Kingdom Come: Deliverance 2 Guide | Best Agility Perks

Here are the best Agility perks to get in Kingdom Come: Deliverance 2.

Game Guide by Arne on  Mar 08, 2025

Agility, along with Strength and Vitality, are one of the core stats of Kingdom Come: Deliverance II. The stat has various uses, almost all self-explanatory, as these are basically cornerstones of the genre. Its main use is for stealth, dodging, and handling weapons that rely on Agility.

There are also many perks you can unlock from this category. These perks are very useful but somewhat complicated, too. There are a lot of enticing ones, and it might be hard to choose. So here are the best Agility Perks in Kingdom Come: Deliverance 2

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Best Kingdom Come: Deliverance II Agility Perks

You get a new perk point every time your Agility reaches a new even level. Theoretically, you can grab every single perk, but that is somewhat overambitious as it requires a lot of work that you probably might not be willing to do.

Regardless of the investment that it might require, some perks are just not worth it at the point of the game, you can get it. The best perks offer the most and are found at a good level range. Additionally, certain perks can also be glossed over in favor of saving up the Perk Point for multiple perks in the next even Agility Stat.

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Nimble Stance

The Dodge Ability is one of the best and most useful things you'll have in your arsenal. So, when Nimble Stance gives you a reduction of stamina cost of Dodging by 40%, you'll be a much happier person.

The usefulness of the dodge ability cannot be overstated, especially since there are certain moves you just can't block, requiring you to somewhat master the Dodge. It opens up dodges as a more efficient way to avoid getting hit than blocking.

It also helps since you can use it to go backward to put some distance between you and your opponent, allowing you to regenerate some more stamina before going back on the assault.

At level 8, you will really be wanting this as soon as you can, and the earlier you get it, the easier your life gets. Even at level 10, this is really the only must-have perk you can get.

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Dominant Hand

Okay, that last bit was a lie. See, if you ignore Martin's advice and be a lore-friendly swordsman, you'll avoid shields. And if you don't use any shields, Dominant Hand is an excellent perk to have.

This perk reduces the stamina cost of attacks of one-handed weapons by 20% if you are not using a shield. It also improves the stamina cost of blocking and also applies if you have a torch in your offhand.

It causes one-handed weapons to jump from being undesirable to being very attractive, as you might just be better off without the shield. Now, you will not be able to use a longsword in this scenario, but everything else, including Warhammer and Maces, will suddenly seem very useful, even without shields.

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Creeping Phantom & Creeping Phantom II

A level 12 perk, Creeping Phantom will improve your movement speed by 15% when sneaking. This is more of a quality-of-life thing, but it still offers incredible value. In Kingdom Come: Deliverance 2, you'll have many stealth segments, and with this perk, you'll be able to move around very easily.

At rank 2, it increases the speed to 35%, but that's at level 16. The movement speed bonus helps avoid guards, allows movement around more freely, and generally makes stealth all the easier.

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Useful Kingdom Come: Deliverance II Agility Perks

Some perks aren't the best simply because you might not use the weapons that relate to them, for example. At other points, it might be because the boosts the perks give don't come up often. Here are the useful perks that are only sometimes best.

Finesse & Finesse II

A must-have for those who love using a sword. A high-ranking perk, unlocked at level 14, it increases the slashing damage of all melee weapons by 5%. At level 18, you'll unlock Finesse II, which adds another 5% to your slashing damage.

Overall, this perk massively boosts your overall damage output and allows you to finish fights relatively quickly. Getting them as soon as they unlock should be a no-brainer, and you should plan and save up for it if you decide to get the other perks at levels 14 and 18.

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Viper & Viper II

Speaking of the other perk, you'll get pretty much the same thing out of Viper. It increases the piercing damage of all melee weapons by 5% and is found at level 14. The next tier, Viper II, is found at level 18 and adds another 5%, for a total of 10%.

The game basically wants you to choose between Viper and Finesse, as you'll have only one perk point to work with once these perks are available. This can be avoided, and you can unlock both if you save up one or two perk points for Agility.

Although Viper is the lesser of the two perks, it's because you'll deal with piercing damage much less often than slashing damage. So, the overall boost to the damage is not as high as the boost you get from Finesse. That being said, it is still a decent boost to damage, and in the end, that's all that matters.

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This leaves perks like Deft Hands, Deft Hands II, Ranger Run, and Totentanz in the water. Those perks aren't the best, and neither are they useful. At those levels, there are usually other much more useful perks to get.

For example, Totentanz, while giving you a neat bonus to weapon attack after performing a perfect dodge, still requires you to perform that Dodge, and odds are, you probably won't be able to land a hit by 5 seconds of dodging.

This makes it very variable in the damage output it might give. On the other hand, Creeping Phantom sits as the only other perk available at level 12, and it looks far more valuable than Totentanz.

Ranger Run and Featherweight are somewhat useful in specific scenarios, too. Featherweight will probably never come up unless you actively jump off of cliffs. Even then, your ultimate solution is still just drinking a marigold decoction.

Ranger Run, meanwhile, is actually pretty useful, especially when you're in places like Kutemburg, but it still isn't that useful unless you run everywhere all the time, which you won't unless you just don't like horses for some reason.

Kingdom Come: Deliverance II, Gameplay, Agility, Perks, Guide, NoobFeed

That brings us to Deft Hands, which has similar issues to the Strength Equivalent of the perk: "Train Hard, Fight Easy!" The reason this perk isn't actually that useful is because the bonus it provides isn't that high, and the perk overall really isn't that useful.

You can still grab the level 6 version since there aren't any other perks at that level that are worth it. Similarly, at level 10, Ranger Run is also not really worth it, thereby justifying grabbing Deft Hands II.

Don't expect to get much out of it, though, as most weapons you'll find will just about fit your current level, and it usually scales well with both the game's progression as well as your level progression.

That covers all the perks for Agility and, more importantly, the best perks you should get in that category, as well as why you should avoid the less desirable perks.

Also, check our Kingdom Come: Deliverance 2 Review and other guides below:

Mezbah Turzo

Editor, NoobFeed

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