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Peregrini Aurorae
August 17, 2026 at 03:09 AM
Added the confirmed weapon classes, the three attack phases, the omniblock and directional approaches, named execution and block mechanics, and Swordmastery progression; corrected the outdated claim that this is the only weapon in the game and fixed the description of Coen's father
Peregrini Aurorae, meaning Dawn's Pilgrim, is the sword Coen carries in his right hand. The name was revealed with the key art the studio published in early 2026, where the blade is described as a fateful omen paired with a balance, the symbol of equilibrium and justice, while Coen's left arm is scarred with the runes that let him cast. The image states the character in one frame: the sword on one side, forbidden magic on the other, and an eclipse behind him.
Coen did not come by the blade untrained. His father Pieter, a former mercenary, taught him the basics of swordsmanship from a young age, on the reasoning that it might one day save his life.
The developers have confirmed that the game mostly features different types of swords: short swords, long swords, and great swords, which feel different from each other and change how fast Coen attacks. Peregrini Aurorae is a long sword. They have also said Coen will be able to pick up axes and other weapons along the way, with a joking aside about a pickaxe, so the named blade is one option rather than the whole arsenal. Earlier summaries describing it as the only weapon in the game are out of date. Gear and upgrades are covered under Equipment and Crafting.
Sword combat is built to be adapted to preference. A player can use omniblocks and omniattacks, which choose swing directions automatically and deflect incoming strikes, or commit to the fully directional, tactical approach and read the opponent's movement to pick each response. Reading an incoming attack, choosing the right answer and finding an opening is what separates a win from a death, and which route is used is left entirely to the player. The systems are covered in Combat and Directional Combat.
Every attack is constructed from three phases: windup, anticipation, and swing frames. The team describes this as producing a particular kind of agility, approachable for newcomers while leaving depth for anyone chasing mastery. Encounters are designed so that positioning, timing and commitment matter rather than reflexes alone. A large part of the combat was shot in motion capture and then adjusted by animators to match the game's mood, with artists and designers drawing on Historical European Martial Arts and other historical material, though the team is clear that it was never the intent to recreate medieval combat habits one to one.
Mechanic | What is confirmed |
|---|---|
Weapon classes | Short swords, long swords and great swords, each feeling different and affecting attack speed. Axes and other weapons can also be picked up. |
Omniblock and omniattack | Automatically choose swing directions and deflect incoming strikes, the alternative to full directional control. |
Three attack phases | Windup, anticipation and swing frames on every attack. |
Artery Strike | A beheading execution. One achievement requires beheading an enemy with it while they are hexed with Burning Blood. |
Perfect Block | A precisely timed block. One achievement requires five in a row. |
Passive abilities | At least three can be equipped at the same time, confirmed by an achievement for doing so. |
Growth on the sword side runs through Swordmastery, one of the three named Skill Trees alongside Witchcraft and Vampirism. Stumbling on books unlocks new techniques and combat abilities, while passive perks are upgraded separately and support different approaches to swordplay: defence and devastating counterattacks for some, mobility and relentless pressure for others. The developers frame this as more than increasing numbers, calling it developing a fighting style as Coen. Each tree has an Ultimate Perk, and the level cap is at least fifty.
Peregrini Aurorae belongs to the daylight half of the day. Coen's arsenal is sword, claws and magic, and the claws are the night form's weapon, replacing the blade rather than supplementing it. Hexes drop out at night too, because his vampiric nature heals over the runes carved into his body, so the two halves of the cycle are genuinely different toolkits rather than one toolkit with additions. The night side is covered under Vampiric Powers.
The name carries the same split. Dawn's Pilgrim is the blade of the man who walks between sunrise and sunset, and it is put away when the sun goes down.