Bannerlord mechanics

Shipmaster guide

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

This guide explains what every Shipmaster perk and the Shipmaster skill effect really do: how fast your fleet sails, how far it sees at sea, fishing, getting away from enemy fleets, crew requirements, ship handling in naval battles and the governor perks for coastal towns, for game v1.5.7. Shipmaster needs NavalDLC: the skill, all its perks and its skill effect come with the DLC and are read only by NavalDLC's own models and campaign behaviours. NavalDLC extends the agent damage, agent stats, battle morale, map visibility, party impairment and prosperity models, extends and replaces parts of the battle reward, combat simulation, party speed and troop sacrifice models, and replaces parts of the embark and disembark models. StoryMode extends and replaces parts of the battle reward models in the story campaign. The exact formulas, edge cases and links to the game code are in the deep dives: Naval campaign (speed at sea, crew, sight at sea, fishing, disembarking, recall, getting away), Naval battles (ramming morale, simulated ship hits, prisoner capture, deployment limit, sail and oar force), Combat agent stats (deck movement penalty, breath hold, figureheads), Combat damage (one-handed and ranged damage at sea), Battles (starting morale) and Party and map (disorganization).

Who counts. Each half is read from one hero:

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 Shipmaster opens a new pair. You pick one perk of each pair; the other is locked for that hero.

Shipmaster Perk A Perk B
25 Master Angler: catch fish at sea; bigger catches for village fishing boats Old Salt's Touch: +2% speed at sea; crew holds breath longer
50 Ghost Ship: fewer losses running a blockade; easier getaways; faster fishing boats Wind Rider: smaller deck movement penalty for you and your crew
75 Night Raider: see further at sea at night; fish for villages River Raider: faster on coasts and rivers; more prisoners
100 Shock and Awe: morale on ramming; speed against the wind Windborne: more sail force; shorter disorganization at sea
125 Raven Eye: see further at sea; loyalty from fishing boats The Helmsman's Shield: less ranged damage at the helm; prosperity from fishing boats
150 Fair Winds: speed with the wind behind you; coastal village growth Favorable Tide: +5% speed at sea; construction from sea caravans
175 Shore Master: faster fleet recall; smaller fleet size penalty Unflinching: disembarking in half the time
200 Chain to Oars: more oar force; prisoners count as crew Fleet Commander: smaller fleet size penalty; smaller skeleton crew
225 Master and commander: hourly troop XP at sea; +1 ship in battle Stormrider: troop XP in storms; +1 ship in battle
250 Seaborne Fortress: less ship damage in simulated fights; less ranged damage to crew The Corsair's Edge: +10% one-handed damage at sea; +1 fishing boat per village
275 Commodore: flagship figurehead for the whole party in an army (no alternative) —

How speed at sea adds up

Most Shipmaster perks change party speed at sea. At sea the land starting speed is thrown away and replaced by your ships' speed; then every percentage bonus and penalty is summed and applied once. Wind comes last and is itself scaled by everything before it.

Speed at sea = ship speed base × (1 + sum of all percentage bonuses and penalties), between 1 and 10

Tier 1 (Shipmaster 25): Master Angler or Old Salt's Touch

Master Angler

Old Salt's Touch

Worked example. A party of three ships with an average campaign speed of 4 and a slowest ship of 3 sails along a coast with no wind. Its navigator has Old Salt's Touch, Favorable Tide and River Raider. The base is half of 4 + 3:

A party with three ships (mean campaign speed 4, slowest 3) sailing a coastal sea with no wind, whose navigator has Old Salt's Touch, Favorable Tide and River Raider. Inputs: mean ship speed 4, slowest ship speed 3.

Step Source Stage Change Running value
Base Ship campaign speed override 3.5000
1 Favorable Tide factor +5% +0.1750 3.6750
2 Old Salt's Touch factor +2% +0.0700 3.7450
3 River Raider factor +1.344% +0.0470 3.7920
Result Party map speed 3.7920

With these inputs, party map speed is 3.7920.

The three perks add up to the party moving at 3.7920 instead of 3.5000. On the coast there is no +44.8% open-sea bonus, which is why River Raider exists (tier 3).

Which one? Master Angler is the only source of fish while sailing and helps fishing villages. Old Salt's Touch gives speed at sea and breath hold in naval battles.

Tier 2 (Shipmaster 50): Ghost Ship or Wind Rider

Ghost Ship

Wind Rider

Which one? Ghost Ship cuts blockade losses, halves the ship damage needed to get away and speeds up a governor's fishing boats. Wind Rider cuts the deck movement penalty in naval battles.

Tier 3 (Shipmaster 75): Night Raider or River Raider

Night Raider

River Raider

Which one? Night Raider is for night sailing on the open sea and for a governor of a town with many villages. River Raider is for coastal and river routes and for parties that take prisoners.

Tier 4 (Shipmaster 100): Shock and Awe or Windborne

Shock and Awe

Worked example. An AI troop with morale 40 is on the ramming team; its formation captain, another hero, has Shock and Awe; the ramming ship has no Ram figurehead:

An AI troop with morale 40 is on the team of the ramming ship; its formation captain (another hero) has Shock and Awe, and the ramming ship has no Ram figurehead. Inputs: agent morale 40.

Step Source Stage Change Running value
Base Morale change of the ramming ship's team on a ram base 40.0000
1 Shock and Awe factor +30% +12.0000 52.0000
Result Morale change of the ramming ship's team on a ram 52.0000

With these inputs, morale change of the ramming ship's team on a ram is 52.0000.

The 52.0000 is added to the troop's current morale of 40. Without Shock and Awe it would gain exactly its current morale, 40.

Windborne

Which one? Shock and Awe pays off if your fleet rams and if you often sail into the wind. Windborne makes the ship of the hero who has it faster under sail in battle and shortens disorganization at sea.

Tier 5 (Shipmaster 125): Raven Eye or The Helmsman's Shield

Raven Eye

The Helmsman's Shield

Which one? Raven Eye adds +20% spotting range at sea and +1 loyalty per fishing-boat return. The Helmsman's Shield cuts ranged damage to you at the helm by 50% and adds +1 prosperity per fishing-boat return.

Tier 6 (Shipmaster 150): Fair Winds or Favorable Tide

Fair Winds

Favorable Tide

Which one? Fair Winds grows with every other speed bonus but needs the wind behind or beside you; Favorable Tide is a steady +5% at sea in any wind.

Tier 7 (Shipmaster 175): Shore Master or Unflinching

Shore Master

Unflinching

Which one? Unflinching halves every landing. Shore Master cuts the fleet size slowdown and halves the recall time of ships anchored elsewhere.

Tier 8 (Shipmaster 200): Chain to Oars or Fleet Commander

Chain to Oars

Fleet Commander

Which one? Both secondaries only change the speed check on the campaign map. Chain to Oars also makes ships row harder in battle; Fleet Commander also cuts the fleet size penalty.

Tier 9 (Shipmaster 225): Master and commander or Stormrider

Master and commander

Worked example. A party leader with Master and commander and the Boatswain perk Port Authority:

A party whose leader has Master and commander (Shipmaster) and Port Authority (Boatswain), with the ignore-deployment-limits setting off.

Step Source Stage Change Running value
Base Ships a party can deploy in a naval battle base 3.0000
1 Master and commander add +1.0000 4.0000
2 Port Authority add +1.0000 5.0000
Result Ships a party can deploy in a naval battle 5.0000

With these inputs, ships a party can deploy in a naval battle is 5.0000.

The party can field 5.0000 ships in a naval battle instead of 3.

Stormrider

Which one? Both give +1 ship in battle. Master and commander gives a little XP every hour at sea; Stormrider gives more, but only when you sail into a storm.

Tier 10 (Shipmaster 250): Seaborne Fortress or The Corsair's Edge

Seaborne Fortress

The Corsair's Edge

Which one? Seaborne Fortress protects ships in auto-resolve and crews against archers. The Corsair's Edge is for a hero who fights with a one-handed weapon on deck, and adds fishing boats (and so more loyalty or prosperity with Raven Eye or The Helmsman's Shield).

Tier 11 (Shipmaster 275): Commodore

Skill effects

What the skill level itself does

The game also reads your Shipmaster 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
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 Shipmaster perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Master Angler secondary relatives and wanderers, not you governor
Ghost Ship secondary relatives and wanderers, not you governor
Night Raider secondary relatives and wanderers, not you governor
Raven Eye secondary relatives and wanderers, not you governor
The Helmsman's Shield secondary relatives and wanderers, not you governor
Fair Winds secondary relatives and wanderers, not you governor
Favorable Tide secondary relatives and wanderers, not you governor
The Corsair's Edge secondary relatives and wanderers, not you governor

All Shipmaster effects

Every effect site of the Shipmaster 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
Master Angler primary Hourly chance to catch fish while sailing add +0.25 Role: navigator works
Master Angler secondary Fish caught by a village fishing party per catch multiply ×1.15 Party: fishing; role: governor works
Old Salt's Touch primary Party map speed factor +2% Party: at sea, not naval auto travel; role: navigator works
Old Salt's Touch secondary Underwater breath-hold max duration factor +30% Mission: naval battle; role: captain works
Ghost Ship primary Ship damage taken by the player side to get away multiply ×0.5 Party: main party; role: navigator differs
Ghost Ship primary Troops lost breaking into or out of a besieged settlement factor -20% Role: navigator works
Ghost Ship primary Troops lost breaking into or out of a besieged settlement factor -20% Role: navigator; settlement: port differs
Ghost Ship secondary Party map speed factor +20% Party: fishing; role: governor works
Wind Rider primary Naval deck movement speed penalty factor -50% Mission: naval battle; role: personal works
Wind Rider secondary Naval deck movement speed penalty factor -50% Mission: naval battle; role: captain works
Night Raider primary Party seeing range base add +3 Party: at sea; role: navigator; time: night differs
Night Raider secondary Daily fish added to a village by the Night Raider governor perk add +5 Role: governor differs
River Raider primary Party map speed factor +1.344% Party: at sea, not naval auto travel; role: navigator; terrain: coastal sea or river or under bridge works
River Raider secondary Winner party's chance weight to capture defeated members factor +10% Role: party leader differs
Shock and Awe primary Hero power modifier in simulation add +0.02 Mission: simulation differs
Shock and Awe primary Morale change of the ramming ship's team on a ram factor +30% Mission: naval battle; role: captain works
Shock and Awe secondary Party map speed factor +10% × (1 + sum of factors) Party: at sea, not naval auto travel; role: navigator differs
Windborne primary Hero power modifier in simulation add +0.02 Mission: simulation differs
Windborne primary Ship sail force in naval missions factor +20% Mission: naval battle; role: captain dead
Windborne primary Ship sail force in naval missions factor +20% Mission: naval battle; role: captain works
Windborne secondary Disorganized state duration (hours) factor -50% Role: navigator works
Raven Eye primary Party spotting (seeing) range factor +20% Party: at sea; role: navigator works
Raven Eye secondary Town loyalty add +1 Party: fishing; role: governor works
The Helmsman's Shield primary Blow damage after victim reductions factor -50% Item: consumable weapon; mission: naval battle; role: personal works
The Helmsman's Shield secondary Town or castle prosperity add +1 Party: fishing; role: governor works
Fair Winds primary Party map speed factor +10% × (1 + sum of factors) Party: at sea, not naval auto travel; role: navigator differs
Fair Winds secondary Daily hearth change of a village factor +10% Role: governor; settlement: port works
Favorable Tide primary Party map speed factor +5% Party: at sea, not naval auto travel; role: navigator works
Favorable Tide secondary Construction progress of the town's current building add +1 Party: caravan; role: governor differs
Shore Master primary Fleet travel time to a settlement (hours) factor -50% Role: party leader; ship: anchor valid or moving works
Shore Master secondary Fleet size speed penalty (sea) multiply ×0.7 Party: at sea; role: navigator works
Unflinching primary Disembark transition time (hours) factor -50% Party: at sea; role: party leader works
Chain to Oars primary Hero power modifier in simulation add +0.03 Mission: simulation differs
Chain to Oars primary Ship oar force multiplier in naval missions factor +20% Mission: naval battle; role: captain dead
Chain to Oars primary Ship oar force multiplier in naval missions factor +20% Mission: naval battle; role: captain works
Chain to Oars secondary Crew count checked against ship crew limits (sea speed) add +prisoners Party: at sea; role: party leader differs
Fleet Commander primary Fleet size speed penalty (sea) multiply ×0.7 Party: at sea; role: party leader works
Fleet Commander secondary Skeletal crew requirement (sea speed) factor -20% Party: at sea; role: party leader differs
Master and commander primary XP granted to party troops by an event add +1 Party: at sea; role: party leader differs
Master and commander secondary Ships a party can deploy in a naval battle add +1 Role: party leader works
Stormrider primary XP granted to party troops by an event add +30 Party: at sea; role: party leader differs
Stormrider primary XP granted to party troops by an event add +30 Party: main party; role: party leader differs
Stormrider secondary Ships a party can deploy in a naval battle add +1 Role: party leader works
Seaborne Fortress primary Hull damage of one simulated ship-weapon hit factor -10% Mission: simulation; role: party leader works
Seaborne Fortress secondary Blow damage after attacker amplifications factor -20% Item: ranged weapon; mission: naval battle; role: captain works
The Corsair's Edge primary Blow damage after attacker amplifications factor +10% Item: one handed weapon; mission: naval battle; role: personal works
The Corsair's Edge secondary Ideal number of fishing parties of a village add +1 Role: governor works
Commodore primary Figurehead effect applied to an agent add +figurehead effect Mission: naval battle; party: in army; role: army commander differs
Commodore primary Agent initial battle morale add +figurehead effect Party: in army; role: army commander differs
Sailing speed increased — Party map speed factor +0.05% per point Party: at sea, not naval auto travel; role: navigator works
Sailing speed increased — Ship sail force in naval missions factor +0.05% per point Mission: naval battle dead
Sailing speed increased — Ship sail force in naval missions factor +0.05% per point Mission: naval battle differs
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 (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 (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 — Tavern keeper companion recommendation score base +1 per point — works

Practical tips