Bannerlord mechanics

Throwing guide

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

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:

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)

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

Draw speed = 0.93 × (1 + mounted penalty) × (1 + all draw-speed perk percentages added together)

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

Shield Breaker and Splinters (Throwing 200) add together on the same hit. See Shield-block branch.

Throwing 50: Flexible Fighter or Hunter

Flexible Fighter

Hunter

Throwing 75: Mounted Skirmisher or Well Prepared

Mounted Skirmisher

Well Prepared

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

Running Throw

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

Skirmisher

See Reductions.

Throwing 150: Focus or Last Hit

Focus

Last Hit

Throwing 175: Head Hunter or Slinging Competitions

Head Hunter

Slinging Competitions

Throwing 200: Resourceful or Splinters

Resourceful

Splinters

Throwing 225: Long Reach or Perfect Technique

Long Reach

Perfect Technique

Travel speed multiplier = 1 + all travel-speed percentages added together

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

Weak Spot

See Adjusted armor.

Throwing 275: Unstoppable Force

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.

Weapon damage multiplier = 1 + 0.0006 × effective Throwing

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