THE ARCHIVE

The Blood of Dawnwalker Skills & Trees

Explore 88 recorded effects across Witchcraft, Swordmastery and Vampirism. Find manual routes and selected rank costs, with source differences explained.

Community reference · Recorded September 5, 2026 Sources & coverage ↗

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Showing 88 of 88 recorded skills.

Step-by-step walkthroughs

  • Armor Proficiency — Remove medium and heavy armor penalties in The Blood of Dawnwalker. Find Second Skin manuals, compare rank costs, and check your learning progress.

This directory records 88 community-listed skills as of September 5, 2026, grouped into Witchcraft, Swordmastery and Vampirism. It preserves the recorded effect summaries and separates passive perks, active abilities and ultimate perks. Most catalogue summaries follow Game8. Crimson Feast and Shred instead use linked video tooltips, and Wild Blood remains unresolved. The marked rows and notes below identify these source conflicts; the effects have not been reproduced in-game here.

Learning skills

The official Skills & Power bulletin explains that all three trees share experience and skill points. Learning or upgrading skills takes skill points and time. Witchcraft and Swordmastery use manuals to make skills available; drinking blood raises Corruption and opens more Vampirism skills. Use the manual routes and rank examples below for selected unlocks and costs. A complete per-skill map of every prerequisite is not available here.

Witchcraft

Mostly a daytime tree — hexes and blood magic that let Coen fight while keeping his humanity. Unlocks after the "Smoke and Ashes" quest (end of the prologue).

Perks (passive)

SkillEffect
Aether FlowReduces Witchcraft Ability Cooldown.
AmalgamMultiple Buffs from Consumables with time segments set as duration can be applied simultaneously.
Bewitching InfluenceBetter Prices and special offers in stores.
Blasphemous EchoIncreases Witchcraft Abilities Damage for each enemy currently affected by Witchcraft Abilities.
Evil EyeWitchcraft Abilities deal more Damage.
ForagerDouble Harvest chance when gathering plants.
Forbidden SigilsIncreases Witchcraft Ability Slots number.
Frugal WitchcraftChance for Witchcraft Abilities to not cost Health.
Herbal Remedies IConsumables with duration measured in time segments last longer.
Herbal Remedies IIAdditional instant Heal from all Consumables.
Lasting MaledictionDefeating an enemy with a Witchcraft Ability restores Health based on the amount spent to cast it.
Medicus IIncreases the limit of Consumables in a Quickslot.
Medicus IICraft more items in a single batch.
Potent BloodWitchcraft Abilities last longer.
Unholy FervourChance for Critical Witchcraft Ability cast.
Unnatural ResilienceGrants Armour when any Witchcraft Ability is active.
Witchcraft Mastery
Effect differs by source
Chance for a refund of an Activation Charge after Witchcraft Ability use.

Abilities (active)

SkillEffect
Astral CommunionActivates dormant magic in places of power scattered throughout the Valley.
Burning BloodDeal Damage over time to a target.
Compel SoulAllows you to speak with the restless souls. Use together with objects associated with the dead to obtain additional information.
Cycle of RuinExtends Duration of Witchcraft Abilities by 3s. Critical Hits extend Duration by 5s. +10% Witchcraft Ability Damage for each affected enemy.
Life LockBlocks Damage and Reflects it back to the enemy.
Mercurial FervourHaste doesn't cost Stamina. Haste is 20% faster.
Ravenous FlockArea Attack and Stun on target. Attacking the target triggers additional Area Attacks.
Soul ReapingLifesteals target over time and keep him away.
Soul StigmaHigher Critical Chance and Critical Damage on target.
Unholy VitalityRegenerates Health after using Active Abilities.

Ultimate Perks (pick one per tree)

SkillEffect
Arcane Cascade+20% Witchcraft Ability Damage for each Witchcraft Ability used, up to 100%. Resets after combat.
Entwined TormentFirst Witchcraft Ability used in combat targets 2 enemies.
Runic Bulwark15% chance to apply a random Hex to the opponent on a Perfect Block.

Swordmastery

The only tree usable both day and night. Unlocks by default at the start of the game.

Perks (passive)

SkillEffect
CounterattackAttack after Perfect Block deals more Damage.
Endless EffortIncreases Stamina.
Fate's FavourChance for Weapon Critical Hit.
Fleet of FootDodging costs less Stamina.
Growing MomentumIncreases Weapon Damage with each Attack. Buff resets after receiving Damage.
Master FencerIncreases Swordmastery Ability Slots number.
OmniblockOmniblock costs less Stamina.
Pack MuleIncreases Carry Weight.
Perfect BlockPerfect Block restores more Stamina and Activation Charge.
Perfect RiposteAttack in Critical Direction after Perfect Block to deal Critical Damage.
PrecisionDeal more Damage with Directional Attacks when directions don't repeat.
Renewed FocusIncreases Activation Charges Restoration.
Restless BladeReduces Cooldown on Swordmastery Abilities.
Second Skin IDecreases Medium Armour penalties.
Second Skin IIDecreases Heavy Armour penalties.
Sharper EyeChance to Weaken enemy on Perfect Block. Weak enemy deals less and receives more Damage.
Stinging BladeIncrease Weapon Damage.
Sustained FocusIncreases Activation Charges number.
VigourIncreases All Health Types.

Abilities (active)

SkillEffect
Adrenaline RushIncreases Attack Damage after using Active Abilities. Works passively once equipped in the Active Ability panel.
Artery StrikeCritical Attack with a chance of Decapitating the target.
BroadswingWeapon Area Attack.
ChargeCharge dealing Damage and Stunning a target and everyone on your way.
Dirty TrickStuns and Damages a target and makes them vulnerable to Active Abilities.
SwiftnessBoost Attack Speed after Perfect Block. Works passively once equipped in the Active Ability panel.
Walking FortressPerfect Block restores a portion of Activation Charge.

Ultimate Perks (pick one per tree)

SkillEffect
Last Stand+100% Weapon Damage when Health is below 30%.
Sword SageReset Active Ability Cooldowns on enemy killing.
Tactical Mastery-1 Activation Charge cost to all Active Abilities.

Vampirism

Mostly a nighttime tree, and it expands as Coen's Corruption rises (Corruption goes up from drinking blood). Unlocks after "Smoke and Ashes", same as Witchcraft.

Perks (passive)

SkillEffect
Blood TheftAttacking restores Recently Lost Vampiric Health.
ClawpierceChance for Claw Critical Hit.
Closing WoundsSlowly Regenerates Vampiric Health within the current Health Segment.
Crimson Feast
Shown-build effect; source conflict
Shown video tooltip: buffs from drinking Human Blood, lasting 3 time segments.
Dancing ClawsIncrease Claw Critical Chance with each Attack. Buff resets after receiving Damage or after a Critical Hit.
Dimension ReachDecrease Planeshift Stamina cost.
Endless FerocityReduces Cooldowns of Vampiric Abilities.
Endless HungerIncrease Health Segments number.
Hastened CorruptionCorruption fills up faster.
Lasting BloodVampiric Abilities cost less Health.
Nourishing BloodBlood Drinking restores more health.
Razor Sharp ClawsIncreases Claw Damage.
Restless ClawsDecrease Stamina cost of Claw Attacks.
Shadow DwellerIncrease Shadowstep range.
Vrakhiri MightIncreases Vampiric Ability Slots.
Wild Blood
Effect differs by source
Blood source unresolved: the Game8 skill list says Human Blood; its Activation Charges guide says Animal Blood. Check your current tooltip before choosing which blood to drink.

Abilities (active)

SkillEffect
Blood SurgeExplodes target. Bosses receive Damage instead.
Crimson RushIncrease Damage of Active Abilities, the higher your Health percentage is.
Death From AboveInstantly Kill a target below you. Bosses receive Damage instead.
MesmeriseMind Control a target and force him to Fight on your side.
Piercing ShriekStuns all enemies in front of you, Weakens their Defence and Attack Damage. Blocking their attacks reflects Damage back at them.
Scarlet ShieldHealth Regeneration chance after Block.
Shadow StormSlows down Time around you.
ShapeshiftShapeshift into a Wolf and gain Haste in exploration.
Shred
Shown-build effect; source conflict
Shown video tooltip: bleed chance on weapon or claw attacks. Works passively once equipped in the Active Abilities panel.
Voracious BiteRestores Health by drinking target's blood.

Ultimate Perks (pick one per tree)

SkillEffect
Lethal Crescendo+20% Claw Damage after killing an enemy or depleting a Health Segment of a boss. Can stack. Resets at the end of combat.
Renounce DeathGain Lifesteal on Attacks and Immortality instead of dying once per combat. Duration 10s.
Sanguine RenewalVoracious Bite resets all Active Abilities Cooldown.

How to learn a skill, and why it stays locked

  1. Choose when it needs to work. Swordmastery is available by day and night; Witchcraft is daytime; Vampirism is nighttime.
  2. Get access to the next rank. Search soldier or bandit sites and fencers for Swordmastery manuals; search ruins, haunted places and magic vendors for Witchcraft manuals. Vampirism access expands with Corruption from feeding.
  3. Visit a road shrine. The official skill panels direct you there to learn. Inspect the selected rank’s point, time and additional requirement icons before confirming.
  4. Budget shared points. Experience and skill points are shared across all three trees. Earning points during the day does not restrict them to daytime skills.
  5. Equip an active skill. Game8 distinguishes passive perks from active abilities used through quickslots or the ability wheel. Learning a perk does not create a new attack button.

If a skill is still locked, use the progression requirement checklist to identify what to check next.

Sources: official learning rules, official road-shrine panel and Game8’s skill-category explanation.

Manual routes you can follow

Selected access points; see Sean Martin’s linked maps for alternatives.

Swordmastery

AbilityOne reported starting route
ChargeLike Father, Like Son, after Withering Away.
Broad Swing (catalogue: Broadswing)Bandit chest near Outlaw’s Gorge, east of Laslea.
SwiftnessBandit chest northwest of Stoneward Post.
Adrenaline RushBandit chest southeast of Eerie Knoll.
Artery StrikeSoldier chest north of Ambrus’s fort, St. Tyna’s Grove.
Walking FortressSoldier chest south of Stuga Marshes Shrine.
Dirty TrickInitially learned; upgrade book: northeastern St. Tyna’s Grove bandits.

Further ranks need additional manuals. Swordmastery maps.

Witchcraft

AbilityUnlock route
Compel Soul, Astral Communion, Burning Blood, Mercurial FervourAnca’s prologue sequence.
Ravenous FlockBear Trouble pilgrimage, west across Laslea Gate’s river.
Cycle of RuinAncient Circle, western Cursed Chasm.
Soul ReapingAncient Circle, east of Maragir.
Unholy VitalitySite of Crucifixion, south of Eerie Knoll.
Soul StigmaAncient Circle northeast of St. Tyna’s Grove Tower.
Life LockWho Pulls the Strings, Manumit questline: automatic unlock.

Follow the selected Witchcraft manual routes for pickup locations and quest gates. See Witchcraft maps and upgrade copies for additional source details.

What the official rank panels actually show

The following examples are read from the publisher’s August 31 bulletin screenshots. They document that displayed build, not an in-game test on the current patch. Point and time costs are shown per rank; do not replace them with one universal learning cost.

Sustained Focus — Swordmastery, anytime

RankDisplayed effectSkill points / time units
1Capacity becomes 2 Activation Charges.1 / 1
2Begin combat with 1 full Activation Charge.1 / 1
3Capacity becomes 3 Activation Charges.1 / 1
4Capacity becomes 4 Activation Charges.2 / 2

The second rank changes starting charge, rather than raising capacity. The same panel shows progress of 1/35 toward unlocking the ultimate tier; it does not establish a purchase price of 35 points for one ultimate. View the original Sustained Focus panel.

Rank-four cost differs by source: this official image shows two points and two time units; Game8’s Activation Charges guide lists two points and one time segment. Check the confirmation in your current build; the two records are not interchangeable.

Nourishing Blood — Vampirism, night only

RankDisplayed health-restoration bonusSkill points / time unitsAdditional displayed gate
1+10%1 / 1No numbered Corruption gate shown.
2+20%1 / 1Corruption icon: 3.
3+40%2 / 1Corruption icon: 8.

These percentages are the restoration bonus printed on the panel, not a promise that one feed restores that fraction of maximum health. View the original Nourishing Blood panel.

Witchcraft Mastery: a source conflict that affects planning

The official panel labels Witchcraft Mastery as a damage perk. Its displayed ranks include +15%, +25% and +40% damage; two ranks also show a conditional extra-damage trigger. The current Game8 catalogue instead assigns this name an Activation Charge refund effect. These descriptions are incompatible, so do not spend points based on the catalogue’s refund wording alone.

Compare the official Witchcraft Mastery screenshot with the Game8 list, then read the tooltip in your current build. We retain the source-reported entry in the catalogue and flag this conflict rather than silently inventing a reconciled effect.

Crimson Feast, Wild Blood and Shred: conflicting descriptions

The Crimson Feast and Shred rows use the tooltips visible in the linked gameplay video. They describe that recorded build; we have not reproduced these effects in the current patch. The imported Game8 list gives different descriptions.

  • Crimson Feast: the tooltip at 3:29 says Human Blood and a three-time-segment duration. The Game8 list says Animal Blood.
  • Shred: the tooltip at 5:38 gives bleed chance on weapon or claw attacks and says it works passively when equipped in the Active Abilities panel. Game8 instead repeats Crimson Rush’s high-health active-ability damage description.
  • Wild Blood: the Game8 skill list says Human Blood, while Game8’s Activation Charges guide says Animal Blood with passive charge restoration lasting three time segments. We have not checked a Wild Blood tooltip to resolve this.

Compare the Game8 skill list and DawnwalkerDB ability directory; the latter lists Human Blood for Crimson Feast, Animal Blood for Wild Blood and bleed for Shred. Read the effect and rank in your current game before spending points or choosing a blood source.

FAQ

How many skill trees are there?

Three: Witchcraft (daytime magic), Swordmastery (usable day or night), and Vampirism (nighttime, tied to Corruption).

How many Ultimate Perks can I have?

One per tree, so a maximum of three across a full build — pick carefully.

How many total skills are documented?

88 as of September 5, 2026, across all three trees combined.

Sources and coverage

Coverage date: September 5, 2026. Counts describe this site’s recorded entries, not a complete in-game total. Community summaries may omit conditions; check the source and your current game version before relying on an exact value.