Nightborn
Steam News 3 April 20261mo ago

Nightborn Entitlement: Nocturne

Nocturne: Power over Darkness “IT’S possible for man to defend himself against threats from the outside, but those dangers that come from within—from man himself—are far more difficult to keep at bay.” ― Powers of Darkn…

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Full Nightborn update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes1 addition6 changes1 removal
  • Store
  • Gameplay
  • Balance
changedMetamorphosisWolf Skin – Falling to all fours, the Vampire may run faster, hide easier, and has a devastating bite attack.
addedMetamorphosisGiant Bat – Sprouting wings, the Vampire now has a limited-clumsy flight. Bite attacks now drain a little blood from living victims.
changedMetamorphosisGargoyle Form – The ultimate expression of Metamorphosis; Skin hardens defensively and claws sharpen cutting through armor like butter.
changedMaledictionMalediction is Nocturne’s Magical Legacy. Magical Legacies require both blood costs and consume a spell component item. Malediction’s spell component is the Effigy Doll. Malediction spells are Curses, Hexes, and Inflict Disease & Poison. Malediction is sometimes referred to as The Dark Arts.
changedMaledictionWeaken – The Cursed target take more damage from attacks and may become breakable.
changedMaledictionPoison – The Cursed target gains the Poisoned status, any regeneration stops and they rapidly take damage as the poison runs its course. Feeding from a poisoned target spread the poison.

Nocturne: Power over Darkness

“IT’S possible for man to defend himself against threats from the outside, but those dangers that come from within—from man himself—are far more difficult to keep at bay.”

Powers of Darkness: The Lost Version of Dracula

Nocturne is the Nightborn Entitlement concerning the Powers of Darkness. The Nightborn Lineages with Nocturne in their Inheritance are the Marra, Draugr, Orlok, and Carmilla. Nocturne’s Legacies are Metamorphosis, Umbra, and Malediction, Nocturne’s Magic.

Metamorphosis

Metamorphosis changes the shape of the Nightborn who uses its powers. Nightborn scholars theorize Metamorphosis actually reveals the truth of a Vampire’s nature, rather than hiding it. The bestial monster this power of darkness shifts its user into is the purest from of Vampirism, in this theory.

  1. Beast Within – Heightens the Vampire’s senses, allowing them to see the world with the world as an apex predator.

  2. Partial Change – The Vampire starts to change enough that their fangs extend, they sprout razor sharp claws, and they appear feral.

  3. Wolf Skin – Falling to all fours, the Vampire may run faster, hide easier, and has a devastating bite attack.

  4. Giant Bat – Sprouting wings, the Vampire now has a limited-clumsy flight. Bite attacks now drain a little blood from living victims.

  5. Gargoyle Form – The ultimate expression of Metamorphosis; Skin hardens defensively and claws sharpen cutting through armor like butter.

Umbra

Umbra is control of shadows, stealth, and the night. A Nightborn’s shadow is an extension of the self, becoming part of their body, not merely the light they block. Manipulating shadows may help the Vampire not be seen or they may solidify shadow to harm their enemies.

  1. Fade – Obscure the Nightborn making it difficult for other to see them as long as they remain in shadow.

  2. Shadowgrip – Trip a target with their own solidified shadow or activate a switch near shadow as if you used your hand.

  3. Slink – Bring shadows with you wherever you go, allowing you to sneak in areas where you otherwise would be easily spotted.

  4. Vanish – Completely obscure yourself temporarily, making even enemies looking right at you lose track as if you were not there.

  5. Shadowstep – Travel at the speed of darkness, effectively teleporting from shadow to shadow.

Malediction

Malediction is Nocturne’s Magical Legacy. Magical Legacies require both blood costs and consume a spell component item. Malediction’s spell component is the Effigy Doll. Malediction spells are Curses, Hexes, and Inflict Disease & Poison. Malediction is sometimes referred to as The Dark Arts.

  1. Weaken – The Cursed target take more damage from attacks and may become breakable.

  2. Sicken – The Cursed target because nauseated occasionally become stunned especially when hit. Sicken may spread to enemies near a stunned Cursed target.

  3. Poison – The Cursed target gains the Poisoned status, any regeneration stops and they rapidly take damage as the poison runs its course. Feeding from a poisoned target spread the poison.

  4. Mark – All will see the Cursed target as an enemy and attack them until the Mark is removed by wearing off or purged with magic.

  5. Pestilence – All present become Cursed with a highly contagious disease that periodically stuns and does light damage until it runs its course or is somehow purged.

Carnal

Dominion

Eternity

Nocturne

Psyche

Source

Steam News / 3 April 2026

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