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Overview

Coen's abilities are organised into three trees: Swordmastery, Witchcraft and Vampirism. Two of them function at any hour. Witchcraft is the exception, and its reason repays understanding over rote memorisation, since it clarifies multiple oddities that would otherwise resemble bugs.

Why the form blocks the school

No hex is ever spoken aloud. It is carved into the caster's own flesh, with the open wound itself forming part of the spell. When Coen transforms, cuts and scars seal almost immediately.

The vrakhir form therefore mends the incision before the hex can settle in, rendering Witchcraft unusable. The game states this outright in both its tutorial tips and its manual: the magic requires an open, persistent wound. This also explains why the vrakhiri species counts no sorcerers among its own.

Twenty-two perks that only exist before sunset

Witchcraft contains twenty-two perks, each one a daytime-only tool. Investing in the tree, then roaming the valley after dark, means sinking skill points into the clock's empty half.

That is no case against the tree. It is a case for settling early whether your run centres on day or on night — and for treating both equipment presets as part of that same choice.

Two abilities you might not expect to be Witchcraft

Compel Soul belongs to Witchcraft, which makes interrogating the dead a daytime activity. Multiple quests rely on it — including the Razkovniche chain — so a night-focused run can stall at an unquestionable corpse.

Movement divides along the same boundary. Mercurial Fervour gives Coen's human form its speed and belongs to Witchcraft, while Shapeshift, its vrakhir counterpart, belongs to Vampirism. Learn just one of them and you will move slowly for half of each day-night cycle.

Hexes are paid for in health

Abilities from the Witchcraft and Vampirism trees both drain health alongside activation charges. Swordmastery abilities carry no such cost. The two supernatural trees can therefore prove lethal through use alone, making health management intrinsic to casting rather than just something that follows taking hits.

Equipment addresses this head-on: the health cost of a Witchcraft or Vampiric ability can be reduced by up to 8%, spread over two distinct stat lines. Players favouring either tree will get more from those lines than from a damage roll.

What is confirmed for each ability: its effect, how many ranks it has, its tier, and its prerequisites. The per-rank numerical values remain unconfirmed.

The game does not state the per-rank curve anywhere readable, and rather than publish a guess, those figures are omitted. A complete build planner is held back by that single gap and nothing more.

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