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Kingdom Come: Deliverance

Strategy Guide

Author: Scott Peers
First Published: 07-06-2018 / 00:00 GMT
Version: 0.1 (????) 21-08-2018 / 11:33 GMT

Kingdom Come: Deliverance Strategy Guide

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Recommended Perks

Recommended Perks

Skill Perks

Skill perks can be gained from each of the categories listed below. The following recommendations are reasoned based on the frequency that a specific perk will be useful in your first playthrough.

Alchemy
PerkLevelEffect
Salted and Smoked3Cured or cooked food in your inventory will spoil 20% more slowly.
Water of Life3Healing potions will heal you 50% more, but will also intoxicate you 50% more.
Witcher3Potions will fill you up 30% less, which means you can drink more of them and more often.
Trial and Error5When brewing you can make one extra mistake without affecting the results.
Venomous Blade5Poison applied to a weapon will remain on the blade longer.
Snake Oil Salesman8Potions you brew yourself have a 20% higher selling price.
Bundle Alchemist10When you successfully brew a potion, you get one extra. Doesn't apply to autobrew.
Routine I10You can now auto-brew potions you have brewed once before, but you can only brew one.
Routine II13Autobrewing 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
PerkLevelEffect
Beer Bibber4The 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 Habit4Under 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 Bibber4The 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.
Drunk7The 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 Tongue7When drunk, you get a 50% bonus on Speech and Charisma, when hungover, these stats drop by 50%.
True Slav7You 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.
Bacchus10You'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 Passage10When 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 Shelf10Spirits are 50% weaker for you, so you can drink more.

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

Herbalism
PerkLevelEffect
Flower Power5If you've got enough fragrant herbs in your inventory, you get a +2 Charisma bonus.
Horsenip5If your horse has enough fragrant herbs in its saddlebag, it will shy less.
Botanist10The herbs you sell have a 15% higher price.
Leg Day10Herb-picking activity will add experience to your Strength stat too.
ResistanceCollect 100 NettlesYou'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
PerkLevelEffect
Heavy Pony Duty4Your horse can carry more, but is slower. Can't be combined with the Racehorse perk.
Racehorse4Your horse is faster, but can carries less weight. Can't be combined with the Heavy Duty Pony perk.
Dread Steed7If your horse is wounded, it will run faster.
Rider on the Storm7Your horse will be extremely skittish in storms, but will shy less in any other weather.
Strong Thighs7Increases your chances of staying in the saddle if an opponent tries to unhorse you.
Knight10You get a 15% damage bonus in mounted combat with both range and melee weapons.
Warhorse10Your horse won't shy at nearby foes, at least as long as no one hits him.
Jockey14A horse will never throw you outside of combat.

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

Hunting
PerkLevelEffect
Antlers3Enables you to get antlers from hunted animals.
Tusks3You're able to remove tusks from some animals.
Butcher5You're able to get offal from hunted game.
Tanner5You're able to skin dead animals.
Huntsman8You'll cause wild animals 20% more damage.
Wild at Heart8Wild animals will be less skittish when you're close.
Forester10Your conspicuousness and visibility fall sharply when in the woods, so you can be stealthier. Useful, especially when stalking people.
Salty10Raw foods in your inventory won't spoil so fast.
Steak Tartare13You can eat raw meat.

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

Lockpicking
PerkLevelEffect
Lasting Lockpicks3Your lockpicks will be more durable and last twice as long.
Repairman3After successfully picking a lock, you have a 20% chance of any broken lockpicks returning to your inventory.
Deft Grip6The starting position when lockpicking will be closer to the end of the lock, making it easier to open.
Luck of the Drunk6It'll be 30% easier to open locks when drunk, but it will also be 30% noisier.
Silent Fiddler9You'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 Sense9Your sixth sense will warn you if someone is about to catch you in the act of lockpicking, so you'll have more time to escape.
Lucky Thief12If you lockpick breaks you'll have a 10% chance of opening the lock instantly.
Master Thief12You can unlock easier locks automatically.

Recommended acquisition order per level: Lasting Lockpicks > Deft Grip > Silent Fiddler > Lucky Thief

Maintenance
PerkLevelEffect
Fragrance3With freshly laundered clothes on, you have +1 higher Charisma for one day.
Seven Mile Boots3If you're wearing boots you repaired yourself, sprinting will cost you 20% less Stamina, so you can run longer.
Saville Row6Every item of clothing that you're wearing that you've repaired yourself adds 0.5 to Charisma, up to a maximum bonus of +2. Doesn't apply to armour.
Stuffing6When you repair your own armour you're able to pad it so it doesn't jangle as much and lower your stealth ability.
Serrated Edge9A weapon you've sharpened yourself has a 15% greater chance of causing bleeding.
Tin Opener9A weapon you've sharpened yourself will cause 15% greater damage to your opponent's armour and equipment.
Blacksmith's Son12Weapons you repair with a repair kit have a 10% stronger attack, until they get too damaged.
Well Groomed12The attire you have on will suffer 15% less wear and tear.

Recommended acquisition order per level: Seven Mile Boots > Saville Row > Serrated Edge > Blacksmith’s Son

Pickpocketing
PerkLevelEffect
Comrade2Increases your chance of pickpocketing someone with the same Charisma level as you have. Such people are usually dressed similarly to you.
Secret Pockets2When looting corpses, you'll find more money.
Crowd Control4Reduces your chance of being discovered when there's a lot of people around.
Easy Way Out4The movement of the cursor in a pickpocketing victim's inventory will be twice as fast.
Item Expert I6Reveals stats for half the items in a pickpocketing victim's purse.
Pocket Sight I6Immediately reveals one of the items in a pickpocketing victim's inventory.
Friendly Neighbour8If anyone who likes you at least a little catches you pickpocketing, they won't call the guard on you. Your reputation will still fall though.
Hidden Pockets8When arrested and searched, you'll keep some of the stolen items in your inventory.
Item Expert II10Reveals the stats of all items in a pickpocketing victim's purse.
Pocket Sight II10Immediately reveals three of the items in a pickpocketing victim's inventory.
Pocket Sight III14Immediately reveals all the items in a pickpocketing victim's inventory.

Recommended acquisition order per level: Secret Pockets > Easy Way Out > Item Expert I > Friendly Neighbour > Item Expert II > Pocket Sight III

Reading
PerkLevelEffect
Colleague3All books are cheaper in shops.
In the Flow3When reading, you will get tired and hungry twice as slowly as normal.
Art Connoisseur5The first time you look at a fresco, cross or wayside shrine, your Charisma will increases temporarily by +2.
Magistrate I5Being well-learned, you make a better impression on people and get a +1 Speech bonus when trying to persuade a guard.
Avid Reader7Your level of study of the book you've read most of will advance automatically while sleeping or skipping time.
Cushion7If you're sitting comfortably you get a double reading bonus.
Magistrate II9Your Speech bonus when trying to persuade a guard rises to +2.
Swot9It doesn't matter to you where you read, you get a learning bonus anywhere you read.
Magistrate III12Your Speech bonus when persuading guards is increases to +3.
Cartographer14The whole map is revealed to you, showing all settlements, hunting spots and caves.

Recommended acquisition order per level: In the Flow > Magistrate I > Cushion > Magistrate II > Magistrate III > Cartographer

Stealth
PerkLevelEffect
Takedown0, Default perkLet's you knock people out from a crouching position.
Daring Debonair3After committing a crime, you get a +1 bonus to Strength and Vitality until you're caught or leave the scene of the crime.
Rain Man3You move almost silently in the rain. The noise of your footsteps is reduced by 70%.
Crouching Chameleon5When crouching without movement you get a 30% Stealth bonus.
Stealth Kill5Allows you to kill from stealth. You have to have a dagger.
Ordinary Mug8When you're wanted, people are less likely to recognise your face and soon stop looking for you.
Slim Fit8Lowers the noise of armour and other equipment by 20%.
Dog Person10Dogs won't bark at you.
Et Tu, Brute10Your attacks from behind will be one third stronger.

Recommended acquisition order per level: Rain Man > Stealth Kill > Ordinary Mug > Dog Person