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Valor Mortis has three main attribute pillars rather than a conventional list of numbered Soulslike stats: Might governs health and melee damage, Endurance governs stamina-based actions and firearm-oriented benefits, and Sufferance governs Transmutation power and Nephtoglobin tolerance. The best leveling order depends on whether you survive through blocking and parries, pressure enemies with weapons, exploit weak points with firearms, or spend Nephtoglobin on powers.
This guide explains every listed upgrade, the base values recorded by Valor Mortis DB, how the combat loops fit together, and practical priorities for several playstyles. One entry, Airborne Aiming, is listed in the progression data without a complete effect description, so its exact behavior should be checked in the live game rather than guessed.
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The three attribute pillars
The progression system is easiest to understand as three connected families. They are not interchangeable damage statistics: each one supports a different combat loop.
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| Pillar | Primary effects | Best suited to |
|---|---|---|
| Might | Maximum Health and melee damage | Players who fight mainly with ordinary weapon attacks and want more forgiveness for mistakes |
| Endurance | Maximum Endurance, stamina efficiency, blocking benefits, regeneration-related benefits and firearm-oriented improvements | Players who dodge, block, sprint, attack repeatedly or use firearms and weak points |
| Sufferance | Nephtoglobin tolerance, Transmutation damage, status buildup and related resource effects | Players who use Fire, Stasis, Shield and other Transmutations frequently |
Might is the direct survival-and-melee route. Endurance is the action-economy route: it determines how many attacks, evasions, blocks or sprints you can perform before disengaging. Sufferance is the power-and-resource route, improving both the strength of Transmutations and your ability to operate around Nephtoglobin.
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What Might does
Maximum Health
Each Maximum Health level adds 10 maximum Health, according to Valor Mortis DB (year not stated). The database records 100 maximum Health before level-ups, weapons or Ambers. Health does not make attacks stronger, but it gives you more room to survive an error, an imperfect dodge or a failed parry.
Melee Damage
Melee Damage increases damage from melee weapons. The same database records 10 base melee damage before other progression or equipment effects. This is the most direct way to improve ordinary sword-and-weapon pressure, but its value is highest when you can consistently reach enemies and land attacks safely.
A Might-focused character therefore combines a larger error budget with stronger close-range punishment. It is the most accessible foundation for learning enemy patterns, especially before you can reliably exploit posture breaks or weak points.
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Maximum Stamina
Endurance is the resource used for attacking, dodging, blocking and sprinting, and it regenerates over time. Each Maximum Stamina level adds 6 maximum Endurance, according to Valor Mortis DB. The recorded starting value is 80 maximum Stamina or Endurance.
More capacity lets you chain an attack into an evasive move, hold a defensive position long enough to read an enemy, or sprint out of danger without exhausting the bar. It is an action-economy upgrade rather than a simple defense bonus: it increases the number of decisions available before you must wait for regeneration.
Blocking
Each Blocking level reduces the Endurance cost of blocking by 6% and reduces damage taken while blocking by 6%, based on the progression data. Blocking still consumes Endurance, so it is not a free shield. It becomes much more effective when you have enough maximum Endurance to maintain the guard and enough discipline to counterattack instead of remaining passive.
Melee Stamina Cost
Melee Stamina Cost reduces the stamina consumed by melee attacks. This helps a close-range build preserve enough Endurance for a follow-up dodge, block or sprint. It is particularly useful for weapons or attack strings that would otherwise empty the bar before the enemy’s retaliation.
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The Endurance pillar is also associated with firearm damage and regeneration-related benefits. The available progression information does not provide a separate numerical value for every such effect, so firearm investment should be judged from the live upgrade description rather than assumed to follow the 6-point Maximum Stamina increase.
What Sufferance does
Nephtoglobin Sufferance
Each Nephtoglobin Sufferance level adds 10 maximum Nephtoglobin Sufferance. Valor Mortis DB records 100 maximum Nephtoglobin and a passive Nephtoglobin regeneration cap of 15 as starting values, before other progression or equipment effects. Higher tolerance gives a Transmutation user a larger resource margin before powers become restricted by the meter.
Transmutation Damage
Transmutation Damage increases damage dealt by Transmutations. It matters for players who deliberately spend Nephtoglobin on offensive powers instead of treating those abilities as occasional utility.
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Status Buildup
Status Buildup increases status buildup caused by Transmutations. This improves the speed at which a power reaches its relevant status threshold, although the progression data does not state a universal percentage for each level.
Nephtoglobin Extraction
Nephtoglobin Extraction makes every melee hit extract 30% more Nephtoglobin, according to Valor Mortis DB. It supports a loop in which melee attacks refill the resource used for powers, allowing a player to alternate between weapon pressure and Transmutations instead of waiting passively for regeneration.
Nephtoglobin Remnants
Nephtoglobin Remnants increases the amount of Nephtoglobin restored by remnants. Its value rises when remnants are a regular part of your route or recovery pattern; it is less important if you rarely depend on them.
Combat-specialization upgrades
Parrying Impact
Successful parries inflict 6% additional posture damage per Parrying Impact level, according to the progression data. A combat reference lists a 200-millisecond shield perfect-parry window; treat that timing as a database value that can change with patches, not as a permanent universal guarantee.
Critical Damage
Critical Damage increases the damage dealt by critical attacks. It is most valuable after you have a reliable way to break posture, because critical damage cannot compensate for failing to create the opening in the first place.
Headshot Damage
Headshot Damage increases damage from headshots. It is a natural partner for firearm and weak-point play, provided you can aim accurately while managing Endurance and ammunition.
Ammunition Drop Chance
Ammunition Drop Chance raises the likelihood that enemies drop ammunition. It improves the sustainability of firearm use, but it does not itself increase the damage of each shot.
Ferrofluid Flask Refill
Ferrofluid Flask Refill allows melee attacks to replenish a Ferrofluid Flask when all flasks are empty. This is a recovery effect tied to melee contact, so it rewards players who can safely re-enter close range after exhausting their flasks.
Airborne Aiming
Airborne Aiming appears in the progression table, but the available description does not specify its exact effect or a numerical value. Do not treat it as confirmed extra damage, accuracy or ammunition efficiency. Read the live in-game tooltip before assigning it a role in a build.
Starting values and what they mean
The following baseline figures are recorded by Valor Mortis DB (year not stated) before level-ups, weapons or Ambers:
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| Resource or output | Starting value | Qualification |
|---|---|---|
| Maximum Health | 100 | Base value before progression and equipment |
| Maximum Stamina/Endurance | 80 | Base value before progression and equipment |
| Maximum Nephtoglobin | 100 | Base value before progression and equipment |
| Passive Nephtoglobin regeneration cap | 15 | Base cap recorded in the database |
| Healing Flasks | 3 | Starting count recorded in the database |
| Base melee damage | 10 | Before progression, weapons or Ambers |
How the attributes connect during a fight
Melee, posture and critical attacks
Attacks and successful parries fill an enemy’s posture meter. When posture breaks, you can perform a critical or finisher-style follow-up for heavy damage. This is why Parrying Impact and Critical Damage work as a sequence: the first creates the opening, while the second improves the payoff.
Firearms and weak points
Official Xbox Wire guidance describes a linked loop: the blade breaks posture, firearms strike weak points, weak-point hits refill Nephtoglobin, and enemies often drop ammunition. Firearms therefore support more than ranged damage. They can create resource access for Transmutations and help you attack targets that are unsafe to reach with a sword.
Blocking and counter-healing
Valor Mortis makes defense part of recovery. Connor Bridgeman, Director of Marketing at Lyrical Games, explains that a counterattack after blocking restores the health lost while blocking. Blocking is still limited by Endurance and incoming damage, but a successful immediate counter turns a guarded exchange into a potential heal-and-punish sequence.
Nephtoglobin and powers
Nephtoglobin is extracted by striking enemies or breaking weak points, then spent on powers such as Fire, Stasis and Shield Transmutations. Sufferance upgrades determine how much resource you can tolerate, how quickly attacks refill it, and how hard or how rapidly your powers affect enemies.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Which attributes should you level first?
1. Establish a survivable action economy
- Raise Maximum Health if ordinary mistakes are ending attempts before you can learn enemy patterns.
- Raise Maximum Stamina if you frequently run out of Endurance after attacking, blocking or dodging.
- Add Melee Damage once you can complete your preferred attack-and-retreat sequence without exhausting the bar.
This balanced opening is practical advice derived from how the systems interact, not an official best-build ranking.
2. Choose a specialization after identifying your reliable action
Watch what consistently creates your openings. If it is a parry, invest in posture and critical follow-up. If it is a firearm weak-point hit, invest in headshots, ammunition access and the Endurance-related benefits shown by your live upgrade menu. If it is a power, invest in Sufferance and the Nephtoglobin loop.
Build priorities by playstyle
| Playstyle | Priority upgrades | How the loop works | Main requirement |
|---|---|---|---|
| New player | Maximum Health, Maximum Stamina, then Melee Damage | Survive mistakes, preserve enough Endurance to respond, and finish encounters with reliable weapon pressure | Basic awareness of when to disengage and let Endurance regenerate |
| Parry and posture | Maximum Stamina, Parrying Impact, Melee Damage, Critical Damage | Use repeated defensive timing to fill posture, then convert the break into a high-damage critical | Consistent timing; the listed 200 ms perfect-parry window is subject to change |
| Firearm and weak point | Headshot Damage, Ammunition Drop Chance, Endurance-related firearm benefits and enough Maximum Stamina to reposition | Use firearms on weak points, generate Nephtoglobin and maintain ammunition through drops | Accurate aim and enough Endurance to move while aiming |
| Transmutation | Nephtoglobin Sufferance, Transmutation Damage, Status Buildup, Nephtoglobin Extraction and Nephtoglobin Remnants | Extract resource with melee or weak points, spend it on powers, and recover enough to repeat the cycle | Frequent power use and active resource management |
| Block and counter | Maximum Stamina, Blocking, Melee Stamina Cost and Melee Damage | Absorb a manageable hit, counter immediately to recover blocked health, and avoid passive guarding | Enough Endurance to block and counter before the opponent attacks again |
A decision framework for comparing upgrades
When two upgrades look attractive, compare them along the part of combat they actually improve:
- Survivability: Maximum Health and the ability to recover health after a block-and-counter exchange.
- Action economy: Maximum Stamina, regeneration-related benefits and reduced melee stamina cost.
- Direct weapon output: Melee Damage, firearm benefits, Headshot Damage and Critical Damage.
- Resource access: Nephtoglobin Extraction, Nephtoglobin Remnants and Ammunition Drop Chance.
- Control and burst: Parrying Impact, posture breaks, critical attacks and Status Buildup.
- Execution demand: whether the upgrade only pays off when you can parry reliably, hit weak points accurately or spend Transmutations often.
A larger number is not automatically better. A critical-damage upgrade has little value if you rarely break posture; ammunition chance has little value in a melee-only route; and Transmutation damage is inefficient if Nephtoglobin is usually left unused.
Availability and platform note
Xbox Wire reported on October 13, 2026, that Valor Mortis is available on Xbox Series X|S, Xbox on PC and Game Pass. Platform catalogs and subscription availability can change, so confirm the current listing before purchasing or subscribing.
Known limits of the current stat information
The published progression data does not provide a complete official glossary for every attribute, a verified patch history for each number or a complete prose definition for Airborne Aiming. The numerical values above should therefore be read as the values recorded by Valor Mortis DB, with the year not stated, rather than as immutable promises for every future patch. For Airborne Aiming in particular, use the current in-game description before spending points.
Quick Recap
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.
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