Planning a run
15 Things Every New Player Should Know
Short answer
Time is the resource, and almost everything else follows from that. Check the journal before you commit to a quest — the sun, moon and hourglass icons tell you whether it is phase-locked or timed. Buy Shapeshift and Mercurial Fervor first, because there are no mounts and they are how you cross the valley. Rescue Persons in Danger whenever you find them: they award skill points and, uniquely, cost no time at all. And remember that unlocking a skill costs time as well as skill points, so a skill point in hand is not the same as a skill.
These are the fifteen things a launch-day tips video puts in front of a new player, reorganised into the order they actually bite and cross-checked against everything else on this site. Where a claim exists in exactly one place, this page says so at the point of claim rather than in a footnote.
Time, and the icons that warn you about it
Thirty days sounds generous and is not. The important habit is checking the journal before committing to a quest rather than after: it marks whether a quest must be done during the day or at night with a sun or moon icon, and marks time-sensitive objectives with an hourglass. Prioritise one thread and finish it rather than opening several and assuming they will wait.
Every quest we can verify, with its published time cost and what it closes.
Browse the quest database →Free power: Persons in Danger
This is the single most useful thing on the list. Persons in Danger are scattered across the map, day and night, they remain available, they award skill points immediately — and they do not advance the clock. That combination does not exist anywhere else in the game: everything else that makes Coen stronger is paid for in time.
Skills cost time as well as points
Unlocking and upgrading abilities charges narrative time on top of the skill point. That makes a skill point in hand genuinely different from a skill: banking points and spending them when something worth having appears is a legitimate strategy, and buying a node you will rarely use costs you twice.
What is published about the price, and what is still a range.
How much time a skill actually costs →Buy Shapeshift and Mercurial Fervor first
There are no mounts in Vale Sangora, so movement speed is a purchase rather than a given. Shapeshift turns Coen into a wolf at night for faster travel; Mercurial Fervor raises his movement speed during the day. Between them they cover both phases, and both pay back immediately on a map you will cross repeatedly.
Shadowstep is the third of the set. It lets Coen climb structures at night, which turns tower-climbing from a route-finding problem into a formality and makes scouting far cheaper.
Climb the towers early
Towers unfog the map and mark activities, collectibles, quests and Persons in Danger. They mark them as question marks rather than naming them, so you still discover each one first-hand — but that is the difference between planning a route and wandering into things. With Shadowstep the climb itself is trivial.
Judge activities by reward against time
Clearing the map the way you would in most open worlds is actively wrong here, because time is also the currency skills are bought with. Check what an activity pays before committing to it. The Court activities are the ones with a published price — three time segments each, one for a blood cellar — and they are the ones that move the story.
The three trees unlock differently
| Tree | What gates it | Where it comes from |
|---|---|---|
| Swordmastery | Skill manuals | Bought from vendors, or found. Keep coin on hand in case you meet one selling. |
| Witchcraft | Skill manuals | Found in ruins, or held by practitioners of the dark arts. |
| Vampirism | Corruption — no manuals at all | Corruption rises as Coen drinks blood. Feeding on enemies or animals raises it, which unlocks vampire skills earlier. |
Keep the hunger under control
Letting hunger run out sends Coen into a frenzy, and he feeds on whoever is nearest whether you want him to or not — sometimes killing them. The danger is not the frenzy itself but where it happens: mid-quest, or during a scene that matters. Eat before anything important.
Do not kill non-hostile NPCs
The game lets you kill almost anyone and keeps going regardless, which is not the same as it being free. Killing a quest giver removes their content and their rewards for the rest of the playthrough — and on this cast that can mean a skill manual, a shortcut, or an entire ending. If you want to let loose, save first.
The full consequence model, with the characters an ending is routed through.
Who can die, and what dies with them →Combat: use the assists, then stop using them
Blocking and parrying take directional input — you read where a blow is coming from and answer it there. Omni-attack and omni-block are assists that pick the direction for you, and they are a reasonable way to get a feel for the rhythm.
They are a primer, not a destination. Blocking manually in the correct direction costs no stamina, timing it perfectly staggers the enemy long enough to punish, directional attacks deal more damage, and later skills add critical damage specifically to directional attacks. Every one of those is lost while the assist is on.
Pick a weapon by speed, not by the damage number
Coen has several swords and a few non-blade options. The temptation is to take whatever hits hardest, but in a system built on timing a parry, attack speed decides how often you actually get to use the damage. Try the types rather than reading the numbers.
Dismantle the Court
Each of Brencis's three officers — Ambrus, Bakir and Xanthe — runs the facilities that make him strong. Raiding them is what fills that officer's anger meter and opens their duel, and beating all three is what draws Brencis out. It also raises Infamy, which brings edicts down on the valley and makes everything afterwards more expensive to reach.
What each level does to the valley, and why none of it can be undone.
All nine Infamy edicts →Everything above comes from one launch-day tips video except where this page links out to a guide with its own sources. Where the two agree, both are cited on the underlying record; where only the video says something — Persons in Danger being free, corruption gating Vampirism, where each tree's manuals come from — this page says so at the point of claim rather than presenting it in the same voice as a publisher statement.
One source: a tips video published on launch day by someone playing the retail build. Its auto-generated captions mangle every proper noun in the game, so no name here was taken from it unaided — each is one the dataset already held. Four of its claims exist in no other public place and are flagged inline where they appear.
- Game version
- retail
- Last reviewed