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Ultimate Perks
September 11, 2026 at 01:25 AM
Added reported effects for Runic Bulwark, Last Stand and Renounce Death, stated plainly that five of the nine names remain unpublished, and described manual, quest and Corruption gating on the perks below the capstone
Ultimate Perks are the capstone abilities at the far end of each of the three Skill Trees. There are nine of them, three in each tree, and they are the sharpest build commitment the game asks for, because only one per tree can ever be unlocked in a single playthrough.
Taking an Ultimate Perk permanently closes off the other two in that tree for the rest of the run. There is no respec that walks the choice back and no second chance later in the campaign. Because a run is also bounded by a thirty day clock, most players reach the point of being able to afford an ultimate late enough that the decision effectively settles what that character became.
The limit applies per tree rather than across the game. A player who spends heavily in two trees can in principle take one ultimate in each, but the point cost makes spreading investment that thin expensive.

Tree | Requirement |
|---|---|
Swordmastery | Thirty-five perk points spent inside the Swordmastery tree. |
Witchcraft | Thirty-five perk points spent inside the Witchcraft tree. |
Vampirism | A Corruption level of fifteen, raised by feeding on blood rather than by spending points. |
The Vampirism requirement is the odd one out and is worth planning around, because Corruption is earned by drinking, not by levelling. See Blood Craving and Vampiric Powers for how feeding works and what it costs.
Reaching either point-gated threshold takes most of a run. Perk points arrive on level up and are spent at road shrines. The contents of each tree are set out on the Skill Trees page rather than repeated here.
Four of the nine are documented by name. The other five have never been published anywhere, so the table below is a partial list rather than the full set. Effects are known for three of the four, and each of those comes from a single post-launch guide, so the numbers in particular should be read as reported rather than settled.
Ultimate Perk | Tree | Notes | Reported effect |
|---|---|---|---|
Runic Bulwark | Witchcraft | The defensive capstone of the ritual magic tree. See Hex Magic. | A 15 percent chance to apply a random hex to an opponent on a Perfect Block. |
Last Stand | Swordmastery | One of the two documented Swordmastery capstones. | Doubles all weapon damage while at 30 percent health or below. |
Tactical Mastery | Swordmastery | The other documented Swordmastery capstone. | Not published. Only the name and the tree are known. |
Renounce Death | Vampirism | The documented capstone of the night form. | Once per combat, instead of dying, Coen revives with roughly ten seconds of immortality. |
Because one ultimate per tree is all a run gets, the two documented Swordmastery capstones are direct competitors rather than complements, and the choice between them is the clearest example of the limit doing its job.
Three separate achievements cover unlocking an Ultimate Perk in each tree: Master of Arms for Swordmastery, Arch Warlock for Witchcraft and Creature of the Night for Vampirism. Because only one ultimate per tree can be taken in a run, all three can still be earned in a single playthrough by investing across all three disciplines. See Achievements.
The ordinary perks that build toward an ultimate carry a timing label of Daytime, Nighttime or Anytime, marking the phase in which their effect applies. Two of them widen the build rather than deepening it: Forbidden Sigils in Witchcraft and Master Fencer in Swordmastery each open an additional ability slot in their tree.
Tree | Documented perks |
|---|---|
Witchcraft | Mercurial Fervour, Frugal Witchcraft, Forbidden Sigils, Amalgam, Life Lock. |
Swordmastery | Sustained Focus, Second Skin II, Perfect Block, Perfect Riposte, Sharp Eye, Master Fencer, Endless Effort, Broad Swing, Swiftness. |
Vampirism | Shapeshift, Death From Above, Voracious Bite, Endless Hunger, Nourishing Blood, Hastened Corruption. |
Perks are bought at road shrines and cost skill points plus a slice of in-game time, usually one to three segments. See Shrines and Time as a Resource.
Not every perk on the way up is simply bought. Some, or their higher levels, need a manual first: a consumable item sold by merchants, handed out as a quest reward, or found at random in searchable bookshelves. Others sit behind a specific quest or boss fight, and the night tree gates its own on Corruption. The practical consequence is that two players at the same level can have very different perks available, and not every run will even be offered the chance to buy every perk.