Explore recommended stat perks in kingdom come deliverance, including Scout I, First Aid I, and Gravedigger, with recommended acquisition orders.
Main Level Perks:
Ascetic (Level 2): Lasts 30% longer without food; hunger effects are 20% worse when hungry.
Manly Odour (Level 2): +50% Charisma with women when dirty; -30% Stealth due to smell.
Night Rider (Level 2): Stamina regenerates 20% faster at night, 10% slower during the day.
Scout I (Level 2): Slightly increases Fast Travel sight distance and Evading chance by 10%.
Wanderer (Level 2): Inverted comfort of beds; worse beds mean better sleep.
First Aid I (Level 3): Enables use of bandages.
Insomniac (Level 4): Increases time without sleep; Energy Level falls 25% more slowly.
Renegade Brand (Level 4): Penalties on Stats after jail release are 20% lower.
Burgher (Level 6): +1 bonus on Strength, Agility, Vitality, and Speech in towns/villages and vicinity. Cannot combine with Savage.
First Aid II (Level 6): Bandages are 25% more effective; healing skill can be applied in dialogues.
Savage (Level 6): +1 bonus on Strength, Agility, Vitality, and Speech in the wilds. Cannot combine with Burgher.
Scout II (Level 6): Increases Fast Travel sight distance and Evading chance by another 10%.
Brute (Level 8): +2 Strength bonus; -1 penalty on Charisma and Speech. Cannot combine with Ken, Golden Tongue, Juggler, or Cloak and Dagger.
Cloak and Dagger (Level 8): +2 Stealth bonus; -1 penalty to Strength and Speech. Cannot combine with Ken, Brute, Juggler, or Golden Tongue.
Golden Tongue (Level 8): +2 Speech bonus; -2 Strength loss. Cannot combine with Ken, Brute, Juggler, or Cloak and Dagger.
Juggler (Level 8): +1 Agility bonus; -1 penalty on Speech and Charisma. Cannot combine with Ken, Brute, Golden Tongue, or Cloak and Dagger.
Ken (Level 8): Charisma +2, Strength -2. Cannot combine with Juggler, Brute, Golden Tongue, or Cloak and Dagger.
Scholar (Level 8): Reading Level increased by 3; Strength and Warfare skills incur a -1 penalty each.
First Aid III (Level 10): Bandages are 50% more effective; unlocks advanced healing options in dialogues.
Infamous (Level 10): With low Reputation, +1 bonus on Strength, Agility, Vitality, and Speech. Reputation rises faster, jail penalties are less. Cannot combine with Local Hero.
Local Hero (Level 10): With high Reputation, +1 bonus on Strength, Agility, Vitality, and Speech. Reputation falls faster, jail penalties last longer. Cannot combine with Infamous.
Scout III (Level 10): Greatly increases Fast Travel sight distance and Evading chance by another 10%.
Contemplative (Level 12): Stillness keeps tiredness and hunger at the same Level.
Recommended acquisition order per level (Main): Scout I > First Aid I > Insomniac > Savage > Golden Tongue > Scout III > Contemplative
Strength Perks:
Gravedigger (Level 2): Carrying dead or unconscious bodies costs no Stamina and burdens you half as much.
Stronghold (Level 2): Blocking opponent's blows costs 30% less Stamina.
Clinch Master (Level 4): One third higher chance of overpowering opponent in a clinch.
Mule I (Level 4): Carry 15 pounds more.
Boar (Level 6): Deplete opponent's Health and Stamina by bumping into them at a sprint; effect increased if your armour is heavier.
Tight Grip (Level 6): Stamina regeneration does not slow down in combat, even on weapon backswing.
Headcracker (Level 8): 10% greater chance of knocking out opponent with a blow to the head.
Heavy Swing (Level 8): Attacks cause 20% greater damage, but cost 10% more Stamina. Applies only to Strength-based weapons.
Mule II (Level 8): Carry 20 pounds more.
Mule III (Level 12): Carry 25 pounds more weight.
Dreadful (Level 14): Foes are more likely to flee; those who fight are less determined.
Recommended acquisition order per level (Strength): Gravedigger > Mule I > Tight Grip > Headcracker > Mule III > Dreadful
Agility Perks:
Dodger (Level 0, Train with Captain Bernard): Lets you jump aside during combat.
Featherweight (Level 4): Falling causes 30% less injury.
Fast Striker (Level 8): Attacks demand 30% less Stamina, but cause 20% less injury. Applies only to Agility-based weapons.
Light Armour (Level 8): If not wearing plate armour, 50% easier to dodge strikes in combat.
Perfect Throw (Level 12): Better chance of throwing winning dice.
Taunt (Level 12): Successful evasion in combat lowers opponent's morale.
Recommended acquisition order per level (Agility): Featherweight > Fast Striker > Taunt
Vitality Perks:
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