Skill tree
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.
Human Coen has no blood to fall back on. Defence is directional and stamina is finite, so the only renewable resource in a daytime fight is the one you earn: Activation Charges accrue from fighting well and pay for active abilities. Playing badly does not only cost health — it costs access to your own kit.
Swordmastery is also the one tree that never goes off shift. Bandai Namco has confirmed it works during both day and night, while Witchcraft is daytime-only and Vampirism nighttime-only — so a Swordmastery point is the only one that is never stranded by the half of the day a route puts you in. The tree itself branches toward defensive resilience on one side and offensive combinations on the other.
All three trees draw on one shared experience bar and one shared pool of skill points, which is what makes that reach worth something: nothing is spent twice, but nothing is free either.
Hex magic is available to him as a human, so the day loop is not a pure melee loop. Whether you treat magic as an opener, an escape or the main event is the first real build decision the game gives you.