01Time as a resource
Story time advances through completed quests and certain marked actions or dialogue choices, not through ordinary wandering or combat. The cost can be shown before commitment. This makes the 30-day structure a decision system rather than a hidden real-time countdown.
Understand the deadline →02Human by day
During the day Coen is human, and Witchcraft is available. Confirmed magical roles include offence, defence, crowd control, damage over time, buffs, and debuffs. Manuals or scrolls and shared skill points support the discipline.
Explore Witchcraft →03Vampire by night
At night vampiric abilities awaken. Feeding increases corruption, deeper corruption opens stronger abilities, and Blood Hunger creates a risk if Coen does not drink enough blood. The system joins power to consequence rather than offering a free upgrade.
Explore Vampirism →04Precision combat
Adaptive omniattack and omniblock sit alongside a directional option. Official materials confirm perfectly timed parries, ripostes, and sword attacks built around windup, anticipation, and swing phases; exact timing advice remains evidence-bound.
Read the combat guide →05Shared progression
Enemies, quests, hidden locations, special encounters, and bosses can award XP. One XP bar and one skill-point currency serve Swordmastery, Witchcraft, and Vampirism, while manuals, time, feeding, and corruption add distinct requirements.
See how progression works →06Choice without invented certainty
The narrative sandbox is built around decisions, relationships, and different opportunities. This wiki separates official rules from observed outcomes, so walkthrough branches, boss tactics, and achievement routes are published only when the underlying capture can support them.
Review the route standard →