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Shrines - Version 5 vs Version 6
Sep 11, 2026, 01:54 AM
Corrected three statements that said perks cost XP, which cost perk points, and rewrote the manual note: manuals gate which perks can be learned rather than granting them free of cost
Sep 23, 2026, 07:09 AM
Replaced the no-master-list note with the reported shrine counts (more than 100, counts disagree), filled in regions for the named shrines and added more, and added shrine storage
11Overview2233Shrines are the network of physical waypoints scattered across Vale Sangora. They serve two purposes at once: they are the only fast-travel anchors in the game, and they are the primary location where Coen learns and upgrades his perks. Activating a shrine for the first time is a mini-quest in itself; revisiting it later is the player's main way to bend the 30-day clock around the rest of the map.4455Activating a Shrine6677Shrines show on the map as chapel icons. An unvisited shrine is grey, and stays grey until Coen walks up to it and activates it by hand, at which point the icon turns blue and the shrine joins the fast-travel network. Some are guarded by soldiers or vampires camped in the immediate area, and those have to be cleared before the shrine can be touched at all, which makes an activation run a small combat detour rather than a formality.8899A separate class of shrine is found already ruined. Restoring a desecrated shrine means locating its Shrine's Heart somewhere in the surrounding area, following the trail with the inspect prompt, and carrying the relic back. The restoration is not free: the act itself consumes segments of the 30-day countdown, so a ruined shrine is a deliberate purchase rather than a pickup. Once activated or restored, a shrine stays unlocked for the rest of the run and its perk-vendor function opens along with the travel link.10101111Fast Travel12121313Activated shrines are the only fast-travel points in Vale Sangora. Travel runs shrine to shrine and nowhere else: there is no way to open the map in open country and jump to a waypoint, so the value of the network depends entirely on how much of it has been unlocked. There are no horses or mounts. During the day Coen uses Mercurial Fervour to cover ground at speed; at night a perk-unlocked wolf transformation takes over the same role. For longer hops across the valley, the shrine network is what cuts the in-game day cost of travel.14141515Travel between shrines does not advance the 30-day clock by itself. Quests at the destination do.16161717Perk Vendor18181919Shrines are where Coen spends his perk points, which arrive with each level. Standing at an activated shrine opens a perk catalogue. Each perk shows two costs side by side: a perk-point price and an hourglass icon indicating how many in-game hours the player will burn training the perk. The training time is real; it advances the calendar by the listed amount.202021+A database built from the game's own text reports a further job: every shrine also opens Coen's storage. That matters more than it sounds, because an overloaded Coen can neither run nor fast travel, and stashing gear needs a shrine.22+2123This is the core of why time matters even outside of quests. A run that goes deep into the skill tree pays for those perks in both perk points and days. A run that takes the leanest perk path keeps more of the 30-day budget available for rescue planning and exploration.22242325Not every perk is bought outright at a shrine. Parts of the Swordmastery and Witchcraft trees need a manual first: an item found out in the world, bought from a merchant, or handed over as a quest reward. The manual gates access rather than replacing the cost. Once it is in hand the perk is still paid for in perk points and in training time at a shrine like any other.24262527Advancing the Clock on Purpose26282729Shrines are also where Coen can push time forward deliberately. A good deal of content is gated to one half of the cycle: scouting towers need night-form traversal to climb, Hex Magic only works by day, and some encounters only exist after dark. Rather than wait, the player can advance time at a shrine to reach the half they need. The segments still come out of the same 30-day budget, so this is a trade rather than a shortcut.28302931Between perk training, the time price attached to it, and manual advancement, the shrine network is the single busiest point of contact between the player and the 30-Day Cycle. Skill points cannot be spent anywhere else, which means every build decision routes through a shrine visit.30323133Religious Layer32343335Shrines also appear in the world as objects of Brencis's reshaped religion. The roadside shrines that now line Vale Sangora's paths bear his likeness as part of the vampire regime's propaganda campaign. Most of those decorative shrines are not interactable as fast-travel or perk hubs; the player-facing system shrines and the decorative Brencis shrines share the same word in-fiction but serve different mechanical purposes.34363537Strategic Use36383739Because shrines combine fast travel with perk access, they reward routing the run through them. A common loop:38403941Reach a new region. Identify the nearest shrine.Spend a small in-game window clearing the missing-heart unlock.Use the restored shrine as a quest hub: fast travel out for objectives, fast travel back to spend earned perk points on perks before pushing further.Track the time spent at the shrine in hours, not days, so the perk budget stays predictable.40424143Skipping shrine unlocks is viable for time-pressed runs but compounds: every skipped shrine is more on-foot or hex-assisted travel later, and is a perk vendor the player has chosen to walk past.42444345Named Shrines444645-No master list of shrines has been published. The names below have been gathered from launch-week walkthroughs that happened to pass through them, so this is a partial roster and should be read as a floor rather than a complete set. Region attributions are given only where the source stated one.47+Vale Sangora has more than 100 shrines, and some of them start destroyed and have to be restored before they join the network. Counts disagree. One walkthrough lists 111, 17 of them destroyed. A database built from the game's map data counts 114 roadside shrines across nine regions, with twenty more drawn as destroyed that it counts separately, and none inside Greifberg Castle. No first-party total has been published as of September 2026, so no single number is given here. The table below is a sample of named shrines with the region a walkthrough list files each under; it is not the full roster.464847-ShrineWhere It Has Been ReportedLaslea GateLaslea, the starting villageLaslea CenterLasleaOutlaw's GorgeEast of Laslea, above the bandit camp on the hillWoodland OutpostNot statedCoward's PathNot statedEerie KnollMaragir WealdsLower Maragir WealdsMaragir Wealds, near the soldier camp south of MaragirUpper Maragir WealdsMaragir WealdsStuga BridgeNot statedStuga MarshesSt. Tyna's Grove, north of the soldier campSt. Tyna's Grove TowerSt. Tyna's GroveAurelius's TowerThe SiltsGiant's PawnsNot statedUriashi HermitageNot stated. The name is the only indicationBlackwater HollowNot statedMuddy TrailNot statedNorthern FoothillsNot statedTurtle RockNot statedVedera Marsh GuardpostNot statedWestridge OutpostNot stated49+ShrineRegion and NotesLaslea GateLaslea, the starting villageLaslea CenterLaslea Glen, in the village itselfAnca's HutLaslea Glen, by the healer's home outside the villageSilver MinesLaslea GlenOutlaw's GorgeLaslea Glen, east of Laslea above the bandit camp on the hillBlackwater HollowLaslea GlenNorthern FoothillsLaslea GlenCoward's PathBriar Sloughs, near the broken bridge out of the valleyMuddy TrailBriar SloughsUriashi HermitageBriar Sloughs, where the uriashi blacksmith worksEerie KnollMaragir WealdsLower Maragir WealdsMaragir Wealds, near the soldier camp south of MaragirUpper Maragir WealdsMaragir WealdsColdrin's Hunting LodgeMaragir WealdsGiant's PawnsBoar's BackParlitaBoar's BackMount BalaurBoar's BackSvartrau BridgeSvartrau OutskirtsAltenmarktSvartrau CitySilbersteinSvartrau CityThe MiddensSvartrau CityHidden ShrineSvartrau City, inside a house entered at night through an open balcony doorShrike's CragRockfallsWestridge OutpostRockfallsUriash VillageRockfalls highlands, reachable only through the quests A Friend Like This and The Song of the MountainStuga BridgeSt. Tyna's GroveStuga MarshesSt. Tyna's Grove, north of the soldier campWoodland OutpostSt. Tyna's GroveSt. Tyna's Grove TowerSt. Tyna's GroveCrossroads InnSt. Tyna's Grove, one of the shrines that starts destroyedAurelius's TowerThe SiltsTurtle RockThe SiltsVedera Marsh GuardpostThe SiltsHowling KeepThe SiltsLunar ManorThe SiltsVedera ShallowsThe Silts, near the path to the side entrance of Greifberg CastleTantari WatermillTantari WoodsEastridge OutpostTantari Woods, one of the shrines that starts destroyed4850Relationship to Other Systems49515052Shrines connect directly to time as a resource, the 30-day cycle, skill trees, and exploration. They do not interact directly with the notoriety system: fast-travelling does not raise infamy, and shrine training does not draw Brencis's attention.