Current Game Version ● 1.09 Patch Live ● Dec 21, 2015 Last Server Maintenance ● March 09, 2023 Next Server Maintenance ● No scheduled Server Status ● ONLINE ✓
Index Contact Chat Notes Contributors FAQs Links & Tools
Bloodborne Wikis
Return to Yharnam 2023: Community event taking place from March 24th to April 7th (poster). | Newest Article: March 12, 2023 | Challenge Runs
    General Information
  • Home / Sitemap
  • Expansion
  • Reviews & Sales
  • Game Patches
  • Game Mechanics
  • Controls

    Your Character
  • Character Classes
  • Character Stats
  • Character Builds
  • Covenants
  • Sliders


    Equipment
  • Weapons
  • Firearms
  • Shields & Torches
  • Armor
  • Items
  • Gems & Materials

    The World
  • Bosses
  • Enemies
  • Merchants
  • NPCs
  • Locations
  • Chalice Dungeons

    Other Information
  • World & Progression
  • Farming
  • Trophies
  • Credits
  • Art of Bloodborne
  • Unused Content


©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]


Discord groups for Bloodborne communities...

Stats

Stats


Bloodborne Wiki » Stats

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 45, last edited: 28 May 2022

  • Basic Information
  • Defensive Stats
  • Offensive Stats
  • Leveling Up
  • Notes
  • Beginner's Guide to Stats
  • Stats


Basic Information

Icon Stat Description Soft cap Soft cap Hard cap Soft caps effect
Level Stat Icon Level The total value of a hunter's overall attributes. Use Blood Echoes to level up. None None 544 -
Blood Echoes Icon Blood Echoes The total number of held Blood Echoes. You can use them to trade with messengers. None None 999999999 -
Insight Icon Insight Level of Insight, or depth of inhuman knowledge. Needed to ring special bell, but induces frenzy. None None 99 -
Vitality Icon Vitality Attribute govering HP. 30 50 99 The amount of max HP gained is ~25 per level from 1 - 30; ~20 per level at 31; ~8-9 per level after 50
Endurance Icon Endurance Attribute govering stamina and resistances. 15 40 (160s) 99 Increases Slow and Rapid Poison resistance by 4-6 per level before level 15 and 2 or less after 15; Increases max Stamina by 2-3 per level before 40 and 1 per every 6 levels after 40
Strenght Icon Strength Attribute govering heavy physical weapon ATK. Determines whether or not you can use certain equipment. 25 50 99 Contribution to Attack Rating gets stronger the more points you put into it. Increases total attack with STR weapons. Total Attack is multiplied by your weapon's scaling value.
Skill Icon Skill Attribute govering more nuanced physical weapon ATK. Determines whether or not you can use certain equipment. 25 50 99 Contribution to Attack Rating gets stronger the more points you put into it. Increases total attack with SKL weapons. Total Attack is multiplied by your weapon's scaling value.
Bloodtinge Icon Bloodtinge Attribute govering power of weapons that use QS bullets. Determines whether or not you can use certain equipment. 25 50 99 Contribution to Attack Rating gets stronger the more points you put into it. Increases total attack with BLT weapons and item. Total Attack is multiplied by your weapon's scaling value.
Arcane Icon Arcane Attribute govering power of arcane ATK. Determines whether or not you can use certain equipment. 25 50 99 Contribution to Attack Rating gets stronger the more points you put into it. Increases total attack with ARC weapons and items. Total Attack is multiplied by your weapon's scaling value.

Defensive Stats

Icon Stat Effect
Basic Stats
HP

HP

The power, or will, to survive. When your HP reaches 0, you die, so having a large maximum pool of HP is valuable by itself, but Bloodborne has specific systems that make having high HP even more important than you might guess. This stat is determined by your Vitality and can be further increased by Clockwise Metamorphosis Caryll runes.
Stamina

Stamina

Stamina is necessary to perform various action. Depletes as actions are taken, but refills automatically. Attacking, rolling, dashing, backstepping, and quickstepping all consume stamina; if you don't have enough, you won't be able to perform those actions. Being unable to roll or quickstep is a huge problem, as those are your primary means of defense. This stat is determined by your Endurance and can be further increased by Anti-Clockwise Metamorphosis Caryll runes.
Discovery

Discovery

Governs chances of enemies dropping items when defeated. This helps find more items after defeating enemies. It's not strictly required, but it does help with finding supplies while running Chalice Dungeons. Other option how to increase Discovery, without leveling up Arcane, is to equip an Eye Caryll Rune.
Defensive Stats
Physical DEF

Physical DEF

Ability to defend against attacks made with bare flesh or against foes with corporeal existence. As you level up, your physical defense will also increase. This is tied to your Level. It doesn't matter which stat you increase; your physical defense will also go up. No matter which stats you choose to focus on, your character will become stronger and more resistant to enemy physical attacks. In other words, leveling up makes the game easier.
Slow Poison RES

Slow Poison RES

Resistance to slow poisoning. The higher this attribute, the more resistant you are. Status Ailments are often more deadly than normal attacks. It is always better to avoid such affliction, as curing ailments in the middle of a battle can be tricky. Still, you will inevitably need to deal with status ailments at some point. When you are exposed to a status ailment, its associated bar will begin to fill up; when it is completely full, the status will be inflicted. You can cure it before the bar fills to prevent the ailment. This stat is determined by level of your Endurance and equipped Attire.
Rapid Poison RES

Rapid Poison RES

Resistance to rapid poisoning. The higher this attribute, the more resistant you are. Rapid Poisoning and Frenzy must be cured before the HP Loss occurs, as the damage is instantaneous. This means that fighting foes that inflict either of these requires you to be very careful. This stat is determined by level of your Endurance and equipped Attire.
Frenzy RES

Frenzy RES

Resistance to the lure of frenzy. The higher this attribute, the more resistant you are. Rapid Poisoning and Frenzy must be cured before the HP Loss occurs, as the damage is instantaneous. This means that fighting foes that inflict either of these requires you to be very careful. This stat is determined by your equipped Attire.
Beasthood

Beasthood

The higher this attribute, the closer you are to beasthood when temporary transformed. Your Beasthood stat determines the maximum strength of your Beast Transformation using Beast Blood Pellets or Beast's Embrace Caryll Rune and the Beast Claw's transformed mode. You won't literally transform into a beast, but raising the Beast Gauge will give you a serious increase in attack power, at the cost of a similarly serious decrease in defense. The higher your Beasthood is, the higher your maximum potential damage will be when using Beast Transformation. Beasthood can't be gained like normal stats. Instead, it is conferred by attire. Having high Insight also reduces your Beasthood, so make sure to spend all of your Insight if you want to maximize Beasthood.

Offensive Stats

Icon Stat Effect
Normal Attack
Physical ATK Physical ATK Physical is a bit special in that it has two special subtypes: blunt and thrust. Each physical attack is either normal physical, blunt, or thrust. The enemy will use the appropriate defense type depending on your attack. In other words, the enemy really has seven defense types: physical, blunt, thrust, blood, arcane, fire, and bolt. Blood Gems with "Physical ATK UP" increase physical attack, however, also increase blunt and thrust damage. On the other hand, a gem that increases thrust won't raise normal physical or blunt damage.
Blunt Blunt The enemy will use the appropriate defense type depending on your attack. In other words, the enemy really has seven defense types: physical, blunt, thrust, blood, arcane, fire, and bolt. Blood Gems with "Blunt ATK UP" raises the power of blunt attacks only.
Thrust Thrust The enemy will use the appropriate defense type depending on your attack. In other words, the enemy really has seven defense types: physical, blunt, thrust, blood, arcane, fire, and bolt. Blood Gems with "Thrust ATK UP" raises the power of thrust attacks only.
Blood ATK Blood ATK Blood type ATK, mainly dealt by firearms. The enemy will use the appropriate defense type depending on your attack. In other words, the enemy really has seven defense types: physical, blunt, thrust, blood, arcane, fire, and bolt.
Arcane ATK Arcane ATK Arcane type ATK. The enemy will use the appropriate defense type depending on your attack. In other words, the enemy really has seven defense types: physical, blunt, thrust, blood, arcane, fire, and bolt.
Fire ATK Fire ATK Fire type ATK. The enemy will use the appropriate defense type depending on your attack. In other words, the enemy really has seven defense types: physical, blunt, thrust, blood, arcane, fire, and bolt.
Bolt ATK Bolt ATK Bolt type ATK. The enemy will use the appropriate defense type depending on your attack. In other words, the enemy really has seven defense types: physical, blunt, thrust, blood, arcane, fire, and bolt.
QS Bullet Use QS Bullet Use Number of Quicksilver Bullets consumed with use.
Durability Durability Durability of weapon. Depleted with use, ATK reduced when heavily worn.
Special Attack
Slow Poison ATK Slow Poison ATK Strength of slow poison added to ATK.
Rapid Poison ATK Rapid Poison ATK Strength of rapid poison added to ATK.
VS Kin VS Kin Percent of normal damage against kin. There are two types of "racial bonus" in Bloodborne - one versus beasts, and one versus kin. You can view your weapon's damage bonus (or penalty) by looking at your weapon info screen. This is tied directly to the Blood Gem system; specifically Beasthunter and Kinhunter gems.
VS Beasts VS Beasts Percent of normal damage against beasts. There are two types of "racial bonus" in Bloodborne - one versus beasts, and one versus kin. You can view your weapon's damage bonus (or penalty) by looking at your weapon info screen. This is tied directly to the Blood Gem system; specifically Beasthunter and Kinhunter gems.

Leveling Up

  • As you defeat enemies, your hunter will accrue Blood Echoes, the upgrade currency in Bloodborne. The more enemies defeated, the greater the spoils, but be forewarned: upon death, Blood Echoes are dropped, and must be collected by returning to where your hunter was slain. If, along the way back, your hunter is killed again, those previous Blood Echoes are lost forever. Enemies can also take your hunter's Blood Echoes, and must be killed before they can be retrieved. Blood Echoes can be traded to the Doll in the Hunter's Dream to raise your hunter's stats and upgrade weapons.
  • Different stats can change the abilities of your hunter in different ways, so upgrade your hunter to suit your own play style. Note that some types of equipment require stats to be at a certain level before they can be used.

Notes

  • Diminishing Returns is a common concept in RPGs, meaning that for a given investment, i.e. one point in a stat, you receive a smaller benefit, e.g. fewer hit points per point in the HP stat.
  • Scaling: Enemies do not scale based on your Blood Level. Leveling up will not make enemies harder, only completing the game and entering successive levels of NG+ will make the enemies harder. By the same token, your character will never grow weaker with additional investment in a stat, it will simply gain a smaller benefit, in both stats and weapons due to the fact you need some requirements to wield a certain weapon.

Beginner's Guide to Stats [Source]

  • Stats have diminishing returns, meaning that the more you invest in them the less you’ll get out of each point. Most stats have two softcaps and then one hardcap.
  • The lower softcap refers to the first threshold where growth notably slows down and you won’t gain as much per point as you used to. The higher softcap refers to the next threshold where growth slows down even more. The hardcap is when you will gain nothing in return for increasing a stat. For all stats, this is at 99 since you cannot take a stat past that.
  • It is generally not recommended to take stats past their higher softcap because your points are most likely better spent elsewhere. Leveling does cost more and more as you proceed through the game. That said, if you have spare echoes and there's really nothing else you want to raise, you can go past the higher softcaps.
  • Builds generally revolve around the weapons you want to use and what they scale with/what they work best with. They are designed to maximize damage for specific weapons while keeping within a level cap.
  • Level caps are rather important for PvP and Co-op matchmaking because random matches are based on level ranges. If you are a beginner, you probably shouldn't worry about either of these things too much.

  • Classes only determine your starting stats and nothing more. This can come in handy when min-maxing for a level capped build, but otherwise, a few extra points here and there won't ruin your character or anything.
  • There is no respec option in this game. Your only options are to create a new character or attempt to salvage your current one.

  • Note: When I say to "never" take a stat past a certain point, that means it's highly recommended to not do so for the reason explained above. There is no direct negative consequence for going past the higher softcap on any stat. However, it would be more beneficial to get all the stats you want to the higher softcap first before going past any of those softcaps.

Stats

  • Vitality (VIT) - This stat directly increases your HP. You should have an end goal of roughly 35 - 50. You shouldn't go past 50. Beginners should prioritize this since more HP means you can get away with making mistakes more easily. I would say dump your first 5 points or so here if you're having troubles and then add a few points every now and then to make sure you're keeping up with the game's increased difficulty.

  • Endurance (END) - This stat increases your stamina and poison resistances. While increased poison resistances are nice, stamina is the main reason why you want to raise END. The end goal should be around 20 - 30 depending on your playstyle, how attack/dodge happy you are, and how much stamina your weapon(s) of choice consumes. Never take it past 40. Again, add a few points every now and then if you feel like your health and damage output are fine and you want to attack/move more.

  • Strength/Skill (STR/SKL) - For both these stats, the first softcap is at 25. The higher softcap is at 50, which you shouldn't go past. Which one you should focus on depends on your weapons.
  • On the weapon screen you should see the scaling of a weapon. If the weapons you like use one of these stats more, focus on that stat. A grade of "-" indicates that the weapon does not scale with that stat at all. The rest of the grades are as follows in the order of worst to best : E, D, C, B, A, S. Keep in mind that weapons will improve scaling as they are upgraded.
  • Strength and Skill govern physical damage, which is probably what most beginners will stick to. Leveling both of these will let you use any physical weapon quite effectively. Again, this is recommended for beginners because you can try out all sorts of weapons so you can decide if you want a more specialized build next time.
  • One way you can do things is get your primary/favored stat to 25, then the other to 25, then your primary to 50, then the other to 50 if you have room to do so.
  • Regardless of if you follow this leveling method or not, you usually want to have your primary offensive stat at 50 by the time you've "finalized" your build. This includes the next two stats as well if those are your primary offensive stat.
  • Bloodtinge (BT) - Bloodtinge determines blood damage, as the name might imply. Blood damage is used as the primary source of damage for firearms and three specific main-hand weapons (1 in the base game, 2 more in the DLC).
  • This stat usually requires heavy investment to be put to good use. We're talking 40 - 50 to reach proper potential. Since BT is limited in terms of what actually uses it to good extent, it's not recommended to touch this at all for beginners. If you do choose to go for a BT-oriented build, aim for at least 25 and target 50, the higher softcap, for best results.

  • Arcane (ARC) - This stat determines elemental damage and most weapons do not use this stat unless you convert them with gems. Same as BT, this generally requires heavy investment as well to reach proper potential. Both of these stats have a higher learning curve and need a more experienced understanding of the game mechanics, ARC especially.
  • The softcaps for main-hand weapons that use ARC are 25 then 50. Hunter tools (basically Bloodborne's equivalent of magic spells) that scale with ARC scale well all the way to 99. Unfortunately, it is considerably difficult to get an ARC build off the ground so this is not recommended for beginners at all.
  • However, you can get ARC to 15 later on if you have spare points so you can try out some of the utility hunter tools that don't improve with further ARC investment. Those can give you some temporary buffs which you might find fun/helpful to use. This isn't a requirement though, just some extra stuff you can try if you're curious.
Home
Subscribe to: Posts (Atom)