Two Handed guide
This guide explains what the Two Handed skill and every Two Handed perk really do: how your greatswords, great axes and two-handed maces hit harder and swing faster, 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 (weapon speed, damage, armor, knockdown, morale) live in the SandBox module. NavalDLC extends the agent stats, agent damage (including the remaining momentum, how a two-handed swing cleaves through several enemies), battle morale, building construction, hit experience, wage and recruitment cost and armor and strike magnitude models, and extends and replaces parts of the party size limit models; its armor recompute still counts Vandal once. The tooltip marks the sea limits: Baptised in Blood (secondary) shows "Reduced effect at sea" and Thick Hides (secondary) shows "Land only". StoryMode extends the hit experience, party size limit and wage and recruitment cost 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, speed bonus, knockdown, cleave), Combat agent stats (effective skill, swing speed, handling, weapon damage, troop health, arrow deflection), Battles (battle morale, combat XP, garrison XP), Party and map (wages, recruitment cost, party and prisoner limits), Settlements (construction) and Characters and politics (hero hit points).
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, usually 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 Two Handed perk is unused or ui_only.
What unlocks what
You pick one perk of each pair. Tiers 6 and 10 have a single perk.
| Two Handed | Perk A | Perk B |
|---|---|---|
| 25 | Strong Grip: +10% handling with two-handed weapons | Wood Chopper: +30% damage to shields with two-handed weapons |
| 50 | Head Basher: +10% damage with two-handed axes and maces | On the Edge: +3% swing speed with two-handed weapons |
| 75 | Baptised in Blood: +5 XP to your party's infantry for each two-handed kill | Show of Strength: two-handed swings ignore 30 points of knockdown resistance |
| 100 | Beast Slayer: +50% damage to mounts with two-handed weapons | Shield breaker: +40% damage to shields with two-handed weapons |
| 125 | Berserker: +20% two-handed damage below half health | Confidence: +15% two-handed damage above 90% health |
| 150 | Projectile Deflection: block arrows with a two-handed sword | — |
| 175 | Hope: +30% morale boost for your side from your two-handed kills | Terror: +20% morale shock for the enemy from your two-handed kills |
| 200 | Reckless Charge: +20% speed bonus with two-handed weapons on foot | Thick Hides: +5 hit points |
| 225 | Blade Master: +10% damage with two-handed weapons | Vandal: +25% armor penetration with your attacks |
| 250 | Way Of The Great Axe: +0.2% attack speed and +0.5% damage per Two Handed point above 250 | — |
The second half of each perk is described in its section below.
"Two-handed weapon" means a weapon whose skill is Two Handed: two-handed swords, axes and maces. Two-handed polearms use Polearm and do not count, except for Baptised in Blood.
How the damage perks add up
Most Two Handed 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 One Handed, Polearm, Riding, Engineering and other perks that apply to the same hit, and your formation banner. They add, they do not multiply each other.
- NavalDLC percentages: Mariner perks and other naval terms, applied on top.
So Blade Master +10% and Confidence +15% on the same hit add together; neither multiplies the other.
Two Handed 25: Strong Grip or Wood Chopper
Strong Grip
- Primary (
works): +10% handling with a two-handed weapon. - Secondary, captain (
works): +30 Two Handed skill to troops in your formation who are on foot (whose character has no horse). This is real effective skill: it raises the two-handed damage and speed those troops get from their skill. It adds to Phalanx (Polearm) and Flexible Fighter (Throwing) when those apply.
Worked example. An infantry troop with Two Handed 100, in a formation whose captain (someone else) has Strong Grip:
An infantry troop on foot with Two Handed 100 in a formation whose captain (another character) has Strong Grip. Inputs: skill value 100.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Character skill value | base | 100.0000 | |
| 1 | Strong Grip | 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 Two Handed 130; see the damage example under Skill effects.
Wood Chopper
- Primary (
works): +30% damage to shields with a two-handed weapon. It counts when your blow is blocked by a shield (it raises the damage the shield takes) and when you hit a shield carried on someone's back (there it raises the damage to the person, broader than the tooltip). - Secondary, captain (
differs): +15% to the same hits by troops in your formation, but only troops swinging a two-handed weapon get it; the tooltip says every troop in the formation.
Wood Chopper and Shield breaker (Two Handed 100) add together on the same hit.
Two Handed 50: Head Basher or On the Edge
Head Basher
- Primary (
works): +10% damage with two-handed axes and two-handed maces. Two-handed swords do not get it. - Secondary, captain (
works): +2% damage by troops in your formation who fight on foot. It works with any weapon, bows and crossbows included, so on-foot archers get it too (broader than the tooltip's "infantry").
On the Edge
- Primary (
works): +3% swing speed with a two-handed weapon. - Secondary, captain (
works): +2% swing speed to on-foot troops in your formation holding any melee weapon, not only two-handed ones.
Swing speed = 0.93 × (1 + 0.0006 × Two Handed) × (1 + mounted penalty) × (1 + all perk percentages added together)
- 0.93: the starting swing speed of every agent.
- 0.0006 × Two Handed: the Two handed weapon speed skill effect at your effective Two Handed.
- Mounted penalty: the Riding penalty while mounted (it never becomes a bonus); 0 on foot.
- Perk percentages: On the Edge, Blade Master (captain), Way Of The Great Axe and the swing perks of other skills that apply.
Worked example. A hero on foot with Two Handed 200 and On the Edge:
A hero on foot swinging a two-handed weapon with effective Two Handed 200, with On the Edge and no captain speed perk. Inputs: skill 200.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Melee swing speed multiplier | base | 0.9300 | |
| 1 | Two handed weapon speed | factor +12% | +0.1116 | 1.0416 |
| 2 | On the Edge | factor +3% | +0.0312 | 1.0728 |
| Result | Melee swing speed multiplier | 1.0728 |
With these inputs, melee swing speed multiplier is 1.0728.
Two Handed 75: Baptised in Blood or Show of Strength
Baptised in Blood
- Primary (
works): each time you kill an enemy with a two-handed weapon, every infantry stack in your party (not heroes) gets 5 XP per troop in it. Two-handed swords, axes, maces and two-handed polearms count (broader than the tooltip). Your party needs regular troops in it. - Secondary, party leader (
works): +5% combat XP for the non-ranged troops of your party. The tooltip says "after every battle"; the game raises the XP of every hit they land, which is how battle experience is earned, and the tooltip shows "Reduced effect at sea" for it. See XP per hit.
Show of Strength
- Primary (
differs): the tooltip says +0.3%, but the game adds 0.3 to a resistance that runs from 0 to 1: your swings with a two-handed weapon that can knock down ignore 30 percentage points of the victim's knockdown resistance. The game compares penetration with the victim's knockdown resistance, so more penetration means more knockdowns. It adds to the leg-hit bonus of a swing. Reduced effect at sea, as the tooltip shows. - Secondary, party leader (
works): −20% recruitment cost of infantry troops. The game checks the hero who pays, not only a party leader (broader than the tooltip). A recruit still costs at least 1.
Two Handed 100: Beast Slayer or Shield breaker
Beast Slayer
- Primary (
works): +50% damage to horses and other mounts with a two-handed weapon. Hits on the rider do not count. - Secondary, captain (
differs): +10% damage to mounts by troops in your formation, but only troops swinging a two-handed weapon get it; the tooltip says every troop.
Shield breaker
- Primary (
works): +40% damage to shields with a two-handed weapon, with the same rule as Wood Chopper: shield damage when a shield blocks you, damage to the person when you hit a shield on their back. - Secondary, captain (
differs): +10% to the same hits by troops in your formation, but only troops swinging a two-handed weapon; the tooltip says every troop.
Two Handed 125: Berserker or Confidence
Berserker
- Primary (
works): +20% damage with a two-handed weapon while you have less than half of your hit points. - Secondary, governor (
works): −10% wages of the garrison in the town or castle you govern, while you are in it.
Confidence
- Primary (
works): +15% damage with a two-handed weapon while you have more than 90% of your hit points. - Secondary, governor (
works): +30% daily construction power in the settlement you govern, while you are in it, when the building at the front of the construction queue is a military project. See Daily construction power.
Two Handed 150: Projectile Deflection
- Primary (
works): lets you block arrows and other projectiles with a two-handed sword. The game turns this ability on for hero agents when they spawn in battle. - Secondary, governor (
works): +10% XP to the garrison of the settlement you govern, while you are in it. It raises both the daily garrison XP (from Training Fields, Drills and Raise The Meek) and the XP garrison troops earn per hit in battle. See Daily garrison XP.
Two Handed 175: Hope or Terror
When a troop falls, its side loses battle morale and the killer's side gains some. These perks scale those changes when you make the kill with a two-handed weapon.
Hope
- Primary (
works): +30% to the morale your side gains from your two-handed kills. It adds to Make a Difference (Leadership) and the morale banner. See the worked example in Battles. - Secondary, party leader (
works): +5 party size limit.
Terror
- Primary (
works): +20% to the morale the enemy loses from your two-handed kills. It adds to Annoying Buzz and Thunderous Charge (Riding), Heroic Leader (Leadership) and the other morale-shock perks. Player-controlled agents never lose this morale. - Secondary, party leader (
works): +10 prisoner limit.
Two Handed 200: Reckless Charge or Thick Hides
Reckless Charge
- Primary (
works): +20% to the speed bonus of your swings and thrusts with a two-handed weapon while on foot. The speed bonus is the extra force a hit gets from you moving into your target; the perk adds nothing when you stand still. - Secondary, captain (
differs): two separate bonuses for troops in your formation:- +2% damage for troops fighting on foot, with any weapon, ranged included (
works, broader than the tooltip's "infantry"). - +2% movement speed, but only for troops without a shield in their off hand; the tooltip has no shield condition. There is no on-foot test for this part.
- +2% damage for troops fighting on foot, with any weapon, ranged included (
Thick Hides
- Primary (
works): +5 maximum hit points. When you unlock the perk you also get +5 current hit points at once. - Secondary, party leader (
works): +5 hit points to the troops of your party (not heroes) when they spawn in battle. Land only, as the tooltip shows. Any troop type gets it. See Max health.
Two Handed 225: Blade Master or Vandal
Blade Master
- Primary (
works): +10% damage with a two-handed weapon. - Secondary, captain (
works): +2% swing speed and +2% thrust and ready speed to on-foot troops in your formation holding any melee weapon.
Vandal
- Primary (
works): your attacks ignore 25% of the armor on the body part you hit. It works with every weapon, not only two-handed ones. With NavalDLC active the game recomputes this armor step, and Vandal is still counted once. It adds to the other armor-penetration perks (Bodkin, Puncture, Weak Spot and others) that apply to the same hit. See Adjusted armor. - Secondary, captain (
works): +20% damage against destructible objects by troops in your formation. There is no on-foot test, so mounted troops get it too (broader than the tooltip's "infantry").
Two Handed 250: Way Of The Great Axe
- Primary (
works): for every point of Two Handed above 250, +0.2% swing speed and +0.2% thrust and ready speed with a two-handed weapon. - Secondary (
works): for every point of Two Handed above 250, +0.5% damage with a two-handed weapon. Despite being the second half, it is yours, not a role bonus.
Both halves count your own Two Handed skill, not the effective skill a captain's Strong Grip gives you.
Skill effects
Your Two Handed skill itself does two things, whether or not you have perks. Both use your effective Two Handed in battle (your skill plus captain bonuses such as Strong Grip) and only apply while you wield a two-handed weapon.
- Two handed weapon damage (
works): +0.16% damage per point. It multiplies the force of your blow before armor. - Two handed weapon speed (
works): +0.06% swing speed and +0.06% thrust and ready speed per point.
Weapon damage multiplier = 1 + 0.0016 × effective Two Handed
- Effective Two Handed: your skill plus captain bonuses, as in the Strong Grip example.
Worked example. The Two Handed 100 troop under a Strong Grip captain fights at effective skill 130:
The same troop swinging a two-handed weapon with effective Two Handed 130. Inputs: skill 130.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Agent weapon damage multiplier | base | 1.0000 | |
| 1 | Two handed weapon damage | factor +20.8% | +0.2080 | 1.2080 |
| Result | Agent weapon damage multiplier | 1.2080 |
With these inputs, agent weapon damage multiplier is 1.2080.
The skill level also sets the inaccuracy of melee weapons with a wide grip: it starts at 1 and falls by 0.01 per point of the weapon's skill, never below 0.
What the skill level itself does
The game also reads your Two Handed 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 melee combat AI level is their melee skill ÷ 300 × the difficulty setting, kept between 0 and 1. The skill is the primary weapon's (One Handed, Two Handed or Polearm; other weapons count as One Handed; Athletics with no weapon). The game engine uses the level. | — | — | works |
| 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 |
| 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 |
| 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 |
| NPC hero may enter a fight tournament | An NPC hero (including your clan's companions, not you) can enter a fight tournament only with enough melee skill. | The better of One Handed and Two Handed at 100 or more | — | works |
| Score of a participant in a simulated tournament | In tournaments you do not attend, an AI participant's score adds 0.01 × the best of One Handed, Two Handed and Polearm, scaled by the hero's own factor. | — | — | works |
| Daily chance a town starts a tournament | Each day, every hero without a party in a town adds 0.1 to the chance the town starts a tournament if their best of One Handed and Two Handed is above 100. | The better of One Handed and Two Handed above 100 | Settlement: town | 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 Two Handed perk half and skill effect works for every hero: you, relatives and wanderers.
| Perk | Half | Works for | Where the hero has to be |
|---|---|---|---|
| Berserker | secondary | relatives and wanderers, not you | governor |
| Confidence | secondary | relatives and wanderers, not you | governor |
| Projectile Deflection | secondary | relatives and wanderers, not you | governor |
All effects at a glance
Every effect site of the Two Handed 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 |
|---|---|---|---|---|---|---|
| Strong Grip | primary | Melee weapon handling multiplier | factor | +10% | Item: two handed weapon; role: personal | works |
| Strong Grip | secondary | Agent effective skill in battle | add | +30 | Role: captain; troops: on foot | works |
| Wood Chopper | primary | Blow damage after attacker amplifications | factor | +30% | Attack: shield hit; item: two handed weapon; role: personal | works |
| Wood Chopper | secondary | Blow damage after attacker amplifications | factor | +15% | Attack: shield hit; item: two handed weapon; role: captain | differs |
| Head Basher | primary | Blow damage after attacker amplifications | factor | +10% | Item: two handed axe or mace; role: personal | works |
| Head Basher | secondary | Blow damage after attacker amplifications | factor | +2% | Role: captain; troops: on foot | works |
| On the Edge | primary | Melee swing speed multiplier | factor | +3% | Item: two handed weapon; role: personal | works |
| On the Edge | secondary | Melee swing speed multiplier | factor | +2% | Item: melee weapon; role: captain; troops: on foot | works |
| Baptised in Blood | primary | XP granted to party troops by an event | add | +5 | Attack: killing blow; hero: not hero; item: two handed weapon class; role: personal; troops: infantry | works |
| Baptised in Blood | secondary | Combat XP from one hit | factor | +5% | Role: party leader; troops: melee | works |
| Show of Strength | primary | Knockdown penetration | add | +0.3 | Attack: swing; item: two handed weapon; role: personal | differs |
| Show of Strength | secondary | Troop recruitment cost | factor | -20% | Role: party leader; troops: infantry | works |
| Beast Slayer | primary | Blow damage after attacker amplifications | factor | +50% | Item: two handed weapon; role: personal; victim: mount | works |
| Beast Slayer | secondary | Blow damage after attacker amplifications | factor | +10% | Item: two handed weapon; role: captain; victim: mount | differs |
| Shield breaker | primary | Blow damage after attacker amplifications | factor | +40% | Attack: shield hit; item: two handed weapon; role: personal | works |
| Shield breaker | secondary | Blow damage after attacker amplifications | factor | +10% | Attack: shield hit; item: two handed weapon; role: captain | differs |
| Berserker | primary | Blow damage after attacker amplifications | factor | +20% | Health: below half; item: two handed weapon; role: personal | works |
| Berserker | secondary | Party daily wage | factor | -10% | Party: garrison; role: governor; settlement: fortification | works |
| Confidence | primary | Blow damage after attacker amplifications | factor | +15% | Health: above 0.9; item: two handed weapon; role: personal | works |
| Confidence | secondary | Daily construction power of a town or castle | factor | +30% | Role: governor | works |
| Projectile Deflection | primary | Agent flag - deflect arrows with two-handed sword | override | on | Hero: hero; role: personal | works |
| Projectile Deflection | secondary | Daily XP for garrison troops | factor | +10% | Party: garrison; role: governor | works |
| Projectile Deflection | secondary | Combat XP from one hit | factor | +10% | Party: garrison; role: governor | works |
| Hope | primary | Morale gain of the killer's side when an enemy agent falls | factor | +30% | Item: two handed weapon; role: personal | works |
| Hope | secondary | Party member size limit | add | +5 | Role: party leader | works |
| Terror | primary | Morale loss of the casualty's side when an agent falls | factor | +20% | Item: two handed weapon; role: personal | works |
| Terror | secondary | Prisoner size limit | add | +10 | Role: party leader | works |
| Reckless Charge ×2 | primary | Attacker extra linear speed in strike magnitude | factor | +20% | Item: two handed weapon; role: personal; troops: on foot | works |
| Reckless Charge | secondary | Blow damage after attacker amplifications | factor | +2% | Role: captain; troops: on foot | works |
| Reckless Charge | secondary | Agent max movement speed multiplier | factor | +2% | Item: no offhand shield; role: captain | differs |
| Thick Hides | primary | Current hit points on perk unlock | add | +5 | Role: personal | works |
| Thick Hides | primary | Maximum hit points | add | +5 | Role: personal | works |
| Thick Hides | secondary | Agent max health at spawn | add | +5 | Hero: not hero; role: party leader | works |
| Blade Master | primary | Blow damage after attacker amplifications | factor | +10% | Item: two handed weapon; role: personal | works |
| Blade Master | secondary | Melee swing speed multiplier | factor | +2% | Item: melee weapon; role: captain; troops: on foot | works |
| Blade Master | secondary | Thrust or ranged ready speed multiplier | factor | +2% | Item: melee weapon; role: captain; troops: on foot | works |
| Vandal ×2 | primary | Victim armor after attacker penetration effects | factor | +25% | Role: personal | works |
| Vandal | secondary | Blow damage after attacker amplifications | factor | +20% | Attack: entity hit; role: captain | works |
| Way Of The Great Axe | primary | Melee swing speed multiplier | factor | +0.2% per point above 250 | Item: two handed weapon; role: personal | works |
| Way Of The Great Axe | primary | Thrust or ranged ready speed multiplier | factor | +0.2% per point above 250 | Item: two handed weapon; role: personal | works |
| Way Of The Great Axe | secondary | Blow damage after attacker amplifications | factor | +0.5% per point above 250 | Item: two handed weapon; role: personal | works |
| Two handed weapon damage | — | Agent weapon damage multiplier | factor | +0.16% per point | Item: two handed weapon; role: personal | works |
| Two handed weapon speed | — | Melee swing speed multiplier | factor | +0.06% per point | Item: two handed weapon; role: personal | works |
| Two handed weapon speed | — | Thrust or ranged ready speed multiplier | factor | +0.06% per point | Item: two handed weapon; role: personal | works |
| Skill level (any skill) | — | Agent effective skill in battle | base | skill value | — | works |
| Skill level ×2 | — | 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 | — | 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 | — | 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 | — | NPC hero may enter a fight tournament | override | off | — | works |
| Skill level | — | Score of a participant in a simulated tournament | add | +0.01 × hero factor × skill | — | works |
| Skill level | — | Daily chance a town starts a tournament | add | +0.1 × min(1, floor(skill / 101)) | Settlement: town | works |
| Skill level | — | Simulated tournament attack power | multiply | ×0.3 at skill 0, +0.002333 per point | Mission: tournament | works |
Practical tips
- Damage perks: Head Basher (axes and maces only), Confidence, Blade Master and Way Of The Great Axe add into one damage sum; the skill's own +0.16% per point multiplies the blow separately.
- Berserker or Confidence: Confidence rewards staying healthy (above 90%), Berserker rewards fighting on when hurt (below half). As a governor, Confidence speeds up military buildings; Berserker cuts garrison wages.
- Shields: Wood Chopper and Shield breaker add together on the same hit. As a captain they only help troops who also swing two-handed weapons.
- Vandal or Blade Master: Vandal applies to every weapon you hold, including bows, lances and one-handed weapons; Blade Master applies only to two-handed weapons.
- Captain of an infantry formation: Strong Grip (+30 skill) helps only two-handed troops on foot; Head Basher and Reckless Charge (damage) help every on-foot troop, archers included.
- Reckless Charge as captain: if your formation carries shields, the movement part gives nothing; the +2% damage still applies to every on-foot troop.
- Baptised in Blood trains your whole infantry from your kills, two-handed polearm kills included, but its secondary half shows "Reduced effect at sea" in the tooltip.
- Thick Hides for your party does nothing at sea (land only, as the tooltip shows).