Throwing guide
This guide explains what the Throwing skill and every Throwing perk really do: how your javelins, throwing axes, throwing knives and slings fly faster, hit harder and come in bigger stacks, what the captain, party-leader and governor halves give your troops and towns, and which perks behave differently from their tooltips. Game version v1.5.7. The battle rules (damage, armor, ammo, accuracy, draw speed, morale) live in the SandBox module. NavalDLC extends the agent damage, agent stats, battle morale, hit experience, troop training, wage and recruitment cost, militia, security and armor and strike magnitude models, and extends and replaces parts of the battle reward models. It recomputes armor penetration (Weak Spot still counts once), and in a naval battle on a ship with upgrades it resets the first throwing-weapon slot after deployment, so the extra ammunition perks are lost in that slot. StoryMode extends the hit experience and wage and recruitment cost models, and extends and replaces parts of the battle reward models in the story campaign.
For exact formulas, edge cases and links to the game code, see the deep dives: Combat damage (damage perks, shield hits, armor penetration, missile speed, dismounting, shield-piercing javelins), Combat agent stats (effective skill, draw speed, travel speed, accuracy, zoom, ammo, pick-up distance), Battles (starting morale, combat XP, renown and victory morale), Party and map (recruitment cost, daily troop XP) and Settlements (security, militia).
Each perk has two halves. The primary half usually helps you personally; the secondary half helps others when you hold a role: captain (troops in the formation you lead in battle, not counting yourself), party leader (your whole party) or governor (the settlement you govern, only while you are in it). 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.
No Throwing perk is unused or ui_only.
What unlocks what
You pick one perk of each pair. Tier 11 has a single perk.
| Throwing | Perk A | Perk B |
|---|---|---|
| 25 | Quick Draw: +20% draw speed with throwing weapons | Shield Breaker: +40% damage to shields with throwing weapons |
| 50 | Flexible Fighter: +10% damage when using throwing weapons in melee | Hunter: +40% damage to mounts with throwing weapons |
| 75 | Mounted Skirmisher: −20% accuracy penalty with throwing weapons while mounted | Well Prepared: +1 ammunition for throwing weapons |
| 100 | Knock Off: thrown weapons can dismount riders | Running Throw: thrown weapons gain more damage from speed |
| 125 | Saddlebags: +2 ammunition for throwing weapons when you start a battle mounted | Skirmisher: −10% damage taken from ranged attacks while holding a throwing weapon |
| 150 | Focus: +25% zoom with throwing weapons | Last Hit: +50% damage to enemies below half health |
| 175 | Head Hunter: +50% headshot damage with thrown weapons | Slinging Competitions: sling stones ignore head armor |
| 200 | Resourceful: +2 ammunition for throwing weapons | Splinters: more damage to shields with throwing axes |
| 225 | Long Reach: pick up items from the ground while mounted | Perfect Technique: +25% travel speed for your throwing weapons |
| 250 | Impale: your javelins can go through shields | Weak Spot: +30% armor penetration with throwing weapons |
| 275 | Unstoppable Force: +0.2% travel speed and +0.5% damage per Throwing point above 200 | — |
The second half of each perk is described in its section below.
Land and sea
Each half's tooltip has a line under its description. The lines below are the only difference at sea, except Knock Off (primary), whose dismount ability ignores its line; the perk sections do not repeat them.
| Tooltip line | Halves |
|---|---|
| Land only | Primary: Hunter, Mounted Skirmisher, Knock Off, Saddlebags. Secondary: Quick Draw, Shield Breaker, Flexible Fighter, Hunter, Mounted Skirmisher, Well Prepared, Knock Off, Running Throw, Saddlebags, Skirmisher, Splinters, Perfect Technique, Impale, Weak Spot |
| Reduced effect at sea | Primary: Quick Draw, Shield Breaker, Flexible Fighter, Well Prepared, Running Throw, Skirmisher, Focus, Last Hit, Head Hunter, Resourceful, Splinters, Perfect Technique, Weak Spot, Unstoppable Force. Secondary: Last Hit, Resourceful, Unstoppable Force |
| none (same on land and at sea) | Primary: Slinging Competitions, Long Reach, Impale. Secondary: Focus, Head Hunter, Slinging Competitions, Long Reach |
"Throwing weapon" means a weapon whose skill is Throwing: javelins, throwing axes, throwing knives and slings with their stones.
How the damage perks add up
Most Throwing damage perks add a percentage to the damage of a hit. They all go into one sum:
Damage after perks = damage of the hit × (1 + all SandBox percentages added together) × (1 + all NavalDLC percentages added together)
- Damage of the hit: the damage after armor, before any perk.
- SandBox percentages: every damage perk of this guide, plus perks of other skills that apply to the same hit (for example Strong Arms from Athletics) and your formation banner. They add, they do not multiply each other.
- NavalDLC percentages: Mariner perks and other naval terms, applied on top.
So Head Hunter +50% and Unstoppable Force on the same headshot add together; neither multiplies the other.
Throwing 25: Quick Draw or Shield Breaker
Quick Draw
- Primary (
works): +20% draw speed with a throwing weapon, that is, how fast you ready the next javelin, axe, knife or stone. Slings count too. - Secondary, captain (
works): +10% draw speed to troops in your formation wielding a throwing weapon.
Draw speed = 0.93 × (1 + mounted penalty) × (1 + all draw-speed perk percentages added together)
- 0.93: the starting draw speed of every agent.
- Mounted penalty: the Riding penalty while mounted (it never becomes a bonus); 0 on foot.
- Perk percentages: Quick Draw (yours or your captain's).
Worked example. A hero on foot with Quick Draw:
A hero on foot wielding throwing weapons, with Quick Draw and no captain draw-speed perk.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Agent weapon reload speed multiplier | base | 0.9300 | |
| 1 | Quick Draw | factor +20% | +0.1860 | 1.1160 |
| Result | Agent weapon reload speed multiplier | 1.1160 |
With these inputs, agent weapon reload speed multiplier is 1.1160.
See Reload speed.
Shield Breaker
- Primary (
works): +40% damage to shields with a throwing weapon. It counts when a shield blocks your throw (it raises the damage the shield takes) and when you hit a shield carried on someone's back. - Secondary, captain (
works): +8% to the same hits by troops in your formation.
Shield Breaker and Splinters (Throwing 200) add together on the same hit. See Shield-block branch.
Throwing 50: Flexible Fighter or Hunter
Flexible Fighter
- Primary (
works): +10% damage when you fight in melee with a throwing weapon (a javelin or throwing axe held in hand). - Secondary, captain (
works): +15 skill to troops in your formation. Infantry get +15 Bow, Crossbow and Throwing; ranged troops get +15 One Handed, Two Handed and Polearm. This is broader than the tooltip: there is no on-foot test, and "archers" means every ranged troop, not only archers. It is real effective skill, so it raises the damage, speed and accuracy those troops get from the skill. See Effective skill.
Hunter
- Primary (
works): +40% damage to horses and other mounts with a throwing weapon. Hits on the rider do not count. - Secondary, captain (
works): +8% damage to mounts by troops in your formation throwing a throwing weapon.
Throwing 75: Mounted Skirmisher or Well Prepared
Mounted Skirmisher
- Primary (
works): while mounted with a throwing weapon, −20% to the two accuracy penalties of throwing on the move: the penalty for moving and the penalty for an unsteady aim. See Movement, unsteady and rotational accuracy penalties. - Secondary, captain (
works): +10% damage with throwing weapons by mounted troops in your formation.
Well Prepared
- Primary (
differs): +1 ammunition in every throwing-weapon slot when the battle starts. In a naval battle on a ship with upgrades, the first throwing slot is reset from the ship's stock after deployment, and the bonus is lost in that slot; the tooltip does not say so. - Secondary, party leader (
works): +1 ammunition in every throwing-weapon slot to every member of your party, the leader included. Its "Land only" line already keeps it out of naval battles, so the slot reset does not matter for it.
All the ammunition perks (Well Prepared, Saddlebags, Resourceful) add together, per slot. See Ammo per slot.
Throwing 100: Knock Off or Running Throw
Knock Off
- Primary (
differs): your thrown weapons can dismount riders, and they ignore 25% of the rider's dismount resistance; the tooltip prints this as "+0.3%". The perk is what lets thrown weapons dismount. The tooltip says "Land only", but the dismount check reads the perk without the sea check, so in a naval battle the dismount ability is not switched off (the 25% is). Ship crews never ride; the Blocked Estuary story battle spawns a horse for you. See Can dismount and Dismount penetration. - Secondary, captain (
works): +5% throwing-weapon damage by troops in your formation against cavalry: the hit counts when the victim rides a mount or is a mount with a rider. The throwing troop does not need to be mounted itself, which is broader than the tooltip.
Running Throw
- Primary (
differs): the tooltip shows "+0.3% damage bonus from speed", but the game does something else. When the missile's speed relative to the target is above its starting speed, the game adds 25% of the excess. Damage grows with the square of the missile's speed compared with its starting speed. Only heroes get it, and only with sling stones, stones, throwing axes, throwing knives and javelins. See Missile magnitude. - Secondary, captain (
works): +30 Throwing skill to every troop in your formation. There is no troop or weapon test: everyone in the formation fights with 30 more Throwing whenever the game reads that skill.
Worked example. A troop with Throwing 100, in a formation whose captain (someone else) has Running Throw:
A troop with Throwing 100 in a formation whose captain (another character) has Running Throw. Inputs: skill value 100.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Character skill value | base | 100.0000 | |
| 1 | Running Throw | add | +30.0000 | 130.0000 |
| Result | Agent effective skill in battle | 130.0000 |
With these inputs, agent effective skill in battle is 130.0000.
The troop now fights as if it had Throwing 130; see the damage example under Skill effects.
Throwing 125: Saddlebags or Skirmisher
Saddlebags
- Primary (
works): +2 ammunition in every throwing-weapon slot if you are mounted when your equipment is set up at the start of the battle. - Secondary, party leader (
works): +1 daily XP to every infantry troop in your party. Tooltip: "Land only", so it gives nothing while your party is at sea. See Daily troop experience.
Skirmisher
- Primary (
works): −10% damage taken from arrows, bolts and thrown weapons while you hold a throwing weapon in your main hand. It also protects your horse while you ride it. - Secondary, captain (
works): −3% damage taken from arrows, bolts and thrown weapons for every troop in your formation, whatever weapon they hold.
See Reductions.
Throwing 150: Focus or Last Hit
Focus
- Primary (
works): +25% maximum camera zoom while your main weapon is a throwing weapon. See Camera zoom. - Secondary, governor (
works): +1 daily security in the town or castle you govern, while you are in it. See Daily security change.
Last Hit
- Primary (
differs): +50% damage against enemies at half of their hit points or less, but only with thrown weapons; the tooltip does not name a weapon. The game checks the victim's health before your hit lands, and exactly half counts. - Secondary, party leader (
works): +5 starting battle morale for the troops of your party. The party leader's own agent does not get it. See Initial battle morale.
Throwing 175: Head Hunter or Slinging Competitions
Head Hunter
- Primary (
works): +50% damage on headshots with a throwing weapon. - Secondary, party leader (
works): −20% recruitment cost of troops of tier 2 and above. The game checks the hero who pays for the recruits. See Troop recruitment cost.
Slinging Competitions
- Primary (
works): when a sling stone you throw hits an enemy in the head, the game treats the head as having no armor at all. With NavalDLC active this still holds. See Adjusted armor. - Secondary, governor (
works): +1 daily militia in the town or castle you govern, while you are in it. See Daily militia change.
Throwing 200: Resourceful or Splinters
Resourceful
- Primary (
differs): +2 ammunition in every throwing-weapon slot when the battle starts, with the same naval exception as Well Prepared. - Secondary, party leader (
works): +10% combat XP for the troops of your party that carry a throwing weapon. The game gives it on every hit they land, which is how it counts battle experience, and the tooltip says "Reduced effect at sea". See XP per hit.
Splinters
- Primary (
differs): the tooltip says "triple damage against shields with throwing axes", but the game adds +300% to the damage sum. On its own that is 4 times the damage, not 3, and more with other shield perks such as Shield Breaker. Only throwing axes get it, and only on shield hits. - Secondary, captain (
works): +50% damage to shields by troops in your formation, with any throwing weapon.
Throwing 225: Long Reach or Perfect Technique
Long Reach
- Primary (
works): while mounted, your reach for picking up items from the ground rises to 3 instead of the normal 1.5, so you can pick up dropped javelins and weapons from the saddle. See Agent flags and interaction distance. - Secondary, party leader (
works): +20% renown and +20% party morale after a battle your party wins. See Renown and Victory morale.
Perfect Technique
- Primary (
works): +25% travel speed for the throwing weapons you throw. - Secondary, captain (
works): +10% travel speed for the throwing weapons of troops in your formation.
Travel speed multiplier = 1 + all travel-speed percentages added together
- Percentages: Perfect Technique (yours, or your captain's), Unstoppable Force (+0.2% per point of your own Throwing above 200).
Wet weather slows arrows and bolts but not throwing weapons.
Worked example. A hero with Throwing 275 who has both Perfect Technique and Unstoppable Force:
A hero throwing a javelin with raw Throwing skill 275, with Perfect Technique and Unstoppable Force, and no captain travel-speed perk. Inputs: skill 275.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Missile speed multiplier | base | 1.0000 | |
| 1 | Perfect Technique | factor +25% | +0.2500 | 1.2500 |
| 2 | Unstoppable Force | factor +15% | +0.1500 | 1.4000 |
| Result | Missile speed multiplier | 1.4000 |
With these inputs, missile speed multiplier is 1.4000.
See Reload movement penalty and missile speed.
Throwing 250: Impale or Weak Spot
Impale
- Primary (
works): javelins you throw can go through shields. Only javelins get it, not axes, knives or stones. With NavalDLC active this still applies. See Missile weapon flags. - Secondary, captain (
works): +10% damage with throwing weapons by troops in your formation.
Weak Spot
- Primary (
works): your throwing weapons ignore 30% of the armor on the body part they hit. It adds to the other armor-penetration perks (Vandal from Two Handed, for example) that apply to the same hit. With NavalDLC active the game recomputes this armor step, and Weak Spot is still counted once. - Secondary, captain (
works): troops in your formation ignore 10% of the armor with their throwing weapons.
See Adjusted armor.
Throwing 275: Unstoppable Force
- Primary (
works): for every point of Throwing above 200, +0.2% travel speed for your throwing weapons. See the worked example under Perfect Technique: at Throwing 275 it gives +15%. - Secondary (
works): for every point of Throwing above 200, +0.5% damage with throwing weapons. Despite being the second half, it is yours, not a role bonus.
Both halves count your own Throwing skill, not the effective skill a captain's Running Throw gives you. The count starts at 200 even though the perk needs 275, so it already gives a bonus the moment you unlock it.
Skill effects
Your Throwing skill itself does three things, whether or not you have perks. All use your effective Throwing in battle (your skill plus captain bonuses such as Running Throw) and only apply while you wield a throwing weapon.
- Thrown weapon damage (
works): +0.06% damage per point. It multiplies the force of your hit before armor, for throws and for melee hits with a throwing weapon. - Thrown weapon speed (
works): +0.07% ready speed per point. - Thrown weapon accuracy (
differs): −0.06% inaccuracy per point for javelins, axes and knives. Slings ignore this effect and use their own rule instead: their inaccuracy falls by 0.7% per point of Throwing, down to at least 20% of the base. See Inaccuracy.
Weapon damage multiplier = 1 + 0.0006 × effective Throwing
- Effective Throwing: your skill plus captain bonuses, as in the Running Throw example.
Worked example. The Throwing 100 troop under a Running Throw captain fights at effective skill 130:
The same troop throwing a javelin with effective Throwing 130. Inputs: skill 130.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Agent weapon damage multiplier | base | 1.0000 | |
| 1 | Thrown weapon damage | factor +7.8% | +0.0780 | 1.0780 |
| Result | Agent weapon damage multiplier | 1.0780 |
With these inputs, agent weapon damage multiplier is 1.0780.
The skill level also sets how much moving and holding your aim cost you: the movement and unsteady-aim penalties shrink as your Throwing rises, and the moment your aim starts to waver comes later.
What the skill level itself does
The game also reads your Throwing 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 |
|---|---|---|---|---|
| Agent AI combat level | A soldier's ranged combat AI level is the skill of their primary weapon (One Handed, Two Handed, Polearm, Bow, Crossbow or Throwing; Athletics with no weapon) ÷ 300 × the difficulty setting, kept between 0 and 1. The game engine uses the level. | — | — | works |
| Wielded weapon inaccuracy | A wide-grip melee weapon's inaccuracy is 1 − 0.01 × skill (at least 0). A sling's is 1 − 0.007 × skill, at least 0.2. | Only wide-grip melee weapons and slings; no minimum skill | Item: melee weapon | works |
| Ranged max movement accuracy penalty | A ranged weapon's movement accuracy penalty is 0.125 × (1 − weapon skill ÷ 500), at least 0. Mounted it is 0.025 × (1 − weapon skill ÷ 500) × (1 − Riding ÷ 1800). | — | Item: ranged weapon | works |
| Ranged max unsteady accuracy penalty | A ranged weapon's unsteady accuracy penalty is 0.1 × (1 − weapon skill ÷ 500), at least 0. Mounted it is 0.12 × (1 − weapon skill ÷ 500) × (1 − Riding ÷ 1800). | — | Item: ranged weapon | works |
| Ranged aim unsteady begin time | Per skill point the aim holds steady longer: 0.01 for throwing weapons, 0.01 × a factor between 2 and 4 for bows, 0.064 for slings, 0.005 for wide-grip melee weapons. | — | — | works |
| Hero can equip item | A hero can equip an item only if their level in the item's skill (a weapon skill, or Riding for horses) meets the item's difficulty. Captain and party bonuses do not count. | Skill at least the item's difficulty | — | works |
| Hero counts as a combatant | A hero counts as a combatant if any of the six weapon skills is 100 or more. A non-combatant clan companion cannot enter tournaments; AI clans use it to pick party leaders and rate clan strength. | Any weapon skill at 100 or more | — | works |
| Player may take an issue's quest | You cannot take an issue's quest while all six weapon skills are low (other conditions also apply). | At least one weapon skill at 50 or more | Hero: main hero | works |
| Simulated tournament attack power | Each non-shield weapon's part of a simulated attack power is multiplied by 0.3 + 0.7 × the weapon's skill ÷ 300. | — | Mission: tournament | 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 Throwing perk half and skill effect works for every hero: you, relatives and wanderers.
| Perk | Half | Works for | Where the hero has to be |
|---|---|---|---|
| Focus | secondary | relatives and wanderers, not you | governor |
| Slinging Competitions | secondary | relatives and wanderers, not you | governor |
All effects at a glance
Every effect site of the Throwing 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 |
|---|---|---|---|---|---|---|
| Quick Draw | primary | Agent weapon reload speed multiplier | factor | +20% | Item: throwing weapon; role: personal | works |
| Quick Draw | secondary | Agent weapon reload speed multiplier | factor | +10% | Item: throwing weapon; role: captain | works |
| Shield Breaker | primary | Blow damage after attacker amplifications | factor | +40% | Attack: shield hit; item: throwing weapon; role: personal | works |
| Shield Breaker | secondary | Blow damage after attacker amplifications | factor | +8% | Attack: shield hit; item: throwing weapon; role: captain | works |
| Flexible Fighter | primary | Blow damage after attacker amplifications | factor | +10% | Item: melee weapon, throwing weapon; role: personal | works |
| Flexible Fighter | secondary | Agent effective skill in battle | add | +15 | Role: captain; troops: infantry or ranged | works |
| Hunter | primary | Blow damage after attacker amplifications | factor | +40% | Item: throwing weapon; role: personal; victim: mount | works |
| Hunter | secondary | Blow damage after attacker amplifications | factor | +8% | Item: throwing weapon; role: captain; victim: mount | works |
| Mounted Skirmisher | primary | Ranged max movement accuracy penalty | factor | -20% | Item: throwing weapon; role: personal; troops: mounted | works |
| Mounted Skirmisher | primary | Ranged max unsteady accuracy penalty | factor | -20% | Item: throwing weapon; role: personal; troops: mounted | works |
| Mounted Skirmisher | secondary | Blow damage after attacker amplifications | factor | +10% | Item: throwing weapon; role: captain; troops: mounted | works |
| Well Prepared | primary | Missile ammo amount per slot | add | +1 | Item: throwing weapon; role: personal | differs |
| Well Prepared | secondary | Missile ammo amount per slot | add | +1 | Item: throwing weapon; role: party leader | works |
| Knock Off | primary | Blow can dismount the rider | override | on | Item: throwing weapon; role: personal | differs |
| Knock Off | primary | Dismount penetration | add | +0.25 | Item: throwing weapon; role: personal | differs |
| Knock Off | secondary | Blow damage after attacker amplifications | factor | +5% | Item: throwing weapon; role: captain; victim: mounted | works |
| Running Throw | primary | Missile speed bonus factor in missile magnitude | add | +0.25 | Item: throwing weapon; role: personal | differs |
| Running Throw | secondary | Agent effective skill in battle | add | +30 | Role: captain | works |
| Saddlebags | primary | Missile ammo amount per slot | add | +2 | Item: throwing weapon; role: personal; troops: mounted | works |
| Saddlebags | secondary | Daily troop experience | add | +1 | Role: party leader; troops: infantry | works |
| Skirmisher | primary | Blow damage after victim reductions | factor | -10% | Item: projectile, throwing weapon; role: personal | works |
| Skirmisher | secondary | Blow damage after victim reductions | factor | -3% | Item: projectile; role: captain | works |
| Focus | primary | Max camera zoom | factor | +25% | Item: throwing weapon; role: personal | works |
| Focus | secondary | Daily security change of a town or castle | add | +1 | Role: governor | works |
| Last Hit | primary | Blow damage after attacker amplifications | factor | +50% | Health: below half; item: throwing weapon; role: personal | differs |
| Last Hit | secondary | Agent initial battle morale | add | +5 | Role: party leader | works |
| Head Hunter | primary | Blow damage after attacker amplifications | factor | +50% | Attack: head hit; item: throwing weapon; role: personal | works |
| Head Hunter | secondary | Troop recruitment cost | factor | -20% | Role: party leader; troop tier: at least 2 | works |
| Slinging Competitions ×2 | primary | Victim armor after attacker penetration effects | override | set to 0 | Attack: head hit; item: sling stone; role: personal | works |
| Slinging Competitions | secondary | Daily militia change of a settlement | add | +1 | Role: governor; settlement: fortification | works |
| Resourceful | primary | Missile ammo amount per slot | add | +2 | Item: throwing weapon; role: personal | differs |
| Resourceful | secondary | Combat XP from one hit | factor | +10% | Item: throwing weapon; role: party leader | works |
| Splinters | primary | Blow damage after attacker amplifications | factor | +300% | Attack: shield hit; item: throwing axe; role: personal | differs |
| Splinters | secondary | Blow damage after attacker amplifications | factor | +50% | Attack: shield hit; item: throwing weapon; role: captain | works |
| Long Reach | primary | Agent interaction distance | override | set to 3 | Role: personal; troops: mounted | works |
| Long Reach | secondary | Renown gained by a winning party | factor | +20% | Role: party leader | works |
| Long Reach | secondary | Party morale gained after a victory | factor | +20% | Role: party leader | works |
| Perfect Technique | primary | Missile speed multiplier | factor | +25% | Item: throwing weapon; role: personal | works |
| Perfect Technique | secondary | Missile speed multiplier | factor | +10% | Item: throwing weapon; role: captain | works |
| Impale | primary | Missile weapon flags on launch | override | set to 1 | Item: javelin; role: personal | works |
| Impale | secondary | Blow damage after attacker amplifications | factor | +10% | Item: throwing weapon; role: captain | works |
| Weak Spot ×2 | primary | Victim armor after attacker penetration effects | factor | +30% | Item: throwing weapon; role: personal | works |
| Weak Spot ×2 | secondary | Victim armor after attacker penetration effects | factor | +10% | Item: throwing weapon; role: captain | works |
| Unstoppable Force | primary | Missile speed multiplier | factor | +15% at skill 275, +0.2% per point | Item: throwing weapon; role: personal | works |
| Unstoppable Force | secondary | Blow damage after attacker amplifications | factor | +37.5% at skill 275, +0.5% per point | Item: throwing weapon; role: personal | works |
| Thrown weapon accuracy | — | Wielded weapon inaccuracy | factor | -0.06% per point | Item: throwing weapon; role: personal | differs |
| Thrown weapon damage | — | Agent weapon damage multiplier | factor | +0.06% per point | Item: throwing weapon; role: personal | works |
| Thrown weapon speed | — | Thrust or ranged ready speed multiplier | factor | +0.07% per point | Item: throwing weapon; role: personal | works |
| Skill level (any skill) | — | Agent effective skill in battle | base | skill value | — | works |
| Skill level | — | Agent AI combat level | base | min(1, max(0, skill / 300 × difficulty factor)) | — | works |
| Skill level | — | Wielded weapon inaccuracy | override | set to 1 at skill 0, -0.01 per point, limit 0 | Item: melee weapon | works |
| Skill level | — | Ranged max movement accuracy penalty | base | 0.125 at skill 0, -0.00025 per point, limit 0 | Item: ranged weapon | works |
| Skill level | — | Ranged max unsteady accuracy penalty | base | 0.1 at skill 0, -0.0002 per point, limit 0 | Item: ranged weapon | works |
| Skill level | — | Ranged aim unsteady begin time | add | +0.01 per point | — | works |
| Skill level (any skill) | — | Skill a hero inherits on coming of age | base | +1 per point | — | works |
| Skill level (any skill) | — | Heir selection points of a clan member | add | +5 | — | works |
| Skill level | — | Hero can equip item | override | off | — | works |
| Skill level | — | Hero counts as a combatant | override | on | — | 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 | — | 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 | — | Simulated tournament attack power | multiply | ×0.3 at skill 0, +0.002333 per point | Mission: tournament | works |
Practical tips
- Damage: Head Hunter, Last Hit, Unstoppable Force and Impale's captain half (only when someone else leads the formation) add into one damage sum. Weak Spot removes armor before that sum.
- Shields: Shield Breaker (+40%) and Splinters (+300% with throwing axes) add together on shield hits. Impale lets javelins go through shields.
- Mounted: Mounted Skirmisher cuts the mounted accuracy penalties, Saddlebags gives +2 ammo per slot if you start the battle mounted, and Long Reach lets you pick items up from the saddle.
- Running Throw: the primary half adds 25% of the excess when the missile's speed relative to the target is above its starting speed. As a captain it gives +30 Throwing to your whole formation.
- Ammo: Well Prepared, Saddlebags and Resourceful stack per slot, and Well Prepared's party half gives your troops and yourself +1. At sea on a ship with upgrades, the first throwing slot loses the Well Prepared and Resourceful personal bonuses.
- Captain: Flexible Fighter gives your infantry +15 Throwing, Bow and Crossbow, and your ranged troops +15 One Handed, Two Handed and Polearm.
- Slings: Slinging Competitions makes sling-stone headshots ignore head armor; the Thrown weapon accuracy effect does not apply to slings, which use their own accuracy rule.
- Governor: Focus gives +1 daily security, Slinging Competitions +1 daily militia.