Chapter 1: Revival is the opening stretch of Valor Mortis, set in The Battlefield as William takes his first steps through the plague-ravaged front. There are five things to pick up here: a weapon, a Transmutation, and three Ambers. None of them can be permanently missed, so anything you skip can be collected later by returning to the region.
Quick answer: Chapter 1 holds five collectibles. The Saber and Fire Transmutation are handed to you automatically, leaving three Ambers — Bottomless Well, Transmuted Persistence and Iron Grip — tucked inside chests across The Battlefield.
All five Chapter 1 collectibles
| Collectible | Type | How you get it |
|---|---|---|
| Melee weapon | Given at the start | |
| Fire | Transmutation | Granted as the story advances |
| Amber | Chest near the first Lantern | |
| Amber | Chest behind vines in the battlefield | |
| Amber | Chest in the Trenches dead end |
Lanterns are present from the game’s opening, but the menu used for fast travel lists their names only after you defeat the Chapter 2 boss and gain fast travel access. The names below can still orient you when you return to collect anything you missed.
Saber, your starting weapon
The Saber is William’s first melee weapon and lands in your inventory the moment the game begins. There is no chest to find and no objective to clear. You are holding it as you move down the forest trail while the Revival quest marker sits on screen.


Fire Transmutation, unlocked on the main path
Fire is the first Transmutation you acquire, and the story grants it automatically. When you find a corpse hanging above you, use the Take prompt to pull its burning core into your arm. You can then set enemies and objects in the environment ablaze.

It matters for collecting, too. Fire burns away the golden vines that seal off certain passages, and two of the three Ambers in this chapter sit behind exactly those vines. Keep an eye out for them whenever the main route feels like it ends too soon.

Fire Transmutation damage by level
Fire tops out at level 5, and each upgrade raises both its direct and ignite damage. The table below lists the damage figures and the materials each level needs, so you can plan ahead once you reach a workbench.

| Level | Damage | Ignite | Material |
|---|---|---|---|
| 1 | 15 | 4 | — |
| 2 | 17 | 4.5 | Crude Transmutation Material x2 |
| 3 | 18 | 5 | Pure Transmutation Material x2 |
| 4 | 19 | 5.5 | Distilled Transmutation Material x2 |
| 5 | 20 | 6 | Quintessential Transmutation Material x1 |
More upgrades become available as you level up. At level 2, Brittleness increases the melee damage ignited enemies receive. At level 4, pick Fireworks to extend the flame’s reach or Wildfire to widen its spread. At level 5, choose between Never-Ending Inferno, which extends Ignite when you land melee hits, and Unstable Blaze, which makes ignited enemies detonate when struck by shots.
Three Amber locations in The Battlefield
The three Ambers all live in chests you reach by straying slightly off the critical path. Two are hidden behind golden vines, so grab Fire first.

Bottomless Well


Transmuted Persistence


Iron Grip


What the Chapter 1 Ambers do
Two Ambers have confirmed effects to consider before slotting them. Bottomless Well gradually replenishes lost Nephtoglobin and can reach rank 3. Transmuted Persistence returns Recoverable Health whenever your Transmutations damage enemies, and is limited to rank 1.
| Amber | Max rank | Effect |
|---|---|---|
| 3 | Gradually replenishes depleted Nephtoglobin. | |
| 1 | Transmutation damage restores Recoverable Health |
The Chapter 1 boss and completion
Revival closes with a mandatory encounter against General Lothaire, the Eagle-Bearer. This first clash is built around William losing, so you do not need to win it to continue. Falling here is part of the intended story, and it has no bearing on your collectible count.

With the Saber, Fire Transmutation, and each of the three Ambers in your inventory, you’ve collected all Chapter 1 has to offer, and The Battlefield registers as fully explored. Leave an Amber behind, and the region remains open for a later visit, so nothing is permanently missable.






