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Skill Perks
Kingdom Come: Deliverance

Skill Perks

Explore skill perks in kingdom come deliverance, including Alchemy, Drinking, Herbalism, Horsemanship, Hunting, and Lockpicking. Get recommendations for each.

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Explore skill perks in kingdom come deliverance, including Alchemy, Drinking, Herbalism, Horsemanship, Hunting, and Lockpicking. Get recommendations for each.

This guide details the various skill perks available in kingdom come deliverance, categorized by their respective skills: Alchemy, Drinking, Herbalism, Horsemanship, Hunting, and Lockpicking. Each perk has a level requirement and a specific effect that can alter gameplay mechanics, combat, or character stats.

Alchemy Perks

Alchemy perks focus on the effectiveness and utility of potions.

  • Salted and Smoked (Level 3): Cured or cooked food in your inventory will spoil 20% more slowly.
  • Water of Life (Level 3): Healing potions will heal you 50% more, but will also intoxicate you 50% more.
  • Witcher (Level 3): Potions will fill you up 30% less, which means you can drink more of them and more often.
  • Trial and Error (Level 5): When brewing you can make one extra mistake without affecting the results.
  • Venomous Blade (Level 5): Poison applied to a weapon will remain on the blade longer.
  • Snake Oil Salesman (Level 8): Potions you brew yourself have a 20% higher selling price.
  • Bundle Alchemist (Level 10): When you successfully brew a potion, you get one extra. Doesn’t apply to autobrew.
  • Routine I (Level 10): You can now auto-brew potions you have brewed once before, but you can only brew one.
  • Routine II (Level 13): Autobrewing will produce 3 potions for the price of one.

Recommended acquisition order per level: Witcher > Trial and Error > Snake Oil Salesman > Bundle Alchemist > Routine II

Drinking Perks

Drinking perks influence the effects of alcohol, intoxication, and hangovers.

  • Beer Bibber (Level 4): The beer you get is 50% weaker, so you can drink more, but wine is twice as strong and will make you drunk faster. Can’t be combined with the Wine Bibber perk.
  • Drinking Habit (Level 4): Under the influence of alcohol, your hand will shake 25% less and your Bow skill is higher by +2, but when sober your hand will shake 25% more.
  • Wine Bibber (Level 4): The wine you get is 50% weaker, so you can drink more, but beer is twice as strong and will make you drunk faster. Can’t be combined with the Beer Bibber perk.
  • Drunk (Level 7): The benefits of alcohol last twice as long, and unless you drink yourself into oblivion, you suffer no negative effects. But once sober, your hangover will also last twice as long.
  • Loose Tongue (Level 7): When drunk, you get a 50% bonus on Speech and Charisma, when hungover, these stats drop by 50%.
  • True Slav (Level 7): You get drunk on 50% less alcohol, saving your hard-earned Groschen, and your hangover the next day lasts only half as long. But bear in mind that getting drunk quickly brings both the positive and negative effects of alcohol.
  • Bacchus (Level 10): You’ll never drink yourself to oblivion, but the negative effects of your hangover will be 30% stronger. Can’t be combined with the Safe Passage perk.
  • Safe Passage (Level 10): When you drink yourself to oblivion, you’ll wake up at home in bed and none of your inventory items will be gone. Can’t be combined with the Bacchus perk.
  • Top Shelf (Level 10): Spirits are 50% weaker for you, so you can drink more.

Recommended acquisition order per level: Wine Bibber > Drunk > Top Shelf

Herbalism Perks

Herbalism perks enhance interactions with herbs and their effects.

  • Flower Power (Level 5): If you’ve got enough fragrant herbs in your inventory, you get a +2 Charisma bonus.
  • Horsenip (Level 5): If your horse has enough fragrant herbs in its saddlebag, it will shy less.
  • Botanist (Level 10): The herbs you sell have a 15% higher price.
  • Leg Day (Level 10): Herb-picking activity will add experience to your Strength stat too.
  • Resistance (Collect 100 Nettles): You’ve collected such a quantity of poisonous herbs or nettles that your Vitality is permanently increased by +2.

Recommended acquisition order per level: Flower Power > Leg Day

Horsemanship Perks

Horsemanship perks improve your horse's capabilities and your mounted combat effectiveness.

  • Heavy Pony Duty (Level 4): Your horse can carry more, but is slower. Can’t be combined with the Racehorse perk.
  • Racehorse (Level 4): Your horse is faster, but can carries less weight. Can’t be combined with the Heavy Duty Pony perk.
  • Dread Steed (Level 7): If your horse is wounded, it will run faster.
  • Rider on the Storm (Level 7): Your horse will be extremely skittish in storms, but will shy less in any other weather.
  • Strong Thighs (Level 7): Increases your chances of staying in the saddle if an opponent tries to unhorse you.
  • Knight (Level 10): You get a 15% damage bonus in mounted combat with both range and melee weapons.
  • Warhorse (Level 10): Your horse won’t shy at nearby foes, at least as long as no one hits him.
  • Jockey (Level 14): A horse will never throw you outside of combat.

Recommended acquisition order per level: Heavy Pony Duty > Dread Steed > Knight > Jockey

Hunting Perks

Hunting perks provide benefits related to hunting animals and processing their remains.

  • Antlers (Level 3): Enables you to get antlers from hunted animals.
  • Tusks (Level 3): You’re able to remove tusks from some animals.
  • Butcher (Level 5): You’re able to get offal from hunted game.
  • Tanner (Level 5): You’re able to skin dead animals.
  • Huntsman (Level 8): You’ll cause wild animals 20% more damage.
  • Wild at Heart (Level 8): Wild animals will be less skittish when you’re close.
  • Forester (Level 10): Your conspicuousness and visibility fall sharply when in the woods, so you can be stealthier. Useful, especially when stalking people.
  • Salty (Level 10): Raw foods in your inventory won’t spoil so fast.
  • Steak Tartare (Level 13): You can eat raw meat.

Recommended acquisition order per level: Tusks > Butcher > Wild at Heart > Forester > Steak Tartare

Lockpicking Perks

Lockpicking perks make it easier and more efficient to pick locks.

  • Lasting Lockpicks (Level 3): Your lockpicks will be more durable and last twice as long.
  • Repairman (Level 3): After successfully picking a lock, you have a 20% chance of any broken lockpicks returning to your inventory.
  • Deft Grip (Level 6): The starting position when lockpicking will be closer to the end of the lock, making it easier to open.
  • Luck of the Drunk (Level 6): It’ll be 30% easier to open locks when drunk, but it will also be 30% noisier.
  • Silent Fiddler (Level 9): You’re able to work almost silently with a lockpick, even if the lockpicking isn’t going well. The noise a snapping lockpick makes is reduced by 90%.
  • Sixth Sense (Level 9): Your sixth sense will warn you if someone is

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