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The Blood of Dawnwalker Perks - Every Perk and Level - The Blood of Dawnwalker

Perks

Every perk in The Blood of Dawnwalker grouped by skill tree, with per level effects, tier, skill point costs and manual requirements.

Witchcraft

21 perks in The Blood of Dawnwalker
Bewitching Influence - The Blood of Dawnwalker
Bewitching Influence
Day and night 3 levels

Better Prices and special offers in stores.

Forager - The Blood of Dawnwalker
Forager
Day and night 2 levels

Double Harvest chance when gathering plants.

Unnatural Resilience - The Blood of Dawnwalker
Unnatural Resilience
Day 2 levels

Grants Armour when any Witchcraft Ability is active.

Witchcraft Mastery - The Blood of Dawnwalker
Witchcraft Mastery
Day 4 levels

Witchcraft Abilities deal more Damage.

Aether Flow - The Blood of Dawnwalker
Aether Flow
Day 3 levels

Reduces Witchcraft Ability Cooldown.

Amalgam - The Blood of Dawnwalker
Amalgam
Day and night 2 levels

Multiple Buffs from Consumables with time segments set as the duration, can be applied simultaneously.

Font of Life - The Blood of Dawnwalker
Font of Life
Day

Grants passive Regeneration of Human Health.

Forbidden Sigils - The Blood of Dawnwalker
Forbidden Sigils
Day 3 levels

Increases Witchcraft Ability Slots number.

Frugal Witchcraft - The Blood of Dawnwalker
Frugal Witchcraft
Day 3 levels

Defeating an enemy with a Witchcraft Ability restores Health based on the amount spent to cast it.

Herbal Remedies I - The Blood of Dawnwalker
Herbal Remedies I
Day and night 3 levels

Consumables with duration measured in time segments last longer.

Lasting Malediction - The Blood of Dawnwalker
Lasting Malediction
Day 4 levels

Witchcraft Abilities last longer.

Medicus I - The Blood of Dawnwalker
Medicus I
Day and night 3 levels

Increases the limit of Consumables in a Quickslot.

Blasphemous Echo - The Blood of Dawnwalker
Blasphemous Echo
Day 2 levels

Increases Witchcraft Abilities Damage for each enemy currently affected by Witchcraft Abilities.

Evil Eye - The Blood of Dawnwalker
Evil Eye
Day 2 levels

Chance for Critical Witchcraft Ability cast.

Herbal Remedies II - The Blood of Dawnwalker
Herbal Remedies II
Day and night 3 levels

Additional instant Heal from all Consumables.

Medicus II - The Blood of Dawnwalker
Medicus II
Day and night 3 levels

Craft more Items in a single batch.

Potent Blood - The Blood of Dawnwalker
Potent Blood
Day 2 levels

Chance for Witchcraft Abilities to not cost Health.

Unholy Fervour - The Blood of Dawnwalker
Unholy Fervour
Day 2 levels

Chance for a refund of an Activation Charge after Witchcraft Ability use.

Aether Cascade - The Blood of Dawnwalker
Aether Cascade
Ultimate Day

+20% Witchcraft Ability Damage for each Witchcraft Ability used. Up to 100% Witchcraft Ability Damage. Resets...

Entwined Torment - The Blood of Dawnwalker
Entwined Torment
Ultimate Day

First Witchcraft Ability used in combat targets 2 enemies.

Runic Bulwark - The Blood of Dawnwalker
Runic Bulwark
Ultimate Day

15% chance to apply a random Hex to the opponent on a Perfect Block.

Swordmastery

22 perks in The Blood of Dawnwalker
Endless Effort - The Blood of Dawnwalker
Endless Effort
Day and night 4 levels

Increases Stamina.

Omniblock - The Blood of Dawnwalker
Omniblock
Day and night 4 levels

Omniblock costs less Stamina.

Stinging Blade - The Blood of Dawnwalker
Stinging Blade
Day and night 4 levels

Increases Weapon Damage.

Vigour - The Blood of Dawnwalker
Vigour
Day and night 4 levels

Increases All Health Types.

Fate's Favour - The Blood of Dawnwalker
Fate's Favour
Day and night 4 levels

Chance for Weapon Critical Hit.

Fleet of Foot - The Blood of Dawnwalker
Fleet of Foot
Day and night 4 levels

Dodging cost less Stamina.

Pack Mule - The Blood of Dawnwalker
Pack Mule
Day and night 3 levels

Increases Carry Weight.

Perfect Block - The Blood of Dawnwalker
Perfect Block
Day and night 4 levels

Perfect Block restores more Stamina and Activation Charge.

Perfect Riposte - The Blood of Dawnwalker
Perfect Riposte
Day and night 4 levels

Attack in Critical Direction after Perfect Block to deal Critical Damage.

Second Skin I - The Blood of Dawnwalker
Second Skin I
Day and night 3 levels

Decreases Medium Armour penalties.

Sustained Focus - The Blood of Dawnwalker
Sustained Focus
Day and night 4 levels

Increases Activation Charges number.

Counterattack - The Blood of Dawnwalker
Counterattack
Day and night 3 levels

Attack after Perfect Block deals more Damage.

Master Fencer - The Blood of Dawnwalker
Master Fencer
Day and night 3 levels

Increases Swordmastery Ability Slots number.

Precision - The Blood of Dawnwalker
Precision
Day and night 3 levels

Deal more Damage with Directional Attacks when directions don't repeat.

Renewed Focus - The Blood of Dawnwalker
Renewed Focus
Day and night 3 levels

Increases Activation Charge Restoration.

Second Skin II - The Blood of Dawnwalker
Second Skin II
Day and night 3 levels

Decreases Heavy Armour penalties.

Growing Momentum - The Blood of Dawnwalker
Growing Momentum
Day and night 2 levels

Increases Weapon Damage with each Attack. Buff resets after receiving Damage.

Restless Blade - The Blood of Dawnwalker
Restless Blade
Day and night 3 levels

Reduces Cooldowns of Swordmastery Abilities.

Sharp Eye - The Blood of Dawnwalker
Sharp Eye
Day and night 3 levels

Chance to Weaken enemy on Perfect Block. Weak enemy deals less and receives more Damage.

Last Stand - The Blood of Dawnwalker
Last Stand
Ultimate Day and night

+100% Weapon Damage when Health is below 30%.

Sword Sage - The Blood of Dawnwalker
Sword Sage
Ultimate Day and night

Reset Active Ability Cooldowns on enemy killing.

Tactical Mastery - The Blood of Dawnwalker
Tactical Mastery
Ultimate Day and night

-1 Activation Charge cost to all Active Abilities (minimum 1).

Vampirism

20 perks in The Blood of Dawnwalker
Endless Hunger - The Blood of Dawnwalker
Endless Hunger
Night 3 levels

Increase Health Segments number.

Nourishing Blood - The Blood of Dawnwalker
Nourishing Blood
Night 3 levels

Blood Drinking restores more Health.

Razorsharp Claws - The Blood of Dawnwalker
Razorsharp Claws
Night 4 levels

Increases Claw Damage.

Shadow Dweller - The Blood of Dawnwalker
Shadow Dweller
Night 2 levels

Increases Shadowstep range.

Clawpierce - The Blood of Dawnwalker
Clawpierce
Night 3 levels

Chance for Claw Critical Hit.

Closing Wounds - The Blood of Dawnwalker
Closing Wounds
Night 2 levels

Slowly Regenerates Vampiric Health within the current Health Segment.

Crimson Feast - The Blood of Dawnwalker
Crimson Feast
Night 3 levels

Grants Buffs when drinking Human Blood. Duration: 3 time segments.

Dimension Reach - The Blood of Dawnwalker
Dimension Reach
Night 3 levels

Decrease Planeshift Stamina cost.

Hastened Corruption - The Blood of Dawnwalker
Hastened Corruption
Night 3 levels

Corruption fills up faster.

Restless Claws - The Blood of Dawnwalker
Restless Claws
Night 3 levels

Decrease Stamina cost of Claw Attacks.

Vrakhiri Might - The Blood of Dawnwalker
Vrakhiri Might
Night 3 levels

Increases Vampiric Ability Slots number.

Wild Blood - The Blood of Dawnwalker
Wild Blood
Night 3 levels

Grants Buffs when drinking Animal Blood. Duration: 3 time segments.

Blood Theft - The Blood of Dawnwalker
Blood Theft
Night 3 levels

Attacking restores Recently Lost Vampiric Health.

Dancing Claws - The Blood of Dawnwalker
Dancing Claws
Night 2 levels

Increases Claw Critical Chance with each Attack. Buff resets after receiving Damage or after a Critical Hit.

Endless Ferocity - The Blood of Dawnwalker
Endless Ferocity
Night 2 levels

Reduces Cooldowns of Vampiric Abilities.

Lasting Blood - The Blood of Dawnwalker
Lasting Blood
Night 2 levels

Vampiric Abilities cost less Health.

Mandrake Ward - The Blood of Dawnwalker
Mandrake Ward
Night

Once per Night, upon taking lethal damage, regain 3 Health Segments.

Lethal Crescendo - The Blood of Dawnwalker
Lethal Crescendo
Ultimate Night

+20% Claw Damage after killing an enemy or depleting a Health Segment of a Boss. Can stack. Resets at the end...

Renounce Death - The Blood of Dawnwalker
Renounce Death
Ultimate Night

Gain Lifesteal on Attacks and Immortality instead of dying once per combat. Duration 10s.

Sanguine Renewal - The Blood of Dawnwalker
Sanguine Renewal
Ultimate Night

Voracious Bite resets all Active Abilities Cooldowns.

How perks work in The Blood of Dawnwalker

Perks are the passive half of character development in The Blood of Dawnwalker. There are 54 ordinary perks plus 9 ultimate perks across the Swordmastery, Vampirism and Witchcraft trees, and each one is learned at a shrine by spending skill points.

Most perks have more than one level, and every level has its own effect and its own cost. Eleven perks stop at a single level, thirteen have two, twenty-seven have three and thirty-nine run to four, so a perk page here lists what each individual level does rather than only the headline effect.

Level requirements and spending order

Perk levels are gated by player level and by total skill points already spent, which quietly enforces a spending order. Level 2 of any perk needs Coen at level 5 with 2 points spent, level 3 needs level 10 and 4 points, and level 4 needs level 15 and 6 points.

That means the early game rewards breadth over depth: the points simply cannot be poured into one perk until the mid game. Planning a build in The Blood of Dawnwalker is mostly about deciding which perks to take to level 1 early and which to save for the level 15 window.

Manual gated perks

A number of perks cannot be learned at all until Coen has found and read the matching manual. There are 49 manuals in Vale Sangora, and each perk page names the manual it needs, so a perk that refuses to unlock at a shrine can be traced back to a book that is still out in the world.

Learning advanced perks also costs time, and time is a real currency in The Blood of Dawnwalker. Enough time segments turn day into night, which swaps Coen form and his equipment preset, so a shrine visit late in the day has consequences beyond the points spent.

Day, night and ultimate choices

Perks are tagged by the phase they work in. Across the three trees, 36 entries work in both forms, 30 work only at night and 24 only during the day, which is why the shown effect on each perk page states its working phase rather than assuming it is always on.

The nine ultimate perks sit at tier 4, and only one can be unlocked per tree. They are the only irreversible decision in the perk system, so each ultimate perk page lays out its full level list before the choice has to be made.

Frequently Asked Questions

How many perks are in The Blood of Dawnwalker?

There are 54 ordinary perks and 9 ultimate perks across the three skill trees, plus 27 active abilities that are bought from the same trees.

Why can I not learn a perk in The Blood of Dawnwalker?

Either the perk level requirement is not met, or the perk needs a manual that has not been found and read yet. Each perk page names the manual it requires.

Can perks be reset in The Blood of Dawnwalker?

Ultimate perks are the decision to be careful with: only one can be unlocked per skill tree, so the other two in that tree are closed off once one is taken.

Do perks work in both day and night?

Not all of them. Across the trees 36 entries work in both forms, 30 are night only and 24 are day only. Each perk page states its working phase.

Does learning a perk cost anything besides skill points?

Advanced perks also cost time, which pushes the day and night bar forward. Enough segments flip the phase, swapping Coen form and his equipment preset.