All Edicts in Blood of Dawnwalker: What Each Infamy Level Does
Complete list of all 9 Edicts in Blood of Dawnwalker: On Protection of Habitations, On Increased Vigilance, On Prices and Tolls, and every penalty each level brings.
Edicts are the regime’s reply to your Infamy in The Blood of Dawnwalker. As your notoriety climbs through 9 levels, Brencis issues a new decree at dawn — each one a permanent penalty that makes the open world harder to navigate. This is the complete list, in order, with exactly what each Edict does.
The Complete Edict List
| Level | Edict Name | What It Does |
|---|---|---|
| 1 | On Protection of Habitations | Additional patrols appear in settlements |
| 2 | On Increased Vigilance | Military checkpoints appear — getting caught costs 1 time segment |
| 3 | On Prices and Tolls | Vendor prices increase throughout the valley |
| 4 | On Road Safety | More soldiers on roads; patrol commanders recognize Coen and attack on sight |
| 5 | On Curfew | Fewer civilians outdoors at night; some vendors close |
| 6 | On Civil Unrest | Additional checkpoints; further price increases |
| 7 | On Public Enemy | Headhunters appear; all soldiers recognize and attack Coen on sight |
| 8 | On Army Reform | All soldiers become stronger |
| 9 | On Svartrau Defences | Svartrau gates shut; fast travel in/out of the city disabled |
Edict Details by Level
Level 1 — On Protection of Habitations
The first Edict is a warning shot. Settlement patrols increase, making daytime shopping and quest-turn-in slightly more dangerous. Not a major inconvenience, but a clear signal that the regime has noticed you.
Level 2 — On Increased Vigilance
Checkpoints appear on roads throughout the valley. If you are stopped at one, you lose 1 time segment dealing with the guards. This is the first Edict that directly costs you the game’s most precious resource.
Workaround: Use alternate routes, fast travel between shrines, or travel at night when checkpoints are less manned.
Level 3 — On Prices and Tolls
Vendor prices increase across the board. The exact percentage is not confirmed, but the impact is noticeable — gear and consumables that were affordable suddenly strain your denarii.
Workaround: Stock up on essentials before hitting Level 3. Buy crafting materials in bulk early.
Level 4 — On Road Safety
Road travel becomes genuinely dangerous. Patrol commanders now recognize Coen and attack on sight if they spot you. Regular soldiers remain neutral unless provoked, but commanders are a threat.
Workaround: Avoid roads with commanders, or travel at night when your vampire abilities give you the edge in combat.
Level 5 — On Curfew
Nighttime civilization shuts down. Fewer civilians are outdoors, and some vendors close entirely. This makes night shopping and quest-turn-in harder, forcing you to plan errands during the day.
Workaround: Front-load all shopping and social quests into your daytime segments.
Level 6 — On Civil Unrest
The regime doubles down. More checkpoints appear, and prices increase again. The cumulative effect of Levels 2-6 makes open-world travel feel genuinely oppressive.
Workaround: By this point, you should be focusing on endgame preparation anyway. Minimize unnecessary travel.
Level 7 — On Public Enemy
The most dramatic difficulty spike. Headhunters — special elite patrols — appear specifically to hunt you. Worse, all soldiers now recognize Coen and attack on sight. There is no blending in anymore.
Workaround: Travel at night, use vampire mobility to avoid combat, and keep escape routes planned.
Level 8 — On Army Reform
All soldiers become stronger. This is a pure combat difficulty increase — every patrol, every checkpoint, every random encounter hits harder.
Workaround: Ensure your build is endgame-ready before letting Infamy climb to Level 8. Max out your gear and skills.
Level 9 — On Svartrau Defences
The final Edict shuts the Svartrau city gates entirely. You cannot enter or exit the city normally, and fast travel in or out is disabled. This is the point of no return — you are locked into the endgame.
Note: Level 9 is required to trigger the final confrontation with Brencis. This Edict is not a punishment — it is the door closing behind you as the endgame begins.
Edicts Are Permanent
Once an Edict is enacted, it stays in force for the rest of the playthrough. There is no way to lower Infamy, remove an Edict, or return to a friendlier world state. The only choice you have is when to trigger each level.
This permanence is intentional. The Blood of Dawnwalker wants you to feel the regime closing in as you dismantle it. Each Edict is a reminder that your actions have consequences — and that the final confrontation is getting closer.
Strategic Planning by Edict Tier
Tier 1 (Levels 1-3): Rush these early. The penalties are minor and manageable. Complete low-risk court activities to climb quickly.
Tier 2 (Levels 4-6): Plan ahead. Stock up on consumables, complete shopping, and finish any road-dependent quests before triggering these.
Tier 3 (Levels 7-9): Endgame territory. Only let Infamy climb this high when you are ready for the final boss. Complete all Boyar duels first, finish every side quest you care about, and ensure your build is complete.
Frequently Asked Questions
How many Edicts are in Blood of Dawnwalker? There are 9 Edicts, one per Infamy level. Each is enacted at dawn after you reach the corresponding level.
Can you remove or reverse an Edict? No. Edicts are permanent for the rest of the playthrough.
Which Edict is the worst? Level 7 (On Public Enemy) is the biggest difficulty spike — headhunters appear and all soldiers attack on sight. Level 9 (On Svartrau Defences) is the most restrictive, but it triggers the endgame.
Do Edicts affect the main story? No. Edicts affect the open world — patrols, prices, checkpoints — but not story quests or endings.
What happens at maximum Infamy? At Level 9, Brencis summons you for the final confrontation. The endgame begins.
Source: TheBigLead, DawnwalkerDB, official game documentation. Community verification in progress for exact percentage values.
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