Mount And Blade 2 Bannerlord abilities: ideas for character creation

Mount And Blade 2 Bannerlord skills

I’ve seen difficult ability programs prior to now, however I’ve by no means seen something fairly like Mount And Blade 2 Bannerlord. It took some time, however I feel I’ve managed to decipher simply what you should do to improve your character’s skills and make them a power to be reckoned with.

Mount And Blade 2 Bannerlord abilities information

This Mount & Blade 2 Bannerlord abilities information will make it easier to get began with constructing your very personal chief. You’ll learn to enhance your ability stage, what focus factors are and find out how to use them, and find out how to create a personality. We have now included the full Bannerlord perk record.


Increasing your ability stage in Bannerlord defined

Upgrading your character in Mount And Blade 2 Bannerlord is extremely difficult. It took me a good whereas to wrap my head round it because it’s not very nicely defined in-game. There are three particular areas to clarify right here: Attributes, Skills, and Focus Points.

  • Attributes: These are the six stats which have three abilities every certain to them. Whenever you stage up, additionally, you will acquire an attribute level which you’ll be able to assign to an attribute by clicking the attribute within the character sheet (Press C on world map to deliver it up). Then click on the plus signal within the window that seems and make sure by clicking “Done”.
  • Skills: Your character’s abilities are initially outlined by their culture and background, however are additional upgraded by performing sure actions to realize ability factors. Each one is certain to an attribute and you should carry out an motion linked to that ability to extend its ability factors. You can discover the actions within the desk under.
  • Focus Points: When you stage up your character by gaining sufficient ability factors, you’ll acquire “focus points”. Spending these focus factors will can help you enhance your proficiency in that ability as much as a most threshold. This is indicated by the inexperienced space. Any ability will increase past the inexperienced space requires extra focus factors to be spent on that trait. It doesn’t enhance after spending the purpose mechanically primarily based in your efficiency previous to the brink enhance.

With all that defined, here’s a record of all the abilities within the game, together with the actions required to extend their ability stage:

Mount And Blade 2 abilities

Skill Associated attribute How to extend ability stage
One handed Vigor Attack with one-handed weapons (excluding polearms). Can have defend geared up.
Two handed Vigor Attack with two-handed weapons (excluding polearms).
Polearms Vigor Attack with polearms (each one-handed and two-handed).
Bow Control Shooting enemies with bow and arrows and firing long-distance pictures.
Crossbow Control Firing bolts with crossbows.
Throwing Control Hit enemies with thrown weapons.
Riding Endurance Ride round on horseback on the planet map and in battle.
Athletics Endurance Run round on foot on the planet map and in battle.
Smithing Endurance Crafting gear, refine supplies, and smelt previous tools in a smithy.
Scouting Cunning Finding tracks and hideouts on the planet map, in addition to travelling on tough terrain akin to forests and mountains.
Tactics Cunning Ordering your troops in battle, profitable whereas outnumbered/outclassed, or escaping encounters.
Roguery Cunning Bribery, raiding enemy cities and caravans, main bandit troops, or escaping from captivity.
Charm Social Improving relationship together with your companions, performing social actions with nobles akin to taking part in Talbut, and bartering with merchants.
Leadership Social Maintain a excessive morale rating and amass bigger variety of troops in your military.
Trade Social Generate a revenue when buying and selling, and working caravans.
Steward Intelligence Gain get together morale from elevated meals selection, enhancing settlement prosperity with developing new buildings, and spending time in your settlements.
Medicine Intelligence Have troopers heal in settlements.
Engineering Intelligence Build and function siege weapons.


How to unlock ability perks in Bannerlord

As nicely as rising your ability factors, rising the ability as much as sure ranges will unlock perks. These are further bonuses which can be utilized to actions you carry out or when you have geared up a sure kind of weapon or armour.

These will grant you varied perks that may assist in battle. To unlock a perk, you have to to do the next:

  1. Press “C” in your keyboard on the planet map to deliver up the character sheet.
  2. Click the ability you want to improve.
  3. Click a highlighted emblem within the timeline view of the ability in that trait. To see upfront what they do, simply go into the ability and hover your mouse over it.
  4. Click the perk you want to unlock and make sure the choice by urgent “Done”.

Bannerlord abilities and perks

Now you recognize what perks are, here’s a record of each single perk at the moment in Bannerlord. Some perks usually are not enabled within the game, whereas others don’t have full descriptions, regardless of being unlockable. But we shall be updating this record sooner or later because the game is up to date.

To use the Bannerlord perk record desk under, seek for the ability within the top-right nook. This will filter the record down to simply the perks on that ability perk tree. If there’s multiple perk listed with the identical ability stage requirement, you may solely select one of many two perks to unlock.

Perk identify Associated ability Skill stage requirement Perk impact
Edge Placement I One-handed 25 +4% one-handed weapon harm
Extra HP I One-handed 25 +Three HP
Raider I One-handed 50 +4% weapon pace bonus if one-handed weapon is provided
Shield Bash I One-handed 50 Shield Bash causes +50% harm.
Bruiser I One-handed 75 +10% harm if one-handed mace is provided
Long Strides One-handed 75 Half weight impact of shields on motion pace in fight.
Bulwark I One-handed 100 -25% to wreck acquired to shields
Sword Master I One-handed 100 +8% harm if one-handed sword weapon geared up.
Arrow Catcher One-handed 125 Larger defend safety space towards ranged weapons on shields.
Edge Placement II One-handed 125 +5% one-handed harm.
Bulwark II One-handed 150 -25% to wreck acquired to shields
Bury the Hatchet One-handed 150 +10% harm if one-handed axe is provided.
Sword Master II One-handed 175 +10% harm if one-handed sword is provided.
Shield Bash II One-handed 175 Shield Bash causes a further +50% harm
Raider II One-handed 200 +4% weapon pace bonus if one-handed weapon is provided
Duelist One-handed 225 +10% harm when wielding a one-handed weapon with out a defend.
Basher One-handed 225 +20% harm and prolonged stun length with Shield Bashes.
Steel Core Shields One-handed 250 -15% harm to shields.
Secondary Experts One-handed 250 +10% harm with axes and maces.
Shield Bearer One-handed 275 Shields do not have an effect on character’s fight weight.
Extra HP Two-handed 25 +Three HP
Extra Damage Two-handed 25 +1.5 additional two-handed harm
Garrison Capacity Two-handed 50 +10 garrison restrict
Reduced Wage Two-handed 50 -5% garrison wages
Power Basher Two-handed 75 +2% pace and +5% harm to 2 handed weapons with lower than 85 pace
Speed Basher Two-handed 75 +1% pace and +2% harm to 2 handed weapons with greater than 100 pace
Notorious Two-handed 100 +10% renown acquire after battles
Quick Plunder Two-handed 100 +5% raiding pace
Multi-hit Two-handed 125 +40% hit harm for secondary profitable hits
Edge Placement Two-handed 125 +3% lower harm
Shield Breaker Two-handed 150 +10% harm towards shields
Eviscerator Two-handed 150 +30% morale loss to enemies when utilizing two handed weapons
Mounted Two Handed Two-handed 175 Lower assault penalty whereas mounted
Berserker Two-handed 175 Speed bonus modifier elevated whereas participant is on foot
Legendary Two Handed Two-handed 200 Enemy begins with -1 morale
Inspiring Leader Two-handed 200 +40% XP acquire for as much as 5 troops inside a 10m radius everytime you defeat an enemy
Horse Slaughter Two-handed 225 +20% harm to horses
Vandal Two-handed 225 +40% harm to things
Dominator Two-handed 250 +10% likelihood to crush by means of with two handed weapons
Knock Down Two-handed 250 Increased likelihood to knock down an enemy with a profitable assault
Two Handed Mastery Two-handed 275 +0.2% pace and +0.5% harm for each ability level past 200.
Deflect Arrows Two-handed 275 An opportunity to dam arrows with two handed weapons
Extra HP Polearm 25 +Three HP
Standard Bearer Polearm 50 +15% morale to troops in formation initially of battle
Horse Killer Polearm 75 +70% harm to horses
Footwork Polearm 75 +2% fight motion pace whereas wielding a polearm
Lancer Polearm 100 +30 couched lance harm
Push Back Polearm 125 Enemies are pushed again when blocking polearm thrust assaults with shields
Powerful Thrust Polearm 150 +2% thrust harm with polearms
Howling Swing Polearm 150 +2% swing harm with polearms
Expert Infantry Polearm 175 +2% harm with polearms whereas on foot
Expert Cavalry Polearm 175 +2% harm with polearms whereas on horseback
Rapid Lancer Polearm 200 Reduced cooldown for couching lances
Keep at Bay Polearm 225 Push opponents with profitable assaults
Slaughter Polearm 250 Faster swings with polearms
Tight Grip Polearm 275 +30% couched lance harm
Marksman Bow 25 +10% accuracy with bows
Strong Pull Bow 50 +15% to carry intention length
Faster Aim Bow 50 +10% arrow readying pace
Marsh Hunter Bow 75 +0.5% meals in marshes
Forest Hunter Bow 75 +0.5% meals in forests
Mounted Archer Bow 100 Can use any bow on horseback
Large Quiver Bow 100 +Three additional arrows per quiver
Intimidate Archers Bow 125 -2 morale for enemy archers initially of battle
Intimidate Infantry Bow 125 -2 morale for enemy infantry initially of battle
Merry Men Bow 150 +Three get together measurement
Instructor Bow 175 An archer in your get together with a decrease bow ability will get bow XP whereas ready
Instinctive Shot Bow 200 +10% quicker to max aiming accuracy
Battle Equipped Bow 200 +6 additional arrows per quiver
Howling Bolt Bow 225 +3% flight pace and +7% harm for arrows
Pick Targets Bow 225 +10% accuracy for close by troops
Ranger Bow 250 The participant is best at firing arrows whereas shifting
Archery Renown Bow 275 -30% ranged unit recruitment value
Fast Reload Crossbow 25 +10% reload pace
Hasty Reload Crossbow 50 +15% reload pace
Crossbow Cavalry Crossbow 75 Reload any crossbow on horseback
Plain Hunter Crossbow 100 +0.5 meals on grasslands
Improved Aim Crossbow 125 +10% quicker to max aiming accuracy
Maintenance Crossbow 150 +7% harm
Recruiter Crossbow 175 -20% crossbow unit recruitment value
Renowned Marksman Crossbow 200 +5% post-battle XP for all ranged troops
Volley Commander Crossbow 225 +10% reload pace for all ranged troops
Without Honor Crossbow 250 +20% harm to enemies hit from behind
Bone Bolts Crossbow 275 -1 enemy morale for every unit you kill with a crossbow
Steady Hand Throwing 25 +15% accuracy
Skull Crusher Throwing 50 +20% headshot harm
Fully Armed Throwing 75 +1 additional thrown weapon per pack
Skirmishers Throwing 100 +5 get together measurement
Concealed Carry Throwing 125 Use throwing weapons whereas coming into settlements as civilians
Battle Ready Throwing 150 +2 thrown weapons per pack
Master Thrower Throwing 175 +10% weapon flight pace and +20% harm
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 whereas shifting
Vigorous Riding 25 +6% horse HP
Spare Arrows Riding 50 +Three arrows in quivers when beginning battles on horseback
Spare Throwing Weapon Riding 50 +1 throwing weapon when beginning battles on horseback
Squires Riding 75 +2 get together measurement
Sharpshooter Riding 75 +15% accuracy on horseback
Mounted Archer Riding 100 -10% ranged assault penalty on horseback
Cavalry Riding 100 -10% melee assault 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% manufacturing in horse farms
Conroi Riding 175 +Four get together measurement
Trampler Riding 200 +50% cost harm
Iron Steed Riding 225 -50% likelihood a horse is lamed when wounded
Filled to Brim Riding 250 +20 carrying capability for pack animals
Nomadic Traditions Riding 275 +30% mounted unit pace
Extra Arrows Athletics 25 +2 arrows in quivers when beginning a battle on foot
Extra Throwing Weapon Athletics 25 +1 throwing weapon amount when beginning a battle on foot
Close Quarters Training Athletics 50 +2 melee harm whereas on foot
Ranged Training Athletics 50 +2 ranged harm whereas on foot
Endurance Athletics 75 +4% HP
Dexterous Athletics 75 +3% motion pace
Powerkick Athletics 100 Increased kick harm
In Good Shape Athletics 125 +2% foot soldier HP
Furious Speed Athletics 150 +10% foot troopers pace
Salt the Wound Athletics 175 Extra harm whereas decrease than half max HP
Unburdened Athletics 200 Lower penalty for being over-encumbered
Peak Form Athletics 225 +10% HP
Spartan Athletics 250 -5% get together meals 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% likelihood to be taught new designs whereas smelting
Steel Maker II Smithing 75 2x Steel into 1x Fine Steel.
1x Crue Iron by-product
Curious Smith Smithing 75 +100% likelihood to be taught new designs whereas smithing
Steel Maker III Smithing 100 2x Fine Steel into Thamaskene Steel.
1x Crude Iron by-product
Experienced Smith Smithing 100 +10% likelihood to craft “high quality” weapon if problem necessities are met
Practical Refiner Smithing 125 -50% stamina value to refining
Practical Smelter Smithing 125 -50% stamina value to smelting
Vigorous Smith Smithing 150 +1 Vigor
Strong Smith Smithing 150 +1 Strength
Practical Smith Smithing 175 -50% stamina value to smithing
Artisan Smith Smithing 175 -50% penalty when buying and selling smithed weapons
Master Smith Smithing 200 +10% masterwork weapon crafting likelihood if problem necessities are met
Enduring Smith Smithing 225 +1 Endurance
Fencer Smith Smithing 225 +1 focus factors for One-handed and Two-handed abilities
Sharpened Edge Smithing 250 +2% lower harm for crafted weapons
Sharpened Tip Smithing 250 +2% thrust harm for crafted weapons
Legendary Smith Smithing 275 +5% legendary weapon crafting likelihood if problem necessities are met, that’s elevated +1% for each smithing ability level above 300.
Pathfinder Scouting 25 +2% get together motion pace throughout daytime
Night Vision Scouting 25 +2% get together motion pace throughout nighttime
Navigator Scouting 50 +1% get together motion pace
Investigator Scouting 75 Tracks give extra data
Farsighted Scouting 100 Increased likelihood to identify different roaming events
Eye for Ambush Scouting 125Q Spot hideouts from additional away
Forest Lore Scouting 150 +5% motion pace and -50% meals consumption whereas on forests
Desert Lore Scouting 150 +5% motion pace and -50% meals consumption whereas on deserts
Hills Lore Scouting 175 +5% motion pace and -50% meals consumption whereas on hills
Marshes Lore Scouting 175 +5% motion pace and -50% meals consumption whereas on marshes
Forced March Scouting 200 Bonus pace with excessive get together morale
Grassland Navigator Scouting 225 +5% motion pace whereas in grasslands
Healthy Scout Scouting 250 +8% HP
Lay of the Land Scouting 275 +3% motion pace on map
Companion Cavalry Tactics 25 +10% enemy morale loss with cavalry assaults
Tactical Superiority Tactics 50 +5% troop harm in simulations
One Step Ahead Tactics 75 Place all troops earlier than battles start
Logistics Tactics 100 +20% ammo for ranged items
Ambush Specialists Tactics 125 +60% archer harm in simulations whereas in forests
Phalanx Tactics 150 +50% infantry harm vs cavalry in simulations
Hammer & Anvil Tactics 150 +50% cavalry harm vs archers in simulations
Elusive Tactics 175 -50% troops left behind when retreating
Swift Regroup Tactics 200 -50% disorganised length
Bait Tactics 225 +30% reinforcement distance for allies
Trusted Commander Tactics 250 Reduced military cohesion decay
Rational Leader Tactics 275 Decreased military provide consumption and disorganised length
Raiding Party Roguery 25 +10% quicker village raids
Eye for Loot Roguery 25 +5% loot from village raids
Commanding Presence Roguery 50 Lower relationship penalty when utilizing 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% likelihood of being caught whereas sneaking in cities
Negotiator Roguery 150 +50% simpler bribes
Briber Roguery 150 Higher likelihood a bribe choice seems in dialogue
Camoflague Roguery 175 -10% likelihood to alarm enemy settlements when passing close by
Escape Artists Roguery 200 +30% quicker when escaping captivity
Bribe Master Roguery 225 -50% bribe quantity
Slave Trader Roguery 250 +20% higher offers with ransom dealer
Merry Men Roguery 275 Recruit bandits to get together
Ice Breaker Charm 25 +10% likelihood to realize +2 relations when introducing your self to lords
Diplomacy Charm 25 -15% barter penalty
Adventure Stories Charm 50 +1 renown for every challenge resolved
Show Your Scars Charm 50 +20% extra renown from battles
Forgivable Grievances Charm 75 -20% persuasion crucial failure likelihood
Meaningful Favors Charm 75 +10% likelihood to have doubled persuasion success
In Bloom Charm 100 +20% relationship acquire with these of the alternative gender
Young and Respectful Charm 100 +20% relationship acquire with these of the identical gender
Champion Charm 125 +10 affect from profitable tournaments
Respectful Opposition Charm 125 +30% likelihood to negate relationship penalty from kingdom choices
Effort For The People Charm 150 +10% likelihood for governor to realize +1 relation with random notable particular person (lord or noble) per day
Promoter Charm 150 +1 notable relations with settlement proprietor for each venture accomplished
Our Great Leader Charm 175 +20% affect from private actions
Pro Familia Charm 175 Clan member events acquire +10% affect from actions
Moral Leader Charm 200 +10 safety bonus for cities
Natural Leader Charm 200 +10 loyalty bonus for cities
Courtship Charm 225 +1 affect per day for every allied lord’s get together not at the moment in a military, and whereas ready in the identical city
Parade Charm 225 +5 loyalty per day once you go to your settlements
Charm Charm 250 This perk is just not at the moment enabled
Immortal Charm Charm 275 +1 affect per day for each 5 appeal ability factors after 250
Combat Tips Leadership 25 Small XP enhance every day to your get together
Raise the Meek Leadership 25 Medium XP enhance every day for troops of tier 1-3
Inspiring Attacker Leadership 50 +20 morale in battles once you’re attacking
Star Defender Leadership 50 +20 morale in battles once you’re defending
Stiff Upper Lip Leadership 75 +20% safety effectiveness of city garrisons
Gratitude Leadership 75 +20% city loyalty acquire
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 city safety whereas ready
Disciplinarian Leadership 125 Convert bandits into common troops
Drill Master Leadership 150 +20% XP for garrison
Citizen Militia Leadership 150 +20% likelihood that militia spawns with extra skilled troops
Inspiring Leader Leadership 175 -20% affect wanted to name events to military
Assuring Presence Leadership 175 -20% military cohesion decay
Public Talker Leadership 200 +10% more practical boosts from discussion board, competition, area, temple, and market place
Inspiring Warrior Leadership 200 +20% quicker notable recruit replenishment
Swords As Tribute Leadership 225 +20% XP for heroes underneath your command
Companions Leadership 225 +20% XP for troops underneath your command
Leader Leadership 250 This perk is just not at the moment enabled
Ultimate Leader Leadership 275 +1 get together capability for each management ability level above 250
Appraiser Trade 25 +5% promoting worth on your tools and earnings are marked
Whole Seller Trade 25 +5% promoting worth on your commerce items and earnings are marked
Caravan Master Trade 50 -20% wages for caravans and +30% get together carry weight
Town Merchant Trade 50 -20% wages for workshops and +30% get together carry weight
Traveling Rumors Trade 75 Caravans collect commerce rumours and mark merchandise costs relative to the common worth
Local Connection Trade 75 Workshops collect commerce rumours and mark merchandise costs relative to the common worth
Distributed Goods Trade 100 +10 revenue for each villager get together that enters city
Toll Gates Trade 100 +25 revenue for each caravan that enters city
Artisan Community Trade 125 +1 renown for each worthwhile store you personal
Great Investor Trade 125 +1 renown for each worthwhile caravan you personal
Village Connections Trade 150 +25% workshop manufacturing
Content Trades Trade 150 +10% tariff revenue
Insurance Plans Trade 175 Caravans have extra elite troops and return 5000 gold when destroyed
Rapid Development Trade 175 +70% city taxes whereas ready and retailers give 5000 gold when captured by an enemy
Granary Accountant Trade 200 +20% manufacturing for grain, olive, fish, and dates in “certain villages”
Tradeyard Foreman Trade 200 +20% manufacturing for clay, iron, uncooked silk, and silver in “certain villages”
Everything Has a Price Trade 225 Trade settlements whereas bartering
Influential Trader Trade 250 Caravans and workshops generate affect
Mercenary Trader Trade 275 +15 get together measurement
Tax Collector Steward 25 +10% tax from villages
Supreme Authority Steward 25 +1 affect in case you’re a ruler
Agriculture Steward 50 +30% farm manufacturing
Prominence Steward 50 +1 affect in case you’re a vassal
Nourish Settlement Steward 75 Quadruple settlement prosperity progress when you wait there
Warmonger Steward 75 Less affect wanted to summon vassals for battle
Bannerlord Steward 100 +2 get together measurement for every fief you personal
Logistics Expert Steward 100 Parties in armies you lead transfer quicker
Prosperous Reign Steward 125 Double village progress price
War Rations Steward 125 -20% meals consumption
Enhanced Mines Steward 150 +50% tax revenue from mines
Swords As Tribute Steward 150 +10 get together measurement for each vassal
Does not work
Man-At-Arms Steward 175 +5 get together measurement for every fief you personal.
Does not work
Mount Expert Steward 175 -10% commerce penalty for horses
Reeve Steward 200 +1 companion
Does not work
Stand United Steward 200 If you are main a siege, any get together that leaves or enters the world should interact your military first
Food Rationing Steward 225 -40% meals consumption in a settlement when you’re underneath siege
Assessor Steward 225 +10% taxes from villages
Ruler Steward 250 +1 companion for every city you personal
Agrarian Steward 250 +30% farm manufacturing
Reconstruction Steward 275 Faster restoration for villages after being raided
Self Medication Medicine 25 +10% character therapeutic price
Preventative Medicine Medicine 25 +10% HP
Triage Tent Medicine 50 +20% therapeutic price for get together whereas stationary on world map
Walk It Off Medicine 50 +10% therapeutic price for get together whereas shifting on the world map
Mobile Aid Medicine 75 -50% get together pace penalty as a result of wounded members
Doctor’s Oath Medicine 75 Medicine restoration likelihood additionally applies to enemies
Best Medicine Medicine 100 +10% therapeutic price when at excessive morale
Good Lodging Medicine 100 +10% therapeutic price when resting in cities
Siege Medic Medicine 125 +30% likelihood of siege bombardment casualties being wounded as a substitute of being killed
Pristine Streets Medicine 150 +1 settlement prosperity every day
Bush Doctor Medicine 150 +20% village fireplace progress price and +20% get together therapeutic price when ready 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 every day
Clean Infrastructure Medicine 200 +1 prosperity every day for each city venture associated to well being and sanitation
Cheat Death Medicine 225 One-time likelihood to keep away from demise when terminally sick
Fortitude Tonic Medicine 225 -50% likelihood of heroes dying in battle
Horse Healer Medicine 250 +30% likelihood per day for a lame horse to get better
Minister of Health Medicine 275 Troops acquire bonus HP earlier than battles
Construction Expert Engineering 25 +30% development pace for castles and partitions
Ballistics Engineering 50 +30% catapult effectiveness
Imperial Fire Engineering 75 Enables development 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% elevated bombardment harm vs different siege engines
Wall Breaker Engineering 200 Increased harm to partitions throughout sieges
Resolute Engineering 225 Lower morale loss throughout sieges
Builder Engineering 250 1.5x constructing improvement pace
Everyday Engineer Engineering 275 +60% effectiveness for default city initiatives

Mount And Blade 2 skills

Choosing your tradition

Quite a lot of your preliminary ability factors and perks will come out of your character’s creation at the start of the game. Your first process when creating a personality is to decide on your tradition. There are six cultures to select from they usually’re all named after one of many kingdoms or areas. Your alternative subsequently, is the area your character grew up in.

They comes with their very own bonuses. Some cultures have an effect on how troops transfer in sure terrains, whereas others give bonuses to expertise or discount in prices.

  • Vlandians: 20% extra improve XP to troops from battles.
  • Sturgians: 20% much less pace penalty from snow.
  • Empire: 20% development pace bonus to city initiatives, wall repairs and siege.
  • Aseri: Caravans are 30% cheaper construct value and 10% much less commerce penalty.
  • Khuzaits: 10% pace bonus for horsemen on marketing campaign map.
  • Battanians: 10% much less pace penalty from Forest.

Since you begin out in areas that aren’t lined in snow, selecting the Sturgians may provide you with a little bit of a tough time when in comparison with the opposite cultures. If you need my opinion on which of them are the very best for learners, go along with both Empire or Vlandians, as their bonuses might help with fortifying your cities or troops. Try the Aseri in case you’re in search of a extra trade-focused marketing campaign, whereas Khuzaits assist out with amassing a superior cavalry.


Deciding your background

It’s not simply your tradition you could select. Later on in character creation, you’ll be requested to outline your background. Picking one of many choices accessible provides you with some ability stage and focus factors to spend on that ability. You’ll additionally get attribute factors which have an effect on all three abilities in that attribute’s scope (for instance, Vigor has one handed, two handed, and polearm abilities).

There are six questions you’ll must reply to create your character. It’s price noting that query 5 offers some further renown and a few factors in unrelated stats to those used for levelling up.

To make it simpler for you, click on the next hyperlinks to go to the query you should reply.

  1. Family
  2. Early Childhood
  3. Adolescence
  4. Youth
  5. Young Adulthood
  6. Story Background

Family

A Lord’s Retainers

  • Riding: +10 Skill stage and +1 Focus Point
  • Polearm: +10 Skill stage and +1 Focus Point
  • Vigor: +1 attribute level

Urban Merchants

  • Trade: +10 Skill stage and +1 Focus Point
  • Charm: +10 Skill stage and +1 Focus Point
  • Social: +1 attribute level

Freeholders

  • Athletics: +10 Skill stage and +1 Focus Point
  • Polearm: +10 Skill stage and +1 Focus Point
  • Endurance: +1 attribute level

Urban Artisans

  • Smithing: +10 Skill stage and +1 Focus Point
  • Crossbow: +10 Skill stage and +1 Focus Point
  • Intelligence: +1 attribute level

Foresters

  • Scouting: +10 Skill stage and +1 Focus Point
  • Bow: +10 Skill stage and +1 Focus Point
  • Control: +1 attribute level

Urban Vagabonds

  • Roguery: +10 Skill stage and +1 Focus Point
  • Throwing: +10 Skill stage and +1 Focus Point
  • Cunning: +1 attribute level

Early Childhood

your management abilities

  • Leadership: +10 Skill stage and +1 Focus Point
  • Tactics: +10 Skill stage and +1 Focus Point
  • Cunning: +1 attribute level

your brawn

  • Two handed: +10 Skill stage and +1 Focus Point
  • Throwing: +10 Skill stage and +1 Focus Point
  • Vigor: +1 attribute level

your consideration to element

  • Athletics: +10 Skill stage and +1 Focus Point
  • One handed: +10 Skill stage and +1 Focus Point
  • Control: +1 attribute level

your aptitude with numbers

  • Engineering: +10 Skill stage and +1 Focus Point
  • Trade: +10 Skill stage and +1 Focus Point
  • Intelligence: +1 attribute level

your means with folks

  • Charm: +10 Skill stage and +1 Focus Point
  • Leadership: +10 Skill stage and +1 Focus Point
  • Social: +1 attribute level

your ability with horses

  • Riding: +10 Skill stage and +1 Focus Point
  • Medicine: +10 Skill stage and +1 Focus Point
  • Endurance: +1 attribute level

Adolescence

herded the sheep

  • Athletics: +10 Skill stage and +1 Focus Point
  • Throwing: +10 Skill stage and +1 Focus Point
  • Control: +1 attribute level

labored within the village smithy

  • Two handed: +10 Skill stage and +1 Focus Point
  • Smithing: +10 Skill stage and +1 Focus Point
  • Vigor: +1 attribute level

repaired initiatives

  • Smithing: +10 Skill stage and +1 Focus Point
  • Engineering: +10 Skill stage and +1 Focus Point
  • Intelligence: +1 attribute level

gathered herbs within the wild

  • Medicine: +10 Skill stage and +1 Focus Point
  • Scouting: +10 Skill stage and +1 Focus Point
  • Endurance: +1 attribute level

hunted small game

  • Bow: +10 Skill stage and +1 Focus Point
  • Tactics: +10 Skill stage and +1 Focus Point
  • Control: +1 attribute level

offered produce on the market

  • Trade: +10 Skill stage and +1 Focus Point
  • Charm: +10 Skill stage and +1 Focus Point
  • Social: +1 attribute level

Youth

joined a commander’s workers

  • Steward: +10 Skill stage and +1 Focus Point
  • Tactics: +10 Skill stage and +1 Focus Point
  • Cunning: +1 attribute level

skilled with the cavalry

  • Riding: +10 Skill stage and +1 Focus Point
  • Polearm: +10 Skill stage and +1 Focus Point
  • Endurance: +1 attribute level

stood guard with the garrisons

  • Crossbow: +10 Skill stage and +1 Focus Point
  • Engineering: +10 Skill stage and +1 Focus Point
  • Intelligence: +1 attribute level

rode with the scouts

  • Riding: +10 Skill stage and +1 Focus Point
  • Bow: +10 Skill stage and +1 Focus Point
  • Endurance: +1 attribute level

skilled with the infantry

  • Polearm: +10 Skill stage and +1 Focus Point
  • One handed: +10 Skill stage and +1 Focus Point
  • Vigor: +1 attribute level

joined the skirmishers

  • Throwing: +10 Skill stage and +1 Focus Point
  • Bow: +10 Skill stage and +1 Focus Point
  • Control: +1 attribute level

Young Adulthood

You defeated an enemy in battle

  • One handed: +10 Skill stage and +1 Focus Point
  • Two handed: +10 Skill stage and +1 Focus Point
  • Vigor: +1 attribute level
  • +1 Valor
  • +20 Renown

You led a profitable manhunt

  • Tactics: +10 Skill stage and +1 Focus Point
  • Leadership: +10 Skill stage and +1 Focus Point
  • Cunning: +1 attribute level
  • +1 Calculating
  • +10 Renown

You invested some cash in land

  • Trade: +10 Skill stage and +1 Focus Point
  • Smithing: +10 Skill stage and +1 Focus Point
  • Intelligence: +1 attribute level
  • +1 Calculating
  • +10 Renown

You hunted a harmful animal

  • Bow: +10 Skill stage and +1 Focus Point
  • Crossbow: +10 Skill stage and +1 Focus Point
  • Control: +1 attribute level
  • +5 Renown

You had a well-known escapade on the town

  • Athletics: +10 Skill stage and +1 Focus Point
  • Roguery: +10 Skill stage and +1 Focus Point
  • Endurance: +1 attribute level
  • +1 Valor
  • +5 Renown

You handled folks nicely

  • Charm: +10 Skill stage and +1 Focus Point
  • Steward: +10 Skill stage and +1 Focus Point
  • Social: +1 attribute level
  • +1 Mercy, Generosity, and Honor
  • +5 Renown

Story Background

you subdued a raider

  • One handed: +10 Skill stage and +1 Focus Point
  • Athletics: +10 Skill stage and +1 Focus Point
  • Vigor: +1 attribute level

you drove them off with arrows

  • Bow: +10 Skill stage and +1 Focus Point
  • Tactics: +10 Skill stage and +1 Focus Point
  • Control: +1 attribute level

you rode off on a quick horse

  • Riding: +10 Skill stage and +1 Focus Point
  • Scouting: +10 Skill stage and +1 Focus Point
  • Endurance: +1 attribute level

you tricked the raiders

  • Roguery: +10 Skill stage and +1 Focus Point
  • Tactics: +10 Skill stage and +1 Focus Point
  • Cunning: +1 attribute level

you organised the travellers to interrupt out

  • Leadership: +10 Skill stage and +1 Focus Point
  • Charm: +10 Skill stage and +1 Focus Point
  • Social: +1 attribute level

Mount And Blade 2 Bannerlord information collection

Thank you for studying our Mount And Blade 2 Bannerlord abilities information. We hope that that is useful for deciding which abilities to unlock and find out how to improve your personal character. You can try our different guides for the game, akin to tricks to get began within the marketing campaign, and different difficult components akin to sieges and workshops.


Source

Feature, guides, Mount & Blade II: Bannerlord, taleworlds

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