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Stats
Character Stats is a tutorial codex entry in Deliverance.
Character Stats
Note: This information is from the in-game tutorial.
During the course of the game, Henry will improve his stats, which you can find in the Player tab (P). These improvements come automatically simply by playing and all can be developed to the maximum. There are no obstacles or situations that would prevent such improvements of the selected abilities.
With levelling-up of the stats, you will get the option to select one of the perks that in some way improves an ability or changes the way it functions. You can select the perks in the player tab.
The game also contains buffs and debuffs, which either improve or worsen Henry's abilities in some way. You can find them in the Player panel (P) in the Buffs tab. The most common include hunger, tiredness, bleeding, drunkenness and overloading.
Primary Stats
Strength
Strength defines how well a character can handle physical challenges. The more Strength, the less depletion of stamina when wielding heavy weapons (most weapons except daggers and sabres) and the more powerful their attacks. Each level up of Strength also significantly increases the capacity of the player's inventory, as well as influencing how fast he can sprint with a heavy load. Strength is increased primarily through combat.
Notes
- Each level of Strength increases Henry's inventory capacity by 4.
- All combat will level Strength. However, experience gain is most affected by using longswords, axes, and maces.
- Strength improves Henry's ability to win clinches by increasing the window to input an attack. Henry will instantly lose clinches against NPCs with much greater Strength, but will receive a window up to several seconds long against NPCs with much lower Strength. In typical cases, a split second window is all that is needed for a player to win as long as they immediately input an attack.
- NPCs have their own Strength values and are largely affected the same as the player character. This includes being susceptible to overburdening, though they have triple the inventory capacity their respective Strength should yield.
Agility
Agility is a measure of speed, movement and nimbleness. An agile character not only moves faster, but is also better at evading strikes, can skillfully wield more sophisticated weapons, such as sabres, and is more skilled at archery. Archery in turn will also increase Agility.
Notes
- Henry's base speed increases by 1 with every one to two levels of Agility. The fastest increases are from levels 4-7. Note that actual speed is further reduced by Henry's relative inventory burden.
- All combat will level Agility. However, experience gain is most affected by using shortswords, hunting swords, sabers, and archery.
- Agility speeds up several of Henry's animations in combat. This can make it easier to pull off combos. However, it cannot make speed up recovery from certain animations such as perfect blocks.
- NPCs have their own Agility values and are largely affected the same as the player character. This is most noticeable with their varying attack speed.
Vitality
Vitality determines how much a character can endure. The more Vitality, the more stamina and the faster it regenerates, the longer the character lasts without getting tired and the longer he can run. Running, surmounting obstacles and surviving combat enhance Vitality.
Notes
- Each level of Vitality increases Henry's maximum stamina by 5 to 6. The exception is from level 19-20, which only increases stamina by 2.
- Vitality also increases Henry's ability to resist wounding. Sufficient wounding triggers bleeding and continuous health loss.
- Stamina not only permits more player actions, it serves as defense when combined with armor. With sufficient armor and high stamina, Henry will only lose stamina instead of taking health damage. The lower his stamina, the more damage he will receive, with damage taken at no stamina being extremely high even with excellent armor.
- NPCs have their own Vitality values and are largely affected the same as the player character. Heavily armored NPCs will also take no health damage if their stamina is high, and very high damage if their stamina is low.
Speech
Speech gauges the character's ability to talk his way out of situations. It is improved by talking to people and successful persuasions. As a result, a good speaker can settle many conflicts before they even arise, haggle better or disconcert a foe he wouldn't be able to overcome in combat.
Notes
- Persuasion in Kingdom Come: Deliverance is not solely determined by comparing Henry's Speech level to that of NPCs. Various other factors like reputation also affect this, and some dialogue options are hardcoded to always succeed or fail.
Derivative Stats
Charisma
Charisma is a measure of how well a character can impress people. Fast talk will only get players so far, fancy clothes and ornaments can give Henry that extra bit of stature he needs. Its total is the average Charisma value of all the visible items of clothing Henry is wearing - underclothes don't count. It's also influenced by how clean, dirty or bloody Henry's attire is, so it's a good idea to occasionally bathe.
Visibility
Visibility is the opposite of camouflage. It tells the player how easy they are to spot and the lower it is, the better. It's the average visibility value of all the visible items of clothing Henry is wearing.
Conspicuousness
Conspicuousness is a measure of how much the player stands out in a normal environment. Bright colored or unusual clothing will affect this. The higher the stat, the more likely people will look twice and notice you.
Noise
Noise is a measure of how likely players are to be noticed when they move. The armour and weapons Henry is wearing determine the level of noise. Plate or mail, and a sword will obviously make more noise than leather and a bow.
Speed
Speed determines how quickly a player can walk, run, and sprint. It is derived from a combination of Agility, inventory weight, and the armor and weapons the player is currently wearing.
Other Stats
Badassness
Badassness (as named in the game files) is a hidden measure of how well a player can intimidate people. From what can be determined in-game, it is derived from a combination of Strength, current health, and the armor and weapons the player is currently wearing.