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The Blood of Dawnwalker Abilities - Active and Passive Skills - The Blood of Dawnwalker

Abilities

All 27 active abilities in The Blood of Dawnwalker with activation charge cost, cooldown, damage and the day or night phase each one works in.

Witchcraft

10 abilities in The Blood of Dawnwalker

Swordmastery

7 abilities in The Blood of Dawnwalker

Vampirism

10 abilities in The Blood of Dawnwalker

Active abilities in The Blood of Dawnwalker

Active abilities are the buttons Coen presses in a fight. There are 27 of them across the three skill trees in The Blood of Dawnwalker, bought with skill points at a shrine like any other entry in the tree, and each one is triggered either from the ability wheel or from a quickslot.

Every ability page lists the activation charge cost, cooldown, damage values and working phase taken from the game data, along with the tree it belongs to and any manual needed to unlock it. Damage figures scale with Coen level on the same curves the rest of the game uses.

Activation charges are the real limit

Abilities are not limited by mana but by activation charges, and so are Weapon and Claw Arts. Coen starts the game with a single charge, which is the tightest resource in early combat in The Blood of Dawnwalker, and can reach a maximum of four by learning the Sustained Focus perk.

Charges regenerate over time, and successful attacks and blocks speed that regeneration up. That is what ties weapon choice to ability use: a fast shortsword landing more hits refills charges quicker than a greatsword does, which matters more than the raw damage difference in a long fight.

Day abilities, night abilities and forms

Abilities are split by form. Witchcraft abilities such as Astral Communion are human form only, while the Vampirism side covers claws, blood and the night. Voracious Bite in particular is the ability that restores health in the vampire form, because blood is the only healing available there.

Because the day and night cycle is driven by the time bar rather than by choice, a build that invests in only one form spends half of The Blood of Dawnwalker with most of its abilities greyed out. The working phase shown on each ability page is the quickest way to check that balance.

Quickslots and equipment presets

Active abilities can be assigned to quickslots and fired with a single button rather than opened from the wheel, which is the difference between using an ability in a fast fight and not using it at all. Quickslots hold consumables too, so the four slots are contested.

Quickslots are saved as part of the day and night equipment preset, so Coen can carry a completely different loadout of abilities and consumables at night than during the day, and the game swaps between them automatically at each phase change.

Frequently Asked Questions

How many active abilities are in The Blood of Dawnwalker?

There are 27 active abilities spread across the Swordmastery, Vampirism and Witchcraft skill trees.

What are activation charges in The Blood of Dawnwalker?

Activation charges are the resource that active abilities and Weapon and Claw Arts both consume. Coen starts with one and can reach four by learning the Sustained Focus perk.

How do I regenerate activation charges faster?

Charges regenerate over time, and successful blocks and attacks speed the recharge up. Faster weapons therefore refill charges more quickly than slow ones.

Can I use vampire abilities during the day?

No. Abilities are tagged by working phase; Vampirism abilities are night only and Witchcraft abilities such as Astral Communion are human form only.

How do I assign abilities to quickslots in The Blood of Dawnwalker?

Abilities are assigned to quickslots from the character panel, and quickslots are saved as part of the day and night equipment preset, so each form can carry its own set.