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.

Starting Health
100cap 999
Starting Endurance
80can dip to -50
Nephtoglobin pool
100fuels Transmutations
Parry window
0.2 s97% of enemy hits
Flask charges
3+9 with upgrades
Difficulty
Singleno modes or NG+ in the data
Related guideValor Mortis Combat Guide: Parry, Posture & Unblockables

Catalysts: XP and currency in one

Game data

Catalysts 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.

Catalyst cost per level
LevelCost of this levelTotal from level 1
102,56610,273
208,10067,015
3013,194173,989
5028,883602,002
10085,7073,334,480
200231,82118,091,983
4001,696,004165,974,460

Plan any level range in the level calculator · Catalyst Clot values

Death and lost Catalysts

Game data

When 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.

In-game tutorial
You Are DeadUpon death, you drop all of your Catalysts. Return to the location of your death to retrieve them. If you die again before retrieving them, your lost Catalysts will be gone forever.
  • 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 data

Levels, 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.

Skill Tree · Ambers · Amber Build Planner

Nephtoglobin: the Transmutation resource

Game data

Nephtoglobin 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).

In-game tutorial
Nephtoglobin RemnantsDestroying Nephtoglobin Weak Points on enemies will drop Nephtoglobin Remnants, which can be picked up to restore your Nephtoglobin.

Posture and Critical Attacks

Game data

Enemies 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.

In-game tutorial
PostureThe enemy's Posture bar builds up when you execute Melee Attacks or Parry enemy attacks. Parrying increases the Posture bar more than Melee Attacks do. Breaking the enemy's Posture allows you to launch a Critical Attack that deals massive damage.
Posture and Critical Attack damage by enemy
EnemyHealthPostureCritical damage takenShare of HPPosture recovery
Captain Raphael4,0002,00060015%4/s
The Orphan4,0001,55070018%1/s
High Justicar Aurelius1,5001,00020013%—
Experiment 833,4001,0001,00029%—
The Iron Marshall2,40080050021%20/s
Entity5,0007001,20024%1/s
Carrion120600120100%20/s
Eternal Guardsman70050028040%20/s
Volunteers65050032550%15/s
Remnants700500———
Abomination1,00050050050%—
General Lothaire1,80050040022%1/s
Risen Grenadier50040025050%—
Anna2,20040040018%4/s
Sphinx2,00035030015%1/s
Risen Lancer170320170100%10/s
Risen Sapeur300310300100%10/s
Risen Duellist140300140100%10/s
Howler10080100100%1/s

Posture damage by weapon

Posture damage by weapon
WeaponPosture per hit (Lv 1)Posture per hit (max level)Perfect parry postureDefence
Saber55100Block and parry
Rapier33150Parry only (can't block properly)
Claymore1515—Block only (can't parry)
Pistol1010—Firearm
Musket2020—Firearm
Blunderbuss33—Firearm

Parry and perfect parry

Game data

Press 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.

In-game tutorial
ParryingPress [Block] just as an enemy attacks to Parry. A successful Parry negates all damage and consumes no Endurance. Parrying significantly damages an enemy's Posture.
0.2 s
435 hits
0.05 s
6 hits
0.15 s
5 hits
0.1 s
3 hits

Blocking and unblockable red attacks

Game data

Blocking 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.

In-game tutorial
Unblockable AttacksSome enemies unleash Unblockable Attacks that cannot be Blocked or Parried, identified by a red glow. Dodge [Dodge] at the perfect moment during an Unblockable Attack to perform a Perfect Dodge, empowering your next attack. You are invulnerable to enemy attacks during the dodge.

Unblockable attacks per boss

General Lothaire
9 / 18
The Orphan
7 / 16
Entity
6 / 19
Sphinx
5 / 14
High Justicar Aurelius
5 / 14
Captain Raphael
3 / 10
Experiment 83
2 / 4
The Iron Marshall
1 / 8
Anna
1 / 4

Every boss's full move list

Stasis and Stasis Segments

Game data

The 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.

In-game tutorial
Stasis SegmentsCompletely filling a Stasis Segment deals damage and expels a Nephtoglobin Remnant from the enemy. The stronger the enemy, the more Stasis Segments must be filled to freeze it.
Stasis break damage by segment count
SegmentsBreak damagePartial break (×75%)Heal valueEnemies with this many segments
1100755—
21259410Howler, Risen Lancer, Risen Musketeer, Risen Soldier, Risen Duellist, Shambling Civilians, Swarm Mother
325018815Risen Sapeur, Volunteers
440030020Eternal Guardsman, Risen Grenadier, Anna
555041325Remnants, Abomination, Sphinx, High Justicar Aurelius, Experiment 83, Captain Raphael, Entity
675056330The Iron Marshall, The Orphan
790067535General Lothaire
81,00075040—
91,10082545—
101,20090050—

Ignite, Crystallization and Infection

Game data

Three 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

Ignite status iconIgnite
  • 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

Stasis status iconStasis (Crystallization)
  • 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.

Inflicted on you by: Entity, Sphinx

Infection status iconInfection
  • 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

Carrion
+100%Fire damage
General Lothaire
+40%Fire damage
Remnants
+30%Fire damage
Abomination
+20%Fire damage
Experiment 83
+20%Fire damage

Ferrofluid Flask

Game data

The 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.

Ferrofluid Flask potency by upgrade level
Potency levelHealth per dosePower Upgrades for this levelRunning total
150——
26011
37023
48025
59027
6100310
7110313
8120316
9130420
10140424

Base player attributes

Game data

Your starting stats, straight from the game's attribute sets. Board upgrades, Ambers and weapon levels all build on these.

Base player attributes
AttributeBaseNotes
Health100Raised by Maximum Health on the level-up board; capped at 999.
Endurance80Spent on attacks, dodges, blocks and sprinting, and regenerates on its own. It can go below zero, down to -50.
Nephtoglobin100The pool Transmutations spend; refilled by melee hits, Remnants, Vials and Lanterns.
Ferrofluid Flask charges3Empty Ferrofluid Flasks add more.
Health per Flask dose50Raised by Ferrofluid Flask Power Upgrades, up to 140.
Pistol rounds15Maximum Pistol ammunition.
Special ammunition6The Musket's own ammunition, refilled by Special Cartridges.
Blunderbuss rounds6Raised by Headshot Damage and Ammo Restock on the level-up board.
Walking speed (per second)4 mBase movement speed before sprinting.
Shield perfect-parry window0.2 sTiming window for a perfect parry with the Shield Transmutation.
Ignite, Crystallization & Infection resistance0All 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 data

43 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.

Dodge, parry and block
RuleValueWhat it means
Dodge invulnerability
GE_Invincibility
0.25 sHow 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 sExtra 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 sTime window the dodge ability allows for chaining a follow-up dodge.
Dodge cooldown
GA_Dodge
1 sCooldown the dodge ability defines before it can be used again.
Parry window (default)
GA_MeleeAttack
0.2 sHow 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 sThe perfect-parry window while the Shield Transmutation barrier is up: the same as a blade parry.
Damage taken while blocking
GA_MeleeAttack
×0.5A 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
20Endurance 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
20Endurance cost defined by the timed-block ability, the input a parry comes from.
Holding Block
GA_Block
0.85Endurance 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.

Recoverable Health
RuleValueWhat it means
Recoverable Health pool
GA_BlockedDamageHealthRestore
20How 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 sHow 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.
In-game tutorial
Recovering Health after BlockingDamage taken while Blocking is recoverable. To regain lost Health, land a Melee Attack on an enemy shortly after receiving damage.

Endurance · 3 values

The bar that pays for attacks, dodges, blocks and sprinting.

Endurance
RuleValueWhat it means
Starting Endurance
DT_CharacterAttributes
80Your Endurance bar at the start. Two Maximum Endurance upgrades add 5 per purchase.
Lowest Endurance
DT_CharacterAttributes
-50Endurance 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/sEndurance 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.

Status effects and staggers
RuleValueWhat it means
Ignite on you
GE_Ignited_Player
8 sHow long you burn once your Ignite meter fills. A Cleansing Vial ends it early.
Ignite tick on you
GE_Ignited_Player
1 sIgnite damages you once per second while it lasts.
Ignite tick on enemies
GE_Ignited_Enemy
0.2 sEnemies take their Ignite damage five times per second.
Ignite stagger
GE_IgniteStagger
2 sIgniting an enemy staggers it for this long: a free window for melee hits.
Ignite stagger cooldown
GE_IgniteStagger_Cooldown
4 sThe same enemy can only be staggered by Ignite again after this cooldown.
Stasis on enemies
GE_Crystallized_Enemy
10 sHow long a fully frozen enemy stays in Stasis. Attacks on a frozen enemy deal massive damage.
Stasis on you
GE_Crystallized_Player
20 sHow long you are frozen if enemies fill your Crystallization meter: twice an enemy's duration.
Stasis break stagger
GE_StasisBreakStagger
2 sAn enemy broken out of Stasis is staggered for this long afterwards.
Blunderbuss stagger
GE_StaggerBlunderbuss
0.7 sHow long a Blunderbuss hit staggers its target: enough to step in with a melee follow-up.
Vulnerable to melee
GE_VulnerableForMelee
1.5 sDuration 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.

Transmutations
RuleValueWhat it means
Fire Transmutation Ignite damage
GA_FlamethrowerSpell
5Ignite 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
15Ignite 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
2Nephtoglobin cost value of the upgraded flame.
Fire slow
GA_FlamethrowerSpell
×0.8Speed multiplier the flame puts on enemies it hits: they move at 80% speed.
Stasis Transmutation range
GA_StasisSpell
8 mHow 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
5Nephtoglobin cost value of the upgraded Stasis Transmutation.
Shield drain
GA_NephtoShieldSpell
0.8Nephtoglobin drain value of the Shield Transmutation barrier while it is held.
Starting Nephtoglobin
DT_CharacterAttributes
100Your 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.

Movement and cooldowns
RuleValueWhat it means
Movement speed
DT_CharacterAttributes
4 m/sBase movement speed; Warrior's Fury adds up to 20% after a kill.
Wall-run speed
GA_Wallrun
6 m/sSpeed while wall-running, 50% faster than walking.
Burning explosion cooldown
GE_FireStepCooldown
60 sCooldown of the burning explosion from the Fire Breathing Amber (attacking while dodging).
Stasis explosion cooldown
GE_StasisStepCooldown
60 sCooldown of the Stasis explosion from the Payback Amber (getting hit at low Health).
Item cooldown
GE_UseInventoryItemCooldown
1 sMinimum time between two consumables, so you can't chain vials instantly.
Quick-switch cooldown
GE_QuickSwitchWeapon_CD
1 sCooldown 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 attacks with a parry window tighter than the default
EnemyAttackParry windowBlock cost
Level 12EnemiesMelee Combo 1*0.05 s20
Level 12EnemiesMelee Combo 2*0.05 s20
Level 12EnemiesMelee Spin*0.05 s20
Remnants of the Iron RegimentCannonhand Upperbash*0.05 s100
The Iron MarshallUpperbash*0.05 s100
VolunteersGreatsword Double Swing First*0.05 s20
Risen DuellistMelee Combo 2Heavy*0.1 s20
Risen SoldierCombo 2Heavy*0.1 s20
VolunteersGreatsword Push Combo Intro*0.1 s20
Eternal GuardsmanNephto Slam*0.15 s20
High Justicar AureliusNephto Slam*0.15 s20
Risen LancerMelee Spin*0.15 s18
Risen SapeurMelee Combo 1*0.15 s24
Risen SapeurMelee Spin*0.15 s18

* 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 data

Lanterns 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.

In-game tutorial
RestingResting at a Lantern has the following effects: Health and Nephtoglobin are fully restored. All non-boss enemies are revived.

All 49 Lanterns by region

Traversal abilities

Game data

Two movement abilities are story unlocks: a cutscene grants each one the first time you reach it.

In-game tutorial
Fast TravelYou can freely travel between any discovered Lanterns.
  • 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 data

Regular 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.

In-game tutorial
Enraged EnemiesSome enemies are in a state of constant rampage, making them much more powerful. They have distinct red, glowing eyes. These formidable enemies will not respawn after dying.

Enemy levels by region

Enemy levels by region
LocationLevelsMost commonPlaced enemies
The Battlefield1–2151
Valley of Ashes11101
Fallen Village1–51105
Caverns1–3298
Vale of Wrath1–53137
Cursed Hollow1–5293
The Outskirts1–53111
City of Orphans1–64112
University1–5577
Fortress1–55100
Napoleon's Prison2–6226

Read from each enemy spawner in the level files (unset means level 1); bosses and scripted waves are not included.

Risen Soldier by level

Risen Soldier by level
LevelHealthCatalystsDamageCritical damage taken
110050×1100
214080×1.4140
3180110×1.7180
4240140×2240
5320170×2.3320
6400200×2.7400

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 data

Every tutorial card the game shows, with its own text: 23 come with a short gameplay video, the rest are text cards.

In-game tutorial
BlockingHold [Block] to Block. Blocking attacks reduces incoming damage at the cost of Endurance.
In-game tutorial
BlunderbussThe Blunderbuss is a powerful Firearm that can wreak havoc at close range.
In-game tutorial
You Are DeadUpon death, you drop all of your Catalysts. Return to the location of your death to retrieve them. If you die again before retrieving them, your lost Catalysts will be gone forever.
In-game tutorial
ClaymoreThe Claymore is a Heavy Weapon able to channel Nephtoglobin Transmutations. Due to its immense weight, Parrying Attacks with it is not possible. Press [Aim] to release a Burning Wave. Hold [Aim] to release a Wave of Stasis.
In-game tutorial
Enraged EnemiesSome enemies are in a state of constant rampage, making them much more powerful. They have distinct red, glowing eyes. These formidable enemies will not respawn after dying.
In-game tutorial
Fast TravelYou can freely travel between any discovered Lanterns.
In-game tutorial
Fire TransmutationHold [Aim] to activate a Fire Transmutation, which consumes Nephtoglobin. Extract Nephtoglobin by shattering enemy Weak Points or striking them with your Melee Weapon.
In-game tutorial
RekindleUpon death, you will respawn at the last Lantern you Rekindled. Interact with a Rekindled Lantern to Rest.
In-game tutorial
RestingResting at a Lantern has the following effects: Health and Nephtoglobin are fully restored. All non-boss enemies are revived.
In-game tutorial
Recovering Health after BlockingDamage taken while Blocking is recoverable. To regain lost Health, land a Melee Attack on an enemy shortly after receiving damage.
In-game tutorial
MusketThe Musket is a long-range firearm that focuses on taking out single targets.
In-game tutorial
Nephtoglobin FormationsPress [Interact] when looking at a Nephtoglobin Formation to activate it.
In-game tutorial
Nephtoglobin RemnantsDestroying Nephtoglobin Weak Points on enemies will drop Nephtoglobin Remnants, which can be picked up to restore your Nephtoglobin.
In-game tutorial
ParryingPress [Block] just as an enemy attacks to Parry. A successful Parry negates all damage and consumes no Endurance. Parrying significantly damages an enemy's Posture.
In-game tutorial
PistolThe Pistol is a trusty sidearm, perfect for destroying Nephtoglobin Weak Spots.
In-game tutorial
PostureThe enemy's Posture bar builds up when you execute Melee Attacks or Parry enemy attacks. Parrying increases the Posture bar more than Melee Attacks do. Breaking the enemy's Posture allows you to launch a Critical Attack that deals massive damage.
In-game tutorial
RapierThe Rapier is a fast and precise weapon that can destroy Nephtoglobin Weak Spots and Points. Parrying with the Rapier is more powerful, but the downside is that it can't block enemy attacks properly.
In-game tutorial
Unblockable AttacksSome enemies unleash Unblockable Attacks that cannot be Blocked or Parried, identified by a red glow. Dodge [Dodge] at the perfect moment during an Unblockable Attack to perform a Perfect Dodge, empowering your next attack. You are invulnerable to enemy attacks during the dodge.
In-game tutorial
Shield TransmutationHold [Aim] to veil yourself in a protective barrier that can fully block enemy attacks at the cost of Nephtoglobin. Releasing [Aim] after defending an attack will launch a damaging wave in front of you. The damage of the wave scales with the amount of damage blocked. This barrier will also protect you from pesky Infestation effects.
In-game tutorial
Upgrading TransmutationsYou can upgrade your Transmutations with Transmutation Materials at Louis's Laboratoire.
In-game tutorial
Stasis TransmutationHold [Aim] to use the Stasis Transmutation and freeze enemies in their tracks. Once fully frozen, attack them to deal massive damage. Press [Aim] while looking at moving gears to stop them and all the machinery connected to them.
In-game tutorial
Stasis SegmentsCompletely filling a Stasis Segment deals damage and expels a Nephtoglobin Remnant from the enemy. The stronger the enemy, the more Stasis Segments must be filled to freeze it.
In-game tutorial
Upgrading WeaponsYou can upgrade your Weapons at James's Iron Bench. Levelling up Weapons increases their damage and unlocks various Enhancements.

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.