Infamy System in Blood of Dawnwalker: How It Works
How the Infamy system works in Blood of Dawnwalker: what raises it, all 9 levels, the Edicts that punish you, and why maximum Infamy is actually the goal.
Infamy is how the regime in The Blood of Dawnwalker keeps score. Every quest you complete against Brencis and his Boyars, every court activity you disrupt, every vampire lord you kill — all of it feeds into a single meter that measures how much of a problem you have become. The higher your Infamy, the harder the game pushes back.
But here is the twist that defines the entire system: maximum Infamy is not a failure state. It is the goal.
What Is Infamy?
Infamy is a court-wide wanted level, separate from the individual anger of each Boyar. While Ambrus, Bakir, and Xanthe each track their own personal grievances against you, Infamy measures how much the regime as a whole wants you gone.
The game tracks Infamy in the Court menu, alongside each vassal’s anger meter. You can check your current level, see which Edicts are in force, and plan your next moves accordingly.
What Raises Infamy?
Almost every meaningful progression activity in The Blood of Dawnwalker raises Infamy:
- Court activities — the 41 repeatable missions assigned by the three Boyars are the primary Infamy driver
- Killing vampire lords — each Boyar duel significantly spikes your Infamy
- Main story quests — key narrative moments against the regime push the meter up
- Side quests against the regime — helping rebels, sabotaging operations, and similar activities all contribute
Infamy is not avoidable. If you are playing the game, you are raising Infamy. The only question is whether you are managing the climb or letting it control you.
The 9 Infamy Levels and Their Edicts
As Infamy climbs, Brencis issues Edicts — permanent penalties that change how the open world treats you. There are 9 levels, each with a new Edict enacted at dawn:
| Level | Edict Name | Effect |
|---|---|---|
| 1 | On Protection of Habitations | Additional patrols 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 | More 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 |
These are not flavor text. Each Edict meaningfully changes how you navigate the world, plan routes, and manage resources.
Why Maximum Infamy Is the Goal
The endgame of The Blood of Dawnwalker is triggered by reaching maximum Infamy (Level 9). Only then does Brencis summon you for the final confrontation. This means the Edicts are not punishments to avoid — they are milestones on the path to the endgame.
The achievement Throne of Thorns (reach maximum Infamy) confirms this design intent. The game wants you to become so notorious that the regime has no choice but to deal with you directly.
Infamy Management Strategy
Because Infamy is inevitable, the real skill is timing the climb:
- Early levels (1-3) are cheap. Patrols are sparse and prices barely move. Rush through these by completing low-risk court activities early.
- Mid levels (4-6) require planning. Road travel becomes dangerous and shopping gets expensive. Stock up on consumables before entering this range.
- Late levels (7-9) are the endgame. Headhunters and stronger soldiers make the world genuinely hostile — but you also want to reach Level 9 as quickly as possible once you are endgame-ready.
The sweet spot: Complete all three Boyar duels before hitting maximum Infamy. This ensures you face Brencis with every possible advantage and no unfinished business.
Infamy vs Boyar Anger
Infamy is often confused with Boyar anger, but they are separate systems:
- Boyar anger is personal — each of Ambrus, Bakir, and Xanthe tracks their own anger meter, raised by completing court activities assigned to them. Max anger unlocks their individual boss duel.
- Infamy is political — the court-wide measure of your notoriety. Max Infamy triggers the endgame.
You need both: anger unlocks each Boyar duel, and maximum Infamy is what finally forces Brencis to summon you.
How to Lower Infamy
You cannot lower Infamy in the traditional sense — there is no “pay fine” or “lay low” mechanic that reduces your level. Once an Edict is enacted, it stays in force for the rest of the playthrough.
The only meaningful way to “manage” Infamy is to control the pace of accumulation. If you want to delay an Edict, stop doing court activities and focus on non-Infamy quests. If you want to rush the endgame, complete every court activity you can find.
Frequently Asked Questions
What does Infamy do in Blood of Dawnwalker? Infamy is the court-wide wanted system. Each of 9 levels triggers a new Edict — patrols, checkpoints, price increases, curfews, stronger soldiers — that makes the open world more hostile.
How do you raise Infamy? Completing court activities, killing vampire lords, and progressing main story quests all raise Infamy. It is unavoidable.
Is maximum Infamy bad? No. Maximum Infamy (Level 9) is required to trigger the endgame. Brencis only summons you for the final confrontation when you become enough of a threat.
Can you lower or reset Infamy? No. Edicts are permanent once enacted. You can only control how quickly you gain Infamy, not remove it.
What is the difference between Infamy and Boyar anger? Boyar anger is personal (each Boyar tracks their own) and unlocks individual boss duels. Infamy is court-wide and unlocks the endgame.
Source: TheBigLead, DawnwalkerDB, official game documentation. Community verification in progress for exact Infamy values per activity.
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