Gaming How-To

The Blood of Dawnwalker: How to Increase Ability Slots

Forbidden Sigils, Master Fencer, and Vrakhiri Might each add an equip slot inside their own skill tree.

Forbidden Sigils, Master Fencer, and Vrakhiri Might each add an equip slot inside their own skill tree.

Coen learns far more abilities than he can carry. Every tree in The Blood of Dawnwalker starts with a small number of equip slots, and the game never hands out extra ones for levelling up. Each tree hides its slot expansion behind one specific perk, so unlocking a flashy new attack without that perk leaves it sitting in the menu, unusable in a fight.

Quick answer: Visit a shrine, open the Perks menu, and level up Forbidden Sigils for Witchcraft, Master Fencer for Swordmastery, and Vrakhiri Might for Vampirism. Each level of those three perks adds one active ability slot to its own tree, up to four slots per tree.


The three slot perks and what gates each one

The three trees do not work the same way. Two of them bury the slot perk behind a prerequisite skill, while the third ignores prerequisites entirely and checks your Corruption level instead.

Skill treeSlot perkWhat unlocks it
WitchcraftForbidden SigilsUnnatural Resilience must be unlocked first
SwordmasteryMaster FencerSustained Focus must be available first
VampirismVrakhiri MightEnough Corruption level, no prerequisite perk

Their tooltips are blunt about what they do. Forbidden Sigils reads “Increases Witchcraft Ability slots number.”, Master Fencer reads “Increases Swordmastery Ability slots number.”, and Vrakhiri Might reads “Increases Vampiric Ability slots number.”


Spend skill points at a shrine to add a slot

Perks can only be purchased at shrines scattered around the Valley. There is no way to spend points from the pause menu in the field, so plan a stop before a big fight rather than after it.

Open the map and travel to a shrine marker. Svartrau Northern Crossroads is one convenient option, but any shrine works for perk shopping.
World map screen with shrine and travel markers scattered across the Valley.
The map screen, used to pick a shrine to travel to. Image: Rebel Wolves
Walk up to the shrine and hold the interact prompt to use it. A freshly discovered shrine may need restoring first, which means tracking down its missing heart and returning it before the menu becomes available.
Interact prompt to use the shrine appears next to Coen during exploration.
The Use the Shrine prompt that opens the perk menus. Image: Rebel Wolves
Open the Perks menu and switch to the tree you want more slots in. The three tabs are labelled WITCHCRAFT, SWORDMASTERY, and VAMPIRISM.
Highlight the slot perk for that tree and hold the confirm button to buy the next level. Forbidden Sigils sits in the third row from the left of Witchcraft, Master Fencer sits beneath Sustained Focus in Swordmastery, and Vrakhiri Might is in the leftmost column of Vampirism.
Swordmastery perk grid at a shrine with a node selected and the learn button held down.
Buying a perk in the Swordmastery tree by holding the learn button. Image: Rebel Wolves

The slot count updates the moment the purchase completes. The perk’s own description will show the new total, and the Active Abilities panel will have an extra empty square for that tree.


Sword and magic slots: clear the prerequisite perk first

Master Fencer and Forbidden Sigils are both locked until the node above them is bought, and neither prerequisite is a wasted purchase. Sustained Focus raises the number of activation charges Coen can hold, which is the resource every Swordmastery ability spends. Unnatural Resilience adds armour whenever a Witchcraft ability is running.

Swordmastery is usually the first tree worth expanding because its abilities function in both human and vampire form, so they can sit in the day loadout and the night loadout at once. Taking Sustained Focus to level 4 and Master Fencer to level 3 gives you the maximum charges and the maximum Swordmastery slots.

Witchcraft is daytime only, so its extra slots matter most if you fight through the daylight hours and want two or three hexes queued at once. Both trees also require Manuals for certain perks and abilities. A book icon on a node means you need to find or buy the Manual and read it from your inventory before that node can be purchased at all.

The cost curve is identical for both trees.

Slots unlockedSkill pointsTime segments
2 slots11
3 slots11
4 slots21

Note: the hourglass icon on a perk is a real cost. Every level you buy pushes the in-game clock forward by a segment, and the story runs on a 30-day limit, so check the hourglass before committing points late in a day you still need.


Vampiric slots: Vrakhiri Might runs on Corruption

Vrakhiri Might has no prerequisite perk sitting above it, which makes it the simplest of the three to reach and the slowest to max. Skill points still pay for each level, but the level only becomes available once Coen’s Corruption is high enough. Corruption climbs by drinking blood directly from enemies or from vials, and killing a powerful Vrakhiri pushes it up sharply in one go.

Slots unlockedCorruption requiredTime segments
2 slots41
3 slots71
4 slots111

A “New Vampiric Powers Available” message on screen is the cue that your Corruption crossed a threshold and something in the Vampirism tree has opened up. If Vrakhiri Might is still greyed out, more skill points will not help. Feed more.


Equip the ability after you buy the slot

A new slot does nothing on its own. Open the Active Abilities tab from the character menu and drag an unlocked ability into the empty Quick Slot. The shrine purchase never assigns abilities for you, and it is an easy step to skip when you buy several things in one visit.

There are two separate Quick Slot sets, one for day and one for night, each holding up to four active abilities per type. Witchcraft goes in the day set, Vampirism in the night set, and Swordmastery can live in both because it works around the clock. The game swaps loadouts automatically when Coen changes form, so you only have to build each set once.

Worth knowing: a handful of abilities never consume a common slot at all. Astral Communion, Compel Soul, Mercurial Fervour, Death from Above, Shapeshift, and Voracious Bite are all flagged as not taking a slot in the Active Abilities panel, so they do not compete with your combat picks.


Why the slot perk will not unlock

If a slot node refuses to buy, one of a short list of conditions is missing.

  • You are not at a shrine, or the shrine has not been restored with its missing heart yet.
  • Master Fencer is locked because Sustained Focus has not been taken, or Forbidden Sigils is locked because Unnatural Resilience has not been taken.
  • A book icon is showing, meaning the Manual for that node has not been found or has not been read from your inventory.
  • Vrakhiri Might is greyed out because your Corruption is below the next threshold.
  • You have no skill point banked. A green arrow beside the health bar appears when one is available.

The practical takeaway for a first playthrough is to buy the slot before the ability, not after. Skill points and time segments are both finite against the 30-day clock, and an unlocked ability with nowhere to sit is a dead purchase until you go back and fix it.

Coen in The Blood of Dawnwalker during a moment of combat and exploration in the Valley.
Coen’s kit in the Valley, split across Swordmastery, Witchcraft, and Vampirism. Image: Rebel Wolves