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The Blood of Dawnwalker Difficulty Settings: All 4 Presets Explained

A breakdown of all four difficulty presets, the custom sliders, and the Duelist-run trophy in The Blood of Dawnwalker.

9/12/2026 1.0.0 Last updated: 9/12/2026 9 min read

FAQ

How many difficulty settings does The Blood of Dawnwalker have?
Four preset tiers, running from an easy Story mode up to a hardest high-difficulty preset. On top of the presets, Rebel Wolves layers fine-grained custom sliders (enemy and player damage, health pools) and accessibility toggles such as omnidirectional blocking. Sources disagree on the exact on-screen names of the middle tiers — see the naming note below.
What does the Duelist difficulty actually change?
Duelist removes the directional attack indicators, so you must read enemy animations to know which way to block. Enemies hit harder and behave far more aggressively, but they also carry less health — the intent is a lethal, high-risk fight where everything (Coen included) can die fast, not a health-bar sponge. Blocking is punished more than dodging.
Does difficulty affect trophies or endings in The Blood of Dawnwalker?
Endings do not change with difficulty — they follow your choices and the 30-day clock, not the preset you picked. The only difficulty-gated award is one gold trophy that requires finishing the whole game on the highest preset with a rescue-the-town ending, keeping every assist option and custom edit off. It is achievable on a first playthrough.
Can you change difficulty mid-playthrough?
Yes. Presets and the individual sliders are adjustable, which is convenient if a boss is gating your progress. The catch: editing any option converts the preset label to Custom, and on a trophy run dropping the difficulty or switching to the hardest preset only near the end invalidates the Duelist award.

What Difficulty Options Does The Blood of Dawnwalker Have?

The Blood of Dawnwalker is a directional, parry-heavy action RPG, and Rebel Wolves know that a hardcore skeleton does not have to mean a punishing experience for everyone. The game gives you four difficulty presets — an easy Story mode at the bottom and a lethal high-difficulty preset at the top — then lets you fine-tune the dials underneath with per-parameter sliders and accessibility toggles. Sony’s own store listing markets this as “Adjustable Difficulty (Advanced): you can customise the level of challenge,” which is the short version of the design intent.

The long version — what each tier actually does, how the custom sliders work, and the one trophy that cares about your choice — is below. It matters more here than in most RPGs because the same difficulty decision feeds straight into the /guides/trophy-guide/, and the ticking /guides/30-day-time-system/ clock means a hard mode that slows you down is a mode that quietly costs you days.

The Four Difficulty Presets, Compared

Only the two ends of the ladder are consistently confirmed across every source: Story is the easiest, and the Duelist preset is the one wired to the gold trophy and described as the highest in the platinum guides. The middle tiers are where the sources diverge (see the naming note), so treat their labels as unconfirmed.

Preset (label)RankWhat it changes
StoryEasiestCombat pressure is minimized — tuned for players here for the /guides/all-endings/ branching and the characters, not the parry game.
Middle tier 1 (Normal / Fair)BalancedThe standard default. Even here reviewers call it “quite demanding,” with healing in combat kept deliberately scarce.
Middle tier 2 (Challenging / Nightmare)HardEnemies are tougher and more aggressive; the tactical read on attack arcs starts to matter more.
DuelistHardest confirmedDirectional attack indicators disappear, enemies hit harder and play far more aggressively, but carry less health, and blocking is punished more than dodging.

How the Duelist Preset Actually Plays

Duelist is the tier everyone argues about, and its design is more interesting than “enemies have more HP.” The most visible change is that the directional attack indicators vanish — the on-screen arrows that tell you which way to raise your guard are gone, so you have to read the animation itself. Enemies deal heavy damage and are far more aggressive than on Normal.

The counterintuitive part: enemies also have less health. As IGN’s Spanish review team put it, Rebel Wolves chose an “organic” challenge where “everything in this world is more lethal, Coen included,” rather than turning Brencis’s minions into damage sponges. That puts Duelist in the same school as Ghost of Tsushima’s hardest mode — high risk, high reward, short fights, and a fast death if you mis-time a block. Dodging is favored over blocking on this tier.

Because of that, the honest advice from multiple reviewers is the same: do not start on Duelist. The directional combat needs a few hours to click. Get comfortable through the prologue first (see the /guides/beginner-guide/), and only then decide if you want the extreme version — this is exactly what the final boss /bosses/brencis/ is built to test.

Custom Sliders and Accessibility Toggles

Underneath the four presets sits a layer of individual switches. You can edit the usual suspects — incoming and outgoing damage and health pools — so a player who wants Normal-level enemy aggression but Duelist-level boss health can dial it in. On the PS5 store listing this whole layer is what the “Adjustable Difficulty (Advanced)” label refers to.

The two assist options that draw the most attention are accessibility features for the directional combat, not just difficulty levers:

OptionWhat it doesEffect on the Duelist trophy
Omnidirectional blockingLets Coen defend from all angles without reading attack direction — closer to a standard parry. Costs more stamina (roughly double) for balance.Must be OFF.
Directional indicatorsThe on-screen arrows showing where the next strike lands.Must be OFF (Duelist hides them anyway).
Auto-blockThe game blocks for you — the single most useful learning aid for new players.Must be OFF.
Damage / health slidersPer-parameter tuning of enemy and player numbers on top of any preset.Editing any of these flips the preset to Custom.

Does Difficulty Change Endings or Trophies?

Endings: no. The story branches are driven by your choices and how you spend the 30 days — see /guides/30-day-time-system/ and /guides/all-endings/ — not by the difficulty preset. Playing on Story does not hide content or lock you out of an ending.

Trophies: only one, and it is strict. There is a gold trophy that requires you to finish the entire game on the Duelist preset and land an ending that saves the people of the town. The rules, per the platinum guides, are unforgiving:

  • Run the whole game on Duelist start-to-finish — no dropping down mid-playthrough, and no switching up to Duelist only when the ending is near.
  • Every assist must stay off: directional indicators, auto-block, and any custom slider edit (each converts the preset to Custom and voids the trophy).
  • You do not need side content — main story alone is enough — and it can be done on a first playthrough.
  • Two short early endings do not count toward it.

That makes the difficulty choice effectively a planning decision for completists, right alongside the missable content in /guides/missable-quests/. If the platinum matters to you, decide before the prologue, not after your first death. Everyone else can treat difficulty as a pure comfort setting.

Which Difficulty Should You Pick?

  • Story — here for the characters, romances, and endings; the parry game is not why you bought it.
  • Normal / the balanced tier — the intended default; still demanding, and the best first run for most players working through the /guides/skill-trees/ and early /guides/best-weapons/.
  • Duelist — action-RPG veterans and trophy hunters; read the run rules first, because the gold award is finish-on-Duelist or nothing.
  • Custom — the pragmatic pick when one boss is gating your progress: nudge the numbers, keep moving, per the /guides/one-playthrough-faq/.

Whatever you choose, remember the framing this site repeats everywhere: the difficulty setting is not the constraint — the 30 days are. Difficulty changes how hard a fight is; it does not change whether you have time to reach it.

Sources & Verification

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