Gaming Guide

Valor Mortis: All Transmutation and Ability Locations

Where William picks up every Fire, Stasis, and Shield power plus both passive traversal skills, chapter by chapter.

Where William picks up every Fire, Stasis, and Shield power plus both passive traversal skills, chapter by chapter.

Violet Stasis energy flaring along William's arm in a dark cavern

William gains five special powers over the course of Valor Mortis: three combat transmutations fuelled by Nephtoglobin and two passive skills that open up exploration. None of them sit behind optional content, so you collect each one simply by progressing through the main story. They arrive in a fixed order, from the opening battlefield in Chapter 1 to the University near the end of Chapter 8.

Quick answer: You unlock all five along the critical path. Fire comes in Chapter 1, the Grapple in Chapter 3, Stasis in Chapter 4, Platform Control in Chapter 5, and Shield in Chapter 8.

SkillChapterType
Fire Transmutation1Combat transmutation
Nephtoglobin Grapple3Passive exploration
Stasis Transmutation4Combat transmutation
Nephtoglobin Platform Control5Passive exploration
Shield Transmutation8Combat transmutation

Each power sits in a dead soldier at an altar overgrown with plague growth. Press E at the TAKE prompt and William reaches into the body’s chest and pulls out its glowing core, after which a transmutation appears on your off-hand and can be swapped to during combat. The two Nephtoglobin abilities work differently: they never show up on the weapon wheel and are used at the spots in the world that call for them.

See where each Transmutation and ability is found on the Valor Mortis map.

William reaching for the glowing orange core in a dead officer's chest
Taking a power: William reaches into the dead soldier’s chest for its core.

Fire Transmutation location (Chapter 1)

You pick this up shortly after lighting the Onslaught Arch lantern on The Battlefield. An enemy climbs out of the lake nearby; deal with it, then climb the slope just beyond to reach the corpse that grants the power. The altar is a dead soldier inside a thicket of red plague roots, a few metres above the Lantern; press E at TAKE. The altar is easy to walk past, so if you left The Battlefield without it, travel back to the Onslaught Arch Lantern and climb up to it.

A dead soldier inside a thicket of red plague roots above the Onslaught Arch Lantern, with the E TAKE prompt
The Fire altar, a few metres above the Onslaught Arch Lantern.

In the scene, William grips the glowing orange core in the dead officer’s chest, and fire veins burst up his forearm. Afterwards his left hand burns: Fire replaces the firearm in that hand.

Fire lets William throw flames from his left hand. Enemies caught in it keep taking damage over time once their ignite meter fills, which makes it a reliable way to break up a crowd pressing in on you. The same flames also clear the white, web-like growths that block certain paths.


Nephtoglobin Grapple location (Chapter 3)

Once the Iron Marshall is down, walk a short way west from his barn back toward the village. By the wall of another barn, next to some crates and a brass candlestick, a dead man stands inside a cage of hanging red-black tendrils. Look at him and press E at the “TAKE” prompt.

A dead man inside a cage of hanging red tendrils by a barn wall, with the E TAKE prompt
The Grapple pickup: a dead man in a cage of tendrils by a barn wall. Press E at TAKE.

In the scene that follows, William reaches into the dead officer’s opened chest and pulls out a glowing blue core; it crawls up his bare forearm as blue scale-like light.

William reaching for a glowing blue core in a dead officer's chest
William pulls the glowing blue core from the dead officer’s chest.

When the scene ends, a hint box reads: “When a Grapple Point is in range, look at it and press [E] to use it.” Grapple Points are the blue glowing claw-shaped lamps hanging on chains.

Hint box reading When a Grapple Point is in range, look at it and press E to use it, with a blue lamp hanging above a ruined tower
The Grapple hint, with the first Grapple Point hanging above the ruined tower.

Your first one hangs on the ruined tower right in front of you: look at the lamp and press E, and a blue tendril shoots from William’s hand to the lamp and pulls him to it.

A blue tendril shooting from William's hand to a glowing Grapple Point
The first grapple: a blue tendril shoots from the hand to the lamp.

This is a passive traversal skill rather than a weapon, so you will not find it on the switching wheel. With it active, William can latch onto the blue Nephtoglobin bulbs and run along blue Nephtoglobin walls, opening routes that were previously out of reach.

The same hand pulls Nephtoglobin Blossoms, big glowing pale-blue growths that block doorways. The first one fills a doorway in a timber shed passage a short way from the Grapple altar. Look at it for the PULL (HOLD) prompt and the hint “Hold [E] to pull the Nephtoglobin Blossoms, unlocking new paths.”

A glowing pale-blue Nephtoglobin Blossom in a doorway with the E PULL HOLD prompt and the pull hint
A Nephtoglobin Blossom with the PULL (HOLD) prompt and its hint.

Hold E for about two seconds: blue tendrils from William’s hand grip the blossom, it bursts into dark specks, and the doorway behind it is open.

The doorway open after the Nephtoglobin Blossom was pulled
The doorway is clear once the blossom bursts.

At the Marketplace in the Fallen Village, the wide stream beside the wooden jetty is crossed with a single grapple. From the start of the jetty the Grapple Point, a blue claw-lamp on the dead leaning tree across the water, is too far away for a prompt. Walk about 6 m out to the end of the jetty, where GRAPPLE appears at roughly 18 m, then press E. The tendril carries you over the water to the burning village on the far bank. Walking off the jetty into the water only puts you back on the near bank.

The E GRAPPLE prompt on a blue claw-lamp hanging from a dead tree across the stream, burning village behind
From the end of the Marketplace jetty, the Grapple Point across the stream is in range.

Stasis Transmutation location (Chapter 4)

Stasis is in the Caverns, in Chapter IV (Dark Descent). Rest at the Old Mine Lantern, then push into the mine: the altar is about 93 m from the Lantern in a straight line. It is a dead officer in a long coat standing among huge dark roots in a misty cavern, his chest a cage of blue-purple veins. Press E at TAKE.

A dead officer with blue-purple veins in his chest among dark roots in a misty cavern, with the E TAKE prompt
The Stasis altar in the Caverns, about 93 m from the Old Mine Lantern.

In the scene, William reaches into the glowing violet core and violet tendrils wrap his hand and forearm, while he remarks uneasily on now holding sway over time itself. A Dark Descent quest update follows, and his left hand carries Stasis from then on.

The dead officer's chest opened on a glowing violet core in a cage of veins
The violet core that gives William Stasis.

A two-page tutorial follows. Hold the Transmutation button to freeze enemies in their tracks, and once one is fully frozen, attack it for massive damage. Pressing it while looking at moving gears stops them and all the machinery connected to them. Completely filling a Stasis Segment deals damage and expels a Nephtoglobin Remnant from the enemy, and the stronger the enemy, the more segments must be filled to freeze it. Stasis costs Nephtoglobin like the other transmutations.

Stasis Transmutation tutorial page about freezing enemies and stopping moving gears
The first Stasis tutorial page.

Nephtoglobin Platform Control location (Chapter 5)

As soon as you light the Ship Graveyard lantern, walk to the end of the path ahead to pick this one up.

Like the Grapple, it is used passively while exploring. It lets William pull out platforms and blue Nephtoglobin walls and gives him a pole to swing from, extending how far he can traverse.


Shield Transmutation location (Chapter 8)

The last power sits inside the University. From the Main Hall lantern, head upstairs and ride the elevator up to one of the building’s highest floors, then interact with the corpse there to claim it.

Shield raises a barrier around William for as long as he has Nephtoglobin, blocking incoming attacks outright. It also keeps him safe while crossing burning ground and toxic or poison fields.

Using any transmutation drains Nephtoglobin, the purple bar under your health. Refill it by shattering enemy weak points or landing sword hits, so keep melee in the rotation rather than leaning on magic alone.


As soon as you own a transmutation and have brought Louis back to the Abandoned Church at the end of Rendezvous, you can upgrade it at Louis’s Laboratoire. Each one caps at level 5, with the final rank requiring a Quintessential Transmutation Material, so decide early which power you most want pushed to the top.