Database
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.
If a place can only be reached by climbing, then it is a night location whatever the quest log says — and any route that includes it is constrained to night units. That is a scheduling fact before it is a combat one, which is why the 30-Day Planner keeps day and night bands separate rather than pooling them.
The gate on the tree is the same substance. Vampirism is nighttime-only, and its more powerful abilities are locked behind Coen's Corruption, which rises only through feeding on blood. Corruption is a build resource earned by drinking, so a feeding policy is a build decision before it is a moral one. No thresholds are published, so this site draws the gate without claiming where it sits. Points themselves come from the one pool all three trees share.
Blood works the same way. Feeding heals, which makes night combat more forgiving and night narrative considerably less so: every heal is a question about who you are drinking from.