Beginner's guide

The prologue teaches you to swing a sword and then stops explaining. Here is what it leaves out, in the order you will need it.

The first hour, in order

  1. 1

    Finish the prologue before you wander

    Its ten side quests close the moment it ends. That is the largest block of content in the game you can lose without ever seeing it.

    What you lose

  2. 2

    Learn what the clock charges for

    Quests, advanced perks and some conversations spend a time segment. Travelling, exploring and ordinary fighting are free.

    The thirty days

  3. 3

    Find a shrine, and then another

    A shrine is the fast travel network, the only place a Skill Point buys a perk, and the only way to reach your storage.

    Shrines

  4. 4

    Pick a difficulty on purpose

    Four presets, plus separate sliders for the role-playing and action halves. The combat indicators matter more than the preset does.

    Which to pick

  5. 5

    Set both equipment loadouts

    The game keeps a day set and a night set, for abilities and for consumables alike. Set them before a fight, not during one.

    Your first day

  6. 6

    Read a manual before expecting to buy a perk

    Swordmastery and Witchcraft perks have to be unlocked by a manual found in the world. Until then no shrine will sell them at any price.

    Levelling

  7. 7

    Feed, unless you mean to give up a third of the trees

    Vampiric perks open as Corruption rises, and Corruption rises by drinking blood. A run that never feeds closes its own progression.

    Corruption

  8. 8

    Climb a tower after dark

    Scouting towers reveal what is nearby, and they can only be climbed in the vrakhir form because the way up needs Shadowstep and Planeshift.

    Scouting towers

How saving works

The game keeps four kinds of save, and it labels each one with the day it was made rather than with a timestamp. Before the valley opens they are simply marked Prologue.

The one worth knowing about is the final autosave, which is written separately from the ordinary one. Between that and a manual save before each closing quest, a single run can see more than one of the seven endings.

Autosave
Kept as you play
Final autosave
Kept separately
Quicksave
One slot
Manual save
As many as you make
Each is labelled
By the day, or Prologue

Where to go from here

The walkthrough lays the main story out in order and gives the level band the game expects in each of the ten regions. The mechanics section holds the game's own explanation of all thirty-five of its systems, in its words rather than ours. And the guides go deeper on the ones worth planning around.