Power: Suction
::: Quick & Dirty :::
Available at: Immolator's Guild (ANY).
Cost: 7500 coins + quest.
*No levels for this power. Once only cost.*
Suction drains an extra pint from the target each time you bite.
::: Detailed Description :::
Suction is obtained at the Immolator's Guilds (any of them), and is a one time quest.
Suction effects how you bite. When biting vampires, you get two pints instead of one and when biting humans, instead of getting 1 to 3 pints, you get 2 to 4 each time.
It costs 7500 coins and then you set on a quest to put the blood of 20 other pires with higher BP than you into a wine flask like thing.
When you begin, you have a three day timer to bite someone with more blood than you. Once you do, the timer resets and you have another 3 days. Should you forget how muc htime is left to find the next pyre you can find a timer in the "my vampire" section of the city. Once you reach 20, you are done and you gain the Suction power.
During your quest, you gain no BP by drinking from those pires, and they lose about 5 (some say 6) BP. They get little messages and so do you, each time you find the right level of pire and bite them.
This isn't hard to accomplish if you have a fairly low BP level. But higher level pires, say 2000 and more, have trouble finding pires who have more BP than they do, so the 3 days is usefull if you want to keep high BP and still get Suction.
Some vamps are deciding to get Stamina levels first, which can severely lower your BP in buying, so they are at low enough levels to easily find people with higher BP to help them get Suction faster. This is the case for people with already high BPs.
However, if your pire is low in BP, Suction is rather important to get,to help quickly get as much BP as possible in order to /pay/ for Staminaor other BP costing quests.
::: Sample Quest Texts :::
When you pay for the Guild cost you see:
"To gain a level of SUCTION, you need to fill this bag (the guildmaster handsyou something that looks like a wineskin) with the blood of powerful vampires.You must bag blood from at least one powerful vampire every three days, until the bag is full, or it will lose its power.
"(To bag a vampire's blood, simply drink from a vampire whose blood count ishigher than yours.)"
When you bite, *you* see:
"You drain much more blood than you usually could from (Name of Vamp), siphoning it into the bag as you go. Again, you have 3 days to find the next victim."
When you bite, *they* see:
"(Name of Vamp) sucked blood from you. You were temporarily paralysed, unable to do anything but watch as the blood was drained - more blood than you would usually expect. As if to add insult to injury, (Name of Vamp) isn't even drinking, instead spitting huge mouthfuls of your blood into some kind of wineskin."
When you have finally bitten the 20th pire, you see:
"You drain much more blood than you usually could from (Name of Vamp), siphoning it into the bag as you go.
"The bag is finally full. You upend it into your mouth. The blood burns as it goes down, but in an almost pleasant, if slightly unnerving, way. As the last drop passes your lips, you feel a new strength in your lungs and in your fangs."
______________________________________________________________________________________________
Power: Surprise
::: Quick & Dirty :::
Available at: Empath's Guilds (All)
Cost: 20,000 coins.
*No levels for this power. Once only cost.*
Surprise lets a vampire enter a "blued" (blocked or overcrowded) square.
::: Detailed Description :::
Surprise is a very simply defined power. You can get into squares withso many pires that they "blue" out, and are normally impassable. When you encounter such a "blocked" square without Surprise you must either go around or use a Scroll of Turning to "clear" the square.
Since the power of Surprise eliminates the need to use S.o.Turning, it saves you a great deal of money in the long run. Also, because there is no quest to obtain the power, you save the common immediate costs that one encounters when questing, such as time, purchase of transit or pub drinks or whatever, and there is no blood cost at all.
One note though. It is rare to see it happen, but it *is* possible that a square can get *so* full, that even a vampire with Surprise cannot pass into the square. Just in case, carry a few S.o.Turnings with you while you travel.
Obtaining the power at the guild is extremely straight forward. Get into the right square while holding the right amount of money, then click the button to learn the power.
_____________________________________________________________________________________________
Power: Celerity
::: Quick & Dirty :::
Available at: Traveller's Guilds
Cost:
Celerity 1: 4000 coins + 3 items.
Celerity 2: 8000 coins + 6 items.
Celerity 3: 17500 coins + 12 items.
Celerity reduces the time it takes to gain an action point by
five minutes for each level. IE:
Normal AP gain is 1 every 30 minutes.
Celerity level 1: AP +1 every 25 min.
Celerity level 2: AP +1 every 20 min.
Celerity level 3: AP +1 every 15 min.
*DO NOT RIDE TRANSITS ON YOUR QUEST*
::: Detailed Description :::
Each level requires a quest to "run" from the guild to a series of specific pubs and collect items by getting them from the bartender. The bartender will give the item and instructions when you purchase a drink ranging in price from 1- 100 coins, so use your maps to plan the route to an intervening bank if necessary to get money for the drink.
Since someone always asks, yes, you have three days to get to each new location you are told of... Meaning you pay the cost, have 3 days to get to the specific pub, buy a drink, get the item. Then the bartender says you need to go to the next pub, and your new three day limit begins then. And so on.
You cannot use transit stations to get to the pubs. If you do, you see the following message...
------------------------------------------------------
The barman shakes his head. "Weren't you listening? You were told to run here, not ride the city's transit system. Try again when you're less lazy."
------------------------------------------------------
The kicker is that if you *do* use the transits, you lose the coin you paid to do start the quest, and must go repay it and begin again :( Drat...
However, for some reason, you can use teleport scrolls... Odd. Perhaps the reasoning on this is because you have to pay so much for the bloody things, that you spend a huge amount more, in effect, to get the power.
Luckily, if you happen to lose your way, forget where you're going or whatever while you are on your Celerity quest, and can't remember or don't know where the next pub is, you can return to the guild to try buying a power again, and the Guild-master will tell you the next location you need to visit. Other option to get the information is on the "my vampire" page of the city. There you will find your next location on the quest and a timer telling you exactly how long you have to get to the next guild.
But be careful. Some pubs can be huge distances away from each other, and there is no notification if you fail your quest. It simply fails, and the next time you go to the bar to get an item by purchasing a drink, you just get the usual bartender blurbs. Such is the game.
::: Sample Quest Texts :::
To gain a level of CELERITY, you must collect a series of 12 objects from different pubs. 'Run' to (Name of Bar), at (Location), and buy a drink of blood - the bartender will provide you with the first object and more directions.
You have three days to get there.
To gain a level of CELERITY, you must collect a series of 12 objects from different pubs. Run to The Moon, at Dogwood and 78th, and buy a drink of blood - the bartender will provide you with the first object and more directions. You have three days to get there.
You drink the Blood.
The barman hands you a granite box. He tells you now must run to The McAllister Tavern, at Hessite and 97th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a granite stone. He tells you now must run to Pelter's Tavern, at Turquoise and 71st to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a granite bone. He tells you now must run to Marbler's Tavern, at Ragweed and 78th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a strange fossil. He tells you now must run to Draper's Tavern, at Pilchard and 48th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a fossil. He tells you now must run to The Hanged Man, at Unicorn and 92nd to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a light fossil. He tells you now must run to Butcher's Tavern, at Kyanite and 19th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a petrified box. He tells you now must run to The Gunny's Shack, at Obsidian and 54th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a bracelet. He tells you now must run to The Sunken Sofa, at Eagle and 34th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a stone. He tells you now must run to The Whirling Dervish, at Sycamore and 89th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a multicoloured bone. He tells you now must run to Ten Turtle Doves, at Anguish and 98th to buy blood from the barman there, for the next object.
You drink the Blood.
The barman hands you a strange gem. He tells you now must run to Carpenter's Tavern, at Diamond and 1st to buy blood from the barman there, for the next object.
You drink the Blood.You feel something brush past your pocket. When you look round, nobody is there, but the items you've collected are gone! You are momentarily angry, but then you realise that you've got what you wanted out of the deal - you feel faster.
______________________________________________________________________________________________
Power: Stamina
::: Quick & Dirty :::
Available at: Immolator's Guilds
Cost:
Stamina 1: 1000 coins + 500 BP.
Stamina 2: 2500 coins + 1000 BP.
Stamina 3: 5000 coins + 1500 BP.
Stamina increases your total maximum AP level by 10 points and increases your ability to resist a Scroll of Turning effect.
IE:
No Stamina levels: Standard AP, all SoTurns move you & -10 BP
Stamina 1: Max AP +10 to standard, SoTurn sometimes resisted
Stamina 2: Max AP +10 more, SoTurn often resisted
Stamina 3: Max AP +10 more, SoTurn usually resisted
*QUESTING POWER*
Go to guild, pay coins to get a password + location. Go to the location, say the password, loose the BP and gain the power.
::: Detailed Description :::
At the guild, click the button to pay the required coins for the location of a secret place and a special password, just for you. I recommend you copy and paste it inot a text file so you can use it later EXACTLY how it was given to you.
You go to the new adress [don't worry, you have 10 days]. You use the "More Commands" option below the map to input the *EXACT* password (hence the copy paste) and click [Say It]. This means if the password was shown to you as Kai-Kai, you cannot say it kai-kai, or Kai Kai. It pays attention to capitalization and the dash is supposed to be included.
Note that you will need to be in the INTERSECTION of the location given to you, not the usual South-East black square one goes to for the usual Guild ones given in the game. So when the IG tells you go to Pine & 45th or where ever, you need to be exactly on the spot where those two "streets" cross to say the password. That is, where you see the sign for the two streets.
This is when you pay your Blood Points cost. The lost BP are the damage it causes when they brand the power into you. Pretty kickass, but damned frightful to loose so many BP at once. Congrats. You will now have the Stamina upgrade.
If by chance you accidentally lose track of where you need to go, which address you need to find when you pay for the power, you can always go back to the guild and try to buy the power again. The guild master won't take your money and instead tells you where you need to go. Alternatively the "my vampire" page will tell you the location you need to go to as well as the password and how long you have to get there.
Another point on the AP increase, when RavenBlack added a special feature to increase Maximum APs little by little (something like a single Max AP up for each time you double your AP), it ended up sort of effecting how Stamina Max AP works out.
You have a base AP of 50. Under 50 BP, however, it is reduced by grades. So a pire with only 5 BP has only 35 AP. And, when you get some of those extra one point of Max AP bonuses, it is based on your BP counts.
So, as it used to work, Stamina 1 raised Max AP to 60, Stamina 2 up to 70, and 3 up to 80. Now, however, you will see your "little bonus one-off" Max AP points drop, due to the loss of blood.
For example, one player had a MaxAP of 74, got Stamina 3, and their MaxAP went to 82. So 8 points, she'd think. But, what had really happened was, the two little extra MaxAP points she had gotten for her BP dropped when she paid the huge 1500 BP cost of Stamina 3. So, when she gets back up to her old level of BP, it will read a MaxAP count of 84.
::: Sample Quest Texts :::
To gain a level of STAMINA, you must go to the corner of [location] and say '[password]'. It will cost you 500 blood. You have ten days
<vampname> says secret password Shadowy figures burst from the darkness all around. Before <vampname> can respond, the vampire is immobilised, held pinned to the ground. Another silhouette steps forth, holding out on the end of a stick a piece of platemail strangely visible in the dark. Then you realise - it's glowing with red heat. The platemail is pressed against the chest of <vampname>. With gritted teeth, <vampname> bears the pain without a sound, other than the sizzle of flesh and bursting blood-vessels. After what seems an eon but is probably more like twenty seconds, the figures depart as slickly as they arrived, taking their armour with them. <vampname> looks weakened, and yet, strangely, strengthened.
______________________________________________________________________________________________
Power: Shadows
::: Quick & Dirty :::
Available at: Thieve's Guilds
Cost:
Shadows 1: 1000 coins.
Shadows 2: 2000 coins.
Shadows 3: 4000 coins.
Shadows decreases the number of days it takes for a vampire to fall into shadow by one for each level. Normal time to fall into Shadow is 4 days of inactivity.
::: Detailed Description :::
Shadows is the state of being "invisible" on the game board. A vampire in this state cannot be seen by the "naked eye" as it were, and yet still can add to the number of pires in a given square. So, feasibly, a square could be blue/impassable, yet not show any vampires in it, because they all dropped intoshadows.
Fortunately, vampires in this cannot be attacked or Second-sited, nor robbed or bitten. you can still get Turned, since that is an area effect.
Coming *out* of shadows requires little or no effort. Simply log in and move. Do something. Anyhthing that takes AP to do should bring you out of shadows.
If you go into shadows too long, you can get consumed by them and your vampire will disappear. Only a vampire with second-sight can overcome being consumed by shadows.
Getting the power is simple. Go to the guild and pay for it. The end...
_____________________________________________________________________________________________
Power: Thievery
::: Quick & Dirty :::
Available at: Thieve's Guilds
Cost:
Thievery 1: 2000 coins.
Thievery 2: 5000 coins.
Thievery 3: 10000 coins.
Thievery robs a pire of
*up* *to* 25% of their coins at level one,
*up* *to* 50% at level 2, and
*up* *to* 75% at level 3.
Chances of success increase with each level.
::: Detailed Description :::
Thievery is probably the most important power to get. But, unfortunately, it can also be the hardest to get the first level of. As a vampire without Thievery, you can only get your funding two ways... Either from Humans, or from other pires being nice enough to pay for it for you.
The reason Thievery is so important? Well, it pays for everything else like transits, pubs, items, powers... Come on, do I really need to tell you why?
A note: You don't rob humans. They fork over their cash as soon as you drink them up and kill them. Only other vampires can be robbed from. And no, you can't rob the bartenders. Or the banks... Or shops. Shucks.
Like the quick and dirty says, the different levels of Thievery work like so:
Thievery 1: Robs a pire for up to 25% of the coin on them.
Thievery 2: Robs a pire for up to 50% of the coin on them.
Thievery 3: Robs a pire for up to 75% of the coin on them.
Note that it says *up* *to*. That is, it won't always rob them of exactly that amount. Also, you can fail. With each level of Thievery you gain, you increase your chances of a successful robery, but it is never 100% going to work every time. Besides, some vampires don't have *any* money on them. Once you have the funds, actually *getting* the power is simple. Go to the guild and pay for it. The end...
______________________________________________________________________________________________
Power: Locate
::: Quick & Dirty :::
Available at: Empath's Guilds
Cost:
Locate 1: 1500 coins + 40 BP [4 x 10].
Locate 2: 4000 coins + 60 BP [4 x 15].
Locate 3: 15000 coins + 100 BP [4 x 25].
Locate tells you the location of another vampire. The accuracy of the location increases with each level.
Locate 1: Tells the number of squares away a vamp is.
Locate 2: Tells the direction, and number of squares away.
Locate 3: Tells the exact location of the vampire.
*QUESTING POWER*
Enfuse your blood with four specific points of the city.
::: Detailed Description :::
Locate is a fairly useful power, but a rather involved quest. The process is to go infuse your essence into various areas of the city. For level one it is the corners, level two middle streets and level three the center areas. Always four locations (different for each level) and always the same phrase must be said. Check-Point.
When you go to the Guild, you pay the guild master and you are told to go to a specific location and say Check-Point. When you do, you lose the required BP and are told another location. You repeat this at all four locations and then you get the power.
Note that the locations given are meant to be the exact intersection. Not the South-Eastern black square like the
Guild locations are given. You go to the street cross points.
Level one locations are:
- Aardvark and 1st
- Aardvark and 100th
- Zestless and 100th
- Zestless and 1st
Level 2 locations are:
- Aardvark and 50th
- Zestless and 50th
- Zelkova and 1st
- Zelkova and 100th
Level 3 locations are:
- Sycamore and 38th
- Sycamore and 63rd
- Gypsum and 63rd
- Gypsum and 38th
::: Sample Quest Texts :::
:: Locate 3 : City Center ::
To complete your LOCATE ability, you need the center of the city to know you. Spill twenty-five pints of your blood at each of four specific points in the city center. First, go to the corner of Sycamore and 38th and say 'Check-Point'. Make sure you say it exactly as I did. You will have five days to reach each checkpoint.
-Andronicus says "Check-Point"
Andronicus kneels on the ground, and gently tears open a wrist with a daggerlike fingernail. Blood flows forth, and half-seeps, half-crawls into the paved ground.
Next you must say 'Check-Point' at the corner of Sycamore and 63rd.
______________________________________________________________________________________________
Power: Neutrality
::: Quick & Dirty :::
Available at Peacekeepers Missions
Peacekeepers Mission 1: Emerald and 67th
Peacekeepers Mission 2: Unicorn and 33rd
Peacekeepers Mission 3: Emerald and 33rd
Cost:
Neutrality 1: 10,000 coins
Neutrality 2: 10,000 coins and 500 BP
Neutrality 3: 10,000 coins and 1000BP
Each Level may be removed for 10,000 coins (IE: Level 3 Neutrality costs 30,000 coins to remove.)
Neutrality Level 1 can only be purchased a total of three times.
Neutrality is a Power for the peaceful-minded vampyre that does not wish to wage war on others and does not wish to be harassed by more violent tempered vampyres.
::: Detailed Description :::
Neutrality (3 Levels Available): If you have any level of the Neutrality Power at all, you can't use Holy Water. You're peaceful, remember? Scrolls of Turning used by a Neutral vampire cause no damage. On the plus side, you are rendered immune to the damaging effects of Scrolls of Turning (though you can still be moved). You also take reduced damage from Holy Water; the amount of reduction increases with each level of Neutrality you have. At level 3, you take only one point of damage from Holy Water - less than being drunk from by a vampyre with Suction. Unlike the other powers, Neutrality can be removed, for a price. Neutral vampires are highlighted in pink. Neutral vampires can't give money to non-Neutral vampires, since that would be a breach of Neutrality. (This rule irritates people a little, but the problem was that some unscrupulous players were hiding behind Neutrality and funding major wars.) Also, each time you steal as a Neutral vampire, half your take goes to the Peacekeepers; the same applies to normal vampyres stealing from Neutrals.
==================================================================
Power: Telepathy
::: Quick & Dirty :::
Available at Travelers Guild.
TELEPATHY : You are able to send telepathic messages to other vampires, no matter where they are.
Level 1: costs 10 AP per message.
Level 2: costs 6 AP per message.
Level 3: costs 2 AP per message. 1 AP if it is your sire or one of your childer.
TRAVELLERS GUILD 1 - Telepathy 1 : 2500 coins
TRAVELLERS GUILD 2 - Telepathy 2: 5000 coins
TRAVELLERS GUILD 3 - Telepathy 3: 10000 coins
::: Detailed Description :::
Telepathy (3 Levels Available): The vampire is able to send telepathic messages to other vampires, no matter where they are. At level one it costs ten action points to send a telepathic message. At level two it costs six. At level three it costs two. Sending a message to your sire or one of your childer costs half the action points of communicating with other vampires, ie. it costs only one action point to communicate with one of your childer using level three telepathy.
All in all, a very easily acquired Power and rather a good buy too.
-----------------------------------------------------------------------------------------------------------------------------------------
Power: Charisma
::: Quick & Dirty :::
Available at Allurists Guild
-Charisma(1): 1,000 coins + have 3 vamps say <vamp name> sent me
-Charisma(2): 3,000 coins + have 6 vamps say <vamp name> sent me
-Charisma(3): 5,000 coins + have 9 vamps say <vamp name> sent me
::: Detailed Description :::
Charisma(1) - Humans give directions for 4 AP instead of 5, Drinks at pubs are 10% cheaper and odds of learning guild/shop locations from bartenders is slightly increased.
Charisma(2) - Humans give directions for 3 AP instead of 5, Drinks at pubs are 20% cheaper and odds of learning guild/shop locations from bartenders is slightly more than Charisma 1.
Charisma(3) - Humans give directions for 2 AP instead of 5, Drinks at pubs are 30% cheaper and odds of learning guild/shop locations from bartenders is slightly more than Charisma 2.
Example:
You drink the Blood.
The barman says "Pssst. Allurists Guild 1 is right next to Kraken and
6th today. I don't know how much longer it will be there, though."
level 1:
The Allurists Guild informs you that business near {street name}
has been slow lately. Persuade 3 prestigious vampires (with at least
500 blood) to visit (bar location) there and tell the bartender "(your vamp
name) sent me". You have ten days. You must not set foot inside the pub yourself during the quest - drunks give us a bad name. [Cost: 1000]
(Once the said # of vamps have spoken to the bartender you receive this message) :
You feel a rush of confidence course through your body. It's as though you've become more comfortable with yourself and those around you
-------------------------------------------------------------------------------------------------------------------------------------
Power: Perception
::: Quick & Dirty :::
Available at: Allurist's Guilds (All)
Cost: 7,500 coins + quest.
*No levels for this power. Once only cost.*
Perception lets a vampire see what vamps have money and gives warning of hunters.
::: Detailed Description :::
Perception is obtained at the Allurist's Guilds (any of them), and is a
one time quest.
Perception performs two separate functions:
1) It gives early warning of all Vampire Hunters (humans with attitude). If you have Perception, when you would normally see a "white" Human in a nearby square, you will see them as green with a black background. This does *NOT* mean that they are "run down and available for destruction." It just means that they are a hunter. If you choose to enter the square with them, prepare to deal with them just like anyone else (i.e. chase them down and lose potentially hundreds of BP).
2) It gives you a CHANCE of knowing if vamps who share your square have "a lot" of coins. There is a lot of speculation as to what the threshold for "a lot" is, but generally speaking, if a vamp is yellow, they'll have more coins than if they are white.
If you have both Perception and Thievery, this decreases your chances (but does NOT eliminate) seeing "You fail to steal from XXXXX"
::: Sample Quest Texts :::
Once you pay your 7500 coins to the Guildmaster, you see the following:
To gain PERCEPTION, you must find and kill a vampire hunter
within the next ten days.
You drink the human's blood. You extracted XX pints of blood.
You feel as if a veil has been lifted from your eyes. Your hearing is sensitized; you hear your own heartbeat, the clink of coins, and the distant sound of an Allurists Guild member speaking her congratulations, knowing you will hear it.
From now on you will be able to tell when a human is a vampire hunter from a distance, and if you hear a vampire's coins clinking that vampire will be highlighted in yellow.
You also found XXXX coins. Nice.
Simple enough, so long as you manage to come across a hunter in the allowed 10 days. Vamp_Sas came up with the following idea :
1) Put off paying the guildmaster until after you find a hunter (be sure to write down where the hunter was!);
2) Using a SoTel, transport yourself to the bank nearest the guild;
3) Withdrew 7500 coins;
4) Walk to the guild;
5) Pay the Guildmaster his fee;
6) Use a second SoTel, transport yourself BACK to the hunter;
7) Chase the hunter until you win.
This method requires that you have a decent amount of AP before you begin and that you have 2 SoTel's (and maybe a SoTurn or two for the bank/guild). Your only risk is if someone else finds the hunter while you're doing steps 2-6, so don't dawdle!