Database
Laid out the way the game's own skill screen does it: one tab per tree, Perks on the left, Abilities on the right. Swordmastery works day and night, Witchcraft is daytime-only and Vampirism nighttime-only — and all three spend from one shared pool of skill points.
Select a node to read what it does. The tree mirrors the game's own screen: circles are passive perks, diamonds are active abilities, and the tree rises from its root.Plan a build
Sword, stamina and the resource that rewards fighting well.
Human
Human Coen attacks and defends along distinct directions rather than mashing a single strike.
Human
Human combat is governed by a stamina pool that attacks and defences draw on.
Human
Blinds an enemy temporarily. The effect breaks when the target is hit.
Human
Fighting well generates charges, and charges pay for active abilities.
Human
Attack damage rises after a Swordmastery ability is used.
Human
A strike to the neck that can behead a target outright.
Human
Directional defence against incoming attacks.
Human
A sweeping attack that hits everything around Coen.
Human
Rush a target for burst damage, stunning enemies in the path.
Human
A four-rank perk that doubles maximum stamina.
Human
A Swordmastery perk that reduces the stamina cost of blocking.
Human
A Swordmastery perk that increases sword damage across four ranks.
Human
Raises every soldier's level by four.
Human
Raises the number of Activation Charges available, and opens the Master Fencer branch.
Human
Attack speed rises after a perfect block.
Human
Shifts shop prices across the valley by 15%.
Human
Raises maximum health.
Human
A four-rank perk raising sword critical hit chance, then critical damage.
Human
Kills restore stamina, and dodging costs less of it.
Human
A three-rank perk raising Swordmastery ability slots to four.
Human
Raises how much Coen can carry.
Human
Deflect an incoming attack instead of absorbing it.
Human
A four-rank Swordmastery perk behind Omni-Block. Its effect has not been published.
Human
A named Swordmastery perk whose effect has not been published.
Human
Activation Charges regenerate faster.
Human
Reduces the penalties attached to medium armour.
Human
Perfect blocks generate Activation Charge, improving with rank.
Human
The strike after a Perfect Block hits harder, and eventually causes bleeding.
Human
A two-rank Swordmastery perk rewarding varied directional attacks.
Human
Shortens Swordmastery ability cooldowns.
Human
Reduces the penalties attached to heavy armour.
Human
Weapon damage builds with each hit and resets when you take damage.
Human
Perfect blocks leave the enemy weakened.
Human
Weapon damage rises by 150% while below 30% health.
Human
Resets the cooldowns on active abilities.
Human
Using a Swordmastery ability restores an Activation Charge.
Available to Coen as a human, which is what keeps the day loop from being pure melee.
Hex magic
The carved runes on Coen's body are the conduit for his magic. Everything in the hex tree runs through them.
Hex magic
Summons spirits at haunted locations, with a reported damage buff attached.
Hex magic
Improves the prices merchants offer.
Hex magic
Boils an enemy's blood, staggering them and burning them over time.
Hex magic
Speak with the dead. An investigative hex rather than a damage tool.
Hex magic
Extends how long Witchcraft abilities last.
Hex magic
A named Witchcraft perk whose effect has not been published.
Hex magic
Doubles the materials gathered from harvesting.
Hex magic
Blocks one instance of damage and reflects it back at the attacker.
Hex magic
Increases movement and sprint speed.
Hex magic
An offensive hex shown in July 2026 gameplay footage.
Hex magic
Drains life from a target and knocks it back.
Hex magic
Raises critical hit chance and critical damage.
Hex magic
Regenerates health after an active ability is used.
Hex magic
Grants armour while casting Witchcraft abilities, and opens the Forbidden Sigils branch.
Hex magic
A multi-rank perk that raises Witchcraft damage.
Hex magic
A three-rank perk raising Witchcraft ability slots to four.
Hex magic
A multi-rank perk that cuts the health cost of casting.
Hex magic
Consumables restore more health.
Hex magic
A multi-rank perk that extends hex duration and adds critical chance.
Hex magic
Raises how many consumables Coen can carry.
Hex magic
Shortens Witchcraft ability cooldowns.
Hex magic
Allows several consumable buffs to run at once.
Hex magic
Raises critical hit chance for Witchcraft abilities.
Hex magic
Crafts consumables in larger batches, and eventually one a day for free.
Hex magic
A chance for a Witchcraft ability to skip its health cost.
Hex magic
A chance to refund an Activation Charge after using an ability.
Hex magic
Damage rises with the number of enemies under a Witchcraft effect.
Hex magic
Consumables add a second, instant heal on top of what they restore.
Hex magic
Using an ability makes the next one cost one Activation Charge less.
Hex magic
The first Witchcraft ability used in a fight strikes two enemies instead of one.
Hex magic
Casts a shield that blocks three attacks and can be replenished.
Claws, blood sustain, and traversal that opens routes the day does not have.
Vampire
Vampire Coen heals by feeding. Blood is the night's sustain resource.
Vampire
The vampire form's melee weapon, replacing the sword at night.
Vampire
The vampire progression track. Feeding raises it, and it is what unlocks the deeper Vampirism perks for purchase.
Vampire
Active-ability damage scales with current health — the higher your health, the harder they hit.
Vampire
A drop attack that kills outright. Bosses take heavy damage instead.
Vampire
Raises the maximum number of health segments.
Vampire
A named Vampirism perk whose effect has not been published.
Vampire
Taking less than a full drink. The difference between a fed vampire and a dead witness.
Vampire
Mind-controls a target to fight alongside Coen. Does not work on bosses.
Vampire
Drinking blood restores more health.
Vampire
A scream that stuns and debuffs a target.
Vampire
The vampire's wall traversal, and it has a name: Plane Shift scales walls and ceilings smoothly.
Vampire
Raises claw damage.
Vampire
A chance to regenerate health after a block or perfect block.
Vampire
Extends the range of Shadow Step.
Vampire
Slows time.
Vampire
A short supernatural reposition used in combat and traversal at night.
Vampire
Attacks gain a chance to cause bleeding.
Vampire
Feeds on a target, restoring health while damaging enemies.
Vampire
A three-rank perk raising the number of vampiric ability slots to four.
Vampire
Ordinary enemies explode; bosses take heavy damage instead. Costs charges and health.
Vampire
A two-rank perk improving vampiric health regeneration.
Vampire
A three-rank perk granting combat buffs from human blood.
Vampire
A three-rank perk that removes the stamina cost of Planeshift.
Vampire
A three-rank perk that fills Corruption faster and introduces Overfeeding.
Vampire
A two-rank perk cutting the health cost of vampiric abilities.
Vampire
Claw attacks cost less stamina.
Vampire
A three-rank perk granting Activation Charge buffs from animal blood.
Vampire
Transform to cross the countryside quickly at night.
Vampire
A named Vampirism perk whose effect has not been published.
Vampire
A three-rank perk raising claw critical chance, then critical damage.
Vampire
A two-rank perk reducing vampiric cooldowns.
Vampire
A two-rank perk stacking claw critical chance as you keep attacking.
Vampire
Claw damage rises after a kill.
Vampire
Once per fight, a killing blow instead grants temporary immortality with lifesteal.
Vampire
Feeding with Voracious Bite resets ability cooldowns.
Public material describes further hex categories — speed-enhancing magic, direct offensive magic — without naming the individual spells. We have not invented names for them, and we have not filled in skill-point costs or training times that no source establishes.
The same goes for the shape of the trees. Bandai Namco has stated the rules — which tree works in which phase, that the experience bar and the point pool are shared, that Witchcraft wants manuals and that Vampirism answers to Corruption — but not the topology. The complete node lists, the prerequisite edges between them, the Corruption thresholds and the per-node costs are all still unpublished, so the tree draws what is known and marks the rest as unknown rather than filling it in.
The renderer, the tree structure and the build planner are complete. A verified ability becomes a published page the moment it is added to the dataset, with its source and review date attached.