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Shrines
September 11, 2026 at 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
Shrines 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.
Shrines 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.
A 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.
Activated 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.
Travel between shrines does not advance the 30-day clock by itself. Quests at the destination do.
Shrines 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.
This 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.
Not 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.
Shrines 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.
Between 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.
Shrines 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.
Because shrines combine fast travel with perk access, they reward routing the run through them. A common loop:
Reach 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.
Skipping 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.
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.
Shrine | Where It Has Been Reported |
|---|---|
Laslea Gate | Laslea, the starting village |
Laslea Center | |
Outlaw's Gorge | East of Laslea, above the bandit camp on the hill |
Woodland Outpost | Not stated |
Coward's Path | Not stated |
Eerie Knoll | Maragir Wealds |
Lower Maragir Wealds | Maragir Wealds, near the soldier camp south of Maragir |
Upper Maragir Wealds | Maragir Wealds |
Stuga Bridge | Not stated |
Stuga Marshes | St. Tyna's Grove, north of the soldier camp |
St. Tyna's Grove Tower | St. Tyna's Grove |
Aurelius's Tower | The Silts |
Giant's Pawns | Not stated |
Uriashi Hermitage | Not stated. The name is the only indication |
Blackwater Hollow | Not stated |
Muddy Trail | Not stated |
Northern Foothills | Not stated |
Turtle Rock | Not stated |
Vedera Marsh Guardpost | Not stated |
Westridge Outpost | Not stated |
Shrines 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.