The Statistics panel is a display layer over several character and combat values. Read the label and its format together: a percentage can be a chance, a multiplier or a reduction, while a range is not the final damage of every hit.
This guide explains the rows that matter for a build decision, then connects them to the combat camera and difficulty settings. It does not attempt to reconstruct a final damage formula from the panel alone.
How to read the Statistics panel
Health, blood and stamina
| Displayed row | Format | What it tells you |
|---|---|---|
| Human Health | current / maximum | Your human-form health pool. The panel can show the current value beside its maximum. |
| Vampiric Health | current / maximum | Your blood-based health pool while using the Vrakhiri form. It is separate from Human Health. |
| Vampiric Health Restoration | per second | The displayed restoration rate for vampiric health. It is separate from the amount recovered by drinking blood. |
| Blood Drinking Power | percentage | A multiplier for health restored by blood drinking. It does not describe the size of your blood reserve. |
| Stamina | value | The resource used by attacks, Omniblock, dodges and traversal actions that consume stamina. |
| Stamina Regeneration Rate | per second | The displayed rate at which stamina comes back. Combat states and actions can still change when regeneration is available. |
| Armour | value | The character-facing armour value. It is distinct from the inventory weight and armour type of an item. |
Damage, critical hits and protection
| Displayed row | Format | What it tells you |
|---|---|---|
| Weapon Damage | range | The displayed base range for the equipped weapon. Item level, upgrades and character modifiers affect the final hit. |
| Weapon Critical Hit Chance | percentage | The chance for a weapon attack to use the critical-hit result. It is not the critical damage multiplier. |
| Weapon Critical Damage Multiplier | percentage | The multiplier shown for a critical weapon hit. It does not tell you the chance of a critical hit. |
| Claw Damage | range | The displayed base damage range for claw attacks. |
| Claw Critical Hit Chance | percentage | The critical-hit chance for claw attacks. |
| Claw Critical Damage Multiplier | percentage | The multiplier shown when a claw attack is critical. |
| Weapon Damage Multiplier / Claw Damage Multiplier | percentage | Separate modifiers for weapon and claw damage. Do not add them together when comparing forms. |
| Bleeding Chance on Attack | percentage | The chance for an attack to apply the bleeding effect. The stat screen does not provide the full damage-over-time formula. |
| Damage against Mortals / Supernatural Enemies / Animals | percentage | Target-category modifiers. Use the category that matches the enemy; they are not a universal damage bonus. |
| Physical Damage Reduction / Magic Damage Reduction | percentage | Separate reductions for physical and magic damage. |
Ability effects and activation charges
| Displayed row | Format | What it tells you |
|---|---|---|
| Activation Charge Count | value | The number of charges currently available to spend on active abilities and weapon or claw arts. |
| Activation Charge Restoration from Attack | value | The attack contribution to charge recovery. |
| Activation Charge Restoration from Block | value | The block contribution to charge recovery. |
| Activation Charge Restoration from Perfect Block | value | The separate perfect-block contribution to charge recovery. |
| Passive Activation Charge Restoration | per second | The passive contribution to charge recovery while the relevant effect is active. |
| Swordmastery / Witchcraft / Vampiric Ability Cooldown Reduction | percentage | Separate cooldown modifiers for each ability family. A reduction does not mean that every ability shares one cooldown. |
| Witchcraft Ability Damage Multiplier / Vampiric Ability Damage Multiplier | percentage | Separate damage modifiers for Witchcraft and Vampirism abilities. |
| Witchcraft Ability Health Cost Reduction / Vampiric Ability Health Cost Reduction | percentage | Reductions to the health cost of the relevant ability family. They do not remove Activation Charge costs. |
The panel combines base values with equipment, skills and temporary effects. Compare the same form, weapon type and target category when testing a change; the final total includes all of those modifiers.
Critical hits, bleeding and damage reduction
Critical chance and critical damage are separate decisions. A higher chance changes how often a critical result is selected; a higher multiplier changes the result when it is selected. Weapon and claw values are also separate, so a bonus in one form does not automatically improve the other.
For equipment examples, Farkas’s Ring modifies weapon critical chance and critical damage, while Collector’s Pendant adds claw damage and lowers vampiric ability health cost. Match the named effect to the attacks and abilities you use before comparing the numbers.
Bleeding Chance on Attack is the chance to apply bleeding. The percentage describes how often the effect can start; it does not measure bleeding damage or duration.
Physical Damage Reduction and Magic Damage Reduction apply to their respective damage types. Choose defensive equipment for the attacks you expect in the next encounter.
Activation Charge Restoration has separate attack, block and perfect-block rows. The tutorial also says successful attacks and blocks speed up recharge, while Sustained Focus can raise the maximum charge count. A recharge row is not another charge slot.
Ring of Focus lists separate restoration bonuses for hits, blocks and parries. Compare the line for the action you perform; the three percentages do not combine into one bonus on every action.
Why movement can lean toward an enemy
Combat has both a free camera and a locked camera. Without a hard lock, the combat system can still select a nearby focus target for camera and movement assistance. That soft target is why a turn or attack can feel slightly drawn toward an enemy even when no red lock marker is active; it does not mean the camera is in Locked Camera mode.
| System | Player-facing rule |
|---|---|
| Free Camera | Move the camera freely and keep choosing your attack direction without a hard target. |
| Locked Camera | The camera stays on the selected enemy. Use the bound Lock Target action to switch modes, then use the target-change input when more than one enemy is available. |
| Soft target assistance | Combat can still choose a nearby focus target before hard lock. That assistance can make camera or movement feel drawn toward an enemy; it is not the same state as Locked Camera. |
| Direction indicator | Story, Fair and Challenging show the incoming block direction around the guard indicator. Duelist does not get that tutorial indicator. |
| Blocking with the direction marker | Use the direction marker to aim your block toward the incoming attack. |
On keyboard, the prologue presents the middle mouse button as the default Target Lock action. Use the controls menu if you have rebound it. Once locked, change targets with the configured target-change input rather than repeatedly turning the camera and hoping the nearest enemy becomes selected.
The direction arrow around the guard indicator is not an auto-block. Story, Fair and Challenging show the incoming direction; you still hold block and choose the direction. Duelist changes the action experience and does not show that tutorial arrow, so learn the attack animation and dodge unblockable attacks instead.
Learn directional defence even if you prefer simple attacks
You can combine ordinary attack inputs with directional blocks. You do not have to master directional attacks before practising defence. A successful directional block costs no stamina, while a Perfect Block also restores some and can trigger perks such as Counterattack.
On keyboard, hold the required direction with WASD and press the block input just before impact. Holding both inputs guards that direction, but the Perfect Block reward depends on timing. Follow the illustrated prologue controls for the on-screen cues and dodge unblockable attacks.
Omniblock remains useful when you cannot read a direction in time, but its stamina cost leaves less for your next attack. If you rely on it often, compare the Omniblock perk’s reduction with Endless Effort’s larger stamina pool. If you land Perfect Blocks consistently, recovery and follow-up perks become more useful choices.
Find the controls for your current setup
Open Settings and choose Controls for keyboard bindings or Controller for controller options. The controller menu offers Default and Alternative layouts: Default uses shoulder buttons for attack and block, while Alternative moves those actions to the face buttons. Check the selected layout before following a button-specific guide.
On keyboard, hold L to show the contextual control guide. This is useful after changing between exploration, Focus and combat, where the same key can perform different actions. Rebound controls take priority over the default keys quoted in a walkthrough.
Action and RPG difficulty are different settings
RPG difficulty changes the numeric combat context: enemy health, enemy damage and Coen's combat stamina cost. Action difficulty changes timing and enemy behaviour. Custom settings can combine the two, so record both selections when comparing a fight or a screenshot.
| RPG preset | Enemy health | Enemy damage | Player combat stamina |
|---|---|---|---|
| Story | 0.50x | 0.40x | 0.50x |
| Fair | 1.00x | 1.00x | 1.00x |
| Challenging | 1.00x | 1.30x | 1.50x |
| Duelist | 0.90x | 1.60x | 1.75x |
Fair is the 1.00x baseline in this table. These multipliers do not predict a boss's final health or a single hit; equipment, level gap, target category, armour and temporary effects still matter. See the level-gap damage table when an enemy is seven or more levels above Coen.
Selected combat constants
These values are useful context for testing a build. They are base configuration values before character effects and difficulty multipliers.
| Setting | Value | Meaning |
|---|---|---|
| Targeting slowdown | 0.90x | The configured slow-motion multiplier while targeting. |
| Short sword stamina cost | 0.75x | Weapon attack stamina multiplier by weapon type. |
| Long sword stamina cost | 1.00x | Weapon attack stamina multiplier by weapon type. |
| Great sword stamina cost | 1.25x | Weapon attack stamina multiplier by weapon type. |
| Swordlike weapon stamina cost | 1.00x | Weapon attack stamina multiplier by weapon type. |
| Combat sprint | 30 stamina / second | Base combat sprint cost before character effects. |
| Haste | 20 stamina / second | Base Astral Boost/Haste cost before character effects. |
| Food in combat | 0.20x normal effect | Food is reduced during combat; crafted consumables follow their own tutorial rule. |
| Single torch duration | 360 seconds | Six minutes; this is real-time duration, separate from campaign time segments. |
The normal sprint base cost is 0 per second outside combat; the combat sprint and Haste rows above are separate. For a broader list of survival rules, see combat and survival constants.
Sources
Stat labels and display formats were reviewed from Steam build 25129649. Combat camera, direction indicator and lock-on tutorials, plus selected configuration values, were cross-checked against Steam build 25232147. Sources on this page were reviewed October 5, 2026.
- The Blood of Dawnwalker on Steam - Statistics labels, combat tutorials and difficulty selections.
- Prologue combat tutorial - Directional block, Perfect Block, dodge and Target Lock examples.
- Combat systems - Form, difficulty and survival context.