Valor Mortis Mechanics Explained
Every system in Valor Mortis, explained from the game's own tutorials and data: Catalysts and what happens when you die, Nephtoglobin and Transmutations, Posture and Critical Attacks, parrying, blocking and red attacks, Stasis Segments, Ignite and Infection, the Ferrofluid Flask, base stats, Lanterns and enemy levels.
Every mechanic on this page
- Catalysts: XP and currency in oneWhat Catalysts are, what levels cost and where they come from.
- Death and lost CatalystsDropping Catalysts on death, getting them back and the items that help.
- Levelling up, Ambers and respecThe level-up board, Amber slots and what respeccing costs.
- Nephtoglobin: the Transmutation resourceWhat Nephtoglobin is, how to extract it and what it opens in the world.
- Posture and Critical AttacksBreaking Posture, Critical Attack damage per enemy and posture per weapon.
- Parry and perfect parryParry windows across every enemy attack and what parrying does to Posture.
- Blocking and unblockable red attacksEndurance cost of blocking, recoverable Health and the red attacks you must dodge.
- Stasis and Stasis SegmentsHow freezing works, segments per enemy and break damage.
- Ignite, Crystallization and InfectionThe three status effects, who inflicts them and who is weak to fire.
- Ferrofluid FlaskCharges, healing per dose and the upgrade track.
- Base player attributesStarting Health, Endurance, Nephtoglobin, ammunition and more.
- Lanterns: respawn, rest and fast travelRekindling, resting, fast travel and what else happens at a Lantern.
- Enemy levels 1–6 and Enraged enemiesHow enemy strength scales per placement, and the red-eyed elites.
- Difficulty and New GameIs there a difficulty setting or New Game+?
- Valor Mortis glossaryThe game's own terms, defined in one line each.
Catalysts: XP and currency in one
Game dataCatalysts are both your experience and your money: you spend them at a Lantern to level up and at the merchants to buy.
Every kill pays Catalysts. A level 1 Risen Soldier is worth 50, and bosses pay far more: Entity pays the most at 100,000 Catalysts.
Levels are bought at a Lantern. Level 2 costs 400 Catalysts, reaching level 10 takes 10,273 Catalysts in total and level 50 takes 602,002 Catalysts. The game's level table runs all the way to level 400, which would take 165,974,460 Catalysts.
Catalyst Clots are Catalysts in item form: use one to add its value to your total.
| Level | Cost of this level | Total from level 1 |
|---|---|---|
| 10 | 2,566 | 10,273 |
| 20 | 8,100 | 67,015 |
| 30 | 13,194 | 173,989 |
| 50 | 28,883 | 602,002 |
| 100 | 85,707 | 3,334,480 |
| 200 | 231,821 | 18,091,983 |
| 400 | 1,696,004 | 165,974,460 |
Plan any level range in the level calculator · Catalyst Clot values
Death and lost Catalysts
Game dataWhen you die you drop every Catalyst you carry at the spot where you fell.
Return to where you died to pick them back up. Die again before you get there and the dropped Catalysts are gone for good.
You respawn at the last Lantern you Rekindled. Resting there restores Health and Nephtoglobin but also revives every non-boss enemy, so the road back to your Catalysts fills up again. Surrendering from the pause menu kills you on the spot and sends you to the last Lantern you rested at.
Three consumables change those rules: one pulls your lost Catalysts back to you, one drops them on purpose and one takes you home with them intact.
Remnant's Return · Use this to automatically absorb Catalysts lost upon death.
Fading Light · Use it to let the dim light guide you to the last-lit Lantern. You will drop all held Catalysts at your current location, though they can be retrieved if you return to this spot.
Sands of Time · Use it to return to the last visited Lantern and rest. Your Catalysts will be preserved, but the state of the world around you will reset.
Levelling up, Ambers and respec
Game dataLevels, Amber slots and the level-up board all live in the Lantern menu.
Levelling feeds the level-up board, 26 upgrades that include Maximum Health, Melee Damage, Maximum Endurance and Parrying Impact.
Ambers are equipped in the same menu, into Amber Slots that unlock at set levels: 5 slots, opening at levels 1, 3, 5, 7, 9. There are 29 Ambers to find.
Respeccing has its own cost table, starting at 50 Catalysts and rising to 15,000 Catalysts at level 52.
Nephtoglobin: the Transmutation resource
Game dataNephtoglobin is the resource your Transmutations burn: the Fire, Stasis and Shield Transmutations all consume it.
You start with a 100-point pool. You extract more by striking enemies with your melee weapon and by shattering their Nephtoglobin Weak Points, which drop Nephtoglobin Remnants that refill you when picked up.
Resting at a Lantern refills the pool completely, and a Nephtoglobin Vial restores 100. Filling a Stasis Segment on an enemy also expels a Remnant.
Nephtoglobin is part of the world too. Ranged weapons destroy Nephtoglobin Clogs, the Fire Transmutation burns away dry Nephtoglobin walls, Nephtoglobin Formations switch on when you interact with them, and you can wall-run along Nephtowall surfaces.
The level-up board grows the pool (Nephtoglobin Sufferance, +10 per purchase) and what you extract (Nephtoglobin Extraction for melee hits, Nephtoglobin Remnants for Weak Points).
Posture and Critical Attacks
Game dataEnemies with a Posture bar can be broken open for a Critical Attack.
An enemy's Posture bar builds up when you land melee attacks or parry its attacks, and parrying builds it faster than attacking. Break it and you can launch a Critical Attack that deals massive damage.
How much a Critical Attack deals is set per enemy. For 5 regular enemies with a Posture bar, including Carrion, Risen Lancer, Risen Sapeur, Risen Duellist, it equals their full health at level 1, so a broken Posture is a kill; tougher enemies and bosses take a fixed share instead.
Captain Raphael has the deepest bar at 2,000. Posture also recovers over time, at the per-second rate shown below.
| Enemy | Health | Posture | Critical damage taken | Share of HP | Posture recovery |
|---|---|---|---|---|---|
| 4,000 | 2,000 | 600 | 15% | 4/s | |
| 4,000 | 1,550 | 700 | 18% | 1/s | |
| 1,500 | 1,000 | 200 | 13% | — | |
| 3,400 | 1,000 | 1,000 | 29% | — | |
| 2,400 | 800 | 500 | 21% | 20/s | |
| 5,000 | 700 | 1,200 | 24% | 1/s | |
| 120 | 600 | 120 | 100% | 20/s | |
| 700 | 500 | 280 | 40% | 20/s | |
| 650 | 500 | 325 | 50% | 15/s | |
| 700 | 500 | — | — | — | |
| 1,000 | 500 | 500 | 50% | — | |
| 1,800 | 500 | 400 | 22% | 1/s | |
| 500 | 400 | 250 | 50% | — | |
| 2,200 | 400 | 400 | 18% | 4/s | |
| 2,000 | 350 | 300 | 15% | 1/s | |
| 170 | 320 | 170 | 100% | 10/s | |
| 300 | 310 | 300 | 100% | 10/s | |
| 140 | 300 | 140 | 100% | 10/s | |
| 100 | 80 | 100 | 100% | 1/s |
Posture damage by weapon
Parry and perfect parry
Game dataPress block just as an attack lands to parry: it negates all damage, costs no Endurance and hits the enemy's Posture hard.
The timing is consistent: 435 of the 449 enemy attack hits with a parry window (97%) give you 0.2 s. The tightest window in the game is 0.05 s.
A perfect parry deals a fixed burst of Posture damage set by your blade: 100 with the Saber and 150 with the Rapier, which parries harder but can't block attacks properly. The Claymore is too heavy to parry at all.
Parrying Impact on the level-up board adds 5% posture damage to parries per purchase, up to 4 times. The Shield Transmutation has its own perfect-parry window of 0.2 s.
Blocking and unblockable red attacks
Game dataBlocking reduces incoming damage at the cost of Endurance; red-glowing attacks can't be blocked or parried at all.
Each blocked hit drains Endurance, from 18 to 100 per hit depending on the attack. Damage you take while blocking is recoverable: land a melee attack on an enemy shortly afterwards to win that Health back.
88 of 349 damaging enemy hits (25%) are Unblockable Attacks, marked by a red glow. Dodge them instead: you're invulnerable during a dodge, and dodging at the perfect moment during an Unblockable Attack is a Perfect Dodge that empowers your next attack.
General Lothaire leans on red attacks the most of any boss: 9 of its 18 attacks.
Unblockable attacks per boss
Stasis and Stasis Segments
Game dataThe Stasis Transmutation freezes enemies in their tracks; attack a fully frozen enemy to deal massive damage.
Stasis fills in segments. Completely filling a segment deals damage and expels a Nephtoglobin Remnant, and the stronger the enemy, the more segments must be filled to freeze it: up to 7 for General Lothaire.
Break damage scales with the enemy's segment count, from 100 for a one-segment enemy to 1,200 at ten segments, and the game's config applies a partial-break multiplier of 75%.
The Stasis Whetstone, Stasis-Clad Rounds and the Claymore's Wave of Stasis also build Stasis. It works on machinery too: freeze moving gears to stop everything connected to them.
| Segments | Break damage | Partial break (×75%) | Heal value | Enemies with this many segments |
|---|---|---|---|---|
| 1 | 100 | 75 | 5 | — |
| 2 | 125 | 94 | 10 | Howler, Risen Lancer, Risen Musketeer, Risen Soldier, Risen Duellist, Shambling Civilians, Swarm Mother |
| 3 | 250 | 188 | 15 | Risen Sapeur, Volunteers |
| 4 | 400 | 300 | 20 | Eternal Guardsman, Risen Grenadier, Anna |
| 5 | 550 | 413 | 25 | Remnants, Abomination, Sphinx, High Justicar Aurelius, Experiment 83, Captain Raphael, Entity |
| 6 | 750 | 563 | 30 | The Iron Marshall, The Orphan |
| 7 | 900 | 675 | 35 | General Lothaire |
| 8 | 1,000 | 750 | 40 | — |
| 9 | 1,100 | 825 | 45 | — |
| 10 | 1,200 | 900 | 50 | — |
Ignite, Crystallization and Infection
Game dataThree status effects build up hit by hit until they trigger.
Ignite is fire: once the status meter is full the target is Ignited and takes continuous damage for a set time. The Fire Transmutation, Flaming Whetstone, Fire-Clad Rounds, Oil Grenade and the Claymore's Burning Wave all build it.
5 enemies take extra fire damage, led by Carrion, General Lothaire, Remnants, Abomination, Experiment 83.
Enemies use statuses too: Captain Raphael, Shambling Civilians, Volunteers can set you alight, Entity, Sphinx build Crystallization on you and Entity, The Orphan spread Infection. A Cleansing Vial clears Ignite and Stasis, and the Shield Transmutation's barrier also protects you from Infestation effects.
Your own Ignite, Crystallization and Infection resistances all start at 0. The Orphan is immune to Infection itself.
The three status effects in numbers
- On you: burns for 8 s, dealing damage every 1 s.
- On enemies: damage ticks every 0.2 s, five times as often as on you.
- Igniting an enemy staggers it for 2 s; the stagger can only recur after a 4 s cooldown.
- Build-up per hit: Fire Transmutation 20% (50% upgraded), Flaming Whetstone 40% (3 hits to Ignite), Fire-Clad Rounds 50% (2 shots).
Inflicted on you by: Captain Raphael, Shambling Civilians, Volunteers
- A fully frozen enemy stays in Stasis for 10 s; breaking it out staggers it for another 2 s.
- If enemies fill your own Crystallization meter you are frozen for 20 s, twice as long as an enemy.
- The Stasis Transmutation reaches 8 m; the upgraded version has a 90% build-up value and a Nephtoglobin cost value of 5. Stasis Whetstone adds 40% per hit, Stasis-Clad Rounds 40% per shot.
- No weapon, Transmutation or consumable in the game's data inflicts Infection, and your Infection resistance starts at 0 like the other two. The Shield Transmutation's barrier protects you from Infestation effects.
- Immune to Infection: The Orphan.
Inflicted on you by: Entity, The Orphan
Build-up percentages are the share of an unresisted target's status meter filled per hit; enemy resistances reduce them. Durations come from the status effects' gameplay effects.
Enemies weak to fire
Ferrofluid Flask
Game dataThe Ferrofluid Flask is your healing: a dose of Ferro, a magnetic fluid that seals wounds and replenishes Health.
You start with 3 charges that heal 50 Health each. Ferrofluid Flask Power Upgrades raise each dose to 140 Health (24 upgrades across the track) and Empty Ferrofluid Flasks add charges, 9 more in total. Both are applied at a Lantern.
Healing Effectiveness on the level-up board raises what every dose heals, and several Ambers change how the Flask works.
| Potency level | Health per dose | Power Upgrades for this level | Running total |
|---|---|---|---|
| 1 | 50 | — | — |
| 2 | 60 | 1 | 1 |
| 3 | 70 | 2 | 3 |
| 4 | 80 | 2 | 5 |
| 5 | 90 | 2 | 7 |
| 6 | 100 | 3 | 10 |
| 7 | 110 | 3 | 13 |
| 8 | 120 | 3 | 16 |
| 9 | 130 | 4 | 20 |
| 10 | 140 | 4 | 24 |
Base player attributes
Game dataYour starting stats, straight from the game's attribute sets. Board upgrades, Ambers and weapon levels all build on these.
| Attribute | Base | Notes |
|---|---|---|
| Health | 100 | Raised by Maximum Health on the level-up board; capped at 999. |
| Endurance | 80 | Spent on attacks, dodges, blocks and sprinting, and regenerates on its own. It can go below zero, down to -50. |
| Nephtoglobin | 100 | The pool Transmutations spend; refilled by melee hits, Remnants, Vials and Lanterns. |
| Ferrofluid Flask charges | 3 | Empty Ferrofluid Flasks add more. |
| Health per Flask dose | 50 | Raised by Ferrofluid Flask Power Upgrades, up to 140. |
| Pistol rounds | 15 | Maximum Pistol ammunition. |
| Special ammunition | 6 | The Musket's own ammunition, refilled by Special Cartridges. |
| Blunderbuss rounds | 6 | Raised by Headshot Damage and Ammo Restock on the level-up board. |
| Walking speed (per second) | 4 m | Base movement speed before sprinting. |
| Shield perfect-parry window | 0.2 s | Timing window for a perfect parry with the Shield Transmutation. |
| Ignite, Crystallization & Infection resistance | 0 | All three start at zero. |
Data: Steam build 25907482 (1.0 launch). How we source this
Combat numbers: i-frames, parry window, block and status timings
Game data43 default values read straight from the game's ability and effect assets, in 6 groups, each with what it means in a fight.
The short version: a dodge makes you invulnerable for 0.25 s (about 15 frames at 60 fps), the default parry window is 0.2 s, a block takes ×0.5 damage from a blockable hit and costs 20 Endurance by default, and you start with 80 Endurance. Everything below is the default an ability or effect asset defines; the source asset is named under each rule.
Dodge, parry and block · 10 values
Invulnerability, timing windows and the Endurance price of defending.
| Rule | Value | What it means |
|---|---|---|
| Dodge invulnerability GE_Invincibility | 0.25 s | How long every dodge makes you immune to enemy attacks, about 15 frames at 60 fps. Dodge into an attack, not away after it lands. |
| Perfect Dodge invulnerability GE_ImmortalAfterPerfectDash | 0.2 s | Extra immunity after a Perfect Dodge (a dodge timed into an Unblockable Attack), on top of the empowered follow-up attack. |
| Dodge chain window GA_Dodge | 1.5 s | Time window the dodge ability allows for chaining a follow-up dodge. |
| Dodge cooldown GA_Dodge | 1 s | Cooldown the dodge ability defines before it can be used again. |
| Parry window (default) GA_MeleeAttack | 0.2 s | How early before a hit you can press Block and still parry. A parry negates all damage and costs no Endurance. Some attacks use a tighter window. |
| Shield Transmutation perfect parry DT_CharacterAttributes | 0.2 s | The perfect-parry window while the Shield Transmutation barrier is up: the same as a blade parry. |
| Damage taken while blocking GA_MeleeAttack | ×0.5 | A blocked hit still deals this share of its damage, half by default, and that part becomes recoverable Health. |
| Endurance per blocked hit (default) GA_MeleeAttack | 20 | Endurance each blocked hit costs unless the attack sets its own cost (from 18 up to 100 for the heaviest hits). |
| Timed block cost GA_Block_Timed | 20 | Endurance cost defined by the timed-block ability, the input a parry comes from. |
| Holding Block GA_Block | 0.85 | Endurance drain value the block ability applies while you keep Block held, so turtling slowly empties the bar. |
Recoverable Health · 3 values
Damage taken while blocking can be won back by attacking.
| Rule | Value | What it means |
|---|---|---|
| Recoverable Health pool GA_BlockedDamageHealthRestore | 20 | How much blocked damage you can win back at most. The Blocking upgrade on the level-up board adds 30% per purchase. |
| Time to win it back GA_BlockedDamageHealthRestore | 15 s | How long recoverable Health stays available after you block. Land melee hits within this window. |
| Restore value GA_BlockedDamageHealthRestore | 20% | The restore factor the recovery ability applies when your melee hits connect. |
Endurance · 3 values
The bar that pays for attacks, dodges, blocks and sprinting.
| Rule | Value | What it means |
|---|---|---|
| Starting Endurance DT_CharacterAttributes | 80 | Your Endurance bar at the start. Two Maximum Endurance upgrades add 5 per purchase. |
| Lowest Endurance DT_CharacterAttributes | -50 | Endurance can be overdrawn into negative values down to this floor, so one last action is possible on an empty bar, but you must regenerate back up before acting again. |
| Sprint drain GE_StaminaDecreasingInSprint | 10/s | Endurance sprinting costs per second: 8 seconds of sprint empties a full starting bar. |
Status effects and staggers · 10 values
How long Ignite and Stasis last and how long staggers lock an enemy.
| Rule | Value | What it means |
|---|---|---|
| Ignite on you GE_Ignited_Player | 8 s | How long you burn once your Ignite meter fills. A Cleansing Vial ends it early. |
| Ignite tick on you GE_Ignited_Player | 1 s | Ignite damages you once per second while it lasts. |
| Ignite tick on enemies GE_Ignited_Enemy | 0.2 s | Enemies take their Ignite damage five times per second. |
| Ignite stagger GE_IgniteStagger | 2 s | Igniting an enemy staggers it for this long: a free window for melee hits. |
| Ignite stagger cooldown GE_IgniteStagger_Cooldown | 4 s | The same enemy can only be staggered by Ignite again after this cooldown. |
| Stasis on enemies GE_Crystallized_Enemy | 10 s | How long a fully frozen enemy stays in Stasis. Attacks on a frozen enemy deal massive damage. |
| Stasis on you GE_Crystallized_Player | 20 s | How long you are frozen if enemies fill your Crystallization meter: twice an enemy's duration. |
| Stasis break stagger GE_StasisBreakStagger | 2 s | An enemy broken out of Stasis is staggered for this long afterwards. |
| Blunderbuss stagger GE_StaggerBlunderbuss | 0.7 s | How long a Blunderbuss hit staggers its target: enough to step in with a melee follow-up. |
| Vulnerable to melee GE_VulnerableForMelee | 1.5 s | Duration of the 'vulnerable for melee' state the game applies to enemies. |
Transmutations · 11 values
Fire, Stasis and Shield: damage, build-up and Nephtoglobin costs, base and upgraded.
| Rule | Value | What it means |
|---|---|---|
| Fire Transmutation Ignite damage GA_FlamethrowerSpell | 5 | Ignite damage the base Fire Transmutation applies. |
| Fire Transmutation build-up GA_FlamethrowerSpell | 20% | Share of the target's Ignite meter the base flame fills per hit: five hits on an unresisted enemy. |
| Upgraded Fire: Ignite damage GA_FlamethrowerSpell | 15 | Ignite damage of the upgraded (advanced) Fire Transmutation: three times the base. |
| Upgraded Fire: build-up GA_FlamethrowerSpell | 50% | The upgraded flame fills half the meter per hit, so two hits Ignite an unresisted enemy. |
| Upgraded Fire: Nephtoglobin cost GA_FlamethrowerSpell | 2 | Nephtoglobin cost value of the upgraded flame. |
| Fire slow GA_FlamethrowerSpell | ×0.8 | Speed multiplier the flame puts on enemies it hits: they move at 80% speed. |
| Stasis Transmutation range GA_StasisSpell | 8 m | How far the Stasis beam reaches, for enemies and for the moving gears it can stop. |
| Upgraded Stasis: build-up GA_StasisSpell | 90% | Stasis build-up value of the upgraded (advanced) Stasis Transmutation. |
| Upgraded Stasis: Nephtoglobin cost GA_StasisSpell | 5 | Nephtoglobin cost value of the upgraded Stasis Transmutation. |
| Shield drain GA_NephtoShieldSpell | 0.8 | Nephtoglobin drain value of the Shield Transmutation barrier while it is held. |
| Starting Nephtoglobin DT_CharacterAttributes | 100 | Your Nephtoglobin pool at the start. Two Nephtoglobin Sufferance upgrades add 10 per purchase. |
Movement and cooldowns · 6 values
Speeds and the short cooldowns on items, weapon swaps and Amber explosions.
| Rule | Value | What it means |
|---|---|---|
| Movement speed DT_CharacterAttributes | 4 m/s | Base movement speed; Warrior's Fury adds up to 20% after a kill. |
| Wall-run speed GA_Wallrun | 6 m/s | Speed while wall-running, 50% faster than walking. |
| Burning explosion cooldown GE_FireStepCooldown | 60 s | Cooldown of the burning explosion from the Fire Breathing Amber (attacking while dodging). |
| Stasis explosion cooldown GE_StasisStepCooldown | 60 s | Cooldown of the Stasis explosion from the Payback Amber (getting hit at low Health). |
| Item cooldown GE_UseInventoryItemCooldown | 1 s | Minimum time between two consumables, so you can't chain vials instantly. |
| Quick-switch cooldown GE_QuickSwitchWeapon_CD | 1 s | Cooldown on quick-switching weapons. Sleight of Hand speeds up the switch itself. |
Attacks that override the defaults
The 0.2 s parry window is a default, not a rule every attack follows: 435 of the 449 enemy attack hits that define a window use it, while 14 are tighter, down to 0.05 s for the hardest ones (Remnants of the Iron Regiment, The Iron Marshall, Volunteers). Those are the attacks to dodge rather than parry until you know their timing.
Block costs vary even more. 186 of 445 blockable hits cost the default 20 Endurance; the rest range from 18 to 100, with Cannonhand Upperbash* (Remnants of the Iron Regiment) at the top. A full 80-point starting bar absorbs four default hits, while the heaviest hits cost more than the whole bar.
| Enemy | Attack | Parry window | Block cost |
|---|---|---|---|
| Level 12Enemies | Melee Combo 1* | 0.05 s | 20 |
| Level 12Enemies | Melee Combo 2* | 0.05 s | 20 |
| Level 12Enemies | Melee Spin* | 0.05 s | 20 |
| Remnants of the Iron Regiment | Cannonhand Upperbash* | 0.05 s | 100 |
| The Iron Marshall | Upperbash* | 0.05 s | 100 |
| Volunteers | Greatsword Double Swing First* | 0.05 s | 20 |
| Risen Duellist | Melee Combo 2Heavy* | 0.1 s | 20 |
| Risen Soldier | Combo 2Heavy* | 0.1 s | 20 |
| Volunteers | Greatsword Push Combo Intro* | 0.1 s | 20 |
| Eternal Guardsman | Nephto Slam* | 0.15 s | 20 |
| High Justicar Aurelius | Nephto Slam* | 0.15 s | 20 |
| Risen Lancer | Melee Spin* | 0.15 s | 18 |
| Risen Sapeur | Melee Combo 1* | 0.15 s | 24 |
| Risen Sapeur | Melee Spin* | 0.15 s | 18 |
* Attack names are derived from the game's ability tags. Each enemy page lists the parry window and block cost of every attack. How these values are read is explained on the Methodology
Lanterns: respawn, rest and fast travel
Game dataLanterns are the game's checkpoints: 49 of them across the 12 regions and the hub.
Rekindle a Lantern and it becomes your respawn point. Resting at it fully restores Health and Nephtoglobin and revives every non-boss enemy.
You can travel freely between any Lanterns you have discovered; 47 of the 49 are fast-travel points.
Lanterns are also where you spend Catalysts on levels, equip Ambers and apply Ferrofluid Flask upgrades. Sands of Time sends you back to the last visited Lantern with your Catalysts kept, and Fading Light guides you to the last-lit one.
Traversal abilities
Game dataTwo movement abilities are story unlocks: a cutscene grants each one the first time you reach it.
- Grappling · Fallen Village · nearest Lantern: Orchard
Look at a Grapple Point in range and interact to swing to it; holding interact pulls Nephtoglobin Blossoms to open new paths. - Nephtoglobin Formations · Vale of Wrath · nearest Lantern: Ship Graveyard
Look at a Nephtoglobin Formation in range and interact to activate (or deactivate) it, opening routes through the level.
Enemy levels 1–6 and Enraged enemies
Game dataRegular enemies come in six levels. They are per-placement strengths, not difficulty settings: each placed enemy uses one of them.
Each level raises Health, Catalyst reward and damage. A Risen Soldier goes from 100 HP and 50 Catalysts at level 1 to 400 HP and 200 Catalysts at level 6.
Damage multipliers top out at ×2.7 (Howler at level 6). Bosses have a single level.
Enraged enemies are a separate thing: they have red, glowing eyes, are in a constant rampage that makes them much more powerful, and don't respawn after dying. Many of the game's key and Amber drops come from them.
Enemy levels by region
| Location | Levels | Most common | Placed enemies |
|---|---|---|---|
| The Battlefield | 1–2 | 1 | 51 |
| Valley of Ashes | 1 | 1 | 101 |
| Fallen Village | 1–5 | 1 | 105 |
| Caverns | 1–3 | 2 | 98 |
| Vale of Wrath | 1–5 | 3 | 137 |
| Cursed Hollow | 1–5 | 2 | 93 |
| The Outskirts | 1–5 | 3 | 111 |
| City of Orphans | 1–6 | 4 | 112 |
| University | 1–5 | 5 | 77 |
| Fortress | 1–5 | 5 | 100 |
| Napoleon's Prison | 2–6 | 2 | 26 |
Read from each enemy spawner in the level files (unset means level 1); bosses and scripted waves are not included.
Risen Soldier by level
| Level | Health | Catalysts | Damage | Critical damage taken |
|---|---|---|---|---|
| 1 | 100 | 50 | ×1 | 100 |
| 2 | 140 | 80 | ×1.4 | 140 |
| 3 | 180 | 110 | ×1.7 | 180 |
| 4 | 240 | 140 | ×2 | 240 |
| 5 | 320 | 170 | ×2.3 | 320 |
| 6 | 400 | 200 | ×2.7 | 400 |
Difficulty and New Game
Valor Mortis has a single difficulty.
The game data has no difficulty setting: enemy levels 1–6 are placement strengths, not modes, and every player faces the same numbers.
The main menu's New Game option starts a fresh save and overwrites your current progress. The launch data shows no New Game+ mode.
All 29 in-game tutorials
Game dataEvery tutorial card the game shows, with its own text: 23 come with a short gameplay video, the rest are text cards.
6 text-only tutorials
- Equipping AmbersYou can equip Ambers in the Levelling menu at Lanterns. Ambers can be equipped to Amber Slots, which are unlocked at specific levels.
- Level UpSpend Catalysts at a Lantern to increase your powers.
- DodgingDodge to evade any enemy attack, including Ranged and Heavy Attacks. Press Dodge while moving to Dodge in any direction. You are invulnerable to enemy attacks during the dodge.
- EnduranceEndurance is required for actions like Attack, Dodge, Block, and Sprint. It regenerates automatically over time.
- GrapplingWhen a Grapple Point is in range, look at it and press Interact to use it.
- Target LockTarget Lock is active for Melee combat and Transmutations. Aiming your Firearm will disable it.
Videos and text are the game's own tutorial assets; key names in brackets follow your control bindings in game.
Valor Mortis glossary
The game's own terms, in one place.
- Catalysts
- Experience and currency in one. Spent on levels and at merchants; dropped on death.
- Nephtoglobin
- The resource Transmutations consume, extracted from enemies with melee hits and Weak Points.
- Nephtoglobin Remnant
- A pickup dropped by shattered Weak Points and filled Stasis Segments that restores Nephtoglobin.
- Posture
- An enemy's guard bar, filled by melee hits and parries. Breaking it opens a Critical Attack.
- Critical Attack
- The heavy finisher available on an enemy whose Posture is broken.
- Parry
- Block at the moment an attack lands: no damage, no Endurance cost, heavy Posture damage.
- Perfect parry
- A parry's fixed Posture burst, set per blade (100 Saber, 150 Rapier).
- Unblockable Attack
- A red-glowing attack that can't be blocked or parried; dodge it.
- Perfect Dodge
- A dodge timed during an Unblockable Attack that empowers your next attack.
- Stasis Segment
- One step of an enemy's Stasis bar; fill them all to freeze it.
- Ignite
- The fire status: a full meter burns the target over time.
- Infection
- A status a few bosses spread; the Shield Transmutation guards against Infestation effects.
- Ferrofluid Flask
- Your healing flask: 3 charges of 50 Health at the start, upgraded at Lanterns.
- Lantern
- Checkpoint for respawning, resting, levelling and fast travel. Rekindle one to use it.
- Amber
- An equippable passive effect slotted at a Lantern; 5 slots unlock with level.
- Transmutation
- Nephtoglobin-powered abilities: Fire, Stasis and Shield, upgraded at Louis's Laboratoire.
- Enraged enemy
- A red-eyed elite in constant rampage; stronger than normal and gone for good once killed.
- Weak Point
- A Nephtoglobin growth on an enemy; shattering it drops Remnants. The Pistol and Rapier are made for them.
Valor Mortis is a Posture game: melee hits and parries break an enemy's guard, and a broken Posture opens a Critical Attack that can kill many regular enemies outright. Parrying is the backbone, with a 0.2 s window on 97% of enemy hits, while the 88 red, unblockable hits have to be dodged. Nephtoglobin, extracted from enemies, powers the Fire, Stasis and Shield Transmutations, and Catalysts, dropped on death, pay for levels and shopping alike. There is one difficulty: enemy levels 1–6 scale individual placements, up to ×2.7 damage.
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Valor Mortis mechanics FAQ
What is Nephtoglobin in Valor Mortis?
Nephtoglobin is the resource your Transmutations consume. You start with a 100-point pool and refill it by hitting enemies with melee attacks, shattering their Weak Points (which drop Nephtoglobin Remnants), drinking a Nephtoglobin Vial or resting at a Lantern.
What are Catalysts in Valor Mortis?
Catalysts are the game's experience and currency in one. You spend them at Lanterns to level up and at the merchants to buy items. Level 2 costs 400, and reaching level 10 takes 10,273 Catalysts in total.
What happens to your Catalysts when you die?
You drop all of them where you died and respawn at the last Lantern you Rekindled. Go back to the spot to pick them up; die again on the way and they are gone forever. A Remnant's Return vial absorbs lost Catalysts automatically.
How does Posture work in Valor Mortis?
Melee attacks and parries fill an enemy's Posture bar, parries faster. When it breaks you can land a Critical Attack for massive damage; for 5 regular enemies that equals their whole health at level 1. Captain Raphael has the deepest bar at 2,000.
How long is the parry window in Valor Mortis?
0.2 seconds for 97% of enemy attack hits; the tightest window is 0.05 s. A parry negates all damage, costs no Endurance and deals a fixed Posture burst: 100 with the Saber, 150 with the Rapier. The Claymore can't parry.
What are the red attacks in Valor Mortis?
Red-glowing attacks are Unblockable Attacks: they can't be blocked or parried, so you have to dodge them. 88 of 349 enemy hits are unblockable. A dodge at the perfect moment is a Perfect Dodge that empowers your next attack.
How does Stasis work in Valor Mortis?
The Stasis Transmutation fills an enemy's Stasis Segments; each filled segment deals damage and expels a Nephtoglobin Remnant, and filling them all freezes the enemy so your attacks deal massive damage. Tougher enemies have more segments, up to 7 for General Lothaire.
Does Valor Mortis have difficulty settings or New Game+?
No. The game has a single difficulty, and the launch data shows no New Game+ mode: New Game starts a fresh save that overwrites your progress. Enemy levels 1–6 are per-placement strengths, not modes.
How do you upgrade the Ferrofluid Flask?
At a Lantern. Ferrofluid Flask Power Upgrades raise each dose from 50 to 140 Health (24 upgrades in total), and Empty Ferrofluid Flasks add charges to the 3 you start with.
How many i-frames does the dodge have in Valor Mortis?
A dodge makes you invulnerable for 0.25 s, about 15 frames at 60 fps. A Perfect Dodge, timed into an Unblockable Attack, grants another 0.2 s of invulnerability and empowers your next attack. The dodge ability defines a 1 s cooldown and a 1.5 s chain window.
Is the parry window the same for every attack in Valor Mortis?
No. The default is 0.2 s and 435 of the 449 enemy attack hits with a parry window use it, but 14 attacks are tighter, down to 0.05 s (Remnants of the Iron Regiment, The Iron Marshall, Volunteers).
How long does Ignite last in Valor Mortis?
On you, Ignite lasts 8 s and deals damage every 1 s. On enemies it ticks every 0.2 s, and igniting an enemy staggers it for 2 s, at most once every 4 s.
How long does Stasis freeze enemies in Valor Mortis?
A fully frozen enemy stays in Stasis for 10 s, and breaking it out staggers it for 2 s more. If enemies freeze you, it lasts 20 s. The Stasis Transmutation reaches 8 m.
How much damage does blocking prevent in Valor Mortis?
A block takes ×0.5 damage from a blockable hit, so it stops 50% of it, and costs 20 Endurance per hit by default; individual attacks range from 18 to 100. You start with 80 Endurance, it can be overdrawn down to -50, and sprinting drains 10 per second.
How do you get Health back after blocking in Valor Mortis?
Damage you take while blocking becomes recoverable Health: the pool holds up to 20 points by default and stays open for 15 s, and landing melee hits on an enemy in that time wins it back (restore value 20%). Each purchase of the Blocking upgrade on the level-up board makes the pool 30% larger.
How many tutorials are there in Valor Mortis?
29 tutorial cards, 23 of them with a gameplay video: Equipping Ambers, Blocking, Blunderbuss, You Are Dead, Level Up, Claymore, Dodging, Enraged Enemies, Endurance, Fast Travel, Fire Transmutation, Grappling, Rekindle, Resting, Recovering Health after Blocking, Musket, Nephtoglobin Formations, Nephtoglobin Remnants, Parrying, Pistol, Posture, Rapier, Unblockable Attacks, Shield Transmutation, Upgrading Transmutations, Stasis Transmutation, Stasis Segments, Target Lock, Upgrading Weapons.