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Bulletin #11: what Rebel Wolves just settled about the skill trees
Short answer
Community Bulletin Board #11, published 28 August 2026, confirms that Swordmastery works during both day and night, Witchcraft is daytime-only and Vampirism is nighttime-only; that all three trees draw on one shared experience bar and one shared pool of skill points; that Witchcraft progression involves finding magic manuals; and that the more powerful Vampirism abilities are gated behind Corruption, which rises through feeding on blood.
Most coverage of a skill tree is a list of node names. This is not that. The bulletin publishes almost nothing new about individual nodes and instead states the rules the trees operate under — which is the more useful half, because rules are what a plan is built on and names are only what fills it in.
One bar, one pool, three trees
The headline for anyone planning a run: there is a single experience bar and a single pool of skill points, shared across Swordmastery, Witchcraft and Vampirism. There is no per-tree allowance quietly topping itself up while you play in the other form.
Read one way that is generous — nothing you do is wasted, and objectives cleared as a swordsman pay for hexes. Read the other way it is the constraint the whole build is made against: every purchase competes with every other purchase, and spreading points across three trees is not free breadth, it is depth given up in all three. With an Ultimate Perk reported at 35 points, two of them is a serious fraction of a run.
When each tree actually works
| Tree | Works | Extra gate |
|---|---|---|
| Swordmastery | Day and night | None stated |
| Witchcraft | Daytime only | Magic manuals |
| Vampirism | Nighttime only | Corruption, raised by feeding |
This is the part that changes how a point should be valued. Two of the three trees are idle for half the run. A Swordmastery point is the only one that is never stranded by the half of the day a route puts you in — the sword is Coen's in either form — while a hex bought for a night-heavy stretch of the calendar sits unused until the sun comes back.
That does not make Witchcraft or Vampirism worse buys. It makes them buys with a shape: they are worth what the phase they belong to is worth in your particular route, which is exactly the sort of question the 30-Day Planner exists to answer.
The two gates
Witchcraft progression involves finding magic manuals, so part of that tree is gated behind exploration and loot rather than behind points alone. Points you have saved cannot open a node whose book you have not found.
Vampirism answers to Corruption, which rises through feeding on blood, and the bulletin says plainly that increasingly powerful abilities sit behind it. This had been shown in a pre-beta build; it is now stated. The consequence is uncomfortable by design: a player who feeds sparingly to keep their hands clean is also choosing to leave the bottom of the vampire tree shut. Feeding is a build decision before it is a moral one.
The bulletin also describes what the trees contain in broad terms — Witchcraft spanning offensive and defensive spells, crowd control, damage over time, buffs and debuffs, and Swordmastery branching toward either defensive resilience or offensive combinations.
What we corrected here
Two things on this site were wrong, and it is worth saying which rather than quietly fixing them. Six Swordmastery records were marked day-only, and the Witchcraft root was marked as working in both phases. Earlier coverage was genuinely muddled on both points; the bulletin is not, so the dataset now follows it and a check in the build validates every node against its tree's rule.
The rules themselves are recorded as official, and they are shown above each tree with the badge that says so — beside claims that are only reported, so the difference is visible rather than something you have to know.
What is still unknown
- The complete node lists. The trees are reported at 31, 29 and 30 nodes; no official source publishes them.
- The prerequisite edges. Which node opens which is unpublished, so this site draws no connectors it cannot source.
- The exact on-screen topology. The shape of the trees on the game's own skill screen is not public.
- Per-node point and time costs. The 35 points for an Ultimate is still the only skill-point figure anyone has stated. A retail review has since put a range on the time side — up to two chunks per purchase — but does not say which skills sit where in it.
- Corruption thresholds. The gate is confirmed; the number on it is not.
- Bloodline requirements. Coverage reports that some Vampirism unlocks are tied to particular powerful vampires, and says outright that the mechanic has not been revealed.
A detailed transcription of the trees does exist, and this site publishes what it names — the Ultimates, the rank ladders, the perks with numbers on them. It is a compilation assembled from publisher and walkthrough footage, and it is cited as one — not as a dump from the shipped game, which is a different kind of claim.
The trees, the rules and the shared pool, laid out the way the game's own skill screen does it.
Open the Build Planner →Frequently asked questions
The questions people are actually searching for, answered from confirmed sources.
- Do skill points carry across all three trees in The Blood of Dawnwalker?
- Yes. Community Bulletin Board #11 confirms that Swordmastery, Witchcraft and Vampirism draw on one shared experience bar and one shared pool of skill points. A point spent in one tree is a point the other two will not get, and how many points a level awards is not published.
- Can you use Witchcraft at night in The Blood of Dawnwalker?
- No. Witchcraft is daytime-only. The runes are human Coen's, so the hexes are unavailable once he turns at sunset. Vampirism is the reverse — nighttime-only — and Swordmastery is the only tree that works in both phases.
- How do you unlock Witchcraft skills in The Blood of Dawnwalker?
- Witchcraft progression involves finding magic manuals, so part of the tree is gated behind exploration and loot rather than skill points alone. Which specific nodes require a manual is not published.
- What is Corruption used for in The Blood of Dawnwalker?
- Corruption gates the more powerful Vampirism abilities, and it rises through feeding on blood. It is not spent — it accumulates and unlocks. No public source gives the thresholds, and nothing establishes whether Corruption can fall again.
- Has Rebel Wolves published the full skill trees yet?
- No. Bulletin #11 states the rules the trees operate under, not their contents. The complete node lists, the prerequisite edges, the on-screen layout, the per-node costs and the Corruption thresholds are all still unpublished.
The rules above are stated by Bandai Namco. Everything numeric around them — point costs, Corruption thresholds, node counts and the shape of the trees — is still unpublished, and this post says where that line falls rather than blurring it.
- Game version
- retail
- Last reviewed