Edge Placement I |
One-handed |
25 |
+4% one-handed weapon damage |
Extra HP I |
One-handed |
25 |
+3 HP |
Raider I |
One-handed |
50 |
+4% weapon speed bonus if one-handed weapon is equipped |
Shield Bash I |
One-handed |
50 |
Shield Bash causes +50% damage. |
Bruiser I |
One-handed |
75 |
+10% damage if one-handed mace is equipped |
Long Strides |
One-handed |
75 |
Half weight effect of shields on movement speed in combat. |
Bulwark I |
One-handed |
100 |
-25% to damage received to shields |
Sword Master I |
One-handed |
100 |
+8% damage if one-handed sword weapon equipped. |
Arrow Catcher |
One-handed |
125 |
Larger shield protection area against ranged weapons on shields. |
Edge Placement II |
One-handed |
125 |
+5% one-handed damage. |
Bulwark II |
One-handed |
150 |
-25% to damage received to shields |
Bury the Hatchet |
One-handed |
150 |
+10% damage if one-handed axe is equipped. |
Sword Master II |
One-handed |
175 |
+10% damage if one-handed sword is equipped. |
Shield Bash II |
One-handed |
175 |
Shield Bash causes an additional +50% damage |
Raider II |
One-handed |
200 |
+4% weapon speed bonus if one-handed weapon is equipped |
Duelist |
One-handed |
225 |
+10% damage when wielding a one-handed weapon without a shield. |
Basher |
One-handed |
225 |
+20% damage and extended stun duration with Shield Bashes. |
Steel Core Shields |
One-handed |
250 |
-15% damage to shields. |
Secondary Experts |
One-handed |
250 |
+10% damage with axes and maces. |
Shield Bearer |
One-handed |
275 |
Shields don’t affect character’s combat weight. |
Extra HP |
Two-handed |
25 |
+3 HP |
Extra Damage |
Two-handed |
25 |
+1.5 extra two-handed damage |
Garrison Capacity |
Two-handed |
50 |
+10 garrison limit |
Reduced Wage |
Two-handed |
50 |
-5% garrison wages |
Power Basher |
Two-handed |
75 |
+2% speed and +5% damage to two handed weapons with less than 85 speed |
Speed Basher |
Two-handed |
75 |
+1% speed and +2% damage to two handed weapons with more than 100 speed |
Notorious |
Two-handed |
100 |
+10% renown gain after battles |
Quick Plunder |
Two-handed |
100 |
+5% raiding speed |
Multi-hit |
Two-handed |
125 |
+40% hit damage for secondary successful hits |
Edge Placement |
Two-handed |
125 |
+3% cut damage |
Shield Breaker |
Two-handed |
150 |
+10% damage against shields |
Eviscerator |
Two-handed |
150 |
+30% morale loss to enemies when using two handed weapons |
Mounted Two Handed |
Two-handed |
175 |
Lower attack penalty while mounted |
Berserker |
Two-handed |
175 |
Speed bonus modifier increased while player is on foot |
Legendary Two Handed |
Two-handed |
200 |
Enemy begins with -1 morale |
Inspiring Leader |
Two-handed |
200 |
+40% XP gain for up to 5 troops within a 10m radius whenever you defeat an enemy |
Horse Slaughter |
Two-handed |
225 |
+20% damage to horses |
Vandal |
Two-handed |
225 |
+40% damage to objects |
Dominator |
Two-handed |
250 |
+10% chance to crush through with two handed weapons |
Knock Down |
Two-handed |
250 |
Increased chance to knock down an enemy with a successful attack |
Two Handed Mastery |
Two-handed |
275 |
+0.2% speed and +0.5% damage for every skill point beyond 200. |
Deflect Arrows |
Two-handed |
275 |
A chance to block arrows with two handed weapons |
Extra HP |
Polearm |
25 |
+3 HP |
Standard Bearer |
Polearm |
50 |
+15% morale to troops in formation at the start of battle |
Horse Killer |
Polearm |
75 |
+70% damage to horses |
Footwork |
Polearm |
75 |
+2% combat movement speed while wielding a polearm |
Lancer |
Polearm |
100 |
+30 couched lance damage |
Push Back |
Polearm |
125 |
Enemies are pushed back when blocking polearm thrust attacks with shields |
Powerful Thrust |
Polearm |
150 |
+2% thrust damage with polearms |
Howling Swing |
Polearm |
150 |
+2% swing damage with polearms |
Expert Infantry |
Polearm |
175 |
+2% damage with polearms while on foot |
Expert Cavalry |
Polearm |
175 |
+2% damage with polearms while on horseback |
Rapid Lancer |
Polearm |
200 |
Reduced cooldown for couching lances |
Keep at Bay |
Polearm |
225 |
Push opponents with successful attacks |
Slaughter |
Polearm |
250 |
Faster swings with polearms |
Tight Grip |
Polearm |
275 |
+30% couched lance damage |
Marksman |
Bow |
25 |
+10% accuracy with bows |
Strong Pull |
Bow |
50 |
+15% to hold aim duration |
Faster Aim |
Bow |
50 |
+10% arrow readying speed |
Marsh Hunter |
Bow |
75 |
+0.5% food in marshes |
Forest Hunter |
Bow |
75 |
+0.5% food in forests |
Mounted Archer |
Bow |
100 |
Can use any bow on horseback |
Large Quiver |
Bow |
100 |
+3 extra arrows per quiver |
Intimidate Archers |
Bow |
125 |
-2 morale for enemy archers at the start of battle |
Intimidate Infantry |
Bow |
125 |
-2 morale for enemy infantry at the start of battle |
Merry Men |
Bow |
150 |
+3 party size |
Instructor |
Bow |
175 |
An archer in your party with a lower bow skill gets bow XP while waiting |
Instinctive Shot |
Bow |
200 |
+10% faster to max aiming accuracy |
Battle Equipped |
Bow |
200 |
+6 extra arrows per quiver |
Howling Bolt |
Bow |
225 |
+3% flight speed and +7% damage for arrows |
Pick Targets |
Bow |
225 |
+10% accuracy for nearby troops |
Ranger |
Bow |
250 |
The player is better at firing arrows while moving |
Archery Renown |
Bow |
275 |
-30% ranged unit recruitment cost |
Fast Reload |
Crossbow |
25 |
+10% reload speed |
Hasty Reload |
Crossbow |
50 |
+15% reload speed |
Crossbow Cavalry |
Crossbow |
75 |
Reload any crossbow on horseback |
Plain Hunter |
Crossbow |
100 |
+0.5 food on grasslands |
Improved Aim |
Crossbow |
125 |
+10% faster to max aiming accuracy |
Maintenance |
Crossbow |
150 |
+7% damage |
Recruiter |
Crossbow |
175 |
-20% crossbow unit recruitment cost |
Renowned Marksman |
Crossbow |
200 |
+5% post-battle XP for all ranged troops |
Volley Commander |
Crossbow |
225 |
+10% reload speed for all ranged troops |
Without Honor |
Crossbow |
250 |
+20% damage to enemies hit from behind |
Bone Bolts |
Crossbow |
275 |
-1 enemy morale for each unit you kill with a crossbow |
Steady Hand |
Throwing |
25 |
+15% accuracy |
Skull Crusher |
Throwing |
50 |
+20% headshot damage |
Fully Armed |
Throwing |
75 |
+1 extra thrown weapon per pack |
Skirmishers |
Throwing |
100 |
+5 party size |
Concealed Carry |
Throwing |
125 |
Use throwing weapons while entering settlements as civilians |
Battle Ready |
Throwing |
150 |
+2 thrown weapons per pack |
Master Thrower |
Throwing |
175 |
+10% weapon flight speed and +20% damage |
Perfect Accuracy |
Throwing |
200 |
Increased accuracy |
Well Prepared |
Throwing |
225 |
+1 throwing weapon ammo for troops |
Mounted Thrower |
Throwing |
250 |
Reduced horseback penalty to thrown weapons |
Running Throw |
Throwing |
275 |
No penalty when throwing weapons while moving |
Vigorous |
Riding |
25 |
+6% horse HP |
Spare Arrows |
Riding |
50 |
+3 arrows in quivers when starting battles on horseback |
Spare Throwing Weapon |
Riding |
50 |
+1 throwing weapon when starting battles on horseback |
Squires |
Riding |
75 |
+2 party size |
Sharpshooter |
Riding |
75 |
+15% accuracy on horseback |
Mounted Archer |
Riding |
100 |
-10% ranged attack penalty on horseback |
Cavalry |
Riding |
100 |
-10% melee attack penalty on horseback |
Bow Expert |
Riding |
125 |
Use any bow on horseback |
Crossbow Expert |
Riding |
125 |
Use any crossbow on horseback |
Horse Grooming |
Riding |
150 |
+50% production in horse farms |
Conroi |
Riding |
175 |
+4 party size |
Trampler |
Riding |
200 |
+50% charge damage |
Iron Steed |
Riding |
225 |
-50% chance a horse is lamed when wounded |
Filled to Brim |
Riding |
250 |
+20 carrying capacity for pack animals |
Nomadic Traditions |
Riding |
275 |
+30% mounted unit speed |
Extra Arrows |
Athletics |
25 |
+2 arrows in quivers when starting a battle on foot |
Extra Throwing Weapon |
Athletics |
25 |
+1 throwing weapon quantity when starting a battle on foot |
Close Quarters Training |
Athletics |
50 |
+2 melee damage while on foot |
Ranged Training |
Athletics |
50 |
+2 ranged damage while on foot |
Endurance |
Athletics |
75 |
+4% HP |
Dexterous |
Athletics |
75 |
+3% movement speed |
Powerkick |
Athletics |
100 |
Increased kick damage |
In Good Shape |
Athletics |
125 |
+2% foot soldier HP |
Furious Speed |
Athletics |
150 |
+10% foot soldiers speed |
Salt the Wound |
Athletics |
175 |
Extra damage while lower than half max HP |
Unburdened |
Athletics |
200 |
Lower penalty for being over-encumbered |
Peak Form |
Athletics |
225 |
+10% HP |
Spartan |
Athletics |
250 |
-5% party food consumption and wages |
Mighty Blow |
Athletics |
275 |
Bashes and kicks knock enemies down |
Efficient Iron Maker |
Smithing |
25 |
3x Crude Iron for 1x Iron Ore |
Efficient Charcoal Maker |
Smithing |
25 |
2x Charcoal for 1x Hardwood |
Steel Maker |
Smithing |
50 |
2x Iron into 1x Steel. 1x Crude Iron by-product |
Curious Smelter |
Smithing |
50 |
+100% chance to learn new designs while smelting |
Steel Maker II |
Smithing |
75 |
2x Steel into 1x Fine Steel. 1x Crue Iron by-product |
Curious Smith |
Smithing |
75 |
+100% chance to learn new designs while smithing |
Steel Maker III |
Smithing |
100 |
2x Fine Steel into Thamaskene Steel. 1x Crude Iron by-product |
Experienced Smith |
Smithing |
100 |
+10% chance to craft “fine” weapon if difficulty requirements are met |
Practical Refiner |
Smithing |
125 |
-50% stamina cost to refining |
Practical Smelter |
Smithing |
125 |
-50% stamina cost to smelting |
Vigorous Smith |
Smithing |
150 |
+1 Vigor |
Strong Smith |
Smithing |
150 |
+1 Strength |
Practical Smith |
Smithing |
175 |
-50% stamina cost to smithing |
Artisan Smith |
Smithing |
175 |
-50% penalty when trading smithed weapons |
Master Smith |
Smithing |
200 |
+10% masterwork weapon crafting chance if difficulty requirements are met |
Enduring Smith |
Smithing |
225 |
+1 Endurance |
Fencer Smith |
Smithing |
225 |
+1 focus points for One-handed and Two-handed skills |
Sharpened Edge |
Smithing |
250 |
+2% cut damage for crafted weapons |
Sharpened Tip |
Smithing |
250 |
+2% thrust damage for crafted weapons |
Legendary Smith |
Smithing |
275 |
+5% legendary weapon crafting chance if difficulty requirements are met, that is increased +1% for every smithing skill point above 300. |
Pathfinder |
Scouting |
25 |
+2% party movement speed during daytime |
Night Vision |
Scouting |
25 |
+2% party movement speed during nighttime |
Navigator |
Scouting |
50 |
+1% party movement speed |
Investigator |
Scouting |
75 |
Tracks give more information |
Farsighted |
Scouting |
100 |
Increased chance to spot other roaming parties |
Eye for Ambush |
Scouting |
125Q |
Spot hideouts from further away |
Forest Lore |
Scouting |
150 |
+5% movement speed and -50% food consumption while on forests |
Desert Lore |
Scouting |
150 |
+5% movement speed and -50% food consumption while on deserts |
Hills Lore |
Scouting |
175 |
+5% movement speed and -50% food consumption while on hills |
Marshes Lore |
Scouting |
175 |
+5% movement speed and -50% food consumption while on marshes |
Forced March |
Scouting |
200 |
Bonus speed with high party morale |
Grassland Navigator |
Scouting |
225 |
+5% movement speed while in grasslands |
Healthy Scout |
Scouting |
250 |
+8% HP |
Lay of the Land |
Scouting |
275 |
+3% movement speed on map |
Companion Cavalry |
Tactics |
25 |
+10% enemy morale loss with cavalry attacks |
Tactical Superiority |
Tactics |
50 |
+5% troop damage in simulations |
One Step Ahead |
Tactics |
75 |
Place all troops before battles begin |
Logistics |
Tactics |
100 |
+20% ammo for ranged units |
Ambush Specialists |
Tactics |
125 |
+60% archer damage in simulations while in forests |
Phalanx |
Tactics |
150 |
+50% infantry damage vs cavalry in simulations |
Hammer & Anvil |
Tactics |
150 |
+50% cavalry damage vs archers in simulations |
Elusive |
Tactics |
175 |
-50% troops left behind when retreating |
Swift Regroup |
Tactics |
200 |
-50% disorganised duration |
Bait |
Tactics |
225 |
+30% reinforcement distance for allies |
Trusted Commander |
Tactics |
250 |
Reduced army cohesion decay |
Rational Leader |
Tactics |
275 |
Decreased army supply consumption and disorganised duration |
Raiding Party |
Roguery |
25 |
+10% faster village raids |
Eye for Loot |
Roguery |
25 |
+5% loot from village raids |
Commanding Presence |
Roguery |
50 |
Lower relationship penalty when using intimidation |
For the Thrill |
Roguery |
75 |
+10% morale from raiding villages |
Scavenger |
Roguery |
100 |
More loot from enemies |
Concealed Blade |
Roguery |
125 |
Can use one handed weapons as a civilian |
Slip Into Shadows |
Roguery |
125 |
-20% chance of being caught while sneaking in towns |
Negotiator |
Roguery |
150 |
+50% easier bribes |
Briber |
Roguery |
150 |
Higher chance a bribe option appears in dialogue |
Camoflague |
Roguery |
175 |
-10% chance to alarm enemy settlements when passing nearby |
Escape Artists |
Roguery |
200 |
+30% faster when escaping captivity |
Bribe Master |
Roguery |
225 |
-50% bribe amount |
Slave Trader |
Roguery |
250 |
+20% better deals with ransom broker |
Merry Men |
Roguery |
275 |
Recruit bandits to party |
Ice Breaker |
Charm |
25 |
+10% chance to gain +2 relations when introducing yourself to lords |
Diplomacy |
Charm |
25 |
-15% barter penalty |
Adventure Stories |
Charm |
50 |
+1 renown for each issue resolved |
Show Your Scars |
Charm |
50 |
+20% more renown from battles |
Forgivable Grievances |
Charm |
75 |
-20% persuasion critical failure chance |
Meaningful Favors |
Charm |
75 |
+10% chance to have doubled persuasion success |
In Bloom |
Charm |
100 |
+20% relationship gain with those of the opposite gender |
Young and Respectful |
Charm |
100 |
+20% relationship gain with those of the same gender |
Champion |
Charm |
125 |
+10 influence from winning tournaments |
Respectful Opposition |
Charm |
125 |
+30% chance to negate relationship penalty from kingdom decisions |
Effort For The People |
Charm |
150 |
+10% chance for governor to gain +1 relation with random notable person (lord or noble) per day |
Promoter |
Charm |
150 |
+1 notable relations with settlement owner for every project completed |
Our Great Leader |
Charm |
175 |
+20% influence from personal actions |
Pro Familia |
Charm |
175 |
Clan member parties gain +10% influence from actions |
Moral Leader |
Charm |
200 |
+10 security bonus for towns |
Natural Leader |
Charm |
200 |
+10 loyalty bonus for towns |
Courtship |
Charm |
225 |
+1 influence per day for each allied lord’s party not currently in an army, and while waiting in the same town |
Parade |
Charm |
225 |
+5 loyalty per day when you visit your settlements |
Charm |
Charm |
250 |
This perk is not currently enabled |
Immortal Charm |
Charm |
275 |
+1 influence per day for every 5 charm skill points after 250 |
Combat Tips |
Leadership |
25 |
Small XP boost each day to your party |
Raise the Meek |
Leadership |
25 |
Medium XP boost each day for troops of tier 1-3 |
Inspiring Attacker |
Leadership |
50 |
+20 morale in battles when you’re attacking |
Star Defender |
Leadership |
50 |
+20 morale in battles when you’re defending |
Stiff Upper Lip |
Leadership |
75 |
+20% security effectiveness of town garrisons |
Gratitude |
Leadership |
75 |
+20% town loyalty gain |
Levy Sergeant |
Leadership |
100 |
-15% wages for troops of tier 1-4 |
Veterans Respect |
Leadership |
100 |
-15% wages for troops of tier 4-6 |
Dispenser of Justice |
Leadership |
125 |
+5 town security while waiting |
Disciplinarian |
Leadership |
125 |
Convert bandits into regular troops |
Drill Master |
Leadership |
150 |
+20% XP for garrison |
Citizen Militia |
Leadership |
150 |
+20% chance that militia spawns with more experienced troops |
Inspiring Leader |
Leadership |
175 |
-20% influence needed to call parties to army |
Assuring Presence |
Leadership |
175 |
-20% army cohesion decay |
Public Talker |
Leadership |
200 |
+10% more effective boosts from forum, festival, arena, temple, and market place |
Inspiring Warrior |
Leadership |
200 |
+20% faster notable recruit replenishment |
Swords As Tribute |
Leadership |
225 |
+20% XP for heroes under your command |
Companions |
Leadership |
225 |
+20% XP for troops under your command |
Leader |
Leadership |
250 |
This perk is not currently enabled |
Ultimate Leader |
Leadership |
275 |
+1 party capacity for every leadership skill point above 250 |
Appraiser |
Trade |
25 |
+5% selling price for your equipment and profits are marked |
Whole Seller |
Trade |
25 |
+5% selling price for your trade goods and profits are marked |
Caravan Master |
Trade |
50 |
-20% wages for caravans and +30% party carry weight |
Town Merchant |
Trade |
50 |
-20% wages for workshops and +30% party carry weight |
Traveling Rumors |
Trade |
75 |
Caravans gather trade rumours and mark item prices relative to the average price |
Local Connection |
Trade |
75 |
Workshops gather trade rumours and mark item prices relative to the average price |
Distributed Goods |
Trade |
100 |
+10 income for every villager party that enters town |
Toll Gates |
Trade |
100 |
+25 income for every caravan that enters town |
Artisan Community |
Trade |
125 |
+1 renown for every profitable shop you own |
Great Investor |
Trade |
125 |
+1 renown for every profitable caravan you own |
Village Connections |
Trade |
150 |
+25% workshop production |
Content Trades |
Trade |
150 |
+10% tariff income |
Insurance Plans |
Trade |
175 |
Caravans have more elite troops and return 5000 gold when destroyed |
Rapid Development |
Trade |
175 |
+70% town taxes while waiting and shops give 5000 gold when captured by an enemy |
Granary Accountant |
Trade |
200 |
+20% production for grain, olive, fish, and dates in “bound villages” |
Tradeyard Foreman |
Trade |
200 |
+20% production for clay, iron, raw silk, and silver in “bound villages” |
Everything Has a Price |
Trade |
225 |
Trade settlements while bartering |
Influential Trader |
Trade |
250 |
Caravans and workshops generate influence |
Mercenary Trader |
Trade |
275 |
+15 party size |
Tax Collector |
Steward |
25 |
+10% tax from villages |
Supreme Authority |
Steward |
25 |
+1 influence if you’re a ruler |
Agriculture |
Steward |
50 |
+30% farm production |
Prominence |
Steward |
50 |
+1 influence if you’re a vassal |
Nourish Settlement |
Steward |
75 |
Quadruple settlement prosperity growth while you wait there |
Warmonger |
Steward |
75 |
Less influence needed to summon vassals for war |
Bannerlord |
Steward |
100 |
+2 party size for each fief you own |
Logistics Expert |
Steward |
100 |
Parties in armies you lead move faster |
Prosperous Reign |
Steward |
125 |
Double village growth rate |
War Rations |
Steward |
125 |
-20% food consumption |
Enhanced Mines |
Steward |
150 |
+50% tax income from mines |
Swords As Tribute |
Steward |
150 |
+10 party size for every vassal Does not work |
Man-At-Arms |
Steward |
175 |
+5 party size for each fief you own. Does not work |
Mount Expert |
Steward |
175 |
-10% trade penalty for horses |
Reeve |
Steward |
200 |
+1 companion Does not work |
Stand United |
Steward |
200 |
If you’re leading a siege, any party that leaves or enters the area must engage your army first |
Food Rationing |
Steward |
225 |
-40% food consumption in a settlement while you’re under siege |
Assessor |
Steward |
225 |
+10% taxes from villages |
Ruler |
Steward |
250 |
+1 companion for each town you own |
Agrarian |
Steward |
250 |
+30% farm production |
Reconstruction |
Steward |
275 |
Faster recovery for villages after being raided |
Self Medication |
Medicine |
25 |
+10% character healing rate |
Preventative Medicine |
Medicine |
25 |
+10% HP |
Triage Tent |
Medicine |
50 |
+20% healing rate for party while stationary on world map |
Walk It Off |
Medicine |
50 |
+10% healing rate for party while moving on the world map |
Mobile Aid |
Medicine |
75 |
-50% party speed penalty due to wounded members |
Doctor’s Oath |
Medicine |
75 |
Medicine recovery chance also applies to enemies |
Best Medicine |
Medicine |
100 |
+10% healing rate when at high morale |
Good Lodging |
Medicine |
100 |
+10% healing rate when resting in towns |
Siege Medic |
Medicine |
125 |
+30% chance of siege bombardment casualties being wounded instead of being killed |
Pristine Streets |
Medicine |
150 |
+1 settlement prosperity each day |
Bush Doctor |
Medicine |
150 |
+20% village hearth growth rate and +20% party healing rate when waiting in villages |
Perfect Health |
Medicine |
175 |
+20% clan member fertility |
Health Advice |
Medicine |
175 |
+10% clan life expectancy |
Physician of People |
Medicine |
200 |
+1 settlement loyalty each day |
Clean Infrastructure |
Medicine |
200 |
+1 prosperity each day for every town project related to health and sanitation |
Cheat Death |
Medicine |
225 |
One-time chance to avoid death when terminally ill |
Fortitude Tonic |
Medicine |
225 |
-50% chance of heroes dying in battle |
Horse Healer |
Medicine |
250 |
+30% chance per day for a lame horse to recover |
Minister of Health |
Medicine |
275 |
Troops gain bonus HP before battles |
Construction Expert |
Engineering |
25 |
+30% construction speed for castles and walls |
Ballistics |
Engineering |
50 |
+30% catapult effectiveness |
Imperial Fire |
Engineering |
75 |
Enables construction of fire-throwing siege engines |
Improved Masonry |
Engineering |
100 |
Stronger fortifications |
Armorcraft |
Engineering |
125 |
+10% armour effectiveness |
Good Materials |
Engineering |
150 |
+20% HP for siege engines |
Heavier Siege Engines |
Engineering |
175 |
+20% increased bombardment damage vs other siege engines |
Wall Breaker |
Engineering |
200 |
Increased damage to walls during sieges |
Resolute |
Engineering |
225 |
Lower morale loss during sieges |
Builder |
Engineering |
250 |
1.5x building development speed |
Everyday Engineer |
Engineering |
275 |
+60% effectiveness for default town projects |
Link to Original Story