Find a Skill
Search every perk and Active Ability by name, effect, tree or working phase.
Browse Skills →SKILL GUIDE · SKILL TREE
Browse Swordmastery, Witchcraft, Vampirism and Active Abilities. Find skill requirements, manuals, working phases, and plan any skill in the Skill Tree Planner.
Try: “parry” · “stamina” · “price” · “night” · “manual” · a Manual name
EXAMPLE UNLOCK PATH




Select any skill in the tree to trace the skills and Manuals it requires.
ANSWER FIRST
Search every perk and Active Ability by name, effect, tree or working phase.
Browse Skills →Add skills to a build and check points, prerequisites and Ultimate requirements.
Open Skill Planner →Check Player Level, tree investment, Mutation, quest and manual requirements.
Check Requirements →See which skill levels a manual unlocks and where each manual can be obtained.
Browse Skill Manuals →CHOOSE BY NEED
Start from the problem you want to solve. These groups are built from recorded effects and requirements, not from a power score or a tier list.
Skills related to Health, regeneration or physical-damage reduction.

Recorded effect: Health.
TRADE-OFF A defensive effect may matter less when damage or mobility is your immediate bottleneck.

Recorded effect: Health.
TRADE-OFF A defensive effect may matter less when damage or mobility is your immediate bottleneck.

Recorded effect: Health.
TRADE-OFF A defensive effect may matter less when damage or mobility is your immediate bottleneck.
Skills related to weapon damage, critical hits and attack chains.

Recorded effect: Melee Damage.
TRADE-OFF A weapon-damage match does not improve unrelated magic or claw attacks.

Recorded effect: Melee Damage.
TRADE-OFF A weapon-damage match does not improve unrelated magic or claw attacks.

Recorded effect: Melee Damage.
TRADE-OFF A weapon-damage match does not improve unrelated magic or claw attacks.
Skills whose recorded effects explicitly mention parries or perfect blocks.

Recorded effect: Parry.
TRADE-OFF Lower value if parries and perfect blocks are not part of how you fight.

Recorded effect: Parry.
TRADE-OFF Lower value if parries and perfect blocks are not part of how you fight.

Recorded effect: Parry.
TRADE-OFF Lower value if parries and perfect blocks are not part of how you fight.
Skills related to Stamina and the actions it gates.

Recorded effect: Stamina.
TRADE-OFF This tag alone does not establish whether a skill is the cheapest route to better stamina.

Recorded effect: Stamina.
TRADE-OFF This tag alone does not establish whether a skill is the cheapest route to better stamina.

Recorded effect: Stamina.
TRADE-OFF This tag alone does not establish whether a skill is the cheapest route to better stamina.
Vampirism skills with a confirmed claw, blood, Health or regeneration effect.

Recorded effect: Health, Blood.
TRADE-OFF These candidates are tree-specific and may not support a Swordmastery or Witchcraft plan.

Recorded effect: Claws Damage.
TRADE-OFF These candidates are tree-specific and may not support a Swordmastery or Witchcraft plan.

Recorded effect: Health.
TRADE-OFF These candidates are tree-specific and may not support a Swordmastery or Witchcraft plan.
CHOOSE BY EFFECT
Know the result you want, but not the skill name? Start with damage, stamina, Focus, parry or another effect. Matching gear is useful to explore, but it is not an automatic recommendation.
SEPARATE SYSTEM
Active Abilities are separate from the three main perk trees and are not mixed into the Skill Tree Planner. They use their own equip panel, so they are listed here instead of inside Swordmastery, Witchcraft or Vampirism.

Active Abilities • Day & Night
Melee Damage
Manual available from 6 known sources →Sold by 5 merchants and other known sources

Active Abilities • Day & Night
Melee Damage
Manual available from 9 known sources →Sold by 5 merchants and other known sources

Active Abilities • Night
Skill progression entry

Active Abilities • Day & Night
Melee Damage
Manual available from 8 known sources →Sold by 5 merchants and other known sources

Active Abilities • Day
Skill progression entry
Manual available from 7 known sources →Sold by 5 merchants and other known sources

Active Abilities • Day & Night
Melee Damage
Manual available from 7 known sources →Sold by 6 merchants and other known sources
DAY AND NIGHT
Some skills only work during the Day or Night. Pick a phase to see representative skills, then open the full filtered list.
Witchcraft
Witchcraft · Skill Cooldown
Witchcraft
Witchcraft
Vampirism · Health
Vampirism · Weapon Crit Damage
Vampirism · Health
Vampirism · Melee Damage
Swordmastery · Parry
Swordmastery · Stamina
Swordmastery · Weapon Crit Damage
Swordmastery · Focus
ULTIMATE SKILLS
Each tree has three Ultimates and only one can be learned per tree. Swordmastery and Witchcraft Ultimates need 35 Skill Points spent in that tree; Vampirism Ultimates need Mutation 15 instead.
View all 9 Ultimates →Plan an Ultimate →EXPLORE
This is a browser, not a planner. To check costs, points and whether a build can reach a skill, open the Skill Tree Planner.
| Skill | Tree | Ranks | Works | Main Effect | Requires | Manual |
|---|---|---|---|---|---|---|
![]() | Vampirism | 3 | Night | Health | Closing Wounds | — |
![]() | Vampirism | 3 | Night | Weapon Crit Damage | Restless Claws | — |
![]() | Vampirism | 2 | Night | Health | Endless Hunger | — |
![]() | Vampirism | 3 | Night | Melee Damage | Nourishing Blood | — |
![]() | Vampirism | 2 | Night | Weapon Crit Chance | Clawpierce | — |
![]() | Vampirism | 3 | Night | Stamina | Shadow Dweller | — |
![]() | Vampirism | 2 | Night | Skill Cooldown | Lasting Blood | — |
![]() | Vampirism | 3 | Night | Health | Root skill | — |
![]() | Vampirism | 3 | Night | Health | Nourishing Blood | — |
![]() | Vampirism | 2 | Night | Health | Vrakhiri Might | — |
![]() | Vampirism | 1 | Night | Health | Root skill | — |
![]() | Vampirism | 3 | Night | Health | Root skill | — |
![]() | Vampirism | 4 | Night | Focus | Root skill | — |
![]() | Vampirism | 1 | Night | — | Root skill | — |
![]() | Vampirism | 3 | Night | Stamina | Razorsharp Claws | — |
![]() | Vampirism | 1 | Night | Skill Cooldown | Root skill | — |
![]() | Vampirism | 2 | Night | Stamina | Root skill | — |
![]() | Vampirism | 3 | Night | — | Root skill | — |
![]() | Vampirism | 3 | Night | Focus | Nourishing Blood | — |

Vampirism • Night
Health

Vampirism • Night
Weapon Crit Damage

Vampirism • Night
Health

Vampirism • Night
Melee Damage

Vampirism • Night
Weapon Crit Chance

Vampirism • Night
Stamina

Vampirism • Night
Skill Cooldown

Vampirism • Night
Health

Vampirism • Night
Health

Vampirism • Night
Health

Vampirism • Night
Health

Vampirism • Night
Health

Vampirism • Night
Focus

Vampirism • Night
Skill progression entry

Vampirism • Night
Stamina

Vampirism • Night
Skill Cooldown

Vampirism • Night
Stamina

Vampirism • Night
Skill progression entry

Vampirism • Night
Focus
UNLOCK REQUIREMENTS
Skill Points are not the only gate. 49 skills need a Manual in addition to their prerequisite path, and others are gated by a quest, Mutation or tree investment.
Some skill levels require a manual before they can be learned. A manual unlocks specific levels, not the whole skill.
Browse Manual Skills →Some skills are unlocked through story or quest progression rather than a prerequisite chain.
View Quest-Gated Skills →Some Vampirism skills use Mutation requirements on individual levels.
View Mutation Skills →Higher-tier skills and Ultimates can require points already spent in their tree.
Open Skill Planner →CHECK THE REQUIREMENTS FIRST
Learn every prerequisite skill shown in its path before the skill itself can be taken.
Some levels need a minimum Player Level or points already spent in that tree.
A Manual unlocks specific levels, and some skills are gated behind quest progression.
Vampirism levels can need Mutation, and an Ultimate blocks the other Ultimates in its tree.
When the exact quest or manual progression in your save is unknown, the planner marks that requirement as Not checked instead of treating it as failed.
Check a specific skill in the Skill Tree Planner →BUILD COMMITMENT
Check whether you can change your choices later and how many points your target path needs before committing to a deeper branch.
HOW SKILL POINTS WORK
Plan costs are calculated level by level. Some levels also need a minimum number of points already spent in that tree, and a skill's own cost does not count toward that.
Skill Points Guide →TREE REQUIREMENTS
Higher-tier skills and every Ultimate can require points to be spent elsewhere in the same tree before they unlock.
Open Planner →RESPEC
No normal respec method, location or cost is currently known. Do not plan around resetting Skill Points; keep a manual save before committing them.
Check Respec Rules →SKILL GUIDE FAQ
A Manual unlocks specific levels of one skill instead of the whole skill. Open the Manuals list to see which skill a manual covers and where it can be obtained.
Skill Points only decide whether you can afford a skill. Check its prerequisite path, Player Level, points spent in the tree, Manual, quest, Mutation and Ultimate rules.
Yes. Every skill card links to the Skill Tree Planner with that skill already targeted, so you can check what it still needs.
You can plan an Ultimate in a different tree, but only one Ultimate can be learned from each individual tree. Swordmastery and Witchcraft need 35 Skill Points spent in their tree; Vampirism needs Mutation 15.
No. Only some skills have manual-gated levels. Skills without a manual unlock through their tree, Player Level or a quest.
No. Active Abilities are a separate system and are not mixed into Swordmastery, Witchcraft or Vampirism.
There is no confirmed campaign-wide maximum. The level-up table grants 59 Skill Points through level 50, but other sources may exist.
No normal respec method, location or cost is currently known. Do not plan around resetting Skill Points; keep a manual save before committing them.
No. The tree only draws skill connections that are known.