Overview
A comprehensive guide to the individual skills and stats in Kingdom Come: Deliverance. Now you don’t have to waste any more lockpicks or reload any saves!
Introductions
Kingdom Come: Deliverance has a number of individual skills and stats that can be developed and nurtured throughout the storyline. These stats include general abilities like strength, vitality, and other various character stats. For skills, you will find yourself developing specialized abilities, like lockpicking, reading, and herbalism. All of these skills and stats are developed through practical experience. Additionally, most of the skills and stats include numerous perks to build your character. In this guide, I will outline the methods to develop, learn, and master all of these aforementioned character traits.
Character Level
Main Level
Your main level is determined by your character’s stats, and progress through the game. Therefore, by leveling up, your stats all will have increased. There are a lot of perks to choose from for your character. These perks are more generalized than the perks that are available for each individual stat or skill. Due to this, these perks are significantly different from their specific stat and skill counterparts. These perks are fantastic for specializing your character, and generally are chosen over one another, meaning you can choose one perk, but it locks another. These perks also have a tendency to weaken some aspects of your character in order to provide a strong buff to another.
- Ascetic: available at level 2, you’ll last 30% longer without food, but as soon as you get hungry, the effects will be 20% worse. Also, the effects of Overeating are increased.
- Manly Odour: available at level 2, when dirty, you’ll have 50% more Charisma when talking to women. However, people will smell you a mile off, reducing your Stealth skill by 30%.
- Night Rider: available at level 2, your Stamina will regenerate 20% faster at night, but 10% slower during the day.
- Scout I: available at level 2, slightly increases the sight distance of Fast Travel and also the chances of Evading by 10%. Prerequisite for the Scout II perk.
- Wanderer: available at level 2, you grew up in impoverished conditions, so comfort of beds is inverted to you. The worse the bed, the better you sleep, and vice versa.
- First Aid I: available only after arriving in Talmberg, enables you to use bandages. Prerequisite for the First Aid II perk.
- Insomniac: available at level 4, increases the time you can do without sleep. Your Energy level falls one quarter more slowly.
- Renegade brand: available at level 4, penalties on stats following release from jail are 20% lower.
- Burgher: available at level 6, in towns and villages and their immediate vicinity you have a +1 bonus on Strength, Agility, Vitality and Speech. Cannot be active at the same time as the Savage perk.
- First Aid II: available at level 6, bandages are 25% more effective. You can also apply your healing skill in dialogues. Prerequisite for the First Aid III perk. Requires the First Aid I perk.
- Savage: available at level 6, in the wilds you have a +1 bonus on Strength, Agility, Vitality, and Speech. Cannot be active at the same time as the Burgher perk.
- Scout II: available at level 6, increases the sight distance of Fast Travel and also the chances of evading by another 10%. Prerequisite for the Scout III perk. Requires the Scout I perk.
- Brute: you favour brute strength to a pleasant demeanour. You get a +2 Strength bonus, but a -1 penalty on Charisma and Speech.
- Cloak and Dagger: available at level 8, you prefer to remain in the shadows. You have a +2 Stealth bonus at the cost of a -1 penalty to both Strength and Speech. Cannot be active at the same time as the Brute, Golden Tongue, Juggler, or Ken perks.
- Golden Tongue: available at level 8, You always favored diplomacy over brute force. You get a +2 Speech bonus, but a -2 Strength loss. Cannot be active at the same time as the Brute, Cloak and Dagger, Juggler, or Ken perks.
- Juggler: available at level 8, you’ve been exceptionally supple and agile since childhood. However, turning somersaults and falling on your head and left their mark. You have a +1 Agility bonus, but a -1 penalty on Speech and Charisma. Cannot be active at the same time as the Brute, Cloak and Dagger, Golden Tongue, or Ken perks.
- Ken: available at level 8, you’re handsome and charismatic, but you haven’t built up your strength. Charisma +2, Strength -2. Cannot be active at the same time as the Brute, Cloak and Dagger, Golden Tongue, or Juggler perks.
- Scholar: available at level 8, your momentary Reading level increased by 3. But your Strength and Warfare skills have each incurred a -1 penalty.
- First Aid III: available at level 10, bandages are 50% more effective. For a village boy, you’re quite the sawbones. The perk opens the most advanced options in dialogues connected with healing. Requires the First Aid I and First Aid II perks.
- Infamous: available at level 10, with a low Reputation in a given area, you also get a +1 bonus on Strength, Speech, Agility and Vitality. But your Reputation rises much faster than usual and the penalties for serving jail time are less. Cannot be active at the same time as the Local Hero perk.
- Local Hero: available at level 10, if your Reputation is high in an area, you get a +1 bonus on Strength, Speech, Agility and Vitality there. At the same time, though, your Reputation falls much faster than usual and the penalties for jail time last longer. Cannot be active at the same time as the Infamous perk.
- Scout III: available at level 10, greatly increases the sight distance of Fast Travel and also increases the chances of evading by another 10%. Requires the Scout I and Scout II perks.
- Contemplative: available at level 12, as long as you remain still, your tiredness and hunger will stay at the same level.
Primary Stats
Strength
Strength is fairly straightforward. This stat determines the power of your swings, and the amount of stamina used when wielding heavy weapons. In addition to these combat-oriented bonuses, higher levels of the Strength stat also increase your stamina and carrying capacity. It also allows for you to travel faster with a heavy inventory load. You gain a perk point for Strength at every other Character Level.
Progression:
Experience for the Strength stat is gained in two ways:
- Connecting hits against living targets, either in hand-to-hand combat, or with heavy weapons.
- Collecting herbs, if you have the Herbalism perk, Leg Day.
Strength can also be leveled up quickly by travelling to Rattay and training in the combat arena with Sir Bernard. Additionally, it can be leveled by training at other combat arenas, or by simply pummeling peasants and killing bandits.
Heavy Weapons:
Heavy weapons include the following armaments:
- Spears
- Longswords
- Axes
- Maces
- Polearms
Perks:
- Gravedigger: available at level 2, carrying dead or unconscious bodies won’t cost you any Stamina and they will burden you only half as much.
- Stronghold: available at level 2, blocking an opponents blows will cost you 30% less Stamina.
- Clinch Master: available at level 4, gives you one third higher chance of overpowering your opponent in a clinch.
- Mule I: available at level 4, you can carry 15 pounds more.
- Boar: available at level 6, you can deplete an opponent’s Health and Stamina by bumping into him at a sprint. The effect is increased if your armour is heavier than his.
- Tight Grip : available at level 7, your Stamina regeneration will not slow down in combat, even on the weapon backswing.
- Headcracker: available at level 8, you have a 10% greater chance of knocking out an opponent with a blow to the head.
- Mule II: available at level 8, you can carry 20 pounds more.
- Heavy Swing: available at level 8, your attacks cause 20% greater damage, but cost you 10% more Stamina. Applies only to weapons that require Strength in order to wield.
- Mule III: available at level 12, you’ll be able to carry 25 pounds more weight.
- Dreadful: available at level 14, foes will be more likely to flee from combat with you. The ones who do fight you will be less determined.
Agility
Agility is the swifter counterpart to the Strength stat. Your Agility stat allows you to move more quickly. In combat, it allows you to evade strikes, as well as wield light weapons effectively, and wield a bow accurately. Surprisingly, this stat does not affect your stamina. You gain a perk point for Agility at every fourth Character Level.
Progression:
Experience for the Agility stat is gained in two ways:
- Connecting hits on living targets with a bow and arrow.
- Successfully land a blow on a living target with a dexterous weapon.
Light Weapons:
Light weapons include the following items:
- Sabres
- Hunting swords
- Daggers
- Shortswords
Perks:
- Dodger: available only after training with Captain Bernard.
- Featherweight: available at level 4, falling will cause you 30% less injury.
- Fast Striker: available at level 8, your attacks will demand 30% less stamina, but will also cause 20% less injury. Applies only to weapons that are based on Agility.
- Light Armor: available at level 8, if you’re not wearing plate armour, it will be 50% easier for you to dodge strikes in combat.
- Perfect Throw: available at level 12, you have a better chance of throwing winning dice.
- Taunt: available at level 12, a successful evasion during combat will lower your opponent’s morale.
Primary Stats (pt. II)
Vitality
Vitality is the lifeblood of your character. Your Vitality stat raises your maximum stamina, the speed at which it recovers, and how long you can run. Additionally, you will be able to stay awake longer with a high Vitality stat. You gain a perk point for Vitality at every third Character Level.
Progression:
Experience for the Vitality stat is primarily gained in three ways:
- Jumping: 5% for each full bar of stamina drained.
- Sprinting: 5% for each full bar of stamina drained.
- Vaulting: .2% for each vault.
A quick method to level the Vitality skill is to find a slope or slanted surface that you cannot climb. Sprint and jump towards the slope, your character will slide back down, and you will run and jump in place.
Perks:
- Marathon Man: available at level 3, you run slower, but keep it up for longer. Your sprint speed is 20% slower, but demands 20% less Stamina.
- Sprinter: available at level 3, you run faster, but also tire faster. Sprinting is 20% faster, buts costs 20% more Stamina.
- Thickblooded: available at level 3, you bleed slower.
- Balanced Diet: available at level 6, if you don’t either overeat or go hungry for five consecutive days, you get a +1 bonus on Vitality and Agility.
- Human Dustbin: available at level 6, you can dispel hunger with anything. You won’t suffer from eating poisoned or spoiled food, but neither will you have any positive effect from it. Does not apply to alcohol.
- Berserk: available at level 9, as soon as your Health falls to a minimum (15%), you go berserk and your Stamina regenerates four times faster.
- Blood Rush: available at level 9, after beating your first opponent, you get a 50% attack bonus and your stamina will regenerate one quarter faster.
- Last Gasp: available at level 12, you’ll survive an otherwise fatal blow and your health will even regenerate by 20%. Only activated once in combat.
- Revenant: available at level 12, your health will regenerate gradually.
Speech
Speech is the least combat-oriented of all of the character stats. Your Speech stat guarantees your chances to succeed when haggling with merchants. It also allows you to persuade, charm, or intimidate those around you. You gain a perk point for Speech at every fourth Character Level.
Progression:
Experience for the Speech stat is gained in two ways:
- Haggling: 2% experience gained for each successful haggle. Haggling grants experience even if the price haggled for is equal to the price you would originally pay. Failed haggling opportunities lower your reputation with the merchant.
- Dialogue: .5% experience gained for each dialogue option heard. Dialogue only grants experience the first time it is heard.
Perks:
- Final Offer: available at level 4, when a trader loses patience with you during haggling, you get one more chance to make another offer.
- Highborn: available at level 4, increases your Speech level by +3 when talking to nobles and wealthy people.
- Lowborn: available at level 4, your Speech stat will rise by +3 when you talk to commoners.
- Empathetic: available at level 8, in dialogues you’ll see your counterpart’s stats in skill checks.
- Silver Tongue: available at level 8, increases your Speech skill when haggling.
- Troubadour: available at level 8, you have a 50% higher Reputation when you talk to women, so you can persuade them more easily, and you can avail of bath-wenches’ services for free.
- Trustworthy Middleman: available at level 12, merchants will be more willing to buy stolen items from you.
Secondary Stats
Secondary stats are less permanent than their primary stat counterparts. They change in relation to many factors. For example, being poorly groomed will negatively effect your charisma stat. Wearing heavy plate armor will negatively effect your noise and speed stats. There are no perks or leveling for these stats, they are mostly status indicators.
Charisma
Charisma is more delicate than simply becoming a hulking behemoth like the Strength stat. It is determined by multiple factors, like your Energy level, the clothes you are wearing, and whether you are drunk. It is also determined by your clothes’ cleanliness, so if you are wearing filthy, tattered, or bloody clothing, you will appear to be a wretch. Clothes can be cleaned by visiting the baths, or by a quick rinse in a trough.
Conspicuousness
Conspicuousness is simply how you appear to others. If you wear the clothes of a thug, you may get second glances. If you are covered in blood to boot, you will likely be hauled away on sight. If you’re seen wearing the Yeezy Boost 350 v2s, you will be crowned king immediately.
Visibility
Visibility is how visible you are. Seems pretty simple. Wearing bright colors, and shining plate pieces will make you very visible. Your proximity to a source of light and how exposed you are also change this stat. The closer you are to a person, the more likely they are to spot you. Don’t be stupid, stay in the dark.
Noise
Noise is an important factor in your Stealth capabilities. This stat is derived from the armor you are wearing and the weapons you have equipped. The higher this stat, the more likely a person will hear you when you move. Don’t stomp so hard, please.
Speed
The Speed stat is determined from what armor you are wearing, and what weapons you have equipped. It also is affected by your Agility skill, as well as how much equipment you are carrying. Perks can increase this stat, and it can be buffed or debuffed.
Horse Speed
Horse Speed is based on two factors. Every horse has a baseline stat for speed. Some horses are naturally ready to roll. On top of this born trait, your horse will travel slower if you give it a lot of equipment to carry.
Combat Skills
Warfare
Warfare is the general skill for combat. It is a measure of how skilled you are as a warrior. Your Warfare skill determines how quickly you attack, and how well you defend against an opponents attacks. Your weapons will deteriorate less quickly during combat, too. You gain a perk point for Warfare at every fourth Character Level.
Perks:
- Bailman: you’re able to unhorse opponents.
- Feint: available only after training with Captain Bernard, unlocks the ability to conduct feints in combat.
- Bloodletter: available at skill level 4, you have a greater chance of drawing your opponent’s blood.
- Rusty Edge:available at skill level 4, the more damaged your sword, the greater your chance of poisoning your opponent when you hit him, even without poison applied to your weapon. If you do have poison on a damaged weapon, the chances of administering it are increased by half.
- Furious: available at skill level 8, the less your maximum Stamina, the greater injury you cause.
- Sadist: available at skill level 8, when you draw an opponent’s blood, it gives you a +1 Strength bonus.
- Against All Odds: available at skill level 12, you’ll have 20% greater Strength, Agility, Warfare and Defence in a fight where you’re outnumbered.
- Chain Strike: available at skill level 12, each blow in an uninterrupted chain will hurt your opponent more than the previous one. Any interruption will cancel the bonus.
Defence
The Defence skill is how well you can hold a shield and block with a weapon. The higher your Defence skill, the longer you can manage a perfect block, as well as how well you dodge incoming attacks. Additionally, it affects the Defence stats of shields and weapons. You gain a perk point for Defence at every fourth Character Level.
Perks:
- Perfect Block: available at only after training with Captain Bernard, you’ve learned how to fend off the opponent’s blow with a well-timed block. Block when the green shield appears in the middle of the combat rose, this block costs no stamina! Additionally, if you strike immediately after performing a perfect block, you will execute a riposte. This can also intimidate your foe.
- Firm Grip: available at skill level 4, blocking an opponent’s strikes with your shield will cost him 15% more stamina.
- Weapon-Cruncher: available at skill level 4, if you beat your opponent in a clinch, you’ll damage his weapon 15% more. A damaged weapon will cause much less damage, as well as its price being greatly reduced.
- Golem: available at skill level 8, your armour is one third more frightening than usual.
- Knight in Shining Armour: available at skill level 12, in sunny weather, the glint of your armour will dazzle everyone so much, you’ll be taken for a noble knight and have a +4 Charisma bonus.
- Well Worn: available at skill level 12, you’re able to put on your armour so cleverly that it’s real weight is one third lighter than it actually weighs in the inventory.
Combat Skills (pt. II)
Sword
Your Sword skill makes you more proficient with swords, increasing your damage with each strike. This also affects the stats of all swords you wield. Most swords require a certain Strength stat to wield, though some require a certain Agility stat. See the respective stats for more information. You gain a perk point for the Sword skill every other level.
Perks:
- Zorn Ort: Wrath Strike: available at skill level 3, with a rapid Zornhau from the Ox stance, parry the opponent’s strike to the side from your left shoulder and thrust the point straight to his chest.
- Double Stab: available at skill level 5, after a flurry of quick thrusts twist the point forward, guide the opponent’s weapon sideways with twin quick stabs and strike the exposed chest.
- Blunt Strike: available at skill level 3, instead of a started strike from the right, strike unexpectedly at the opponent’s face. Turn your weapon around his and strike him quickly with the blunt end. If you have a shield, use its edge for striking.
- Fehler: Scarmaker: available at skill level 5, by means of rapid attacks, put the opponent on the defensive, then feint a stab, but instead of carrying it through, execute a Mittlehau around the opponent’s blade straight to the face.
- Fehler: Blinding Strike: available at skill level 8, attack repeatedly from various sides to confuse the opponent. If you have a shield, cover your final strike behind it. If not, get past the opponent’s cover with a quick strike.
- Drei Wunder: Wrist: available at skill level 8, the ‘third wonder’ of swordfighting is a slash that will not defeat your opponent, but will make it difficult for him to continue. After a few misleading strikes, suddenly slash at the wrist.
- Durchlauffen: Run Through: available at skill level 8, following a feint from the right, you run through the opponent’s defence and strike him with the pommel of the sword. The technique is often used when passing into a clinch.
- Halbschwert: Half Sword: available at skill level 10, After deflecting a deceptive thrust, don’t pull back, but instead lunge forward, grasp the middle of your blade with your free hand and will the full force of both arms, drive the point into the opponent’s chest.
- Duplieren: Doubling: available at skill level 13, after several strikes from unexpected sides, evade the opponent’s blade by turning the short edge and striking with a slash to the unguarded face. If executed correctly, a very powerful technique.
Axe
The Axe skill is what affects how well you wield an axe. The higher your Axe skill, the more damage you deal with an axe. All Axes require a certain Strength stat to wield. It also increases the damage of any axe you equip. You gain a perk point for the Axe skill at Character Levels 7, 14, and 20.
Perks:
- Blunt strike: available at skill level 7, instead of a started strike from the right, strike unexpectedly at the opponent’s face. Turn your weapon around his and strike him quickly with the blunt end. If you have a shield, use its edge for striking.
- Drei Wunder: Forearm: available at skill level 7, the ‘third wonder’ of swordfighting is the ‘Schnitt’ or cut, which doesn’t defeat the opponent, but makes it difficult for him to continue fighting. After several feints, slash unexpectedly at the opponent’s forearm.
- Fehler: Blinding Strike: available at skill level 14, attack repeatedly from various sides to confuse the opponent. If you have a shield, cover your final strike behind it. If not, get past the opponent’s cover with a quick strike.
Mace
The Mace skill determines your proficiency with maces. The higher your skill, the more damage you will deal with a mace. Duh. Maces require a certain level of Strength to wield. You gain a perk point for the Mace skill at Character Levels 7, 14, and 20.
Perks:
- Blunt strike: available at skill level 7, instead of a started strike from the right, strike unexpectedly at the opponent’s face. Turn your weapon around his and strike him quickly with the blunt end. If you have a shield, use its edge for striking.
- Drei Wunder: Forearm: available at skill level 7, the ‘third wonder’ of swordfighting is the ‘Schnitt’ or cut, which doesn’t defeat the opponent, but makes it difficult for him to continue fighting. After several feints, slash unexpectedly at the opponent’s forearm.
- Fehler: Blinding Strike: available at skill level 14, attack repeatedly from various sides to confuse the opponent. If you have a shield, cover your final strike behind it. If not, get past the opponent’s cover with a quick strike.
Bow
Your Bow skill makes you more effective when wielding a bow. Unique to the Bow skill, you are unable to properly hold a bow correctly until Bow level 5. Before level 5, you must wear a vambrace or armguard, or risk injury when firing the bow. When wearing an armguard, you will only drain Stamina when firing. The higher your Bow skill, the more damage you will deal with a bow and arrows. There are no perks for the Bow skill, however.
Unarmed
The Unarmed skill is how well you can punch someone. The higher your skill, the more damage you deal and can effectively block. There are no perks for this skill.
Non-Combat Skills
Stealth
The Stealth skill is a measure of how well you can sneak around people. It allows you to get closer to people without being seen, and increases the time it takes for them to spot you, if at all. It is also tied to the secondary stats of Visibility, Noise, and Conspicuousness. You gain a perk point for the Stealth skill every other Character Level.
The Art of Stealth:
Stealth has multiple layers (just like your clothing!!!). To begin, crouching will allow you to stay low and out of sight, as well as to muffle your footsteps. Crouching won’t help if you’re wearing a full set of plate armor, however. It is important to remember the Secondary Stats here. Most notably Visibility, Noise, and Conspicuousness.
When in certain locations, one of two icons will appear. For example, in someone’s home, a blue icon will appear to notify you that you are trespassing. If the person catches you, they will ask you to leave. If they see you do something you shouldn’t do, they will call the guards. If you are in the guard’s barracks, or that pretty noblewoman’s bedroom again, a red icon will appear. If you are caught in this area, the guards will be called immediately and you will be arrested.
Trespassing:
REALLY Trespassing:
Visibility:
Visibility is just how visible you are to people. By staying in the dark, and crouching low, you will be practically invisible. It is important to note that it is suspicious to be crouching around in an open area, so be cautious.
Noise:
Noise is very important, and this is affected by what you wear. Wearing simply cloth attire will not make any noise, but adding in metal components will begin to cause ripples. Additionally, the footwear you choose is very important. A pair of metal greaves is clunky in comparison to a priest’s cloth slippers. I’d opt for a pair of Air Jordan 11s in Retro Low (Closing Ceremony) over a pair of overrated Yeezy Boost 350 v2s (Oreo). Also, when picking a lock, failing and breaking the lock generates noise. Or making a dog bark.
Conspicuousness:
Conspicuousness is important for the thief who likes to not be sneaky. This has two factors, first it is important to note that you can be hidden in plain sight. For example, wearing a guard’s uniform will allow you to get nearly anywhere. (Except that pretty noblewoman’s bedroom. Sorry.)
Perks:
- Takedown: lets you knock people out from a crouching position.
- Daring Debonair: available at skill level 3, after committing a crime, you get a +1 bonus on Strength and Vitality until you’re caught or leave the scene of the crime. This also works in regions where you have a bounty or wanted level.
- Rain Man: available at skill level 3, you move almost silently in the rain. The noise of your footsteps is reduced by 70%.
- Crouching Chameleon: available at skill level 5, when crouching without movement you get a 30% Stealth bonus.
- Stealth Kill: available at skill level 5, allows you to kill from stealth when behind someone with a dagger.
- Ordinary Mug: available at skill level 8, when you’re wanted, people will be less likely to recognize your face and will soon stop looking for you.
- Slim Fit: available at skill level 8, lowers the noise of armour and other equipment by 20%.
- Dog Person: available at skill level 10, dogs won’t bark at you.
- Et Tu, Brute: available at skill level 10, your attacks from behind will be one third stronger.
Lockpicking
Lockpicking is a tricky skill in Kingdom Come: Deliverance. It takes a good amount of practice, even though the game does a fair job of explaining it.
Buffs & Debuffs
There are a number of buffs and debuffs in Kingdom Come: Deliverance. These are found through drinking potions, fulfilling certain action requirements, and other various actions. For brevity’s sake, I won’t include every perk bonus. Refer to the perk section in order to see the bonus each perk offers.
Buffs:
- Alpha Male: your needs have been satisfied and it shows. You’re feeling self-confident, Charisma +2 for 10 minutes.
- New Haircut: you’ve used the bathhouse services.
- Dandelion Syrup: your throat is at ease. You are happy you chose to take Robitussin.
- Bowman’s Brew: firms the arm during archery and increases your Bow skill by +5 for 10 minutes.
- Healing: your health is improving. Lasts a short duration.
- Bard Potion: improves power of expression, Speech skill is increased by +5 for 10 minutes.
- Embrocation: relieves aching joints, so that even the old and grey may canter like spring foals! Agility and Defence increased by +5 for 10 minutes.
- Aesop Potion: horses and dogs love you! Dogs will not bark at you and your Horsemanship skill is increased by +5 for 10 minutes.
- Buck’s Blood Potion: increases stamina restoration, gives Stamina +50% capacity for 10 minutes.
- Amor Potion: all interaction with the opposite sex gives +30 speech and counteracts the effect of vexation. Also gives +5 Charisma for 10 minutes.
- Aqua Vitalis: you feel like Achilles and can withstand wounds easily. For 5 minutes, strikes will wound you 50% less.
- Tiredness Potion: you feel a great calmness. You feel tired. You want to sleep. You close your eyes. You sleep. Energy reduced to 0.
- Hair o’ the Dog Potion: you reach for a Gatorade but can’t find one, so you drank this. Charisma lowered by -2 for 1 hour. Cures alcoholism. Thanks Dad!
- Digestion Potion: You feel your stomach begin to rumble, and the discomfort subsides. Nourishment -20, Overeating -20. Thanks for taking a Tums.
- Cockerel Potion: your eyelids suddenly are lifted from your eyes. Your energy is increased by +20.
- Lazarus Potion: after 5 minutes your health is renewed to the maximum and your hangover is cured.
- Moonshine: you are becoming drunk. You just drank 100% pure grain alcohol, +5 health, +5 nourishment. (it’s basically poison.)
- Artermisia Potion: Strength has been put in your blood, but also your eyes are bewildered with strange visions. Your Strength and Warfare skill are increased by +5 for 10 minutes.
- Imminent cure: poison is being cured.
- Saviour Schnapps: you feel yourself being lifted towards the heavens. Oh wait, nope, you just saved. +1 game saved.
- Bivoj’s Rage: your Strength and Agility is increase, but you take 50% more damage.
- Nighthawk Potion: your eyes are dilated, and you can see better in the dark for 10 minutes. Your eyes are susceptible to the light, too.
- Marigold Decoction: you feel any wounds you have disappearing, and any essence of a hangover is clearing over the course of 1 minute.
- Padfoot Potion: your steps are that of feathers, and your hearing is keen. Your Pickpocketing, Stealth, and Lockpicking skills are increased by +5 for 10 minutes.
- Reading Spot: you feel at ease, and your mind is naturally drawn to the texts. Your reading skill increases more quickly.
Debuffs:
- Drunk: this is the worse part of alcohol. You drank too much, and now you will suffer up to -2 in your Strength, Speech, Vitality and Charisma stats. If you keep drinking, you WILL blackout.
- Overstuffed: maximum stamina is lowered. Oink oink.
- Injured: you are injured. Depending on what part of your body is hurt, you will suffer various debuffs. Legs lower speed, head impairs vision, hands prevent wielding anything. Stop, get some help.
- Alcoholic: you are just like your father. Your Strength, Agility, Speech, Vitality, and Charisma stats are lowered by -3. See you at the unemployment office.
- Hungover: you are now suffering for your mistakes. You lose points in Strength, Speech, Vitality and Charisma, depending on how much you drank.
- Tired: sleep is all you can think about. Your Speech and Charisma stats are lowered the more you want to sleep. You can’t concentrate, and you will probably pass out if you wait. What was I saying again?
- Overloaded: you are carrying too much, dummy. Your attacks cost more stamina, you move slower. Your attacks, blocks and dodges are slower, too. Also you can’t sprint. So, it sucks.
- Hunger: you’re hungry. Eat soon, or your stamina will continue to decrease, until your health goes with it.
- Witch Potion: hallucinations, loss of control, unpredictable behaviour.
- Dollmaker Potion: your skin is becoming porcelain. You arms are stuck to your sides and your legs lock in place. Weapon skills -5, Unarmed skill -5, Stamina at -50% capacity, and you can’t sprint. Lasts for 10 minutes.
- Enfeebled mind: your feel like your mind is melting. Your Speech skill is greatly reduced for 10 minutes.
- Poison: you just drank poison. What did you think would happen? -10 nourishment, -50 health, -10 energy. Rats!
- Bane Potion: another feeling of sickness arises from your gut. Nourishment lowered by -20, health lowered by -110, energy lowered by -20. You really should stop drinking old sodas.
Haircuts and Shaves
From any point following your awakening at Rattay Mill, you gain access to the bathhouses. All of the bathhouses offer quite a few services, ranging from cosmetic to personal buffs. There are multiple baths located around the map in the towns and cities.
Bathhouse locations:
- Rattay: located south of Peshek’s mill.
- Ledetchko: located on the south side of the town, adjacent to the Ledetchko Inn.
- Sasau: located on the south side of Sasau, next to the butcher.
- Talmberg: located directly east of the castle, on the waterfront.
Bathhouse services:
- Bath and laundered clothes [10g]
- Healed wounds. [20g]
- Bath, healed wounds, and laundered clothes. [30g]
- A wench, bath, laundered clothes, and healed wounds [40g]
- Haircut [20g]
- Shave, [15g]
- The bath option cleans your character, therefore increasing your Charisma and other stats.
- The haircut or shave option give you a buff, “Freshly Shorn,” increasing Charisma by one for a time period.
- The wench can only be purchased with all of the previous choices. This option provides cleaned clothes, cleaned character, and healed wounds. You will also receive a buff, “Alpha Male,” after purchasing this option. This buff provides a bonus of two to your Charisma for a time.
Haircuts:
- Polish undercut:
- Eastern influence:
- Battlefield perm:
- Mother’s boy [default haircut]:
Shaves:
- Dignitary:
- Troubador:
- Woodsman’s pride:
- Casual elegance [default shave]:
Interactive Map [external link]
The Map and its Many Locations
In Kingdom Come: Deliverance, the map spans a 4km by 4km area of Bohemia. This may seem to be a small area at first glance, especially for the entire map, but upon playing Kingdom Come, you will realize it is quite large. There are a lot of places to explore and discoveries to be made.
WARNING: THE INTERACTIVE MAP WILL SPOIL LOCATIONS AND POTENTIALLY DIMINISH THE EXPERIENCE FOR YOU.
However, if you do not want to spend the time scouring central Bohemia for each location or point of interest, there is an interactive map available. The map is located at this website.[kingdomcomemap.github.io]