Yharnam CodexPT

Yharnam Codex · XII

Blood Gems

Effects and shapes of the gems that go on the blade.

Blood Gems are slotted into weapons at the Workshop. Sockets unlock at +1, +3 and +6. Gem shape (radial, triangular, waning, circular, droplet) decides which weapon it fits; droplet fits any socket. Installation is not permanent: swap freely. A gem can carry up to three effects, and Cursed gems add one random drawback.

Shapes

Radial

Right-hand weapons.

Triangular

Right-hand weapons.

Waning

Right-hand weapons.

Circular

Left-hand weapons (exception: Lost Chikage).

Droplet

Any socket.

Effects

Tempering

Raises physical damage by percentage.

Adept

Raises blunt or thrust damage by percentage.

Fire

Fire damage.

Bolt

Bolt damage.

Arcane

Arcane damage.

Bloodtinge

Blood damage; rare, dropped by Bloodsucking Beasts and Labyrinth Ritekeepers.

Nourishing

Raises all damage.

Beasthunter

More damage vs beasts.

Kinhunter

More damage vs the Kin.

Striking

Stronger charge attacks.

Radiant

Reduces stamina cost.

Lethal

Boosts rally healing.

Fool

More physical damage at full HP.

Poorman

More physical damage near death.

Pulsing

Slowly regenerates HP.

Dense

Raises weapon durability.

Murky

Adds slow poison.

Dirty

Adds rapid poison.

Heavy

Improves Strength scaling.

Sharp

Improves Skill scaling.

Cold

Improves Arcane scaling.

Warm

Improves Bloodtinge scaling.

Odd

Adds flat damage rather than percentage (applies to Tempering, Fire, Bolt, Arcane and Bloodtinge).

Elemental-damage gems swap physical damage for fire/bolt/arcane and scale with Arcane; scaling gems (Heavy, Sharp, Cold, Warm) change how much Strength, Skill, Arcane or Bloodtinge count.

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