Valor Mortis Skill Tree (Level-Up Board)
All 26 upgrades on the Valor Mortis level-up board with the bonus each purchase really gives, read from the game's gameplay effects: 23 upgrades you can buy a fixed number of times and 3 repeatable upgrades at the end of the board that take up to 100 purchases each.
Every level-up upgrade
Game dataIn board order. Per purchase and at max come from each upgrade's gameplay effect, the values the game actually applies.
| Upgrade | Board slot | Per purchase | Max purchases | At max |
|---|---|---|---|---|
| 0 | Maximum Health +10 | 4 | Maximum Health +40 | |
| 1 | Endurance cost of blocking −5%, Recoverable Health from blocks +30% | 4 | Endurance cost of blocking −20%, Recoverable Health from blocks +120% | |
| 2 | Melee damage +3% | 4 | Melee damage +12% | |
| 4 | Endurance cost of melee attacks −5% | 4 | Endurance cost of melee attacks −20% | |
| 5 | Maximum Health +10 | 4 | Maximum Health +40 | |
| 7 | Critical attack damage +5% | 4 | Critical attack damage +20% | |
| 8 | Melee damage resistance +3%, Ranged damage resistance +3% | 4 | Melee damage resistance +12%, Ranged damage resistance +12% | |
| 10 | Maximum Health +2, Melee damage +1% | 100 (repeatable) | Maximum Health +200, Melee damage +100% | |
| 11 | Maximum Nephtoglobin +10 | 4 | Maximum Nephtoglobin +40 | |
| 12 | Nephtoglobin gained from melee hits +15% | 4 | Nephtoglobin gained from melee hits +60% | |
| 14 | Nephtoglobin from Weak Points +10% | 4 | Nephtoglobin from Weak Points +40% | |
| 15 | Unlocks an ability (no number) | 1 | Unlocks an ability (no number) | |
| 16 | Maximum Nephtoglobin +10 | 4 | Maximum Nephtoglobin +40 | |
| 17 | Status build-up +5% | 4 | Status build-up +20% | |
| 18 | Transmutation damage +3% | 4 | Transmutation damage +12% | |
| 20 | Healing effectiveness +5% | 4 | Healing effectiveness +20% | |
| 21 | Maximum Nephtoglobin +2, Transmutation damage +1% | 100 (repeatable) | Maximum Nephtoglobin +200, Transmutation damage +100% | |
| 22 | Maximum Endurance +5 | 4 | Maximum Endurance +20 | |
| 23 | Posture damage of parries +5% | 4 | Posture damage of parries +20% | |
| 24 | Unlocks an ability (no number) | 1 | Unlocks an ability (no number) | |
| 25 | Headshot damage +5%, Special ammunition capacity +1 | 4 | Headshot damage +20%, Special ammunition capacity +4 | |
| 27 | Maximum Endurance +5 | 4 | Maximum Endurance +20 | |
| 28 | Ammunition drop chance +5% | 4 | Ammunition drop chance +20% | |
| 30 | Endurance regeneration +5%, Endurance regeneration delay −0.02 | 4 | Endurance regeneration +20%, Endurance regeneration delay −0.08 | |
| 31 | Pistol rounds refilled at Lanterns +2, Special ammunition refilled at Lanterns +1, Special ammunition capacity +1 | 4 | Pistol rounds refilled at Lanterns +8, Special ammunition refilled at Lanterns +4, Special ammunition capacity +4 | |
| 32 | Firearm damage +1% | 100 (repeatable) | Firearm damage +100% |
The in-game description is shown under each name. Some of those texts quote numbers that no longer match the gameplay effect; the columns use the effect's values.
Data: Steam build 25907482 (1.0 launch). How we source this
The level-up board
Game dataThe 26 upgrades placed by their board slot (0–32), eleven slots to a row. Dashed cells are the repeatable upgrades, at slots 10, 21 and 32.
Slot numbers come from the game's upgrade map; empty cells are slot numbers the map leaves unused. Select an upgrade to jump to its row.
Upgrades by stat
Game dataThe same upgrades grouped by what their modifiers change (our grouping).
Health & defence · 5 upgrades, 17 purchases
Maximum Health, physical resistance, healing and the flask refill.
Maximum HealthPer purchase: Maximum Health +10After 4 purchases: Maximum Health +40
Maximum HealthPer purchase: Maximum Health +10After 4 purchases: Maximum Health +40
Physical ResistancePer purchase: Melee damage resistance +3%, Ranged damage resistance +3%After 4 purchases: Melee damage resistance +12%, Ranged damage resistance +12%
Healing EffectivenessPer purchase: Healing effectiveness +5%After 4 purchases: Healing effectiveness +20%
Ferrofluid Flask RefillPer purchase: Unlocks an ability (no number)After 1 purchase: Unlocks an ability (no number)
Melee · 3 upgrades, 12 purchases
Melee damage, Critical Attack damage and the Posture damage of parries.
Melee DamagePer purchase: Melee damage +3%After 4 purchases: Melee damage +12%
Critical DamagePer purchase: Critical attack damage +5%After 4 purchases: Critical attack damage +20%
Parrying ImpactPer purchase: Posture damage of parries +5%After 4 purchases: Posture damage of parries +20%
Endurance · 5 upgrades, 20 purchases
Maximum Endurance, its regeneration, and cheaper attacks and blocks.
Maximum EndurancePer purchase: Maximum Endurance +5After 4 purchases: Maximum Endurance +20
Maximum EndurancePer purchase: Maximum Endurance +5After 4 purchases: Maximum Endurance +20
Endurance RegenerationPer purchase: Endurance regeneration +5%, Endurance regeneration delay −0.02After 4 purchases: Endurance regeneration +20%, Endurance regeneration delay −0.08
Melee Endurance CostPer purchase: Endurance cost of melee attacks −5%After 4 purchases: Endurance cost of melee attacks −20%
BlockingPer purchase: Endurance cost of blocking −5%, Recoverable Health from blocks +30%After 4 purchases: Endurance cost of blocking −20%, Recoverable Health from blocks +120%
Firearms · 4 upgrades, 13 purchases
Headshots, ammunition and the airborne aiming unlock.
Headshot DamagePer purchase: Headshot damage +5%, Special ammunition capacity +1After 4 purchases: Headshot damage +20%, Special ammunition capacity +4
Ammunition Drop ChancePer purchase: Ammunition drop chance +5%After 4 purchases: Ammunition drop chance +20%
Ammo RestockPer purchase: Pistol rounds refilled at Lanterns +2, Special ammunition refilled at Lanterns +1, Special ammunition capacity +1After 4 purchases: Pistol rounds refilled at Lanterns +8, Special ammunition refilled at Lanterns +4, Special ammunition capacity +4
Airborne AimingPer purchase: Unlocks an ability (no number)After 1 purchase: Unlocks an ability (no number)
Nephtoglobin & Transmutations · 6 upgrades, 24 purchases
Maximum Nephtoglobin, how much you gain, Transmutation damage and status build-up.
Nephtoglobin SufferancePer purchase: Maximum Nephtoglobin +10After 4 purchases: Maximum Nephtoglobin +40
Nephtoglobin SufferancePer purchase: Maximum Nephtoglobin +10After 4 purchases: Maximum Nephtoglobin +40
Nephtoglobin ExtractionPer purchase: Nephtoglobin gained from melee hits +15%After 4 purchases: Nephtoglobin gained from melee hits +60%
Nephtoglobin RemnantsPer purchase: Nephtoglobin from Weak Points +10%After 4 purchases: Nephtoglobin from Weak Points +40%
Transmutation DamagePer purchase: Transmutation damage +3%After 4 purchases: Transmutation damage +12%
Status BuildupPer purchase: Status build-up +5%After 4 purchases: Status build-up +20%
Repeatable (end of the board) · 3 upgrades, 300 purchases
Small bonuses you can buy up to 100 times each.
Maximum Health and Melee DamagePer purchase: Maximum Health +2, Melee damage +1%At the 100-purchase limit: Maximum Health +200, Melee damage +100%
Nephtoglobin Sufferance and Transmutation DamagePer purchase: Maximum Nephtoglobin +2, Transmutation damage +1%At the 100-purchase limit: Maximum Nephtoglobin +200, Transmutation damage +100%
Firearms DamagePer purchase: Firearm damage +1%At the 100-purchase limit: Firearm damage +100%
Totals with the whole board bought
CalculatedEach attribute added up over every purchase, split into the finite upgrades and the repeatable ones at their limit. Base values are the game's starting attributes.
| Attribute | Base | Finite upgrades | Repeatable at limit | Total |
|---|---|---|---|---|
| Ammunition drop chance | — | +20% | — | +20% |
| Critical attack damage | — | +20% | — | +20% |
| Endurance cost of blocking | — | −20% | — | −20% |
| Endurance cost of melee attacks | — | −20% | — | −20% |
| Endurance regeneration | — | +20% | — | +20% |
| Endurance regeneration delay | — | −0.08 | — | −0.08 |
| Firearm damage | — | — | +100% | +100% |
| Headshot damage | — | +20% | — | +20% |
| Healing effectiveness | — | +20% | — | +20% |
| Maximum Endurance | 80 | +40 | — | 120 |
| Maximum Health | 100 | +80 | +200 | 380 |
| Maximum Nephtoglobin | 100 | +80 | +200 | 380 |
| Melee damage | — | +12% | +100% | +112% |
| Melee damage resistance | — | +12% | — | +12% |
| Nephtoglobin from Weak Points | — | +40% | — | +40% |
| Nephtoglobin gained from melee hits | — | +60% | — | +60% |
| Pistol rounds refilled at Lanterns | — | +8 | — | +8 |
| Posture damage of parries | — | +20% | — | +20% |
| Ranged damage resistance | — | +12% | — | +12% |
| Recoverable Health from blocks | — | +120% | — | +120% |
| Special ammunition capacity | — | +8 | — | +8 |
| Special ammunition refilled at Lanterns | — | +4 | — | +4 |
| Status build-up | — | +20% | — | +20% |
| Transmutation damage | — | +12% | +100% | +112% |
Percentages are added as the game's modifiers are (each purchase adds to the multiplier). Ambers and weapon upgrades come on top.
What to level first
CalculatedBoard priorities by playstyle, with the bonus each purchase really gives and what the first levels cost.
Catalyst costs climb quickly: level 5 costs 2,147 Catalysts in total, level 10 10,273, level 25 114,010 and level 50 602,002. The first purchases are the cheapest you will ever make, so spend them on the finite upgrades that fit your weapon; the board holds 86 finite purchases before the repeatable upgrades, which give a third or less per purchase.
Amber slots unlock with your level, not with the board: all 5 are open at level 9, which costs 7,707 Catalysts in total. Getting there early matters more than any single upgrade, because each slot is a whole Amber.
Saber and Rapier (parry and melee)
Health first: +10 per purchase is a tenth of the base 100, and the two Maximum Health upgrades together (eight purchases) take you to 180. Melee Damage adds 3% per purchase, three times the repeatable upgrade, and Parrying Impact adds 5% Posture damage to every parry, which turns parries into Critical Attacks sooner.
- Maximum Health · Maximum Health +10 per purchase · ×4 = Maximum Health +40
- Melee Damage · Melee damage +3% per purchase · ×4 = Melee damage +12%
- Parrying Impact · Posture damage of parries +5% per purchase · ×4 = Posture damage of parries +20%
- Maximum Endurance · Maximum Endurance +5 per purchase · ×4 = Maximum Endurance +20
- Critical Damage · Critical attack damage +5% per purchase · ×4 = Critical attack damage +20%
Claymore (heavy hits)
The Claymore cannot parry, so it trades blows: Melee Endurance Cost (−5% per purchase) gives more swings per Endurance bar, and Critical Damage (+5%) pays off on its big hits. Endurance Regeneration (+5%) gets you back into the fight sooner.
- Maximum Health · Maximum Health +10 per purchase · ×4 = Maximum Health +40
- Melee Endurance Cost · Endurance cost of melee attacks −5% per purchase · ×4 = Endurance cost of melee attacks −20%
- Melee Damage · Melee damage +3% per purchase · ×4 = Melee damage +12%
- Critical Damage · Critical attack damage +5% per purchase · ×4 = Critical attack damage +20%
- Endurance Regeneration · Endurance regeneration +5%, Endurance regeneration delay −0.02 per purchase · ×4 = Endurance regeneration +20%, Endurance regeneration delay −0.08
Transmutations
Nephtoglobin is the limit, not damage: each Nephtoglobin Sufferance purchase adds 10 to the 100-point pool, and there are two such upgrades. Transmutation Damage (+3%) and Status Buildup (+5%) make each cast count, and Nephtoglobin Extraction (+15%) refills you faster from melee hits.
- Nephtoglobin Sufferance · Maximum Nephtoglobin +10 per purchase · ×4 = Maximum Nephtoglobin +40
- Transmutation Damage · Transmutation damage +3% per purchase · ×4 = Transmutation damage +12%
- Status Buildup · Status build-up +5% per purchase · ×4 = Status build-up +20%
- Nephtoglobin Extraction · Nephtoglobin gained from melee hits +15% per purchase · ×4 = Nephtoglobin gained from melee hits +60%
- Nephtoglobin Sufferance · Maximum Nephtoglobin +10 per purchase · ×4 = Maximum Nephtoglobin +40
Firearms
Firearms live on ammunition: Headshot Damage adds 5% and a Blunderbuss round per purchase, Ammo Restock adds 2 Pistol and 1 special round per Lantern restock, and Ammunition Drop Chance adds 5% per purchase. Airborne Aiming is a one-purchase unlock for slow-time aiming in the air.
- Headshot Damage · Headshot damage +5%, Special ammunition capacity +1 per purchase · ×4 = Headshot damage +20%, Special ammunition capacity +4
- Ammo Restock · Pistol rounds refilled at Lanterns +2, Special ammunition refilled at Lanterns +1, Special ammunition capacity +1 per purchase · ×4 = Pistol rounds refilled at Lanterns +8, Special ammunition refilled at Lanterns +4, Special ammunition capacity +4
- Ammunition Drop Chance · Ammunition drop chance +5% per purchase · ×4 = Ammunition drop chance +20%
- Airborne Aiming · unlocks an ability per purchase
- Maximum Health · Maximum Health +10 per purchase · ×4 = Maximum Health +40
Order within each list is our recommendation from the per-purchase numbers; the values come from each upgrade's gameplay effect.
Which upgrades to take first
CalculatedReasoned from the numbers per purchase, not from opinion.
- Maximum Health gives +10 Maximum Health per purchase, a tenth of the base 100. With both Maximum Health upgrades maxed you go from 100 to 180 Health.
- The finite melee upgrade (Melee Damage) adds three times as much melee damage per purchase as the repeatable Maximum Health and Melee Damage, so its four purchases come first if you fight up close: +12% in total.
- Transmutation Damage works the same way for Transmutations: +12% from its four purchases, against +100% from a hundred repeatable ones.
- 2 upgrades add an ability rather than a number (Ferrofluid Flask Refill, Airborne Aiming); each needs a single purchase.
- The 3 repeatable upgrades take up to 100 purchases each. At the limit they add +100% melee damage, +100% Transmutation damage or +100% Firearm damage, along with extra Health or Nephtoglobin for the first two.
Upgrades are bought with Catalysts as you level up. See what each level costs in the Level Calculator
The level-up board has 26 upgrades: 23 you can buy a fixed number of times (86 purchases) and 3 repeatable ones with up to 100 purchases each, 386 purchases in all. Maxing the finite upgrades takes Maximum Health from 100 to 180, Maximum Nephtoglobin from 100 to 180 and Maximum Endurance from 80 to 120. The repeatable upgrades are the long tail: Maximum Health and Melee Damage alone can lift Maximum Health to 380 and add +100% melee damage. Several in-game descriptions quote stale numbers, so every value here comes from the upgrade's gameplay effect.
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Valor Mortis skill tree FAQ
How many upgrades are on the Valor Mortis level-up board?
26: 23 finite upgrades with 86 purchases between them, and 3 repeatable upgrades that take up to 100 purchases each.
What is the max level in Valor Mortis?
The game's level-cost table runs to level 400. The board itself holds 386 purchases in total (86 finite + 300 repeatable).
How much Health can you get from the skill tree?
Base Maximum Health is 100. The two Maximum Health upgrades (+10 per purchase, 4 purchases each) take it to 180, and the repeatable Maximum Health and Melee Damage (+2 per purchase) can take it to 380.
What are the best upgrades to take first?
Per purchase, the finite upgrades beat the repeatable ones: Melee Damage adds three times the melee damage of Maximum Health and Melee Damage, and Maximum Health adds +10 Maximum Health against +2. Take the finite upgrades that fit your weapon first and leave the repeatable ones for late levels.
What do the repeatable upgrades do?
Each can be bought up to 100 times. Per purchase: Maximum Health and Melee Damage: Maximum Health +2, Melee damage +1%; Nephtoglobin Sufferance and Transmutation Damage: Maximum Nephtoglobin +2, Transmutation damage +1%; Firearms Damage: Firearm damage +1%.
Can you respec in Valor Mortis?
Yes. The game's respec table prices each respec by how many you have already done: the first is free, the second costs 50 Catalysts and the tenth 300. The level calculator lists them all.
Why do the numbers differ from the in-game text?
Some in-game descriptions quote numbers that no longer match the upgrade's gameplay effect. This page uses the effect's values, which are what the game applies.
What should I level first in Valor Mortis?
For melee, Maximum Health (+10 Health per purchase) and Melee Damage (+3% melee damage) first, then Parrying Impact if you parry. For Transmutations, Nephtoglobin Sufferance (+10 Nephtoglobin) and Transmutation Damage (+3%); for Firearms, Headshot Damage and Ammo Restock. The 86 finite purchases come before the repeatable upgrades, and all 5 Amber slots are open at level 9 (7,707 Catalysts in total).
What is the best skill tree build for Transmutations in Valor Mortis?
Take both Nephtoglobin Sufferance upgrades (+10 Nephtoglobin each per purchase, four purchases apiece, 180 Nephtoglobin with both maxed), then Transmutation Damage (+3% per purchase), Status Buildup (+5%) and Nephtoglobin Extraction (+15% Nephtoglobin from melee hits). Level 10 costs 10,273 Catalysts in total.