Bannerlord mechanics

Scouting guide

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

This guide explains what every Scouting perk and skill effect really does: how fast your party moves, how far it sees, how tracks work, and the odd perks that touch trade, taxes, prisoners and simulated battles. It is for game version v1.5.7; where a tooltip says one thing and the game does another, you get the game's version. NavalDLC extends the battle morale, carry capacity, map visibility, food consumption, healing, party impairment and troop training models, and extends and replaces parts of the clan finance, combat simulation, party size limit and party speed models. Many Scouting halves show "Land only" or "Reduced effect at sea" in their tooltips, and the sea has its own speed and sight rules. SandBox holds the battle morale code that Patrols uses. StoryMode extends the party size limit models in the story campaign. The exact formulas, edge cases and links to the game code are in the deep dives: Party and map (speed, sight, tracks, food, carry capacity, healing, troop XP), Battles (battle morale and simulated battles), Characters and politics (notable relations and prisoner escapes), Crafting and trade (trade penalty), Settlements (taxes and village income) and Naval campaign (the at-sea rules).

Who counts as "the scout". Most Scouting perks are read from your party's scout: the clan member you assigned to the Scout role in that party, or the party leader when nobody holds the role. Some halves are read from the party leader instead, and the town perks from the settlement's governor. Each perk below says which.

What the verdicts mean. works: does what the tooltip says, or more (broader effects are noted). differs: narrower, different, or with extra conditions or values compared with the tooltip. unused: never read by the game. ui_only: only shown in the interface.

What unlocks what

Every 25 points of Scouting opens a new pair. You pick one perk of each pair; the other is locked for that hero.

Scouting Perk A Perk B
25 Day Traveler: faster and see further by day Night Runner: faster and see further by night
50 Pathfinder: faster on plains and steppes; relation in towns Water Diviner: see further on plains and steppes; relation in villages
75 Desert Born: faster in deserts; governor tax Forest Kin: smaller forest slowdown for foot parties; governor village income
100 Forced March: faster and troop XP at high morale Unburdened: smaller overburden slowdown; troop XP when overburdened
125 Ranger: see tracks further and find them more easily Tracker: tracks last longer; faster when chasing enemies
150 Mounted Scouts: see further with a cavalry party; +5 party size Patrols: morale and auto-resolve edge against bandits
175 Beast Whisperer: find mounts; pack animals carry more Foragers: less food in forests and steppes; shorter disorganization
200 Rumor Network: cheaper trade in your faction's towns; spot hideouts further Village Network: cheaper trade in your faction's villages; bigger villager parties
225 Keen Sight: spot parties hiding in forests; lord prisoners escape less Vantage Point: see further when standing still; +10 prisoner limit
250 Rearguard: faster healing in an army; auto-resolve damage defending a siege camp Vanguard: auto-resolve damage when attacking and in sally-outs
275 Uncanny Insight: speed for every Scouting point above 200 (no alternative) —

How speed and sight bonuses add up

Party speed and sight range follow the same pattern: the game takes a starting value, adds flat bonuses to it, then adds up all percentage bonuses and penalties and applies the total once. Percentages do not multiply each other: a +5% perk next to the −25% night penalty is simply added to it.

Speed = (base from party size + flat adds) × (1 + sum of all percentage bonuses and penalties), at least 1

Sight range = (12 by day or 6 at night + Scouting skill bonus + flat adds) × (1 + sum of percentage bonuses), at most 60

Tier 1 (Scouting 25): Day Traveler or Night Runner

Day Traveler

Night Runner

Worked example. At night the starting sight range is 6. Your scout has Scouting 150, which adds 150 × 0.06 = 9 as a flat number, so the range is 15 before percentages. Night Runner then adds 30% of that:

A party at night on land, its scout at Scouting 150 with Night Runner. Inputs: seeing range base 6.

Step Source Stage Change Running value
Base Party spotting (seeing) range base 6.0000
1 Spotting distance add +9.0000 15.0000
2 Night Runner factor +30% +4.5000 19.5000
Result Party spotting (seeing) range 19.5000

With these inputs, party spotting (seeing) range is 19.5000.

The party sees 19.5000 at night. Without Night Runner it would stay at 15.0000. Day Traveler's +10% by day is smaller, but it applies to a bigger number: the day base is 12.

Which one? Night Runner's numbers are larger. It applies if you march at night or hunt bandits in the dark; Day Traveler is an always-on daytime bonus.

Tier 2 (Scouting 50): Pathfinder or Water Diviner

Pathfinder

Water Diviner

Which one? Both relation halves are equal. Pick Pathfinder for speed in open country and if you visit towns more than villages; Water Diviner if you want to see further on the same terrain.

Tier 3 (Scouting 75): Desert Born or Forest Kin

Desert Born

Forest Kin

Worked example. A party of 100 men, none of them mounted, crossing a forest at night with a Night Runner scout who also has Forest Kin. The base speed from party size is 3.9113.

A land party of 100 men, all on foot, marching through a forest at night, its scout with Forest Kin and Night Runner. Inputs: total men 100.

Step Source Stage Change Running value
Base Party map speed base 3.9113
1 Forest Kin factor +10% +0.3911 4.3024
2 Night Runner factor +5% +0.1956 4.4980
3 Forest terrain factor -20% -0.7823 3.7157
4 Night travel factor -25% -0.9778 2.7379
Result Party map speed 2.7379

With these inputs, party map speed is 2.7379.

Forest Kin cancels half the −20% forest penalty, shown as +10%. The party moves at 2.7379. The same party without Forest Kin:

The same 100-man foot party in a forest at night, its scout with Night Runner only. Inputs: total men 100.

Step Source Stage Change Running value
Base Party map speed base 3.9113
1 Night Runner factor +5% +0.1956 4.1069
2 Forest terrain factor -20% -0.7823 3.3246
3 Night travel factor -25% -0.9778 2.3468
Result Party map speed 2.3468

With these inputs, party map speed is 2.3468.

Without Forest Kin it crawls at 2.3468.

Which one? Forest Kin gives its bonus if you run an infantry or archer army through forests. Desert Born applies in the Aserai deserts. Forest Kin's governor half needs no presence, so it applies to a governor who travels.

Tier 4 (Scouting 100): Forced March or Unburdened

Forced March

Unburdened

Which one? Forced March gives speed and training while your morale stays above 75. Unburdened is for parties that are always loaded with loot or trade goods.

Tier 5 (Scouting 125): Ranger or Tracker

Tracks are the footprints parties leave on the map. How far away you can notice them comes mostly from your Scouting skill (see Skill effects).

Ranger

Worked example. Your scout has Scouting 200. Track distance starts at 0 and the skill adds 200 × 0.1 = 20; Ranger adds 20% of that:

The main party's scout at Scouting 200 with Ranger, on land.

Step Source Stage Change Running value
Base Main party maximum track spotting distance base 0.0000
1 Track detection radius add +20.0000 20.0000
2 Ranger factor +20% +4.0000 24.0000
Result Main party maximum track spotting distance 24.0000

With these inputs, main party maximum track spotting distance is 24.0000.

You notice tracks out to 24.0000 instead of 20.0000.

Tracker

Which one? Ranger if you use tracks to hunt bandits or lords; Tracker's lifetime bonus is capped, so its main value is the chase speed.

Tier 6 (Scouting 150): Mounted Scouts or Patrols

Mounted Scouts

Patrols

Which one? Mounted Scouts' +5 party size works for everyone and never turns off; take it unless you spend your game clearing bandits.

Tier 7 (Scouting 175): Beast Whisperer or Foragers

Beast Whisperer

Foragers

Which one? Beast Whisperer finds mounts on the plains, and spare mounts can help foot troops move faster. Foragers saves food and speeds recovery from disorganization.

Tier 8 (Scouting 200): Rumor Network or Village Network

Rumor Network

Village Network

Which one? Rumor Network for players who hunt hideouts or trade in their own kingdom's towns; Village Network for village trade inside your faction.

Tier 9 (Scouting 225): Keen Sight or Vantage Point

Keen Sight

Vantage Point

Which one? Vantage Point gives +25% sight while camping plus +10 prisoners. Keen Sight is for hunting parties in forests and keeping captured lords.

Tier 10 (Scouting 250): Rearguard or Vanguard

The damage halves change simulated battles (auto-resolve and the parts of a fight you do not play). They only apply when both parties involved move on the map. Rearguard's healing half shows "Reduced effect at sea" in the tooltip; the three damage halves are land only, as the tooltips show.

Rearguard

Vanguard

Which one? Vanguard if you attack more than you defend. Rearguard suits a lord who spends a lot of time in someone else's army.

Tier 11 (Scouting 275): Uncanny Insight

Uncanny Insight = 0.1% × (scout's Scouting − 200)

Skill effects

These come from the Scouting skill itself, no perk needed. They use the scout's skill (or the party leader's when there is no scout).

What the skill level itself does

The game also reads your Scouting 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
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
Main party detects a map track Your party sees a map track when your scout's Scouting is above the track's detection difficulty. Scouting above the track's detection difficulty, and above 0 Party: main party; role: scout works
Enemy track highlight color Enemy tracks are shown in a different color. Interface only. Scouting above 240 Party: main party; role: scout UI only
Track title shows the party name A track's title shows the party's name. Interface only. Scouting above 270 Party: main party; role: scout UI only
Party finds the daughter's tracks in the notable's daughter quest Your party finds the daughter's tracks when its best Scouting (the best unwounded hero, else the leader) is high enough. Scouting at least 150 × the issue's difficulty Party: main party works
Player may take an issue's quest You cannot take an issue's quest with low Scouting (other conditions also apply). Scouting 30 or more Hero: main hero works
Tavern keeper companion recommendation score For party-role recommendations the score is the candidate wanderer's level in the role's skill (Scouting, Engineering, Medicine, Steward, Boatswain or Shipmaster). — — 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 Scouting perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Pathfinder secondary only you party leader
Water Diviner secondary only you party leader
Desert Born secondary relatives and wanderers, not you governor
Forest Kin secondary relatives and wanderers, not you governor
Village Network secondary relatives and wanderers, not you governor
Track information level — nobody: never read in play, or only shown in the interface —

All Scouting effects

Every effect site of the Scouting 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
Day Traveler primary Party map speed factor +2% Role: scout; time: day works
Day Traveler secondary Party spotting (seeing) range factor +10% Role: scout; time: day works
Night Runner primary Party map speed factor +5% Role: scout; time: night works
Night Runner secondary Party spotting (seeing) range factor +30% Role: scout; time: night works
Pathfinder primary Party map speed factor +2% Role: scout; terrain: plain or steppe works
Pathfinder secondary Relation change with a notable add +1 Party: main party; role: party leader; settlement: town differs
Water Diviner primary Party spotting (seeing) range factor +10% Role: scout; terrain: plain or steppe works
Water Diviner secondary Relation change with a notable add +1 Party: main party; role: party leader; settlement: village differs
Desert Born primary Party map speed factor +5% Role: scout; terrain: desert or dune works
Desert Born secondary Daily tax of a town or castle factor +2.5% Role: governor; settlement: governed works
Forest Kin primary Party map speed factor +10% Role: scout; terrain: forest differs
Forest Kin secondary Daily income from one village multiply ×1.1 Role: governor; settlement: village works
Forced March primary Party map speed factor +2.5% Role: scout works
Forced March secondary Daily troop experience add +2 Map state: moving; role: party leader works
Unburdened primary Overburdened speed effect (added to party speed base) factor -20% Role: scout works
Unburdened secondary Daily troop experience add +2 Map state: moving; role: party leader works
Ranger primary Main party maximum track spotting distance factor +20% Party: main party; role: scout differs
Ranger secondary Track detection difficulty for the main party multiply ×0.9 Party: main party; role: scout differs
Tracker primary Track lifetime (hours) multiply ×1.2 Party: main party; role: scout differs
Tracker secondary Party map speed factor +2% Party: engaging hostile party; role: scout differs
Mounted Scouts primary Party spotting (seeing) range factor +10% Role: scout differs
Mounted Scouts secondary Party member size limit add +5 Role: party leader works
Patrols primary Agent initial battle morale add +5 Role: scout differs
Patrols secondary Side advantage in simulated battles factor +10% Mission: simulation; role: party leader differs
Beast Whisperer primary Daily chance to find an animal on the map base 0.05 Role: scout; terrain: plain or steppe works
Beast Whisperer secondary Pack animal carry capacity factor +10% Party: not at sea; role: party leader works
Foragers primary Party daily food consumption (negative) factor -10% Role: scout; terrain: forest or steppe works
Foragers secondary Disorganized state duration (hours) factor -15% Role: party leader works
Rumor Network primary Trade penalty factor -5% Faction: same map faction; role: party leader; settlement: town works
Rumor Network secondary Hideout spotting distance multiply ×1.3 Party: main party; role: scout works
Village Network primary Trade penalty factor -10% Faction: same map faction; role: party leader; settlement: village differs
Village Network secondary Villager party initial troop count per template stack multiply ×1.1 Party: villager; role: governor differs
Keen Sight primary Main-party spotting ratio for a seen party add +0.15 Party: main party; role: scout; terrain: forest differs
Keen Sight secondary Daily escape chance of a hero prisoner factor -50% Role: party leader works
Vantage Point primary Party spotting (seeing) range factor +25% Map state: stationary; role: scout works
Vantage Point secondary Prisoner size limit add +10 Role: party leader works
Rearguard primary Daily healing of wounded regular troops factor +20% Party: in army; role: party leader works
Rearguard secondary Damage of one simulated troop hit factor +10% Mission: simulation; role: party leader works
Vanguard primary Damage of one simulated troop hit factor +5% Mission: simulation; role: party leader works
Vanguard secondary Damage of one simulated troop hit factor +10% Mission: simulation; role: party leader works
Uncanny Insight primary Party map speed factor +7.5% at skill 275, +0.1% per point Role: scout works
Track detection radius — Main party maximum track spotting distance add +0.1 per point Party: main party; role: scout differs
Spotting distance — Party spotting (seeing) range add +0.06 per point Role: scout differs
Track information level — Track tooltip information level add +floor(0.04 × skill) Party: main party; role: scout UI only
Skill level (any skill) — Agent effective skill in battle base skill value — 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 (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 — Main party detects a map track override on Party: main party; role: scout works
Skill level — Enemy track highlight color override on Party: main party; role: scout UI only
Skill level — Track title shows the party name override on Party: main party; role: scout UI only
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 — Party finds the daughter's tracks in the notable's daughter quest override on Party: main party 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 — Tavern keeper companion recommendation score base +1 per point — works

Practical tips