Bannerlord mechanics

Two Handed guide

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

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:

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)

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

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

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

On the Edge

Swing speed = 0.93 × (1 + 0.0006 × Two Handed) × (1 + mounted penalty) × (1 + all perk percentages added together)

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

Show of Strength

Two Handed 100: Beast Slayer or Shield breaker

Beast Slayer

Shield breaker

Two Handed 125: Berserker or Confidence

Berserker

Confidence

Two Handed 150: Projectile Deflection

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

Terror

Two Handed 200: Reckless Charge or Thick Hides

Reckless Charge

Thick Hides

Two Handed 225: Blade Master or Vandal

Blade Master

Vandal

Two Handed 250: Way Of The Great Axe

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.

Weapon damage multiplier = 1 + 0.0016 × effective Two Handed

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