All Abilities & Skill Trees
Every ability across the Swordmastery, Witchcraft and Vampirism trees, plus activation charges, manuals, corruption and combat basics.
Coen grows along three development trees — Swordmastery, Witchcraft and Vampirism — and each tree holds two kinds of skills: perks, which quietly adjust his stats and gear, and abilities, the moves bound to quick slots and triggered mid-fight. This page lists every ability in the game, explains the systems wrapped around them (activation charges, manuals, corruption, the day-night split), and covers the combat fundamentals that decide whether any of them actually land.
How Abilities Work
Active abilities are paid for with activation charges — and, for Witchcraft and Vampirism, with a slice of Coen's own health on top. Everything then sits on a cooldown before it can fire again. Passive abilities cost nothing: they occupy a slot in the ability panel and switch themselves on when their condition is met, whether that's landing a perfect block or spending another ability.
The three trees also keep different hours:
| Tree | Usable | Resource cost |
|---|---|---|
| Swordmastery | Day and night | Activation charges only |
| Witchcraft | Daytime | Charges + health |
| Vampirism | Nighttime | Charges + health (Voracious Bite excluded) |
Quick slots come in two sets — one for day, one for night — with four active abilities each, configured in the Active Abilities tab of the menu. A handful of abilities (Shapeshift, Voracious Bite, Death from Above, Mercurial Fervour, Astral Communion, Compel Soul) sit outside those slots entirely and are triggered directly.
Learning and Upgrading
Leveling up grants a skill point, announced by a green arrow beside the health bar. Points can only be spent at shrines — not from wherever you happen to be standing.
For Swordmastery and Witchcraft, many abilities first require their manual. Manuals are found while exploring, bought, or handed out by quests, and finding one doesn't grant anything by itself: it makes the ability available for a skill point in the tree. Higher ability ranks ask for more manuals again. Vampirism has no manuals at all — that tree opens with corruption, and every drop of blood Coen drinks pushes it further: Voracious Bite on people and animals, certain quests, or vrakhiri blood phials. Phials double as instant healing, so drink them instead of letting them gather dust in the inventory — they often unlock something on the way down.
Upgrading a learned ability costs more skill points at each rank, and as ranks climb it starts charging time tokens as well. A day only holds eight time segments and the whole story gets 30 of them, so think before you commit a point. The guides page covers time management in detail.
Swordmastery Abilities
The everyday tree. Swordmastery works around the clock, never touches Coen's health, and leans on the block system human combat runs on — half of these entries reward blocking well rather than swinging harder.
| Ability | Effect | Cost |
|---|---|---|
| Adrenaline Rush | Raises attack damage after you use an active ability | Passive |
| Artery Strike | Critical strike with a chance to decapitate the target | 2 charges |
| Broad Swing | Sweeping weapon attack that hits everything in the arc | 2 charges |
| Charge | Rush forward, damaging and stunning the target and everyone on the way | 1 charge |
| Dirty Trick | Stuns and damages a target and leaves it open to active abilities | 1 charge |
| Swiftness | Faster attacks after a perfect block | Passive |
| Walking Fortress | Perfect blocks restore part of an activation charge | Passive |
Witchcraft Abilities
Anca ties Coen to the supernatural during the prologue, and from then on the Witchcraft tree is his to grow. These are day-only skills priced in charges and health — and several reach outside combat entirely, questioning the dead or waking old places of power.
| Ability | Effect | Cost |
|---|---|---|
| Astral Communion | Wakes dormant magic at the places of power scattered around the valley | No slot |
| Burning Blood | Damage over time on a target — keeps hurting while you reposition | 1 charge, 15% health |
| Compel Soul | Question restless souls; pair it with objects tied to the dead for extra information | No slot |
| Cycle of Ruin | Every landed attack, block and perfect block extends the duration of active Witchcraft effects | Passive |
| Life Lock | Stops incoming damage and throws it back at the attacker | 1 charge, 10% health |
| Mercurial Fervour | Briefly slows the world around Coen for fast overland movement | No slot |
| Ravenous Flock | Area attack that stuns the target — further hits on it keep setting off new area attacks | 2 charges, 40% health |
| Soul Reaping | Drains a target's life over time and holds it at a distance | 2 charges, 15% health |
| Soul Stigma | Marks a target for higher critical chance and critical damage | 1 charge, 35% health |
| Unholy Vitality | Regenerates health after using an active ability | Passive |
Vampirism Abilities
The night tree, and the only one with no manuals: corruption alone decides what you can learn. Nearly everything here is priced in charges and health — Voracious Bite is the exception, since it's how the health comes back.
| Ability | Effect | Cost |
|---|---|---|
| Blood Surge | Makes a target explode; bosses take heavy damage instead | 3 charges, 25% health |
| Crimson Rush | Active abilities deal more damage the more health Coen holds | Passive |
| Death from Above | Instantly kills an enemy standing below you; bosses take damage instead | No slot |
| Mesmerise | Seizes a target's mind and turns it against its allies; bosses are immune | 2 charges, 30% health |
| Piercing Shriek | Stuns everything in front of Coen and weakens its defense and attack; blocked hits are reflected | 1 charge, 20% health |
| Scarlet Shield | Chance to regenerate health after blocking | Passive |
| Shadowstorm | Slows time around Coen | 1 charge, 15% health |
| Shapeshift | Turns Coen into a wolf — the fastest way to cross the valley at night | No slot |
| Shred | Adds a bleed chance to weapon and claw attacks | Passive |
| Voracious Bite | Drinks a target's blood and restores Coen's health | 1 charge |
Abilities in Combat
Stamina before damage
Nearly everything in a fight draws on stamina: attacks, dodges, several defensive options. Run the bar dry and Coen turns fatigued — his swings slow down and he's left wide open. Two Swordmastery perks fix this before any damage perk is worth taking: Endless Effort (more maximum stamina, up to double at the final rank) and Fleet of Foot (cheaper dodges). Both work day and night.
Night: the dodge game
Vampire form fights aggressively and pays for it — every attack and every normal dodge draws from the same bar. The big damage windows come from horizontal swings: dodge into the attack at the last possible moment for a perfect dodge, which costs no stamina at all and leaves the enemy open for an immediate counter. Vertical strikes deserve respect while you're still learning the timing — dodge back, take the distance, and wait for the next opening instead of forcing one.
Day: the block game
Human form doesn't move like the vampire, so it doesn't try to. Hold the guard up without touching the movement stick — touching it selects a block direction — and when the enemy commits, read the directional indicator and flick the stick into that direction just before the hit lands. Time it right and you've scored a perfect block, which leaves the enemy open. Directional blocks cost no stamina, and that's what makes practiced human combat so efficient. The omni block covers every direction for you and is the place to start while reading indicators is still hard — the price is stamina, one more reason Endless Effort earns its point early.
The red skull
When the wind-up indicator turns into a red skull, the incoming attack is unblockable. Directional block won't catch it and omni block won't either — it has to be dodged. Keep enough stamina in the tank to answer it, because the skull has a habit of arriving right after you've spent your last sliver on greed.
Healing, by form
Daytime Coen has no natural health regeneration — food and healing consumables found while exploring have to carry him. Nighttime Coen drinks: Voracious Bite on whatever's nearby, or a blood phial from the inventory. Feeding also raises corruption, which opens more of the Vampirism tree — the same mechanic that heals you at night is the one that grows it.
What to Learn First
Ten picks that pay off quickly. The deeper early-game strategy — time, money, gear — lives on the guides page.
| Skill | Tree | Why |
|---|---|---|
| Endless Effort | Swordmastery perk | More maximum stamina, the resource every fight runs on |
| Vigour | Perk | More maximum health: 10%, then 20%, eventually 50% |
| Mercurial Fervour / Shapeshift | Witchcraft / Vampirism | Exploration speed for both forms — slowed world by day, wolf by night; fully upgraded, neither costs stamina |
| Vrakhiri Might / Forbidden Sigils / Master Fencer | One perk per tree | Each widens how many abilities you can field; more slots, more answers |
| Second Skin | Swordmastery perk | Removes the stat penalties of medium armor, later heavy armor |
| Shred | Vampirism passive | Bleed chance on every weapon and claw attack, and it scales |
| Pack Mule | Perk | Higher carry weight — encumbrance blocks running and Haste, and traders get risky once Infamy rises |
| Burning Blood | Witchcraft ability | Damage over time, and it works while you keep your distance |
| Blood Surge | Vampirism ability | Explodes a target outright; chunk damage on bosses |
| Stinging Blade | Swordmastery perk | Flat weapon damage, +5% growing to +20% |
The walkthrough puts these systems to work in the prologue; quests lists the Court activities where manuals and vrakhiri blood phials are waiting.
Last updated: 2026-09-04
