 Vigor and Control skills for bandit units (party leader;
works). Bandit troops of the party get +10 to every weapon skill that belongs to Vigor or Control in battle: One Handed, Two Handed, Polearm, Bow, Crossbow and Throwing. Land only, as the tooltip shows. - Secondary, +1 recruitment slot from gang leaders (governor;
differs). Gang leaders in the governed town, and in the villages bound to it, let you recruit from one more slot (up to the usual 6). Only heroes whose clan owns the settlement get the slot, which the tooltip does not say. The governor does not need to be present.
Salt the Earth
- Primary, +20% loot when villagers give in to your threats (party leader, your party only;
works). When you threaten a villager party and they comply, they normally hand over 20% of their goods plus trade gold, at most 2000. Salt the Earth raises that demand by 20%, rounded, after the 2000 cap. They pay in gold as far as their trade gold goes, and goods make up the rest. - Secondary, +5% tariff revenue (governor;
works). +5% daily tariff income from the governed town. The governor must be in the town.
Tier 8 (Roguery 200): Carver or Ransom Broker
Carver
- Primary, +10% damage with civilian weapons (personal;
works). Your blows with a civilian weapon deal 10% more damage, melee or thrown. Reduced effect at sea, as the tooltip shows. - Secondary, +2% one-handed damage for your formation (captain;
works). Troops you lead as captain deal 2% more damage with one-handed melee weapons. Land only, as the tooltip shows.
Ransom Broker
- Primary, +25% ransom for heroes (party leader;
works). When a party leader sells a hero prisoner, the ransom rises 25%, rounded. No environment line on the tooltip: it works the same at sea. - Secondary, −30% escape chance for hero prisoners (party leader;
works). Lords held by your party get −30% on their daily escape chance. Reduced effect at sea, as the tooltip shows.
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
- Primary, −20% sell price penalty for weapons (party leader;
works). When you sell any item that counts as a weapon, the merchant's cut shrinks 20%. That includes shields and ammunition. - Secondary, "+2% militia per day" when besieged (governor;
differs). It adds a flat +2 militia per day to the besieged governed settlement, not +2%. The governor must be in the settlement.
Dirty Fighting
- Primary, +50% kick stun duration (personal;
works). Your kicks stun 50% longer. Reduced effect at sea, as the tooltip shows. - Secondary, "+2 random food items smuggled" when besieged (governor;
differs). No food items are smuggled. It adds +2 to the besieged settlement's daily food change. The governor must be in the settlement.
Tier 10 (Roguery 250): Dash and Slash or Fleet Footed
Dash and Slash
- Primary, +50% damage bonus from speed while on foot (personal;
works). The part of your swing or thrust strength that comes from your own movement speed is 50% bigger. It only applies on foot and only when you are actually moving into the strike. Reduced effect at sea, as the tooltip shows. - Secondary, +2% two-handed damage for your formation (captain;
works). Troops you lead as captain deal 2% more damage with two-handed melee weapons. Land only, as the tooltip shows.
Fleet Footed
- Primary, +10% combat movement speed with no weapons or shields (personal;
differs). The game checks what you are holding right now, not what you have equipped: with nothing in your main hand and nothing in your off hand you move 10% faster. It raises your general top speed, not a combat-only speed. Reduced effect at sea, as the tooltip shows. - Secondary, +30% escape chance when imprisoned by mobile parties (personal;
differs). For an AI lord with the perk held by a party on the map, the daily escape chance rises 30%, at sea too, although the tooltip says land only. For you as a prisoner, your escape chance rises 30% while a party on the map holds you on land; at sea it does not apply, as the tooltip's "Land only" says.
Tier 11 (Roguery 275): Rogue Extraordinaire
- +1% loot for every Roguery point above 200 (party leader;
works). Counts the party leader's Roguery above 200. It adds to the same loot weight as the Roguery skill effect (below).
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
- Loot weight: 1, plus 0.25% per point of the party leader's Roguery (skill effect), plus 1% per point above 200 with Rogue Extraordinaire. These add together.
- Know-How: 1 + 5% against a caravan or villager party when the party leader has Know-How, else 1.
- Contribution: how much your party did in the battle. Garrisons, militia and parties that contributed nothing get no share.
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.
- Battle Loot, +0.25% per point (party leader's Roguery;
works). Raises the party's loot weight as described above. - Sneak attack damage, +0.2% per point (personal;
works, broader). Sneak attacks are multiplied by 1 plus this bonus, but the game also adds a flat +50% on top of the per-point value, and another +200% when the weapon is a dagger or throwing knife. It only applies to weapons that can make sneak attacks. - Crouched speed, +0.05% per point (personal;
differs). Raises how fast you move while crouched, but only while you are holding a weapon. With empty hands you crouch-walk at normal speed. - Noise suppression, −0.25% per point (
unused). Shown in the skill tooltip, but the game never reads it.
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
- Leader perks need the party leader. No Rest for the Wicked, Deep Pockets' wages, Two Faced's morale, In Best Light's volunteers, Know-How's loot, Manhunter's prisoner limit, Promises, Partners in Crime, One of the Family, Salt the Earth, Ransom Broker, Arms Dealer and Rogue Extraordinaire all need the perk on the hero leading the party.
- Several perks only read you. Sweet Talker's barter, Deep Pockets' bet, Two Faced's sneaking, Scarface, White Lies' crime decay, Partners in Crime and Smuggler Connections check the main hero, so a companion with them does not help.
- Sweet Talker raises the safe-passage price. If you pay bandits for safe passage, the perk makes it 20% more expensive.
- Bandit prisoners feed Promises. If you carry many bandit prisoners, Promises cuts food for the whole party, even with no bandits among your troops.
- In Best Light scales with notables. Villages with more notables give more extra troops when you force volunteers.
- What changes at sea. "Land only" halves do nothing at sea: No Rest for the Wicked's primary, Sweet Talker's primary, Promises' secondary, Scarface's primary, Partners in Crime's secondary, One of the Family's primary, Carver's secondary, Dash and Slash's secondary and Fleet Footed's secondary. "Reduced effect at sea" halves: Carver's primary, Ransom Broker's secondary, Dirty Fighting's primary, Dash and Slash's primary and Fleet Footed's primary. Two halves also skip the sea by their own checks, without a tooltip line: Manhunter's ransom and Partners in Crime's force-join option, which reads Arr! instead. See Naval campaign for the at-sea rules.
- Governor perks and presence. Know-How, Salt the Earth, Arms Dealer, Dirty Fighting and Sweet Talker's prisoners need the governor inside the settlement; One of the Family's slots do not.
- Fleet Footed wants empty hands. If you sheathe your weapon and shield, the +10% speed applies even with them still equipped.