Stats are player attributes in Bloodborne. When you level up in Bloodborne you increase an attribute by one point. Attributes like Strength and Skill are represented by numerical values and determine what armor and weapons can be equipped, while attributes like Arcane and Bloodtinge govern how much damage certain Weapons or Items do. Attributes also give your characters increased stats, e.g. Vitality increases your hit points and Endurance improves your Stamina.
- See Status Effects for information about debuffs and their effects on various stats.
- See Stat Calculators for leveling calculators.
- You must Channel Blood Echoes at the Plain Doll to level up.
Your character's current level, as determined by your expenditure of attribute points.
Level also affects the amount of physical defense you have, see Defense Increase per Level.
- Echoes are obtained by killing enemies, consuming Coldblood, or selling items. They can be consumed in Hunter’s Dream to purchase items from the Messengers or to level up by talking to the Plain Doll.
- Upon death in one's own world, all echoes will be lost and left on the ground where the player perished. One can then retrieve these echoes by returning to that location and either picking them up or slaying a nearby enemy who has stolen the echoes. Echoes will not be lost when one dies as a summon.
Insight is a minor currency that represents the depth of one's inhuman knowledge.
- Insight is obtained by encountering and slaying bosses, discovering certain areas, speaking to certain NPCs, or consuming Madman's Knowledge, Great One's Wisdom, Blood Dregs, or One Third of Umbilical Cord.
- Insight is consumed by ringing the beckoning bell to call for help from other players (consumes 1 Insight each time the bell is rung) and purchasing items from the Messengers. Note that the Insight Messengers are only available when one is currently holding 1 or more Insight.
- Insight also triggers certain events in the game. For instance, Lesser Amygdalas around the world will become visible after one obtains more than 40 Insight.
- Holding more Insight increases the character's susceptibility to Frenzy and reduces the Beasthood stat. At 15 Insight or higher, the game spawns additional enemies and certain enemies receive a buff.
- Insight is not lost upon death, but can be stolen by Brainsuckers.
The Vitality stat governs HP (hit points).
- Once you reach 30 in Vitality you will start to see diminishing returns, after 50 (the soft cap) you will see a more severe drop-off all the way up to 99 (the hard cap.)
The Endurance stat governs stamina and resistances.
- Once you reach 40 (soft cap) in Endurance you gain almost no benefit for each further point invested, although you still gain an increase in resistances all the way up to 99 (the hard cap). There is no encumbrance system in Bloodborne.
- At 40 Endurance you will have 160 Stamina. This goes up to 170 for 99 Endurance.
The Strength stat governs heavy physical weapon ATK as well as increasing visceral damage. Determines whether or not you can use certain weapons.
- Strength increases trick weapon damage. Strength based weapons receive more benefit from each invested strength point than other weapons. Once you reach 25 in Strength you will start to see diminishing returns, after 50 (the soft cap) you will see a more severe drop-off all the way up to 99 (the hard cap).
- Increases Physical Defense
The Skill stat governs more nuanced physical weapon ATK and increases your visceral damage. It also Determines whether or not you can use certain weapons.
- Skill increases trick weapon damage. Skill based weapons receive more benefit from each invested skill point than other weapons. Once you reach 25 in Skill you will start to see diminishing returns, after 50 (the soft cap) you will see a more severe drop-off all the way up to 99 (the hard cap).
- Visceral attack damage increases significantly with Skill above 18 with steep diminishing returns after 50.
- Increase Physical Defense
It determines whether or not you can use certain weapons.
- Once you reach 25 in Bloodtinge you will start to see diminishing returns, after 50 (the soft cap) you will see a more severe drop-off all the way up to 99 (the hard cap.)
The Arcane stat governs power of Arcane ATK. Determines whether or not you can use certain weapons. Also increases Discovery Rates.
- Once you reach 25 in Arcane you will start to see diminishing returns, after 50 (the soft cap) you will see a more severe drop-off all the way up to 99 (the hard cap.)
- Despite all trick weapons have an arcane scaling, investing in arcane does nothing to increase these weapons' physical damages. Instead this value project how high its elemental damage would be if it was infused with elemental Blood Gems.
- The increase to discovery will cap out at 50 arcane with 209 discovery. Increasing arcane more only affects elemental damage scaling.
HP is the amount of damage you can take before you die.
Stamina governs the amount you can attack and dodge before having to wait for it to refill.
The rate at which items will drop from enemies. The higher the number the more frequently they will drop.
Defense against physical (non-magical) attacks (increased only by gaining levels).
Resistance to poison attacks. Slow poison slowly drains your HP.
Resistance to rapid poison attacks. The higher this attribute, the more resistant you are.
Resistance to the lure of frenzy. The higher this attribute, the more resistant you are. Frenzy carves out roughly 70 to 80% of your max HP.
The higher this attribute, the closer you are to beasthood when temporary transformed. (Note: raising the Beasthood meter will not transform your character into a beast. However, the Beast Claw's transformed state does give you beast arms, and the Beast's Embrace rune transforms your character's appearance and makes them weaker to Fire and vs. Beast damage, with the benefit of stronger beasthood and an improved move-set for the Beast Claw).
Reduction of physical damage.
Reduction of damage from thrust attacks.
Reduction of damage from firearms and other blood attacks.
Reduction of damage from Arcane attacks.
Reduction of damage from Fire attacks.
Reduction of damage from bolt attacks.
Determines the damage of your trick weapon (normal physical damage).
- The physical damage a weapon deals is determined by the weapon itself (its type, upgrade level and installed blood gems) as well as your character stats. By investing points into the strength and skill stats, your weapons will do more damage, the exact amount of which depends on the weapon.
- Note that despite all weapons displaying an arcane scaling, increasing arcane will have no effect on the weapon's damage unless they do physical and arcane damage (burial blade, blade of mercy, logarious' wheel) or physical and bolt damage (Tonitrus).
- Furthermore, each weapon's bonus physical attack rating consists of a main bonus damage (+x right after the physical attack rating) as well as a blunt rating and thrust rating (seen underneath the physical ATK stat in the weapon screen). These ratings are increased along with the main bonus damage, but there are also specialized blunt/thrust blood gems which increase the blunt/thrust rating only. The blunt/thrust ratings work by replacing the main bonus damage stat when a blunt or thrust attack is executed.
- The blood damage a firearm deals is determined by the weapon itself (its type, upgrade level and installed blood gem) as well as the bloodtinge stat (the higher the more damage). Blood damage is a different damage type that corresponds to blood defense rather than physical defense.
- Note that blood ATK is not to be confused with status effects such as rapid poisoning, which is similar to bleed in previous Dark Souls games.
- Also note that 3 left hand weapons: flamesprayer, (hunter's) torch, and rosmarinus do not deal blood damage.
This stat determines your arcane damage.
This stat determines your fire damage.
This stat determines your bolt/lightning damage.
Qucksilver bullets are used for guns, cannon and arcane magic items
This determines how much damage your weapon can take before breaking (weapon does not disapear when broken)
Determines the Slow poison stackup. This is the poison which stacks up to become a damage over time as we know.
Determines the rapid poison stackup. This works not as a "poison" and does not give the target a damage over time. (It works like Bleed in Dark Souls 1 & 2)
This determines the damage you do to Kin enemies.
This determines the damage you do to severely transformed Beasts.
In-game Stat Screen