Vitality
Sets HP. First to raise for survival; strong early gains, slower later.
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.
Sets HP. First to raise for survival; strong early gains, slower later.
Sets stamina and resistances. Dodging and attacking cost stamina, so it shapes your pace.
Heavy-weapon damage and weapon requirements (axes, hammers).
Damage for nimble weapons and requirements for precise ones (blades, swords).
Power of firearms and weapons that spend Quicksilver Bullets.
Arcane damage, elemental gem damage and use of mystical tools.
Not purchasable: comes from runes and covenants; raises enemy item drops.
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.
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.
After being hit, striking quickly regains part of the lost HP. Aggression is rewarded.
Shooting to stagger the foe and then striking gives high damage.
Each damage attribute has diminishing returns (known marks near 25 and 50). Verify on an up-to-date source before building.
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.