Yharnam CodexPT

Yharnam Codex · IX

Attributes

Levels, Insight, frenzy and how each point weighs.

Level rises by spending Blood Echoes with a Messenger (the Doll in the Dream). Cost grows each level. Each point goes into one attribute; Insight is separate and works as a second risk bar.

Attributes

Vitality

Sets HP. First to raise for survival; strong early gains, slower later.

Endurance

Sets stamina and resistances. Dodging and attacking cost stamina, so it shapes your pace.

Strength

Heavy-weapon damage and weapon requirements (axes, hammers).

Skill

Damage for nimble weapons and requirements for precise ones (blades, swords).

Bloodtinge

Power of firearms and weapons that spend Quicksilver Bullets.

Arcane

Arcane damage, elemental gem damage and use of mystical tools.

Item Discovery

Not purchasable: comes from runes and covenants; raises enemy item drops.

Systems

Insight

Each point of Insight is inhuman knowledge. Gained from bosses, items like Madman's Knowledge. Lets you ring the summoning bell but invites larger foes and raises frenzy.

Frenzy / Frenesi

When frenzy resistance hits zero the hunter takes heavy damage and loses half max HP until cured. Some foes inflict it by proximity; Deep Sea runes help.

Rally

After being hit, striking quickly regains part of the lost HP. Aggression is rewarded.

Ataque visceral

Shooting to stagger the foe and then striking gives high damage.

Escalas (soft caps)

Each damage attribute has diminishing returns (known marks near 25 and 50). Verify on an up-to-date source before building.

Origins

Origins (Milquetoast, Lone Survivor, Troubled Childhood, Violent Past, Professional, Military Veteran, Noble Scion, Cruel Fate, Waste of Skin) only change starting points and level; you can reshape later.

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