Perks, Perk Trees / Anti-Cowardice Guide (War Sails Update)
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Jul 21, 2023 @ 5:11pm28,6251,663
CharactersClassesGameplay BasicsWalkthroughsEnglish
Intro (PG-13 - swearing, etc.)
Hello I am Sethja
PG-13 warning. The use of swearing in this guide is primarily intended for comedic effect.
This guide will help you decide between perks in Bannerlord to become BANNERLORD.
DISCLAIMER: Some perks may be out-of-date. Taleworlds (TW) seem to adjust them at random.
It feels a bit like TW interns put little sticky notes in an idea box and they used those for perks.
This guide is relevant only to Bannerlord vanilla singleplayer and focuses on the good, mediocre, and poopy perks available in the character skill tree.
Why read my guide? I have extensive and purposeful hours in the original M&B, Warband, and F&S. I have significant hours in Warband multiplayer and its mods and DLCs. I also used to s𝚑𝚒tpost on FSE so I'm essentially an honored veteran.
PG-13 warning. The use of swearing in this guide is primarily intended for comedic effect.
This guide will help you decide between perks in Bannerlord to become BANNERLORD.
DISCLAIMER: Some perks may be out-of-date. Taleworlds (TW) seem to adjust them at random.
It feels a bit like TW interns put little sticky notes in an idea box and they used those for perks.
This guide is relevant only to Bannerlord vanilla singleplayer and focuses on the good, mediocre, and poopy perks available in the character skill tree.
Why read my guide? I have extensive and purposeful hours in the original M&B, Warband, and F&S. I have significant hours in Warband multiplayer and its mods and DLCs. I also used to s𝚑𝚒tpost on FSE so I'm essentially an honored veteran.
Labelling, Preface, Game Settings
If you're here for a TL;DR on what perks to pick, look for the icons before perk names. Here is a label guide:
I will give a brief summary (final verdict) of every perk choice.
I am not going to review any of the governor perks. If you want to kit out an NPC for governing, that's on you. This is all about player-character perk building and governor perks do nothing for the player character. However, I will add; there are too many perk tiers where one perk has exclusive governor benefits.
I play on the hardest difficulties minus recruitment which I put one difficulty easier.
I will not be covering the final perk of every perk tree unless I have specific thoughts. Most of them are just continued overpowering to your already super high skill level.
I refer to Taleworlds multiple times in this guide by writing TW.
I am open to constructive criticism and my opinions can change if I'm presented with good reasoning. I'm not trying to tell you you're wrong by how you play the game, this is still a subjective guide after all, but I think my reasoning is mostly objective.
- ★★ Objectively best choice. Generally good results. Always pick.
- ☆ Subjectively best choice. Your choice, but my favorite.
- 💩 Perk is bad-to-terrible or needs serious rework. Sometimes both perks are 💩-tier and you have no choice but to choose something that sucks.
- If neither choice is marked, it's player's choice.
I will give a brief summary (final verdict) of every perk choice.
I am not going to review any of the governor perks. If you want to kit out an NPC for governing, that's on you. This is all about player-character perk building and governor perks do nothing for the player character. However, I will add; there are too many perk tiers where one perk has exclusive governor benefits.
I play on the hardest difficulties minus recruitment which I put one difficulty easier.
I will not be covering the final perk of every perk tree unless I have specific thoughts. Most of them are just continued overpowering to your already super high skill level.
I refer to Taleworlds multiple times in this guide by writing TW.
I am open to constructive criticism and my opinions can change if I'm presented with good reasoning. I'm not trying to tell you you're wrong by how you play the game, this is still a subjective guide after all, but I think my reasoning is mostly objective.
One Handed (p.1)
Fortunately for us, the first few perk sets aren't so bad. The nice part about the weapon skills is that the base skill is so beneficial (extra speed + damage) you don't outright benefit or lose from the perks. That being said:
★★ Deflect
Final verdict: Deflect is much better than Basher. Go Deflect. If you HEAVILY use "shield wall" Basher could possibly be viable, but you shouldn't be that way.
To Be Blunt
Final verdict: If you're an axe or mace user To Be Blunt is clearly better than Swift Strike. If you're like me and only like swords, go Swift Strike.
💩 Shield Bearer
Final verdict: I guess if you love using sword+board you should go Shield Bearer, but Cavalry is a better perk. Not by much though, both of these perks are just above the 💩 line.
Trainer
Final verdict: Both options are user choice. Just don't take Trainer for a health boost.
💩 Shieldwall
Final verdict: Both perks are 𝚊𝚜s. I suppose I would still take Arrow Catcher to help my troops. One thing to note - why is it that "Shieldwall" has the same perk as "Arrow Catcher" for your troops, but worse due to being locked behind a specific formation? That sucks man.
1 - Basher & Deflect
Basher- +50% shield bash damage and stun time
- -4% damage to troops in "shield wall" formation
★★ Deflect
- +20% one-handed weapon handling
- +30 one-handed skill for troops
Final verdict: Deflect is much better than Basher. Go Deflect. If you HEAVILY use "shield wall" Basher could possibly be viable, but you shouldn't be that way.
2 - Swift Strike & To Be Blunt
Swift Strike- +2% swing speed with one-handed weapons.
To Be Blunt
- +5% damage on axes and maces.
Final verdict: If you're an axe or mace user To Be Blunt is clearly better than Swift Strike. If you're like me and only like swords, go Swift Strike.
3 - Cavalry & Shield Bearer
☆ Cavalry- +5% weapon damage while mounted.
- +5% melee damage to cavalry troops in your formation.
💩 Shield Bearer
- Wielding (must be held) a shield no longer encumbers you by 1.5x the shield's weight.
- Troops in your formation are 3% faster.
Final verdict: I guess if you love using sword+board you should go Shield Bearer, but Cavalry is a better perk. Not by much though, both of these perks are just above the 💩 line.
4 - Duelist & Trainer
Duelist- +20% damage one-handed when no shield is equipped.
- +Double renown gain (200%) in tournaments.
Trainer
- +2 hit points.
- +5% XP per battle to melee troops.
Final verdict: Both options are user choice. Just don't take Trainer for a health boost.
5 - Arrow Catcher & Shieldwall
💩 Arrow Catcher- Larger shield protection area (+0.01)
- Larger troop shield protection area (+0.01)
💩 Shieldwall
- -20% damage from blocking the wrong direction with your shield.
- Larger troop shield protection area (+0.01) when they are in "Shield Wall" formation
Final verdict: Both perks are 𝚊𝚜s. I suppose I would still take Arrow Catcher to help my troops. One thing to note - why is it that "Shieldwall" has the same perk as "Arrow Catcher" for your troops, but worse due to being locked behind a specific formation? That sucks man.
One Handed (p.2)
6 - Corps-a-Corps & Military Tradition
★★ Corps-a-corps- +10% XP earned after battles for your infantry.
💩Military Tradition
- +2 XP per day to infantry troops.
Final verdict: Corps-a-corps; battles are always better for quickly leveling troops. Maybe if merged with every other +# XP perk, Military Tradition could be interesting?
7 - Lead By Example and Stand United
★★ Lead By Example- +5% XP to all troops in your party.
- +5 Starting Battle Morale for troops in your party.
💩 Stand United
- +8 party morale if outnumbered.
Final verdict: Stand United is s𝚑𝚒t, 100% Lead By Example. And let's be honest; morale bonuses are hardly felt, so just go with the one that's consistent.
8 - Fleet of Foot & Steel Core Shields
💩 Fleet of Foot- +4% movement speed for you.
- +4% movement speed for your infantry troops.
★★ Steel Core Shields
- -10% damage to your shield
- -10% damage to your infantry troops' shields.
Final verdict: Steel Core Shields is better simply due to not being Fleet of Foot.
9 - Deadly Purpose & Unwavering Defense
Deadly Purpose- +5% one-handed weapon damage.
- +10% melee damage for infantry troops.
★★ Unwavering Defense
- +5 hit points.
- +10 hit points to infantry troops in your party.
Final verdict: Unwavering Defense feels better for the infantry in your party than Deadly Purpose is.
10 - Crack in the Armor & Prestige
Crack in the Armor- Your one-handed attacks ignore 10% of enemy armor.
- Infantry troops are 20% cheaper to recruit.
Prestige
- 50% more damage against shields when using one-handed weapons.
- +15 party limit.
Final verdict: Player choice. Armor penetration is quite good, but 15 extra party limit is also nice to bulk your party up.
Two Handed (p.1)
Same as one-handed; two-handed weapon skill is good, so perks can't drag it down.
Wood Chopper
Final verdict: Strong Grip is objectively the best here unless you want to try to heavily stack bonus % damage to shields across all perks for a meme.
On The Edge
Final verdict: Head Basher is good but only if you use the correct weaponry. On the Edge feels like a better pick for upgrading your troops? Player choice here.
Show of Strength
Final verdict: Baptized in Blood is better through all phases of the game past very early. Show of Strength can save you some recruitment money early.
Shield Breaker
Final verdict: Beast Slayer all the way unless you want to heavily meme additional shield damage across your formation.
Confidence
Final verdict: Both of these perks are annoying to gauge usefulness, but I think Berserker is better. It's much more likely you're going to lose Confidence's bonus by randomly getting hit by an attack.
1 - Strong Grip & Wood Chopper
★★ Strong Grip- +10% handling on two-handed weapons.
- +30 two-handed skill to troops in your formation.
Wood Chopper
- +30% two-handed damage vs. shields
- +15% two-handed damage vs. shields by troops in your formation
Final verdict: Strong Grip is objectively the best here unless you want to try to heavily stack bonus % damage to shields across all perks for a meme.
2 - Head Basher & On The Edge
Head Basher- +10% damage with two-handed axes and maces.
- +2% damage to infantry troops in your formation.
On The Edge
- +3% swing speed with two-handed weapons.
- +2% swing speed with two-handed weapons to infantry troops in your formation.
Final verdict: Head Basher is good but only if you use the correct weaponry. On the Edge feels like a better pick for upgrading your troops? Player choice here.
3 - Baptized In Blood & Show of Strength
☆ Baptized In Blood- +5 experience (flat) to infantry in your party when you get a two-handed kill.
- +5% extra XP to melee troops in your formation for battles.
Show of Strength
- +30% knock down against enemies.
- -20% recruitment cost to infantry troops.
Final verdict: Baptized in Blood is better through all phases of the game past very early. Show of Strength can save you some recruitment money early.
4 - Beast Slayer & Shield Breaker
☆ Beast Slayer- +50% damage with two-handed weapons against mounts.
- +10% damage to mounts for infantry in your formation.
Shield Breaker
- +40% damage to shields with two-handed weapons.
- +10% damage to shields for infantry in your formation.
Final verdict: Beast Slayer all the way unless you want to heavily meme additional shield damage across your formation.
5 - Berserker & Confidence
☆ Berserker- +20% damage with two-handed weapons when below 50% health.
Confidence
- +15% damage with two-handed weapons when above 90% health.
Final verdict: Both of these perks are annoying to gauge usefulness, but I think Berserker is better. It's much more likely you're going to lose Confidence's bonus by randomly getting hit by an attack.
Two Handed (p.2)
6 - Projectile Deflection (no alternate choice)
💩💩 Arrow Deflection- You can deflect projectiles with two-handed swords by blocking.
Final Verdict: A𝚜s. Skill issue perk. Just don't put yourself in a situation to be shot when using a two-handed weapon. Too bad there isn't another perk to pick instead of this one.
7 - Hope & Terror
💩☆ Hope- Kills with two-handed weapons have 30% higher AOE morale boost on friendly troops.
- +5 party limit.
💩Terror
- Kills with two-handed weapons have 20% higher AOE morale hit on enemy troops.
- +10 prisoner limit.
Final Verdict: The party limit bonus in Hope is nice and presumably the 30% bonus is more beneficial than the 20% from Terror. Really something when the tier 7 perk is just "yay I get 5 more troops" with a question mark at morale bonus.
8 - Reckless Charge & Thick Hides
💩Reckless Charge- +20% speed damage bonus on foot.
- +2% move speed and +2% damage to all infantry in your formation.
☆ Thick Hides
- +5 hit points.
- +5 hit points to troops in formation.
Final Verdict: Thick Hides is best, Reckless Charge is rather underperforming.
9 - Blade Master & Vandal
Blade master- +10% two-handed weapon damage.
- +2% attack speed to infantry troops in formation.
☆ Vandal
- Attacks ignore 25% of armor (presumably only with 2h weapons).
- +20% damage to destructible objects for troops in your formation.
Final Verdict: I prefer Vandal to cut through heavy armor troops, but the best two-handed weapons can sometimes get ludicrously high damage counts with percentage boosts.
Polearm (p.1)
Continuing the melee weapons trend, the skill for Polearms makes up for any true grievance with perks.
Pikeman
Final verdict: Player choice. The realistic expectation of bonus damage on these is mostly intangible.
💩 Keep At Bay
Final verdict: Additional damage and dismount chance with Braced is better than Keep At Bay.
Swift Swing
Final verdict: Clean Thrust all the way for a better overall party. The 5% swing speed is negligible to a skill tree you're already leveling naturally.
💩★★ Hard Knock
Final verdict: Footwork is sewage. Go Hard Knock.
☆ Steed Killer
Final verdict: Steed Killer is preferable for making your troops better. Lancer is if you want to make your own damage scale better on horseback (or if you want a large cavalry army). Your choice, but I like Steed Killer more.
1 - Cavalry & Pikeman
Cavalry- +2% damage with polearms while mounted.
- +2% melee damage for cavalry in your formation.
Pikeman
- +2% damage with polearms (dismounted)
- +2% damage to infantry in your formation.
Final verdict: Player choice. The realistic expectation of bonus damage on these is mostly intangible.
2 - Braced & Keep At Bay
★★ Braced- 15% dismount resistance ignored with polearms that can dismount.
- +10% damage against cavalry to infantry troops in your formation.
💩 Keep At Bay
- 25% knock back resistance ignored with polearms that can knock back.
Final verdict: Additional damage and dismount chance with Braced is better than Keep At Bay.
3 - Clean Thrust & Swift Swing
★★ Clean Thrust- +10% thrust damage to polearms.
- +30 polearms skill to infantry troops in your formation.
Swift Swing
- +5% swing speed with polearms.
- +2% swing speed to infantry in your formation (any weapon).
Final verdict: Clean Thrust all the way for a better overall party. The 5% swing speed is negligible to a skill tree you're already leveling naturally.
4 - Footwork & Hard Knock
💩 Footwork- +2% movement speed with polearms.
- +2% movement speed to infantry troops in your formation.
💩★★ Hard Knock
- +25% knock down potential for polearms that can knock enemies down.
- +3 HP to infantry troops in your formation.
Final verdict: Footwork is sewage. Go Hard Knock.
5 - Lancer & Steed Killer
Lancer- +20% speed damage bonus with polearms while mounted.
- +30% speed damage bonus to troops with polearms in formation.
☆ Steed Killer
- +70% damage against mounts with polearms.
- +30% damage against mounts with polearms to infantry troops in your formation.
Final verdict: Steed Killer is preferable for making your troops better. Lancer is if you want to make your own damage scale better on horseback (or if you want a large cavalry army). Your choice, but I like Steed Killer more.
Polearm (p.2)
6 - Guards & Skewer
Guards- +50% damage with polearms when hitting the head.
Skewer
- +30% (up from 5%) chance to remain couched after a couch-kill.
Final verdict: Whether you intend to use it specifically or not, Guards is more consistent than Skewer. Skewer is like the higher ceiling "POG MOMENT!!!" skill tho, so you do you boo <3
7 - Phalanx & Standard Bearer
☆Phalanx- +30 to weapon skills when infantry are in shield wall.
- +3% polearm damage to troops in your formation.
💩Standard Bearer
- -20% morale loss to friendly troops.
Final verdict: I lean phalanx but I am annoyed by it being micro-manage-locked behind the shield wall formation.
8 - Drills & Generous Rations
💩💩💩💩💩💩💩💩💩💩💩💩 Drills- +1 daily XP to all troops in your formation.
★★ Generous Rations
- +5 HP to troops in your party.
- -20% recruitment costs for infantry troops.
Final verdict: If you pick Drills you should uninstall your game. Go Generous Rations.
9 - Sure Footed & Unstoppable Force
★★ Sure Footed- -40% charge damage taken.
- -30% mount charge damage taken by all troops in your formation.
💩 Unstoppable Force
- Triple damage against shields with couched lance.
- +30% speed damage with polearms to cavalry troops in your formation.
Final verdict: I guess if you manage a 100% cavalry army, best would be Unstoppable Force. Go for Sure Footed, it's better for a more average party to gain benefits.
10 - Counterweight & Sharpen The Tip
★★ Counterweight- +15% handling to swingable polearms.
- +20 polearm skill to infantry troops in your formation.
💩 Sharpen The Tip
- +5% polearm thrust damage.
- +5% thrust damage to infantry troops in your formation.
Final verdict: Counterweight is much better because thrusting attacks are bad in general for AI.
Bow (p.1)
Oh yeah baby everyone's (and TW's) favorite ranged combat specialist. Bow as a skill is insane and will allow you to kill entire armies, but some of the perks... well, you'll see. To note, bow is by far the best ranged weapon in the game and it's not even close.
★★ Dead Aim
Final verdict: For both the player and the party, Dead Aim is preferable. For the horse-archer solo-only build, Bow Control is fine.
💩 Nocking Point
Final verdict: Bodkin gives you solid additional damage. Nocking Point is just terrible.
★★ Rapid Fire
Final verdict: Rapid Fire all the way. Quick Adjustments is the "skill issue" perk, while Rapid Fire benefits both you and your troops.
★★ Mounted Archery
Final verdict: Unless you aren't ever going to be on horseback with a bow, Mounted Archery is the clear winner here.
💩Trainer
Final verdict: Strong Bows is mediocre but acceptable. Trainer is a passive teacher but XP counts required for levels are so high it's pretty terrible.
1 - Bow Control & Dead Aim
Bow Control- +30% accuracy with bows while moving.
- +5% damage to troops in your formation with bows.
★★ Dead Aim
- +30% headshot bonus with bows.
- +20 archery skill to bow-equipped troops.
Final verdict: For both the player and the party, Dead Aim is preferable. For the horse-archer solo-only build, Bow Control is fine.
2 - Bodkin & Nocking Point
★★ Bodkin- Bow attacks ignore 10% of enemy armor.
- Bow troops ignore 5% of enemy armor.
💩 Nocking Point
- -50% movement speed penalty during bow reloading.
- +3% movement speed to bow troops in your formation.
Final verdict: Bodkin gives you solid additional damage. Nocking Point is just terrible.
3 - Quick Adjustments & Rapid Fire
💩 Quick Adjustments- -50% accuracy loss during rotation.
- +5% accuracy to bow-equipped troops in your formation.
★★ Rapid Fire
- +25% bow reload speed.
- +5% reload speed to bow-equipped troops in your formation.
Final verdict: Rapid Fire all the way. Quick Adjustments is the "skill issue" perk, while Rapid Fire benefits both you and your troops.
4 - Merry Men & Mounted Archery
💩 Merry Men- +5 party size.
★★ Mounted Archery
- -30% bow accuracy penalty while on horseback.
Final verdict: Unless you aren't ever going to be on horseback with a bow, Mounted Archery is the clear winner here.
5 - Strong Bows & Trainer
★★ Strong Bows- +8% damage with bows.
- +5% damage with bows to Tier 3+ troops in your formation.
💩Trainer
- +6 XP per day to lowest bow-skill hero in party.
- +3 XP per day to bow-equipped troops.
Final verdict: Strong Bows is mediocre but acceptable. Trainer is a passive teacher but XP counts required for levels are so high it's pretty terrible.
Bow (p.2)
6 - Discipline & Hunter Clan
💩 Discipline - +50% time until bow accuracy is lost.
💩 Hunter Clan
- +30% bow damage to mounts.
Final verdict: Pick your poison. I guess mount damage is better, but both perks are disappointing for tier 6.
7 - Eagle Eye & Skirmish Phase Master
Eagle Eye- +50% zoom using bows.
- +10% sight range on campaign map.
Skirmish Phase Master
- -10% damage from projectiles.
- -5% damage from projectiles to bow-equipped troops in your formation.
Final verdict: Despite Skirmish Phase Master being just about 💩-tier, this is player choice I suppose.
8 - Bulls Eye & Renowned Archer
☆ Bulls Eye- +10% total XP earned to ranged troops after battles.
Renowned Archer
- +10% morale to ranged troops at the beginning of battle.
- -30% recruit/upgrade cost for ranged troops.
Final verdict: Player choice, but I like speedier upgrades. You either have the option of extra XP or cheaper costs.
9 - Deep Quivers & Horse Master
💩 Deep Quivers- +3 arrows per quiver.
- +1 arrows per quiver to troops in your formation.
★★ Horse Master
- You can use any bow on horseback.
- +30 bow skill to mounted archers in your formation.
Final verdict: Unless you intend to (1) never use horse archers and (2) plan on never being mounted in your battles while using a bow, Horse Master is the obvious pick.
10 - Quick Draw & Salvo
Quick Draw- +25% bow aim speed.
💩 Salvo
- Equipped bows do not slow you down.
Final verdict: Blue-balls tier ending to the tree, Quick Draw always helps while Salvo doesn't.
Crossbow (p.1)
Ok big thing to look out for on Crossbows is that if you want better ranged troops and you want to ride a horse early on and you want straight up a completely better weapon in every single respect, go Bow 100% of the time. If you think they're freakin' cool as heck and want to be off your horse early, Crossbow is the way. But WOW is it worse than bow.
Piercer
Final verdict: Marksmen has better utility throughout all stages of the game while Piercer is better for the early game.
★★ Wind Winder
Final verdict: Wind Winder is better for both the player and party members.
Sheriff
Final verdict: The 10% modifier puts Sheriff just high enough to be on-par with the crossbow skill to troops in Donkey's Swiftness. I think headshots already do good damage on xbow so IMO I always prefer the skill perks, but this is a true player choice.
💩Renowned Marksman
Final verdict: How much will either perk be felt? It's the core question to this verdict. If you don't believe in morale modifiers you're still stuck with a poor perk in Renowned Marksman.
★★ Puncture
Final verdict: Puncture for damage, Fletcher if you plan on heavily stacking quivers. I think Puncture is objectively better in most cases.
1 - Marksmen & Piercer
☆ Marksmen- +25% aiming speed with crossbow.
- +10% ranged troop morale at the start of battle.
Piercer
- Crossbow attacks ignore armor below 20.
- 20% cheaper to recruit ranged troops.
Final verdict: Marksmen has better utility throughout all stages of the game while Piercer is better for the early game.
2 - Unhorser & Wind Winder
💩 Unhorser- +40% damage to mounts when using crossbow.
- +20% damage to mounts to crossbow-wielding troops in your formation.
★★ Wind Winder
- +25% crossbow reload speed.
- +5% reload speed to ranged units in formation.
Final verdict: Wind Winder is better for both the player and party members.
3 - Donkey's Swiftness & Sheriff
Donkey's Swiftness- -30% movement accuracy loss on crossbow.
- +30 crossbow skill to crossbow-equipped troops in formation.
Sheriff
- +50% headshot damage with crossbows.
- +10% crossbow damage to foot soldiers for your formation.
Final verdict: The 10% modifier puts Sheriff just high enough to be on-par with the crossbow skill to troops in Donkey's Swiftness. I think headshots already do good damage on xbow so IMO I always prefer the skill perks, but this is a true player choice.
4 - Peasant Leader & Renowned Marksman
💩Peasant Leader- +10% morale to troops tiers 1-3.
💩Renowned Marksman
- +2 XP per day to all ranged troops.
Final verdict: How much will either perk be felt? It's the core question to this verdict. If you don't believe in morale modifiers you're still stuck with a poor perk in Renowned Marksman.
5 - Fletcher & Puncture
Fletcher- +4 quiver stack size.
- +2 quiver stack size for crossbow-equipped troops in your formation.
★★ Puncture
- Ignore 10% of enemy armor with crossbows.
- Formation troops ignore 5% of enemy armor with crossbows.
Final verdict: Puncture for damage, Fletcher if you plan on heavily stacking quivers. I think Puncture is objectively better in most cases.
Crossbow (p.2)
6 - Deft Hands & Loose and Move
★★ Deft Hands- Double interrupt threshold for loading your crossbow.
- Troop interrupt threshold is doubled.
💩 Loose and Move
- Crossbows do not slow you down when equipped.
- +5% ranged troop speed to your formation.
Final Verdict: Deft Hands at least does something to support your party, and is more effective if you want a really heavy crossbow formation.
7 - Counter Fire & Mounted Crossbowman
💩 Counter Fire- -10% damage from projectiles.
- -3% damage to crossbow troops in your formation from projectiles.
★★ Mounted Crossbowman
- You can now reload any crossbow on horseback.
- +5% XP for ranged troops after battles.
Final Verdict: Mounted Crossbowman is the only option here. Not only is it mechanic locking but Counter Fire also sucks.
8 - Sniper & Steady
💩 Sniper- Double zoom on crossbows.
Steady
- -50% accuracy penalty while on horseback.
Final Verdict: Steady is good if you ride a horse. Sniper is only good if you want to make ludicrously long shots or have bad eyes (no judging here).
9 - Hammer Bolts & Pavise
★★ Hammer Bolts- Crossbow hits can dismount and ignore 50% dismount resistance.
- +10% damage with crossbows to troops in your formation.
💩 Pavise
- Your shield on your back can block projectiles 75% of the time.
Final Verdict: Hammer Bolts does something while Pavise is a "skill issue" perk. Take Hammer Bolts.
10 - Picked Shots & Terror
★★ Picked Shots- Tier 4+ ranged troops have 50% less upkeep.
- +5 HP to ranged troops.
💩Terror
- +20% chance to increase bombardment (siege) casualties by 1 unit.
- +25% morale loss to enemy on crossbow kills to troops in your formation.
Final Verdict: I'm pretty sure Picked Shots is much better here, but it's hard to tell what morale impact Terror has. Go Picked Shots if you think I'm epic (wow, thanks).
Throwing (p.1)
OK so throwing is for Chad Gamers, let's just jump right in:
Shield Breaker
Final verdict: Go for Quick Draw unless you really, really hate shields.
Hunter
Final verdict: However you want to kit out your party will affect your decision, but extra skill to troops of multiple types is great, so Flexible Fighter is my choice.
💩Well Prepared
Final verdict: Well Prepared is the lesser of two evils, but still pretty lackluster.
★★ Running Throw
Final verdict: Running Throw makes your party better. Take it.
💩 Skirmisher
Final verdict: Skirmisher sucks. Go Saddlebags, but always bring a horse. Obviously.
1 - Quick Draw & Shield Breaker
★★ Quick Draw- +20% drawing speed with throwing weapons.
- +10% drawing speed with throwing weapons to troops in your formation.
Shield Breaker
- +40% damage to shields with throwing weapons.
- +8% damage to shields with throwing weapons for your troops.
Final verdict: Go for Quick Draw unless you really, really hate shields.
2 - Flexible Fighter & Hunter
☆ Flexible Fighter- +10% melee damage on thrown weapons.
- +15 Control skill to infantry troops, +15 Vigor skill to ranged troops.
Hunter
- +40% extra damage against horses with throwing weapons.
- +8% extra damage to horses for troops in your formation.
Final verdict: However you want to kit out your party will affect your decision, but extra skill to troops of multiple types is great, so Flexible Fighter is my choice.
3 - Mounted Skirmisher & Well Prepared
💩 Mounted Skirmisher- -20% mounted accuracy penalties for throwing weapons.
- +10% throwing damage to mounted troops.
💩Well Prepared
- +1 ammo for throwing weapons.
- +1 throwing weapon ammo to troops in your formation.
Final verdict: Well Prepared is the lesser of two evils, but still pretty lackluster.
4 - Knock Off & Running Throw
Knock Off- Thrown weapons can dismount at 25% chance when "heavy hitting".
- +5% throwing weapon damage to troops in your formation.
★★ Running Throw
- 0.3% increase to damage by throwing speed.
- +30 throwing skill to troops in your formation.
Final verdict: Running Throw makes your party better. Take it.
5 - Saddlebags & Skirmisher
★★ Saddlebags- +2 ammo on throwing weapons in battle if mounted.
- +1 daily XP to infantry troops in your party.
💩 Skirmisher
- -10% damage from ranged attacks when holding a throwing weapon.
- -3% ranged damage to troops in your command.
Final verdict: Skirmisher sucks. Go Saddlebags, but always bring a horse. Obviously.
Throwing (p.2)
6 - Focus & Last Hit
💩💩 Focus- +25% zoom when using throwing weapons.
★★ Last Hit
- +50% extra damage to enemies with less than 50% health with throwing weapons.
- +5 morale for the party at the start of battle.
Final verdict: Go Last Hit. It does something, where Focus doesn't.
7 - Head Hunter & Throwing Competitions
☆ Head Hunter- +50% damage to thrown weapon headshots.
- Tier 2+ troops are 20% cheaper to recruit.
💩 Slinging Competitions
- Sling weapons can penetrate head armor.
Final verdict: Head Hunter is better, but if you're totally in on slingmaxing (probably shouldn't do that!) I guess slinging competitions is the go-to?
8 - Resourceful & Splinters
Resourceful- +2 ammo for throwing weapons.
- +10% XP to troops with throwing weapons after battles.
Splinters
- 3x damage to shields with throwing axes.
- +50% damage to shields with throwing weapons to troops in your party.
Final verdict: Player choice. Resourceful is a better generalist pick by far, but Splinters has the potential to be hilarious if you build your army and yourself correctly.
9 - Long Reach & Perfect Technique
💩 Long Reach- You can pick up weapons from the ground while mounted (double interaction reach)
- +20% morale and renown from winning battles.
☆ Perfect Technique
- +25% projectile speed on your thrown weapons.
- +10% projectile speed on troops' thrown weapons.
Final verdict: Renown from Long Reach is... fine, I guess, but if you want to actually throw s𝚑𝚒t better go for Perfect Technique. I like Perfect Technique a lot more.
10 - Impale & Weak Spot
Impale- Javelins now penetrate shields if damage is greater than 30+3x (x=shield armor value)
- +10% throwing damage to troops in formation.
☆ Weak Spot
- Throwing weapons ignore 30% of enemy armor.
- Throwing weapons in your formation ignore 10% of enemy armor.
Final verdict: Weak spot is better if you work around shields and is better in general for your troops.
Riding (p.1)
As with weapons, dogs𝚑𝚒t perks cannot bring down the Riding tree because Riding as a skill is so useful. But that's not going to stop me!
★★ Nimble Steed
Final verdict: Nimble Steed is better for both the player and AI in the party.
💩 Well Strapped
Final verdict: Veterinary beats Well Strapped which would only be good if you could BOTW customize your mount. Just buy another one! Also, fun fact - did you know that for some reason TW 1:1 swapped the effects of these perks some point after the initial creation of this guide? Weird, no?
Nomadic Traditions
Final verdict: Player choice, though I prefer Deeper Sacks. I think both perks are fine.
💩 Sweeping Wind
Final verdict: Unless you never use ranged horsemen and never use mounts yourself, Sagittarius is the clear winner.
Final verdict: You have no choice but to take Relief Force unless you really value the 5% mount speed. Relieve my 𝚊𝚜s from sh𝚒t.
1 - Full Speed & Nimble Steed
💩 Full Speed- +20% horse charge damage.
- +10% horse charge damage to troops in your formation.
★★ Nimble Steed
- +10% horse maneuvering.
- +30 riding skill to mounted troops in your formation.
Final verdict: Nimble Steed is better for both the player and AI in the party.
2 - Veterinary & Well Strapped
★★ Veterinary- +20% mount hit points.
- +10% hit points to troops' mounts in your command.
💩 Well Strapped
- -50% chance of a lame or dead horse after it dies in battle for you. (from 20% to 10% lame, from 5% to 2.5% death)
Final verdict: Veterinary beats Well Strapped which would only be good if you could BOTW customize your mount. Just buy another one! Also, fun fact - did you know that for some reason TW 1:1 swapped the effects of these perks some point after the initial creation of this guide? Weird, no?
3 - Deeper Sacks & Nomadic Traditions
☆ Deeper Sacks (previously Filled To Brim)- +20% carry capacity of pack animals.
- -10% trade penalty for mounts.
Nomadic Traditions
- +30% party speed to mounted infantry (from 1.3 to 1.4)
- +10% speed damage bonus to melee cavalry.
Final verdict: Player choice, though I prefer Deeper Sacks. I think both perks are fine.
4 - Sagittarius & Sweeping Wind
★★ Sagittarius- -15% accuracy penalty while mounted.
- -15% accuracy penalty for mounted troops.
💩 Sweeping Wind
- +5% mount speed.
- +2% party speed on the map.
Final verdict: Unless you never use ranged horsemen and never use mounts yourself, Sagittarius is the clear winner.
5 - Relief Force (no choice)
💩Relief Force- Joining an ongoing battle with allies grants +10 battle morale to your troops.
Final verdict: You have no choice but to take Relief Force unless you really value the 5% mount speed. Relieve my 𝚊𝚜s from sh𝚒t.
Riding (p.2)
6 - Horse Archer & Mounted Warrior
☆ Horse Archer- +10% ranged damage while mounted.
- +5% ranged damage to mounted archer troops.
Mounted Warrior
- +5% mounted melee damage.
- +5% melee damage to mounted troops in your formation.
Final verdict: Both perks are middle-ground compared to other perks. I prefer the ranged damage because generally I am playing heavily ranged on horseback with a melee weapon more as backup. Pick your poison.
7 - Breeder & Shepherd
💩 Breeder- 1% chance per day of any animal in your inventory reproducing.
💩(?) Shepherd (previously Riding Horde)
- -50% herding penalty for having more pack animals than men.
Final verdict: Honestly not fully sure. I think Shepherd has its uses, but Breeder can potentially RNG you some war mounts. Pick your poison.
8 - Annoying Buzz & Thunderous Charge
💩Annoying Buzz- 20% more battle morale penalty with ranged kills while mounted.
- 5% more battle morale penalty from ranged kills for mounted troops.
💩Thunderous Charge
- 20% more battle morale penalty with melee kills while mounted.
- 5% more battle morale penalty from melee kills for mounted troops.
Final verdict: Player choice. Hey, what do these morale perks even do? Do you seriously feel the effects of these two perks? If you do, let me know. Genuinely.
9 - Cavalry Tactics & Mounted Patrols
★★ Cavalry Tactics- +30% cavalry troop volunteering rate in towns your clan governs.
💩Mounted Patrols
- -50% prisoner hero escape chance.
Final verdict: Cavalry Tactics is the go-to if you intend on your party composition being cavalry heavy. Which you should.
10 - Dauntless Steed & Tough Steed
💩☆ Dauntless Steed- -50% stagger damage threshold while mounted
- +5 armor to mounted troops in your formation.
💩Tough Steed
- +20% mount armor.
- +10 mount armor for mounted troops.
Final verdict: Player choice but I like Dauntless. Mounts already have a high amount of armor, but I suppose your bottom tier troops might benefit a bit.
Athletics (p.1)
Athletics is the gamer's true skill tree since you have to run everywhere for the entire singleplayer campaign to actually level it well compared to riding. Some of these perk trees start to get really s𝚑𝚒tty at this point. Can't wait!
Let's preface talking about movement speed for troops, and why it's bad. First, it does not affect speed on the map (to my knowledge). Second, a high percentage bonus (let's say 15% for example) will save you mere seconds moving across the largest possible battle maps in Bannerlord. They are just not good perks.
★★ Well Built
Final verdict: Well Built has a purpose and Morning Exercise does not.
★★ Fury
Final verdict: Fury has a purpose. Fitting Armor just makes you... slightly faster at insignificant rate.
💩 Stamina
Final verdict: Stamina is a pick if you are going to smithmax, but Having Going has better overall benefits. And to be honest if you're smithmaxing then I would just get the "no smithing stamina" mod to keep your composure.
💩 Sprint
Final verdict: I guess go Powerful since it at least adds something.
💩 Surging Blow
Final verdict: If the entire map is owned by the Battanians, Surging Blow is good since you won't fight cavalry. Otherwise go Braced.
Let's preface talking about movement speed for troops, and why it's bad. First, it does not affect speed on the map (to my knowledge). Second, a high percentage bonus (let's say 15% for example) will save you mere seconds moving across the largest possible battle maps in Bannerlord. They are just not good perks.
1 - Morning Exercise & Well Built
💩 Morning Exercise- +3% movement speed.
- +5% foot troop movement speed.
★★ Well Built
- +5 HP.
- +5 HP for foot troops in your formation.
Final verdict: Well Built has a purpose and Morning Exercise does not.
2 - Form Fitting Armor & Fury
💩 Form Fitting Armor- -15% armor weight.
- +4% movement speed to Tier 3+ foot troops in your formation.
★★ Fury
- +10% weapon handling on foot.
- +10% weapon handling to foot troops in your formation.
Final verdict: Fury has a purpose. Fitting Armor just makes you... slightly faster at insignificant rate.
3 - Imposing Stature & Stamina
💩★★ Imposing Stature- +30% persuasion chance.
- +5 party size.
💩 Stamina
- +50% crafting stamina recovery.
- +5 prisoner size limit and -10% prisoner escape chance (from 10% to 9%)
Final verdict: Stamina is a pick if you are going to smithmax, but Having Going has better overall benefits. And to be honest if you're smithmaxing then I would just get the "no smithing stamina" mod to keep your composure.
4 - Powerful & Sprint
💩☆ Powerful- +4% damage with melee weapons.
- +2% damage with melee weapons to troops in your formation.
💩 Sprint
- +5% movement speed when you don't have shields or ranged weapons wielded.
- +3% movement speed to infantry troops in battle.
Final verdict: I guess go Powerful since it at least adds something.
5 - Braced & Surging Blow
★★ Braced- -40% charge damage taken.
- -30% charge damage taken to foot troops in your formation.
💩 Surging Blow
- +30% speed damage while on foot.
- +30% speed damage to foot troops in your formation.
Final verdict: If the entire map is owned by the Battanians, Surging Blow is good since you won't fight cavalry. Otherwise go Braced.
Athletics (p.2)
6 - A Good Days Rest & Walk It Off
A Good Days Rest- +10% hit point regen while stationary.
- +10 XP to foot troops in your party while waiting in settlements.
Walk It Off
- +10% hit point regen while moving.
- +3 XP to foot troops in your party while traveling.
Final verdict: Player choice. I do more traveling than waiting so I prefer Walk It Off, but a Good Days Rest has understandable use and a much more felt XP bonus for those times you'll be sitting in a settlement.
7 - Durable & Energetic
Durable- +1 Endurance Attribute.
💩Energetic
- -20% speed penalty when overburdened.
Final verdict: Durable can actually benefit your character while Energetic is a perk that might never activate.
8 - Steady & Strong
Steady- +1 Control.
☆ Strong
- +1 Vigor.
- +5% party speed from foot troops.
Final verdict: Strong can get you a small amount of extra map speed, so that's cool. Just take whichever perk you need more attribute in, but I like Strong more.
9 - Strong Arms & Strong Legs
★★ Strong Arms- +5% damage with throwing weapons.
- +20 throwing skill to troops in your formation.
💩💩💩 Strong Legs
- -50% fall damage taken.
- Double kick damage.
Final verdict: Strong Legs is atrocious. Go Strong Arms.
10 - Ignore Pain & Spartan
★★ Ignore Pain- +10% armor while on foot.
- +5 (flat) armor per equipment piece to foot troops in your formation.
💩 Spartan
- +50% stagger resistance on foot.
- -20% food consumption for your party.
Final verdict: Ignore Pain is an actual upgrade while Spartan is a fake upgrade. Choose correctly.
Smithing (p.1)
Oh boy my favorite skill tree in the whole game (no). It's a shame that Smithing is only good once you have 95394539493 levels of it because the method to upgrade it is tedious as f𝚞𝚌k and you'll be spending a s𝚑𝚒tload of time doing nothing or spamming left click. If you didn't know, the pro-gamer move is to give yourself half the skills and give an NPC who you slave around the resource-creating skills, and puke out nothing but top tier javelins until you can make what you actually want. The ACTUAL pro gamer move is to get a mod that makes smithing better.
💩 Efficient Iron
Final verdict: Charcoal good. Crude iron not needed when you'll get s𝚑𝚒tloads from bandit weaponry smelting.
Steel Maker
Final verdict: If you have a 2nd NPC to do half of things, give them Steel Maker and put Curious Smelter on yourself. If you're worried about "missing the boat" and have no NPCs, put it on yourself.
Steel Maker 2
Final verdict: Same as previous tier. Give NPC the metal making s𝚑𝚒t and give yourself the learning s𝚑𝚒t.
Steel Maker 3
Final verdict: Same as previous tier. Give NPC the metal making s𝚑𝚒t and give yourself the learning s𝚑𝚒t.
Practical Smelter
Final verdict: Once again ideally you have an NPC friend to split the workload here, but just pick whichever one you do more.
1 - Efficient Charcoal & Efficient Iron
★★ Efficient Charcoal- Hardwood to charcoal recipe goes from 2:1 to 2:3.
💩 Efficient Iron
- Crude iron produce from 1 iron and 2 charcoal goes from 2 to 3.
Final verdict: Charcoal good. Crude iron not needed when you'll get s𝚑𝚒tloads from bandit weaponry smelting.
2 - Curious Smelter & Steel Maker
Curious Smelter- +100% part design learning when smelting.
Steel Maker
- Can now craft steel.
Final verdict: If you have a 2nd NPC to do half of things, give them Steel Maker and put Curious Smelter on yourself. If you're worried about "missing the boat" and have no NPCs, put it on yourself.
3 - Curious Smith & Steel Maker 2
Curious Smith- +100% learning on part designs when smithing.
Steel Maker 2
- Can now craft fine steel.
Final verdict: Same as previous tier. Give NPC the metal making s𝚑𝚒t and give yourself the learning s𝚑𝚒t.
4 - Experienced Smith & Steel Maker 3
Experienced Smith- 10% chance to create a 'fine' weapon.
- +2 relationship with notables for successful orders.
Steel Maker 3
- Can now craft Thamaskene steel.
- +4 relationship with lords and ladies for successful orders.
Final verdict: Same as previous tier. Give NPC the metal making s𝚑𝚒t and give yourself the learning s𝚑𝚒t.
5 - Practical Refiner & Practical Smelter
Practical Refiner- Half stamina spent on refining.
Practical Smelter
- Half stamina spent on smelting.
Final verdict: Once again ideally you have an NPC friend to split the workload here, but just pick whichever one you do more.
Smithing (p.2)
6 - Controlled Smith & Vigorous Smith
Controlled Smith- +1 Control.
Vigorous Smith
- +1 Vigor.
Final verdict: Attributes are very difficult to get with normal leveling so this perk tier is OK. Pick whichever suits your build. Bit of a lackluster creativity count on TW's part.
7 - Artisan Smith & Practical Smith
Artisan Smith- Half trade penalty for selling smithed weapons.
★★ Practical Smith
- Smithing stamina is halved.
Final verdict: Practical Smith makes smithing less torturous.
8 - Master Smith (no choice)
Master Smith- 10% chance to create 'Masterwork' weapon.
Final verdict: Decent perk considering there is no choice. If you have the 'fine' weapon perk you essentially have a 20% chance to create an above-normal weapon.
9 - Enduring Smith & Fencer Smith
Enduring Smith- +1 Endurance.
☆ Fencer Smith
- +1 focus point to one-handed and two-handed.
Final verdict: I like Fencer Smith because it allows you to upgrade your infantry through party-upgrade perks. If you need the endurance, go for Enduring Smith.
10 - Sharpened Edge & Sharpened Tip
💩💩💩💩 Sharpened Edge- +2% swing damage of crafted weapons.
💩💩💩💩 Sharpened Tip
- +2% thrust damage of crafted weapons.
Final verdict: What kind of ending perk is this? For your efforts you get 2% extra damage. Think about this: You make a polearm that deals TWO HUNDRED damage. For your efforts, you gain FOUR additional damage. Sickening.
Scouting (p.1)
Scouting has some interesting concepts in the perk tree and the nice part is that even if a perk is total s𝚑𝚒t, having high scouting level is nice to travel across the map.
Night Runner
Final verdict: Because night is so short in Bannerlord, Day Traveler is better overall. No matter what you take it will only increase your party speed by 0.1-0.2. OK for tier 1 perks.
Water Diviner
Final verdict: Choice has to be made if you want bonuses for entering villages or towns. Movement speed is always nice.
Forest Kin
Final verdict: While i consider Desert Born 💩-tier for myself, I do think this is a mostly subjective pick based on your playstyle.
💩 Unburdened
Final verdict: Forced March is better, but still not good. Unburdened is bad.
☆Tracker
Final verdict: I like Tracker but these seem like flavorful player-choice perks. They're both a bit underwhelming.
1 - Day Traveler & Night Runner
★★ Day Traveler- +2% movement speed during the day.
- +10% increased sight range during day time.
Night Runner
- +5% movement speed during night time.
- +30% sight range during night time.
Final verdict: Because night is so short in Bannerlord, Day Traveler is better overall. No matter what you take it will only increase your party speed by 0.1-0.2. OK for tier 1 perks.
2 - Pathfinder & Water Diviner
Pathfinder- +2% movement speed on steppes/plains.
- 50% chance to get +1 relation with a notable when you enter a town.
Water Diviner
- +10% sight range bonus on steppes/plains.
- 50% chance to get +1 relation with a notable when you enter a village.
Final verdict: Choice has to be made if you want bonuses for entering villages or towns. Movement speed is always nice.
3 - Desert Born & Forest Kin
Desert Born- +5% movement speed bonus on deserts/dunes.
Forest Kin
- -50% speed penalty in forests if your party is >75% infantry.
Final verdict: While i consider Desert Born 💩-tier for myself, I do think this is a mostly subjective pick based on your playstyle.
4 - Forced March & Unburdened
💩Forced March- +2.5% party movement bonus when morale is higher than 75.
- +2 XP per day when morale is higher than 75.
💩 Unburdened
- 20% less penalty from being overburdened.
- +2 XP per day to troops when overburdened.
Final verdict: Forced March is better, but still not good. Unburdened is bad.
5 - Ranger & Tracker
🤷♂️Ranger- +20% track spotting distance.
- +10% track detection chance.
☆Tracker
- +20% maximum track life.
- +2% speed when following a hostile party.
Final verdict: I like Tracker but these seem like flavorful player-choice perks. They're both a bit underwhelming.
Scouting (p.2)
6 - Mounted Scouts & Patrols
★★ Mounted Scouts- If your party is >50% cavalry, gain +10% sight bonus.
- +5 party size.
💩💩Patrols
- +5 battle morale against bandits.
- +10% advantage in simulated battles against bandits.
Final verdict: Mounted Scouts is actually useful. Patrol is gonorrhea. Pick wisely.
7 - Beast Whisperer & Foragers
★★ Beast Whisperer- 5% chance of finding a mount daily when moving through steppes/plains.
- +10% carry capacity for pack animals.
💩 Foragers
- -10% food consumption when moving through steppes/forests.
- -15% disorganized state time.
Final verdict: Beast Whisperer is best. Mounts are always useful, food consumption should not be your concern.
8 - Rumour Network & Village Network
💩 Rumour Network- -5% trade penalty within cities of your faction.
- +30% hideout detection range.
💩 Village Network
- -10% trade penalty within villages of your faction.
Final verdict: I mean holy SCHMOLY these perks are ineffective for anything significant. Are you really 8 tiers into scouting and you need the assistance these perks provide? Pick your poison.
9 - Keen Sight & Vantage Point
Keen Sight- -50% sight difficulty while inside forests.
- -50% chance for prisoner lords to escape your party.
Vantage Point
- +25% sight range after being stationary for 1 hour.
- +10 prisoner size limit.
Final verdict: Player choice. Both perks are very underwhelming for tier 9.
10 - Rearguard & Vanguard
💩 Rearguard- +20% troop wounded recovery ratio when in an army.
- +10% damage during simulation when defending the siege camp.
💩 Vanguard
- +5% damage in simulated battles when on the attack.
- +10% damage in simulated battles when sallying out.
Final verdict: Why are both tier 10 Scouting perks basically just Tactics perks? I would say Vanguard is better, but both receive the 💩 of shame for being confused about what skill tree they should be in.
Tactics (p.1)
Disclaimer; over my singleplayer games, I have found and decided that the Tactics tree as a whole isn't necessary. Every simulated battle I play is an auto-win. I never simulate battles that are "close". I would never win a battle because my simulation tips me over the edge. So I'm going in here with negative bias. I intend to flesh out this section... someday.
Tight Formations
Final verdict: I assume loose formations is a better damage bonus for sims.
Extended Skirmish
Final verdict: I like Decisive Battle more due to the higher consistency of fighting on flatter terrain.
💩💩💩💩💩💩💩💩 Small Unit Tactics
EDIT: Now that hideouts are a button press + 6 hours to instant clear, or a minigame of stealth (gets boring after like 2 times, but hey!), hideouts are no longer a chore, but it also makes this perk even worse.
Final verdict: Horde Leader every single time. Small Unit Tactics is so terrible.
Law Keeper
Final verdict: So, in my playbook, neither of these are useful, but that's because I don't value Tactics. My thought is Coaching stacks better with the skill it's supporting. You should never have trouble with Bandits, so Coaching always helps where Law Keeper doesn't.
★★Swift Regroup
Final verdict: Swift Regroup is a felt bonus where Improviser is only for if you're making bad decisions by breaking into/out of settlements.
1 - Loose Formations & Tight Formations
☆ Loose Formations- -10% infantryman damage by ranged troops in sims.
- -25% morale penalty from using line, loose, circle, scatter formations.
Tight Formations
- +10% damage to cav by infantry in sims.
- -25% morale penalty from using shield wall, square, skein, or column formations.
Final verdict: I assume loose formations is a better damage bonus for sims.
2 - Decisive Battle & Extended Skirmish
☆ Decisive Battle- +5% sim damage plains, steppes, deserts.
- +5% movement speed to troops in plains, steppes, and deserts.
Extended Skirmish
- +10% sim damage in snowy or forest terrains.
- +2% movement speed to troops in plains, steppes, and desert battlefields.
Final verdict: I like Decisive Battle more due to the higher consistency of fighting on flatter terrain.
3 - Horde Leader & Small Unit Tactics
★★ Horde Leader- +10 party size
- Army cohesion drops 5% slower.
💩💩💩💩💩💩💩💩 Small Unit Tactics
- +1 troop during hideout raids.
- +5% battle speed to troops in your formation when you have less than 15 Soldiers.
EDIT: Now that hideouts are a button press + 6 hours to instant clear, or a minigame of stealth (gets boring after like 2 times, but hey!), hideouts are no longer a chore, but it also makes this perk even worse.
Final verdict: Horde Leader every single time. Small Unit Tactics is so terrible.
4 - Coaching & Law Keeper
☆ Coaching- +3% damage bonus in all sims.
- +1% damage to troops in your formation.
Law Keeper
- +10% damage in sims against bandits.
- +4% damage to bandits for troops in your formation.
Final verdict: So, in my playbook, neither of these are useful, but that's because I don't value Tactics. My thought is Coaching stacks better with the skill it's supporting. You should never have trouble with Bandits, so Coaching always helps where Law Keeper doesn't.
5 - Improviser & Swift Regroup
💩 Improviser- No morale penalty for disorganized state, sally out, or when being attacked.
- -25% fewer men lost when breaking into and out of a settlement under siege.
★★Swift Regroup
- -15% disorganized state time after breaking sieges and raids.
- -50% Soldiers lost when escaping battles.
Final verdict: Swift Regroup is a felt bonus where Improviser is only for if you're making bad decisions by breaking into/out of settlements.
Tactics (p.2)
Tactics Disclaimer
Disclaimer; over my singleplayer games, I have found and decided that the Tactics tree as a whole isn't necessary. Every simulated battle I play is an auto-win. I never simulate battles that are "close". I would never win a battle because my simulation tips me over the edge. So I'm going in here with negative bias. I intend to flesh out this section by speccing heavy in tactics in my next playthrough, whenever that comes.6 - Call To Arms & On The March
Call To Arms- +10% movement speed for parties called to your army.
- -15% influence required per party called to your army.
★★ On The March
- -20% fortification bonus in simulations.
- +20% fortification bonus in simulations.
Final verdict: Tactics as a skill is benefited more by On The March than Call To Arms. If you're skilling Tactics anyway, you should really go On The March.
7 - Make Them Pay & Pick Them Off The Walls
💩 Make Them Pay- +25% damage to defender siege engines.
- +20% damage to besieger siege engines.
💩☆ Pick Them Off The Walls
- +25% chance to double casualties (1 to 2) when destroying an enemy defensive siege engine.
- +25% chance to double casualties (1 to 2) when destroying an enemy besieger engine.
Final verdict: This is tough because I consider both of these perks weak. I think it's down to your playstyle, but I see consistent siege engine damage as better than a 1/4 chance to do very little in a different way.
8 - Elite Reserves & Encirclement
☆ Elite Reserves- -20% damage to Tier 3+ units.
- +5% damage reduction to troops in your formation.
💩 Encirclement
- +5% damage in sims when outnumbering the enemy.
- 10% less influence needed to boost army cohesion.
Final verdict: Elite Reserves' 20% damage change to your expensive units is much preferred to a little extra damage in what should already be winnable fights for being 8 tiers up the Tactics tree.
9 - Besieged & Pre-Battle Maneuvers
☆ Besieged- +10% more damage in sims when you are besieged.
- +50% influence gain from winning sieges.
Pre-Battle Maneuvers
- +25% influence gain from winning field engagements.
- If your tactics skill is greater than the enemy, gain +1% bonus per 100 levels in tactics.
Final verdict: Both perks are OK.
10 - Counter Offensive & Gens d'armes
☆Counter Offensive- +10% sim damage when attacked in a field battle
- +10% sim damage when outnumbered.
💩💩💩💩💩💩💩💩💩💩💩💩💩 Gens d'armes
- +2% damage to infantry for cavalry units in your formation.
Final verdict: I think that these are mediocre for tier 10 perks, but Counter Offensive is the better choice either way.
Roguery (p.1)
I am going to rip a new 𝚊𝚜shole into the Roguery tree. If you like Roguery it is now your time to get angry at me. The only purpose of the Roguery tree is to roleplay as a Bandit -- surprise surprise, doing that sucks. A lot. I suggest for a normal playthrough to not put any points into this tree. Do not spend any time with this tree. Stay away.
💩 Sweet Talker
Final verdict: Pick your poison. No Rest can at least level terrible bandit troops.
💩☆ Two Faced
Final verdict: Two Faced is OK. I can see a world where you take Deep Pockets but note that if you're truly going to field a bandit army, you want the perks that allow you to convert them to normal troops later, mostly losing the effect of Deep Pockets.
💩 Know-How
Final verdict: Yeah.
💩 Promises
Final verdict: Somehow Promises comes on top here, because they inexplicably nerfed Slave Trader. Wow.
💩 White Lies
Final verdict: Well roguery is continuing its trend of having mediocre to bad perks. Pick your poison. This entire tree is peepee.
1 - No Rest for the Wicked & Sweet Talker
No Rest for the Wicked- +20% xp gain for bandit units in your party.
- +5% faster raiding.
💩 Sweet Talker
- 20% easier bartering for peace with bandits.
Final verdict: Pick your poison. No Rest can at least level terrible bandit troops.
2 - Deep Pockets & Two Faced
💩 Deep Pockets- Double the amount of betting you can use in tournaments.
- -20% wages for bandit troops.
💩☆ Two Faced
- 50% better chance of disguise missions.
- No morale penalty for bandit prisoners being recruited.
Final verdict: Two Faced is OK. I can see a world where you take Deep Pockets but note that if you're truly going to field a bandit army, you want the perks that allow you to convert them to normal troops later, mostly losing the effect of Deep Pockets.
3 - In Best Light & Know-How
💩 In Best Light- Notables give 4 volunteers, up from 3, when forced.
- Your owned villages recover 20% faster.
💩 Know-How
- Defeated villagers and caravans give 52.5% (up from 50%) of their inventory.
Final verdict: Yeah.
4 - Manhunter (previously Slave Trader, why TW? :^) ) & Promises
💩Slave Trader- +20% ransom broker deals for regular troops.
- +10 (flat) prisoner limit.
💩 Promises
- -50% food consumption in your party from bandit units.
- Bandit prisoners can be recruited 30% faster.
Final verdict: Somehow Promises comes on top here, because they inexplicably nerfed Slave Trader. Wow.
5 - Scarface & White Lies
💩Scarface- +30% chance of surrender in bandits, villagers, and caravans.
💩 White Lies
- 20% faster crime rating decrease.
Final verdict: Well roguery is continuing its trend of having mediocre to bad perks. Pick your poison. This entire tree is peepee.
Roguery (p.2)
6 - Partners in Crime & Smuggler Connections
★★ Partners in Crime- Bandits always offer to join you.
- +2% damage dealt to bandit units in your formation.
💩 Smuggler Connections
- +10 armor when wearing civilian armor.
- Half trade penalty when you have a criminal rating.
Final verdict: Partners in Crime is a cool mechanic and much more interesting than Smuggler Connections.
7 - One Of The Family & Salt the Earth
★★ One Of The Family- +10 Vigor and Control to bandit units in your party.
💩Salt the Earth
- +20% resources from demanding goods against villages.
Final verdict: If you're psycho enough to go up this perk tree One Of The Family is a must-take to keep your troops relevant. However, at the end of the day, you want to just convert them to normal troops... so even the tree can't save itself and misses out on its own perk benefit.
8 - Carver & Ransom Broker
💩💩 Carver- +10% damage with civilian weapons.
- +2% damage with one-handed swords to troops in your formation.
💩 Ransom Broker
- +25% gained from ransoming hero prisoners.
- -30% hero prisoner escape chance.
Final verdict: Both perks are flaccid. Roguery is rough, man. Just pick one.
9 - Arms Dealer & Dirty Fighting
💩 Arms Dealer- 20% better sell price for weapons.
💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩 Dirty Fighting
- +50% kick stun time.
Final verdict: Arms Dealer at least does something so I guess go with that. 🤮
10 - Dash and Slash & Fleet Footed
💩 Dash and Slash- +50% speed bonus effect while on foot.
- +2% damage to two-handed weapons for troops in your formation.
💩 Fleet Footed
- +10% speed while no weapons or shields are equipped.
- +30% escape chance against mobile parties.
Final verdict: To wrap up the perk tree TW made even more terrible perks. Surprise surprise. Dash and Slash gives you something, Fleet Footed gives you faster speed when... wandering around towns. Because I guess you're doing that a lot.
11 - Rogue Extraordinaire (final - no option)
💩 Rogue ExtraordinaireI know I mentioned I wouldn't talk about the top-tier perks, but was the best thing for the f𝚞𝚌king Roguery tree really just a multiplier for what the skill already does? If you're at 275 Roguery do you really need EVEN MORE LOOT from random field battles?
Charm (p.1)
Roguery was so terrible I have to type at least one more sentence saying how bad that tree is. Okay, on to Charm. Charm is an OK perk tree. I think the big problem is that putting focus points into charm is so difficult when there's way better s𝚑𝚒t out there.
💩Virile
Final verdict: Self Promoter is an interesting perk for early game strategy to farm extra influence.
Warlord
Final verdict: Player's choice based on intentions. If you don't think you'll have renown issues (I always like speeding up the process) go for Warlord, otherwise go Oratory.
Meaningful Favors
Final verdict: While both perks are weak, Forgivable Grievances gives you more opportunity both on the RNG side and not.
Young and Respectful
Final verdict: Alright so the 2% chance is 𝚊𝚜s. Go for whichever relationship gain helps you get better relations with men. These perks are OK (+20% is a good amount bonus).
Flexible Ethics
Final verdict: Player choice. If you get to this skill quickly, Flexible Ethics will help you to rapidly increase relations with other characters. If you're already a king, Firebrand is arguably better.
1 - Self Promoter & Virile
★★ Self Promoter- +3 renown after winning a tournament.
- +1 morale when besieged.
💩Virile
- +30% chance to have children.
Final verdict: Self Promoter is an interesting perk for early game strategy to farm extra influence.
2 - Oratory & Warlord
Oratory- +1 renown and influence for each issue resolved.
- +1 relationship with a random notable in your faction after defeating an enemy lord.
Warlord
- +30% influence gain from battles.
- +1 relationship with a random Lord in your faction after defeating an enemy lord.
Final verdict: Player's choice based on intentions. If you don't think you'll have renown issues (I always like speeding up the process) go for Warlord, otherwise go Oratory.
3 - Forgivable Grievances & Meaningful Favors
☆ Forgivable Grievances- 20% chance to avoid critical fail in persuasion.
- 5% chance per day while in a settlement to increase relations with an NPC of negative relation.
Meaningful Favors
- 10% better chance for double persuasion success.
Final verdict: While both perks are weak, Forgivable Grievances gives you more opportunity both on the RNG side and not.
4 - In Bloom & Young and Respectful
In Bloom- +20% relationship gain with the opposite gender.
- +2% chance per day to increase relations with a notable of the opposed gender in the settlement.
Young and Respectful
- +20% relationship gain with the same gender.
- +2% chance per day to increase relations with a notable of the same gender in the settlement.
Final verdict: Alright so the 2% chance is 𝚊𝚜s. Go for whichever relationship gain helps you get better relations with men. These perks are OK (+20% is a good amount bonus).
5 - Firebrand & Flexible Ethics
Firebrand- -25% influence cost to initiate kingdom decisions.
- +1 recruitment level from rural notables.
Flexible Ethics
- -30% influence cost when voting for proposals made by other people.
- +1 recruitment level from urban notables.
Final verdict: Player choice. If you get to this skill quickly, Flexible Ethics will help you to rapidly increase relations with other characters. If you're already a king, Firebrand is arguably better.
Charm (p.2)
6 - Effort For The People & Slick Negotiation
💩Effort For The People- +3 relation with the nearest town owner clan after clearing a hideout.
- -25% item barter penalty with lords of the same culture.
💩 Slick Negotiator
- -20% mercenary recruitment cost.
- -10% item barter penalty with lords of different cultures.
Final verdict: I don't know man. I guess hideout boosting with Effort For The People? Your choice.
7 - Good Natured & Tribute
★★ Good Natured- 100% of influence is recovered when a proposal you support fails.
- +1 relation with merciful lords.
💩 Tribute
- +20% chance for relationship bonus when paying more than enough in barters.
- +1 relation with cruel lords.
Final verdict: Good Natured is awesome, Tribute sucks.
8 - Morale Leader & Natural Leader
💩 Morale Leader- -1 persuasion success needed for characters in your own culture.
★★ Natural Leader
- -1 persuasion success needed for characters outside of your own culture.
- +20% experience gain on companions.
Final verdict: Taleworlds. Common math here. You get more benefit from getting every culture but your own in bonuses. Because there are more cultures than your own. So why did you give Natural Leader the decent side-perk? Go Natural Leader.
9 - Parade & Public Speaker
★★ Parade- +5 loyalty per day when you are in your own settlement.
- 5% chance per day to gain +1 relation with a lord in the same army.
💩Public Speaker
- +30% renown gain from battles.
Final verdict: Parade is a clear choice here for having actual use. I don't know how you would get to this point in a perk tree without having decent renown already.
10 - Camaraderie (no option)
Camaraderie- Double relations with lords when aiding them in battle.
- +1 companion limit.
Final verdict: OK perk for there being no other option.
Leadership (p.1)
Leadership's default bonuses are OK. The perks here are... eh. You'll see.
★★Raise The Meek
Final verdict: The amount of XP is insignificantly low both ways, but Combat Tips edges out. Haha.
💩★★ Stout Defender
Final verdict: Stout Defender is good only due to the prisoner recruitment rate.
💩Heroic Leader
Final verdict: The 10% morale penalty is completely unfelt, where it's always easy to feel additional party size affecting gameplay.
Loyalty And Honor
Final verdict: A choice for the player depending on when you unlock this perk. If early game, I would take Famous Commander.
Presence
Final verdict: I can see the use of Presence if compared to Leader of the Masses, but I like the party size and XP bonuses more than temporary morale bonuses. Your choice.
1 - Combat Tips & Raise The Meek
💩 Combat Tips- +2 xp/day to all troops in party.
- Extra recruit slot from same-culture notables.
★★Raise The Meek
- +4 xp/day to tier 1-2 troops.
Final verdict: The amount of XP is insignificantly low both ways, but Combat Tips edges out. Haha.
2 - Fervent Attacker & Stout Defender
💩Fervent Attacker- +4 morale when attacking.
- +50% rate of recruiting tier 1-3 prisoners.
💩★★ Stout Defender
- +8 morale when defending.
- +50% rate of recruiting tier 4-6 prisoners.
Final verdict: Stout Defender is good only due to the prisoner recruitment rate.
3 - Authority & Heroic Leader
★★Authority- +5 party size.
💩Heroic Leader
- 10% more morale penalty when an opponent is killed by your formation.
Final verdict: The 10% morale penalty is completely unfelt, where it's always easy to feel additional party size affecting gameplay.
4 - Famous Commander & Loyalty And Honor
Famous Commander- +50% renown gain from battles.
- +200 xp to recruited troops.
Loyalty And Honor
- Troops tier 3+ do not retreat due to low morale.
- 30% faster non-bandit prisoner conversion.
Final verdict: A choice for the player depending on when you unlock this perk. If early game, I would take Famous Commander.
5 - Leader of the Masses & Presence
☆Leader of the Masses- +5 party size for each controlled town.
- 5% of experience gained by heroes is gifted to troops.
Presence
- +5 security in a town per day while waiting.
- No morale penalty for recruiting prisoners of your culture.
Final verdict: I can see the use of Presence if compared to Leader of the Masses, but I like the party size and XP bonuses more than temporary morale bonuses. Your choice.
Leadership (p.2)
6 - Citizen Militia & Veteran's Respect
💩Citizen Militia- +20% morale gain from victories.
☆Veteran's Respect
- You can now convert bandits into regular troops.
Final verdict: I initially thought Veteran's Respect wasn't so good in my disdain for bandit troops, but the ability to create high tier units out of them can bring success if you look for it.
7 - Inspiring Leader & Uplifting Spirit
☆Inspiring Leader- 20% less influence needed for calling parties.
- +5% experience to troops from battles.
Uplifting Spirit
- +10 battle morale during sieges.
- +10 party size limit.
Final verdict: Both perks have their reasons for choice. I think Inspiring Leader has an edge on Uplifting Spirit for the utility use of calling parties for cheap later in the campaign, but party size is funny... so. You do you brother.
8 - Lead by Example & Trusted Commander
💩Lead by Example- 50% melee prisoner recruitment rate.
- 5.5% experience (up from 5%) shared to cavalry troops.
💩Trusted Commander
- 50% ranged prisoner recruitment rate.
- +20% simulated experience gain for troops.
Final verdict: Underwhelming and doodoo-like perks, pick your preference.
9 - Great Leader & Make a Difference
💩Great Leader- +5 battle morale to troops.
- +5 battle morale to troops with the same culture.
💩Make a Difference
- 100% higher morale effect for kills by you.
- 5.5% experience (up from 5%) shared to ranged troops.
Final verdict: Player choice. Poopy choices.
10 - Talent Management & We Pledge our Swords
★★ Talent Management- +10 party size.
- +1 clan party available.
We Pledge our Swords
- +1 companion.
- Up to +10 morale (max) for each tier 6 troop (+1 morale).
Final verdict: We Pledge our Swords would be a great perk if it wasn't up against Talent Management. Go Talent.
Trade (p.1)
I hate trade as a skill. it's a huge pain to get the first two perk levels of trade so that you can level easier, and even then it wastes so much time. The perks aren't significant to make an appreciable benefit to you. This entire tree just sucks to level and you hardly feel the effects.
Seriously, if you want a TL;DR of this entire list, just don't spec trade in any specific way - the skill itself is decent, the perks are ehhhhhhh.
Taleworlds please just make it so buying caravans gets you some passive trade XP. Oh wait you won't do that because it would be good, my bad, sorry.
Whole Seller
Final verdict: The difficult part here is if you don't go for trade goods you'll have a harder time with getting trade bonuses since they won't tell you if equipment is cheaper or more expensive elsewhere through rumors. That being said, equipment is the majority of your selling game, so I like Appraiser more.
💩Market Dealer
Final verdict: While Market Dealer is marked 💩-tier, I don't think it's that egregious since it's only a tier 2 perk, but the effective use of it is so much less felt than Caravan Master - go Caravan Master.
Traveling Rumors
Final verdict: Playstyle matters here since you won't be following your caravans around everywhere. I think Local Connection is better to strategize rumors from planned workshop placement.
💩 Toll Gates
Final verdict: Both perks are lackluster due to not being able to control issues. Pick one at random and it's the same as if you thought it over, and the effects likely won't be felt.
Great Investor
Final verdict: If you would rather send your companions off to do missions for you, go with Artisan Community. Otherwise, Great Investor is better for passive renown gain since there's no caravan cap.
Seriously, if you want a TL;DR of this entire list, just don't spec trade in any specific way - the skill itself is decent, the perks are ehhhhhhh.
Taleworlds please just make it so buying caravans gets you some passive trade XP. Oh wait you won't do that because it would be good, my bad, sorry.
1 - Appraiser & Whole Seller
☆ Appraiser- 15% decrease sell price penalty for equipment.
- Profits are marked.
Whole Seller
- 15% decrease sell price penalty for trade goods.
- Profits are marked.
Final verdict: The difficult part here is if you don't go for trade goods you'll have a harder time with getting trade bonuses since they won't tell you if equipment is cheaper or more expensive elsewhere through rumors. That being said, equipment is the majority of your selling game, so I like Appraiser more.
2 - Caravan Master & Market Dealer
★★ Caravan Master- Party can carry 30% more weight.
- Item prices are marked.
💩Market Dealer
- -50% cost of bartering for safe passage.
- Item prices are marked.
Final verdict: While Market Dealer is marked 💩-tier, I don't think it's that egregious since it's only a tier 2 perk, but the effective use of it is so much less felt than Caravan Master - go Caravan Master.
3 - Local Connection & Traveling Rumors
☆ Local Connection- Workshops gather rumors.
- 15% decrease in sell penalty for animals.
Traveling Rumors
- Caravans gather rumors.
- 15% decrease in buy penalty from villages.
Final verdict: Playstyle matters here since you won't be following your caravans around everywhere. I think Local Connection is better to strategize rumors from planned workshop placement.
4 - Distributed Goods & Toll Gates
💩 Distributed Goods- Double relationship for artisans from resolved issues.
💩 Toll Gates
- Double relationship for merchants from resolved issues.
Final verdict: Both perks are lackluster due to not being able to control issues. Pick one at random and it's the same as if you thought it over, and the effects likely won't be felt.
5 - Artisan Community & Great Investor
Artisan Community- Profitable workshops give +1 renown/day.
- +1 recruitment slot with merchant notables.
Great Investor
- Profitable caravans give +1 renown/day.
- Companion hiring is 30% cheaper.
Final verdict: If you would rather send your companions off to do missions for you, go with Artisan Community. Otherwise, Great Investor is better for passive renown gain since there's no caravan cap.
Trade (p.2)
6 - Content Trades & Mercenary Connections
Content Trades- -50% wages when waiting in settlements.
💩 Mercenary Connections
- +25% workshop production.
- -25% mercenary troop wage.
Final verdict: Both perks are 6 tiers up the tree and both are only good for some monetary gain. Pick whichever fits your playstyle, I think Content Trades is better.
7 - Insurance Plans & Rapid Development
Insurance Plans- Caravans return 5000 gold when destroyed.
- 25% less trade penalty for food.
Rapid Development
- Workshops return 5000 gold when captured by an enemy.
- 25% less trade penalty for clay, iron, cotton, and silver.
Final verdict: Pick based on playstyle; lots of caravans, go Insurance Plans. The trade penalty sub-perks are mostly meaningless at this point if you are playing the game right. Workshops are POOPY!
8 - Granary Accountant & Tradeyard Foreman
💩 Granary Accountant- 20% food trade good penalty decrease.
💩 Tradeyard Foreman
- 20% pottery, tools, cotton, jewelry trade penalty decrease.
Final verdict: At this point you should be completely fine on denars so having percentage bonuses feels mostly insignificant. Tradeyard Foreman is probably better since food is so easy and relatively cheap to come by, where trade goods can be expensive.
9 - Self Made Man & Sword For Barter
💩 Self Made Man- -50% barter penalty for items.
💩 Sword For Barter
- 20% cheaper mercenary hiring.
- 15% lower wage for caravan guard troops.
Final verdict: Self Made Man is better but both are pretty bad perks.
10 - Silver Tongue & Spring of Gold
☆ Silver Tongue- -15% gold required to persuade lords to defect to your faction.
💩 Spring of Gold
- 0.1% interest per day on gold you have, capped at 1000 per day (max gained by owning 1,000,000 gold).
Final verdict: Spring of Gold is an interesting mechanic but gives you pennies for way too much effort and hassle on your part (in leveling trade). I suppose go Silver Tongue to save some on irritating NPC acquisition for your kingdom.
11 - Man of Means & Trickle Down
💩☆ Man of Means- Minor faction recruitment into your kingdom is 20% cheaper.
- 30% reduced ransom offer for you.
💩💩💩💩💩💩💩 Trickle Down
- +1 (yes really just 1) relation with merchant nobles if you buy more than 10,000 denars worth of trade goods in a town.
Final verdict: Why did TW give this perk tree 11 slots over other perk trees but then give you these options? Man of Means is better.
Steward (p.1)
Steward as a skill kicks 𝚊𝚜s. Party size is always great. You can easily defend having 5 focus points in steward. Some of the perks are stinkier, but the party size bonus from the skill is enough to make up for any bad perk.
Even if you don't use the party size, nothing else gains party size outside of companion debauchery.
Even though I crap on some perk tiers here, the nice part about Steward is that you essentially get it for free by playing an "average" game. Steward also levels quickly.
💩 Warrior's Diet (previously Spartan)
Final verdict: Frugal is the clear choice.
💩 Seven Veterans
Final verdict: The difference of 2 and 4 xp is minimal and neither will help any troops with tiers behind them. Go Drill Sergeant.
★★ Sweatshops
Final verdict: Building siege engines faster with Sweatshops is good. Stiff Upper Lip is terrible.
Paid In Promise
Final verdict: Paid in Promise has less value if you don't use companions in your party but maintains a mechanic you might use. Efficient Campaigner can be exploited with solo armies, but also you shouldn't have so much trouble with upkeep. Pick your poison.
💩💩 Logistician
Final verdict: Take the game mechanic of Giving Hands and use it at will or don't -- a small morale boost is not worth the potential XP.
Even if you don't use the party size, nothing else gains party size outside of companion debauchery.
Even though I crap on some perk tiers here, the nice part about Steward is that you essentially get it for free by playing an "average" game. Steward also levels quickly.
1 - Frugal & Warrior's Diet
★★ Frugal- -5% party wages.
- -15% recruitment costs.
💩 Warrior's Diet (previously Spartan)
- -10% food consumed.
- No morale penalty from having a single type of food.
Final verdict: Frugal is the clear choice.
2 - Drill Sergeant & Seven Veterans
★★Drill Sergeant- +2xp/day to all troops.
💩 Seven Veterans
- +4xp/day to tier 4+ troops.
Final verdict: The difference of 2 and 4 xp is minimal and neither will help any troops with tiers behind them. Go Drill Sergeant.
3 - Stiff Upper Lip & Sweatshops
💩💩💩 Stiff Upper Lip- -10% food consumption when in an army.
★★ Sweatshops
- +20% workshop production.
- +20% siege engine build time.
Final verdict: Building siege engines faster with Sweatshops is good. Stiff Upper Lip is terrible.
4 - Efficient Campaigner & Paid In Promise
Efficient Campaigner- Double food item gained from village raids (+1 extra food item).
- -25% troop wages when in an army.
Paid In Promise
- -25% companion wages and recruitment fees.
- Discard armors to gain troop XP.
Final verdict: Paid in Promise has less value if you don't use companions in your party but maintains a mechanic you might use. Efficient Campaigner can be exploited with solo armies, but also you shouldn't have so much trouble with upkeep. Pick your poison.
5 - Giving Hands & Logistician
★★ Giving Hands- Discard weapons to gain troop XP.
💩💩 Logistician
- +4 morale if mount count is higher than non-cavalry troops.
Final verdict: Take the game mechanic of Giving Hands and use it at will or don't -- a small morale boost is not worth the potential XP.
Steward (p.2)
Save me from H𝚎ll.
💩 Relocation
Final verdict: Player choice, but Aid Corps seems much better. Keep your troops to use in gaining influence rather than pi𝚜sing them away.
💩☆ Sound Reserves
Final verdict: Sound Reserves saves you some dosh from upgrading troops which can be quite expensive, where Gourmet is like Schrodinger's morale perk.
💩 Forced Labor
Final verdict: Contractors is good if you are choosing to only hire mercenaries, but it's difficult to maintain an entire army of them for a few reasons. Forced Labor always gives you a free benefit, so I usually go with it. YMMV.
Arenicos' Mules
Final verdict: Mounts are better than pack animals most of the time. You can use them to upgrade cavalry and they carry enough you shouldn't end up overburdened. Arenicos' Horses turns out the better perk.
★★ Master of Warcraft
Final verdict: Master of Warcraft is better only because Master of Planning is bad.
6 - Aid Corps & Relocation
☆ Aid Corps- No wages paid for wounded troops.
💩 Relocation
- +25% influence gain from donating troops.
Final verdict: Player choice, but Aid Corps seems much better. Keep your troops to use in gaining influence rather than pi𝚜sing them away.
7 - Gourmet & Sound Reserves
💩 Gourmet- Double morale bonus from diverse food.
💩☆ Sound Reserves
- -10% cost of upgrading units.
Final verdict: Sound Reserves saves you some dosh from upgrading troops which can be quite expensive, where Gourmet is like Schrodinger's morale perk.
8 - Contractors & Forced Labor
💩Contractors- Mercenary troops' wages and upgrade costs are decreased by 25%.
💩 Forced Labor
- Prisoners provide carry capacity.
Final verdict: Contractors is good if you are choosing to only hire mercenaries, but it's difficult to maintain an entire army of them for a few reasons. Forced Labor always gives you a free benefit, so I usually go with it. YMMV.
9 - Arenicos' Horses & Arenicos' Mules
★★ Arenicos' Horses- +10% carrying capacity for troops.
- -20% mount trade penalty.
Arenicos' Mules
- +20% carrying capacity for pack animals.
- -20% pack animal trade penalty.
Final verdict: Mounts are better than pack animals most of the time. You can use them to upgrade cavalry and they carry enough you shouldn't end up overburdened. Arenicos' Horses turns out the better perk.
10 - Master of Planning & Master of Warcraft
💩💩💩 Master of Planning- -40% food consumption if in a siege camp.
★★ Master of Warcraft
- -25% troop wages while in a siege camp.
Final verdict: Master of Warcraft is better only because Master of Planning is bad.
Medicine (p.1)
Similar to Steward, Medicine is a great skill with good bonuses but some of the perks can be lackluster. That being said -- if you get the top perk, Minister of Health, you will kick everything's 𝚊𝚜s. That is a killer perk.
Self Medication
Final verdict: Preventive Medicine is great, especially for a tier 1 perk.
★★ Walk It Off
Final verdict: Me like Walk It Off. I can understand taking tho.
💩💩 Sledges
Final verdict: Doctors Oath is the must-pick if you want to continue leveling Medicine. Sledges is simply not effective enough to consider taking.
☆ Good Lodging
Final verdict: I consider Good Lodging better due to the higher healing rate and consistency. You are always able to sit in a settlement and gain the benefit.
★★ Veterinarian
Final verdict: Veterinarian is the ideal perk for usability.
1 - Preventive Medicine & Self Medication
★★ Preventive Medicine- +5 hit points.
- 30% of health points healed after each battle.
Self Medication
- +30% healing rate.
- +2% movement speed.
Final verdict: Preventive Medicine is great, especially for a tier 1 perk.
2 - Triage Tent & Walk It Off
Triage Tent- +30% party heal rate when stationary.
★★ Walk It Off
- +15% party heal rate when moving.
- Heroes regain 10 HP after an offensive battle.
Final verdict: Me like Walk It Off. I can understand taking tho.
3 - Doctors Oath & Sledges
★★ Doctors Oath- Medicine skill applies to enemies, increasing potential prisoners and applying XP to your medicine level.
- +5 HP.
💩💩 Sledges
- -50% wounded party speed penalty.
- +15 HP to all mounts in your party.
Final verdict: Doctors Oath is the must-pick if you want to continue leveling Medicine. Sledges is simply not effective enough to consider taking.
4 - Best Medicine & Good Lodging
💩 Best Medicine- +15% healing when above 70 morale.
- +1 relation per day with a random notable over age 40 while in a town.
☆ Good Lodging
- +20% heal rate when resting in settlements.
- +1 relation per day with a random notable over age 40 while in a town.
Final verdict: I consider Good Lodging better due to the higher healing rate and consistency. You are always able to sit in a settlement and gain the benefit.
5 - Siege Medic & Veterinarian
💩 Siege Medic- Siege bombardment deaths have 50% chance of being wounded instead of killed.
- 30% chance that siege engine being destroyed will end in wound and not death.
★★ Veterinarian
- 30% chance per day to recover a lame horse.
- 50% chance to recover a mount from lost cavalry in battle.
Final verdict: Veterinarian is the ideal perk for usability.
Medicine (p.2)
6 - Bush Doctor & Pristine Streets
Bush Doctor- 20% bonus healing in villages.
☆ Pristine Streets
- 20% bonus healing in towns.
Final verdict: You might be someone who does spend time in villages more than towns, but I think most players aren't. Towns offer more things to do while you wait to heal and there are no shortage of them.
7 - Health Advice & Perfect Health
💩 Health Advice- The first time a clan member rolls old age death, they won't.
- Wounded troops do not decrease morale in battles.
☆ Perfect Health
- Food variety increases recovery rate by 5% for each point.
Final verdict: I prefer Perfect Health since morale penalties are (majority of the time) not felt while the healing bonus will be almost automatic assuming you're managing your food properly.
8 - Clean Infrastructure & Physician of People
💩 Clean Infrastructure- This perk only has governor benefits, meaning you will get nothing from it if you pick it for yourself.
★★ Physician of People
- Tier 1 & 2 troops have 30% higher chance to recover from fatal wounds.
Final verdict: Physician of People is solid for increasing the potency of your party while Clean Infrastructure does nothing. Hmm...
9 - Cheat Death & Fortitude Tonic
💩 Cheat Death- Ignore a single old age death roll. Stacks with Health Advice.
- -50% hero death chance in battle.
★★ Fortitude Tonic
- +10 max health of heroes in your party.
- +5 HP.
Final verdict: Fortitude Tonic is a perk you can feel the effects of in-game. Cheat Death is an RNG perk.
10 - Battle Hardened & Helping Hands
💩Battle Hardened- +25 XP to wounded units at the end of battle.
★★Helping Hands
- Every 10 troops in the party increases troop recovery rate by 2%.
Final verdict: Perhaps if Battle Hardened were 25 PERCENT it would have serious use, but just isn't very effective compared to the troops simply battling. Helping Hands lowers your recovery time to negligible levels and can be easily felt - take it.
Engineering (p.1)
Engineering is... alright, but shouldn't be specced into. You can get through any siege by performing "siege meta" (explained in the below paragraph).
Siege meta is very basic. Build a trebuchet; once complete, immediately "stow" it. Repeat that three times. Build a fourth (your spaces should still be empty). Once it's finished, put the other three trebuchets down right away. You now have four full health trebuchets and the enemy walls shouldn't beat them unless you happen to be attacking a very high engineering enemy lord (rare). Even if you lose your engines, repeating the process will eventually lead to success. If you need a guide, check out "How to SIEGE" by TRGGRD.
★★ Torsion Engines
Final verdict: Both perks are OK for tier 1, but Torsion Engines as a perk performs much better.
★★ Siegework
Final verdict: Due to meta building for sieges, Siegework is the go-to. You f𝚞𝚌ked it, Taleworlds!
💩 Military Planner
Final verdict: Military Planner is probably better(?), but both perks are rough.
★★ Wall Breaker
Final verdict: Wall Breaker is best objectively, but Dreadful Besieger is funny if you want a full crossbow army.
💩💩 Salvager
Final verdict: Slightly better accuracy is fine and dandy but it still feels down to RNG whether your engines will hit or not. Foreman is better because trebuchets are the king engine.
Siege meta is very basic. Build a trebuchet; once complete, immediately "stow" it. Repeat that three times. Build a fourth (your spaces should still be empty). Once it's finished, put the other three trebuchets down right away. You now have four full health trebuchets and the enemy walls shouldn't beat them unless you happen to be attacking a very high engineering enemy lord (rare). Even if you lose your engines, repeating the process will eventually lead to success. If you need a guide, check out "How to SIEGE" by TRGGRD.
1 - Scaffolds & Torsion Engines
Scaffolds- +10% non-ranged siege engine build speed.
- +30% shield hit points.
★★ Torsion Engines
- +10% ranged siege engine build speed.
- +3 flat crossbow damage.
Final verdict: Both perks are OK for tier 1, but Torsion Engines as a perk performs much better.
2 - Dungeon Architect & Siegework
💩 Dungeon Architect (previously Prison Architect, wonder why they changed that :^) )- -25% chance for ranged siege engines to be hit while bombarding.
★★ Siegework
- +10% siege engine hit points.
Final verdict: Due to meta building for sieges, Siegework is the go-to. You f𝚞𝚌ked it, Taleworlds!
3 - Carpenters & Military Planner
💩Carpenters- Rams & Siege Towers have 33% more hitpoints.
💩 Military Planner
- +50% ammunition to ranged troops when besieging.
Final verdict: Military Planner is probably better(?), but both perks are rough.
4 - Dreadful Besieger & Wall Breaker
Dreadful Besieger- +10% hit chance to siege engines.
- +5% troop crossbow damage.
★★ Wall Breaker
- +25% wall damage during sieges.
- +10% damage to shields for troops.
Final verdict: Wall Breaker is best objectively, but Dreadful Besieger is funny if you want a full crossbow army.
5 - Foreman & Salvager
💩💩 Foreman- Mangonels and trebuchets gain 10% accuracy.
💩💩 Salvager
- Ballistas gain 20% accuracy.
Final verdict: Slightly better accuracy is fine and dandy but it still feels down to RNG whether your engines will hit or not. Foreman is better because trebuchets are the king engine.
Engineering (p.2)
6 - Siege Engineer & Stonecutters
💩 Siege Engineer- Can craft "fire versions" of siege engines.
💩 Stonecutters
- Can craft "fire versions" of siege engines.
Final verdict: So fire versions of engines are cool and all, but in practice you don't need fire engines to perform better or not during a siege.
7 - Battlements & Camp Building
💩 Battlements- +1 pre-build ballista for siege camp.
★★ Camp Building
- Army loses 50% less cohesion during sieging.
Final verdict: Camp Building is the objective choice due to siege meta.
8 - Apprenticeship & Engineering Guilds
💩💩💩💩💩 Apprenticeship- +5 flat experience to entire party when you build a siege machine.
💩💩💩💩💩 Engineering Guilds
- +1 recruitment slot from artisans.
Final verdict: Both of these perks are actually horrible. If you could avoid picking either of them I would recommend that, but since you can't, just randomly pick one.
9 - Improved Tools & Metallurgy
☆ Improved Tools- +20% faster camp preparation.
- Troops in your formation gain +5 flat melee damage.
Metallurgy
- 80% chance that "tattered, crude, etc" items will be normal instead.
- +5 flat armor to your troops.
Final verdict: 9 tiers down the line, this is underwhelming. That being said, the player has an option here. Getting equipment that isn't broken is really solid for both smithing and selling, but Improved Tools saving you time is probably best?
10 - Architectural Commissions & Clockwork
Architectural Commissions- 25% faster reload time for mangonels and trebuchets.
💩 Clockwork
- 25% faster reload for ballistas.
Final verdict: Go Architectural Commissions. Hey wait, why are you 10 tiers into the engineering tree?
Mariner (p.1)
Ahh, fresh new DLC! For 22 USD?? Uhhh.. Okay. Well, Mariner starts off a bit slow but has decent skill benefits (sim advantage and naval combat penalty negation) and has a few interesting perks available. Uh, by the way, this perk tree is literally bugged? Simulating naval battles doesn't level it. At all.
A big disclaimer of all of these DLC perks is that on-ship combat was maybe like 5% of my total playtime in the campaign I tested everything out in. I'm not saying you'll get the same low percentage, but how effective is this stuff really in the grand scheme if you're not fighting a lot of your battles on ships? Keep that in mind.
Rolling Thunder
Final verdict: Pirate’s Prowess is the clear go-to unless you plan on not using melee weapons at all in your ship combat.
💩☆ Forceful
Final verdict: While I 💩-tiered Forceful, it’s the best of two.
Sunny Disposition
Final verdict: This is pretty much just a “do you use swords or axes” question for which to pick. The morale bonus is insignificant, but the damage bonus is a’ight. Best of luck!
★★ Naval Fighting Training
Final verdict: Naval Fighting Training does something while Enemy of the Wood does not.
Terror of the Seas
Final verdict: If you board a lot, go Terror of the Seas, if you play defensively, go Rallying Cry.
A big disclaimer of all of these DLC perks is that on-ship combat was maybe like 5% of my total playtime in the campaign I tested everything out in. I'm not saying you'll get the same low percentage, but how effective is this stuff really in the grand scheme if you're not fighting a lot of your battles on ships? Keep that in mind.
1 - Pirate's Prowess & Rolling Thunder
★★ Pirate's Prowess- +25% melee weapon handling (on ships)
- +30% loot from defeated merchant convoys.
Rolling Thunder
- -30% accuracy from ship roll.
- +50% conformity gain for pirate prisoners in your party while at sea.
Final verdict: Pirate’s Prowess is the clear go-to unless you plan on not using melee weapons at all in your ship combat.
2 - Brute Force & Forceful
💩 Brute Force- +50% kicking and bashing damage.
- +50% melee knockback dealt by crew.
💩☆ Forceful
- +30% shield hitpoints.
- +30% damage to shields by crew.
Final verdict: While I 💩-tiered Forceful, it’s the best of two.
3 - Axe of the North Wind & Sunny Disposition
Axe of the North Wind- +20% damage with axes (on ships)
- +20 morale for mariner troops at the start of battle (on ships)
Sunny Disposition
- +20% damage with swords (on ships)
- +20 morale for regular troops at the start of battle (on ships)
Final verdict: This is pretty much just a “do you use swords or axes” question for which to pick. The morale bonus is insignificant, but the damage bonus is a’ight. Best of luck!
4 - Enemy of the Wood & Naval Fighting Training
💩 Enemy of the Wood- -10 morale to each enemy for each ship destroyed in battle.
- +25% fire damage dealt by your ship and crew to enemy sails.
★★ Naval Fighting Training
- +10% xp gained by party companions after each naval battle.
Final verdict: Naval Fighting Training does something while Enemy of the Wood does not.
5 - Rallying Cry & Terror of the Seas
Rallying Cry- +20% morale boost for crew while on own ship.
- -10% melee damage taken by crew while on own ships.
Terror of the Seas
- +20% morale loss suffered by enemy ships in battle.
- -10% melee damage taken by crew while on enemy ships.
Final verdict: If you board a lot, go Terror of the Seas, if you play defensively, go Rallying Cry.
Mariner (p.2)
6 - Shattering Blow & Shattering Volley
Shattering Blow- +50% armor penetration on melee weapons.
- +50% armor penetration for melee weapons by your crew.
Shattering Volley
- +50% armor penetration on ranged weapons.
- +50% armor penetration for ranged weapons by your crew.
Final verdict: These perks (from my understanding) only affect you while on a ship. Choose based on your weapon of choice (and walk without rhythm). 50% armor pen is no joke.
7 - Arr! & Pirate Hunter
☆ Arr!- Surrendering pirate parties can be recruited.
- +15% xp for mariner troops under your command.
Pirate Hunter
- +20% bonus when crew is sent to confront pirates.
- +10% xp for regular troops under your command.
Final verdict: Choose based on your playstyle, but I like “Arr!” more for the idea of spamming mariner bonuses on a land nordic party. Player choice.
8 - Boarding Master & Home Turf Advantage
Boarding Master- +15% melee damage for you when fighting on other ships.
- +15% melee damage for crew when fighting on other ships.
Home Turf Advantage
- +20% melee damage dealt for you when fighting on your ship.
- +20% melee damage for crew when fighting on their own ship.
Final verdict: Another “pick your playstyle” choice here. The 5% difference of the two perk subsets isn’t really going to sway one over the other, just choose one for what you do most.
9 - Crew of Spears & Mighty Blows
Crew of Spears- Impale shields with thrown javelins. Throwing axes deal damage if they break a shield.
- +15% damage dealt by crew with throwing weapons.
Mighty Blows
- Better cleave with two-handed weapon swings (2H lose 50% less damage when they cut through one opponent)
- +15% melee damage dealt by crew with two-handed weapons.
Final verdict: I personally see more use out of Mighty Blows but only if you spec heavy into 2H weapons like I do. Player choice.
10 - The Sky’s Fury & Warrior’s Might
The Sky’s Fury- +15% ranged damage dealt by you.
- +15% bow and crossbow damage dealt by crew
Warrior’s Might
- +20% melee damage dealt by you.
- +20% throwing damage dealt by crew.
Final verdict: Again, another “what do you use and what do you have your crew spec into” choice. Pick your playstyle.
11 - Wait, there is no perk 11?
I don’t mention final perks normally, but this is the only perk tree in the entire game that doesn’t give you something at the top which combines the attribute for a bonus. Why?
Boatswain (p.1)
Boatswain is sort of the stewardey-leadershippy mixed skillset for ship captains so it is what it is. I think a bit of nudging to some of these perks could make for a more interesting tree as well.
★★ Merchant Prince
Final verdict: Merchant Prince because you will always need to repair ships, while upgrades are a buy-and-forget.
★★ Well Stocked
Final verdict: Well Stocked can possibly be felt while Streamlined Operations will never be felt. Go Well Stocked.
💩 Optimization
Final verdict: Player choice even though I rated Optimization 💩-tier. Choose based on your party composition (you aren’t a Khuzait mounted archer spammer, are you?)
💩 Veteran’s Wisdom
Final verdict: Go Gilded Purse. The Veteran’s wisdom in this case is a toilet.
💩💩 Special Arrows
Final verdict: The damage you’ll get from Shipwright’s Insight is going to benefit you more than the tiny baby armor and sail damage (SNORE).
1 - Master Shipwright & Merchant Prince
Master Shipwright- -30% cost of ship upgrades.
★★ Merchant Prince
- -30% ship repair cost.
Final verdict: Merchant Prince because you will always need to repair ships, while upgrades are a buy-and-forget.
2 - Streamlined Operations & Well Stocked
💩 Streamlined Operations- 10% faster ballista reload time.
★★ Well Stocked
- +30% ammunition per stack for crew under command.
- +2 ammunition per stack on thrown weapons in crew.
Final verdict: Well Stocked can possibly be felt while Streamlined Operations will never be felt. Go Well Stocked.
3 - Naval Horde & Optimization
Naval Horde- -30% wages for cavalry troops while at sea.
- -30% weight of mounts when in ship’s cargo.
💩 Optimization
- -10% wages to non-mariner troops while at sea.
- -30% weight of pack animals and livestock when in ship’s cargo.
Final verdict: Player choice even though I rated Optimization 💩-tier. Choose based on your party composition (you aren’t a Khuzait mounted archer spammer, are you?)
4 - Gilded Purse & Veteran’s Wisdom
★★ Gilded Purse- 25% extra chance of capturing ships after battle.
- -15% weight of trade goods in ship’s cargo.
💩 Veteran’s Wisdom
- +10x(character level) xp to companions per day.
- -20% overburden penalty for ships.
Final verdict: Go Gilded Purse. The Veteran’s wisdom in this case is a toilet.
5 - Shipwright’s Insight & Special Arrows
★★ Shipwright’s Insight- +30% damage to hulls of enemy ships by ballistae.
- +25% extra ammo for crew
💩💩 Special Arrows
- +5 armor for “low-tier troops”.
- +40% damage dealt by crew to enemy sails.
Final verdict: The damage you’ll get from Shipwright’s Insight is going to benefit you more than the tiny baby armor and sail damage (SNORE).
Boatswain (p.2)
6 - Accuracy Training & Smooth Operator
💩 Accuracy Training- +30% damage dealt to shields by crew ranged weapons.
Smooth Operator
- +5 ammo for ballistae.
- -30% food consumption while at sea.
Final verdict: Smooth Operator is better even though I don’t respect it.
7 - Efficient Captain & Popular Captain
Efficient Captain- -30% upgrade cost to mariner troops..
- +5 morale while waiting in port.
☆ Popular Captain
- -30% recruitment cost for mariner troops.
- +10% combat deck size for the ship under the character’s command.
Final verdict: I lean Popular Captain due to the benefits of having a larger combat deck size, but it’s player choice.
8 - Blessings of the Sea & Port Authority
Blessings of the Sea- +1 ship command limit.
Port Authority
- +1 ship command limit.
Final verdict: This is a tough choice, you’re on your own.
9 - Salvage & Shipwright’s Hand
Salvage- Discarded ships provide influence.
☆ Shipwright’s Hand
- Discarded ships repair party ships.
Final verdict: Again, basic player choice at a playstyle question. I personally don’t value influence as much nowadays since it’s a permanently stacking pool, so I prefer Shipwright’s Hand for easy on-the-water repair, but player choice here.
10 - Merchant Fleet & Resilience
★★ Merchant Fleet- +1 ship command limit.
💩 Resilience
- 30% of health points lost in battle are recovered after a victory.
- +30% troop healing rate while at sea.
Final verdict: I think Merchant Fleet is better by association.
Shipmaster (p.1)
Shipmaster, I feel, is a rather weak tree outside of the basic skill benefit of increased sailing speed.
💩 Old Salt’s Touch
Final verdict: Take the fishpill.
💩 Wind Rider
Final verdict: Ghost Ship does something and Wind Rider doesn’t. Go Ghost Ship.
💩 River Raider
Final verdict: Uhh, I guess Night Raider? These are both rather underwhelming IMO.
💩 Windborne
Final verdict: Shock and Awe is the best.
💩 The Helmsman’s Shield
Final verdict: Raven Eye will help you see enemy parties to either attack or GTFO of there, while Helmsman’s Shield is for sad little birthday boys who can’t handle being MANLY men and taking arrows and javelins like they don’t give a d𝚊mn.
1 - Master Angler & Old Salt’s Touch
★★Master Angler- 25% chance per hour to catch fish while sailing.
💩 Old Salt’s Touch
- +2% travel speed at sea.
- +30% to swimming endurance of crew.
Final verdict: Take the fishpill.
2 - Ghost Ship & Wind Rider
💩☆ Ghost Ship- 20% fewer troops lost when running a blockade. 20% chance to avoid leaving ships behind when escaping engagements.
💩 Wind Rider
- -50% to deck movement penalty.
- -50% to deck movement penalty for crew.
Final verdict: Ghost Ship does something and Wind Rider doesn’t. Go Ghost Ship.
3 - Night Raider & River Raider
Night Raider- -50% night spotting range penalty.
💩 River Raider
- -3% to coastal movement speed penalty.
- 10% chance of capturing enemy troops as prisoners.
Final verdict: Uhh, I guess Night Raider? These are both rather underwhelming IMO.
4 - Shock and Awe & Windborne
★★ Shock and Awe- +30% morale boost when ship rams enemy ship.
- +10% speed on campaign map when against the wind.
💩 Windborne
- +20% to sail forces in missions.
- -50% duration of “disorganized” while at sea.
Final verdict: Shock and Awe is the best.
5 - Raven Eye & The Helmsman’s Shield
★★ Raven Eye- +20% spotting range.
💩 The Helmsman’s Shield
- -50% ranged damage suffered while steering your ship.
Final verdict: Raven Eye will help you see enemy parties to either attack or GTFO of there, while Helmsman’s Shield is for sad little birthday boys who can’t handle being MANLY men and taking arrows and javelins like they don’t give a d𝚊mn.
Shipmaster (p.2)
6 - Crowd on the Sail & Nimble Surge
💩 Crowd on the Sail- +10% travel speed when running before the wind.
★★ Nimble Surge
- +5% travel speed.
Final verdict: 5% travel speed all the time will more than likely beat 10% travel speed when you happen to have wind going the 1 of 8 possible directions you’re currently traveling.
7 - Shore Master & Unflinching
💩💩💩 Shore Master- -50% ship recall time.
- -30% fleet size penalty for campaign map movement.
💩☆ Unflinching
- +100% to disembarkation speed.
Final verdict: Unflinching has a purpose while Shore Master pretends to have a purpose.
8 - Chain to Oars & Fleet Commander
💩 Chain to Oars- +20% to oar force in mission
- Prisoners help meet skeleton crew requirement.
★★ Fleet Commander
- -30% to fleet size penalty for campaign map movement.
- -20% to skeleton crew requirement for any ship in party.
Final verdict: Fleet Commander is better due to the basic skeleton crew requirement in the event of stealing a boat load (HAHAHA, OH, SETH, YOU’RE SO FUNNY AND SEXY! Thanks babe.) of ships.
9 - Master and commander (gotta capitalize that TaleWorlds) & Stormrider
★★ Master and commander- +1 xp gained by each troop per hour at sea.
- +1 ship command limit.
💩💩💩 Stormrider
- +30 xp gained by each troop once per day when entering storms.
- +1 ship command limit.
Final verdict: Both extremely meager xp bonuses, but Master and commander is the no-brainer.
10 - Seaborne Fortress & The Corsair’s Edge
💩 Seaborne Fortress- -10% damage sustained by ships in simulated battles.
- -20% to ranged damage taken by crew if not boarded.
★★ The Corsair’s Edge
- +10% damage to one-handed weapons while at sea.
Final verdict: The Corsair’s Edge is obviously terrible if you don’t use 1H weapons, but if you do, it’s always better for “feel” IMO than Seaborne Fortress would be.
Closing Remarks
Some perks are pretty kick𝚊𝚜s, but there is a surprising trend of poopoo, doodoo, and peepee tier (i have worked with NASA to devise this advanced rating system) perks. Taleworlds really needs to revamp some of these.
If you have constructive criticism or you want to call me a big peepee head for my Hot Takes, comment below. Just know that you're always wrong and I'm always right no matter what (that's a joke, lads). As mentioned in the intro, I will gladly change my opinions if presented a good counter-argument.
I hope you didn't read this entire thing. If you did, thanks for reading. CTRL+F gaming is probably king here.
If you have constructive criticism or you want to call me a big peepee head for my Hot Takes, comment below. Just know that you're always wrong and I'm always right no matter what (that's a joke, lads). As mentioned in the intro, I will gladly change my opinions if presented a good counter-argument.
I hope you didn't read this entire thing. If you did, thanks for reading. CTRL+F gaming is probably king here.