Build the authority and military strength to take land and keep it. Choose this for an expanding realm.
Focus bonus: +2 Martial; +5% County control growth.
Choose this focus in your class lifestyle window. The class earns 25 experience each month before other bonuses; each perk costs 1,000 experience. Perks remain useful when you switch focus within the same class.
Always active: Siege Phase Time -10%; County Control Growth +10%.
Always active: Siege Phase Time -15%.
Requires: Conqueror's Eye.
Always active: Dread Gain +20%; County Control Growth +15%.
Requires: Conqueror's Eye.
Always active: Siege Weapon Siege Value +20%.
Requires: Siegecraft.
Always active: County Control Growth +15%; Popular Opinion +10.
Requires: Rule by Strength.
Call the Banners: Spend 3 RP for one year of Levy Reinforcement +30%, Men-at-Arms Maintenance -15%, and Men-at-Arms Damage and Toughness +15%. Cooldown: two years.
Requires: Order after Victory.
Always active: Monthly War Prestige +25%; Attacker Advantage +4.
Requires: Call the Banners.
Always active: County Control Growth +20%; Garrison Size +20%.
Requires: Call the Banners.
You can personally hold another domain before exceeding your limit.
Always active: Domain Limit +1; Siege Phase Time -15%; County Control Growth +20%; Monthly War Prestige +25%; Attacker Advantage +5. Right of Conquest: Spend 10 Regency Points to permanently increase the Development of one province in your realm by 1. This decision may only be taken once per year. Select the capital holding of a county you personally own, with Development below 100. Grants the Conqueror mastery trait.
Requires: Hold the Land.
The final perk awards the matching mastery trait. It marks your completed training; the bonuses come from the perks and are not awarded a second time by the badge.