Code Vein Guides:
- Tips and Tricks.
- How to Get All Endings.
- 100% World Maps + Depths.
- Successor of the Claw (Boss Guide).
- Successor of the Breath (Boss Guide).
- Gilded Hunter (Boss Guide).
- Juzo Mido (Boss Guide).
- Skull King (Boss Guide).
- The Virgin Born (Final Boss Guide).
After you’ve mastered gifts from several blood codes, the most important traits of which blood code you’re using will boil down to its core stats. This is a simple Google Sheet that contains a comparison between the different Blood Codes, which can be viewed and filtered to find the code with the traits you might want.
Ok Here’s the Sheet
This list isn’t complete: I’m currently in the process of doing a NG+ run to get the Queen-Bodypart Blood Codes (Ribcage, Breath, Claw, and Throat). From what I’ve seen their main benefits are their gifts rather than their stats, though – they seem to basically be flawed ‘corrupted’ versions of the actual Codes you get for collecting the vestiges of the corresponding bosses and restoring their memories (Isis, Fionn, Scathach, and Harmonia) so their appeal is more mastering their Gifts and using them elsewhere rather than for their stat loadouts.
There is also the exclusive pre-order/DLC blood codes, which I simply don’t have access to for comparison.
Balance: Based on what I can see, there’s no statistical correlation to what determines balance – it’s just purely a trait of the Blood Code you choose and just serves to further classify a given code to a ‘role’: Tanky fighters have the highest balance, Agile fighters have moderate balance, and casters have awful balance that’s usually offset by high Ichor. Artemis can be thought of as the highest-balance caster type Blood Code (has 30 max Ichor), while Heimdall has the highest-balance of an dex/evasion-based class, but their values still pale in comparison to any of the heavyweight pure-fighter blood codes.
Weight Thresholds: I found these stats the most interesting, and useful for explaining exactly how equip load works. Equip Load has five different tiers represented by colored arrows (two down, one down, none, one up, and two up). From what I can figure, the thresholds at which you hit each of these tiers is percentage-based on your equip load:
- Very Light: 0-20% equip load
- Light: 21-50% equip load
- Normal: 51%-100% equip load
- Heavy: 101-135% equip load
- Very Heavy: 136%+ equip load
Different blood codes each have their own base mobility ratings, which usually correspond to appropriately increased or decreased equip loads (i.e. the ‘Slow’ mobility blood codes often have very high equip loads, around 240+, whereas ‘Quick’ mobility codes have very low ones.) The end result is that each blood code generally hits the sweet-spot of about 50-100 to have a ‘Normal’ mobility, but this does affect how the thresholds generally are centered around this.
- ‘Quick’ blood codes can get higher weights while retaining a quick movement speed than others, but they become ‘Slow’ rapidly after hitting that limit. Their Heavy equip-load range corresponds to normal mobility, while Very Heavy is Slow movement.
- ‘Slow’ blood codes retain Normal mobility at much higher equip loads than others (usually around 120-125) but they have a very hard time gaining Quick Mobility. Light equip load corresponds to normal movement, while Very Light is Quick movement.
There’s columns in the table for determining the thresholds at which each code changes mobility classifications. Of note is that the Ranger has the highest possible weight (of classes that I’ve viewed) for retaining Quick mobility with up to 70, while Hades, Fionn, and Berserker enable Normal mobility at the heaviest possible equip loads of 125.
Isis is also a notable outlier for being a low-balance caster Code that has an equip-load profile consistent with the heaviest classes (slow with 249 equip load) which, while this makes highly-evasive quick casting difficult, does make it a great candidate for heavyweight caster veils such as Hedgehog Fort or White Vestment.
HP & Stamina values: Take these with a grain of salt (there’s a reason why I put question marks next to them) as, realistically, these should be determined by combinations of stats. Indeed if you sort by these metrics you can generally see trends of how they match up to the stats that determine them according to the in-game documentation:
- HP is most strongly correlated with high Vitality, with Strength also contributing.
- Stamina is most strongly correlated with high Fortitude, with Mind also contributing.
Because HP and Stamina change per level up the values here aren’t exactly pertinent and some values (such as the HP on Ishtar) might have been measured incorrectly. I might try and figure out a formula for calculating this if possible, but generally remember the above two rules: the stats show this as the absolute strongest correlation.
It should also be noted that adding passive gifts that manipulate the scaling stats do NOT boost HP. They do boost Stamina, but the HP of your character is entirely from the base-stats that the given Blood Code has. That said, with an A+ in both Strength and Vitality, the Atlas blood code has more HP than the others by a landslide.
Unique Gifts: These are also listed since, along with the stats, they can and should be treated as a potential selling point for a specific Blood Code once unmastered Gifts are taken out of the picture. Prometheus is notable for the only Blood Code to have more than one unique Gift.
I also use a ‘&’ character to denote gifts that are truly unique to the class. This is because some unique gifts can massively change how the game is played – Queenslayer’s Final Journey provides massive stat bonuses with a tradeoff that encourages extreme aggression and finishing battles fast, for example. However, others such as Atlas’ Firm Stand have later ability substitutes that achieve extremely similar effects (Warrior’s Feral Tenacity) and are exchangeable. These substitutes aren’t always 1-to-1 (i.e. Firm Stand is a passive, Feral Tenacity is active), but the distinction is that the truly unique gifts are a larger factor as to whether to select a given Blood Code or not.
Others such as Scathach’s Peony Flash are just alternate attack types that have substitutes in other gifts (this might be a bit subjective however…) As a result, these unique gifts are prefaced with an ‘#’, so when filtering they will appear below the ‘&’ entries – These can be considerations for using a given Blood Code, but not as heavily as a mechanic-changing Active effect or Passive.
Also because I don’t have all gifts on-hand right now for easy reference, there’s likely some of these distinction that I probably missed in other codes.