Beginner's Guide
Table of Contents
Common Terms & Abbreviations
Basics
- The City /
- Action Points /
- Coins /
- Buildings /
- Blood Points /
- Blood Ranks /
- Powers
Powers (In-Depth)
- Second-sight /
- Suction /
- Surprise /
- Perception /
- Celerity /
- Stamina /
- Shadows /
- Thievery /
- Locate /
- Telepathy /
- Charisma /
- Neutrality /
- BattleCloak
Shops & Items
- Shops /
- Items /
- Necromancers
Halls of Binding & Severance
Common Terms & Abbreviations
Terms
The Embrace - The siring of a new vampire.
Sire - The one who made you a vampire.
Childe - One you've sired. (Plural: childer)
Fledgling - A newly sired vampire. Usually used in a derogatory manner.
Kindred - The term by which vampires refer to themselves.
Kine - An archaic term for cattle. Used to denote humans.
Clan - Either an entire bloodline, or an organization of vampires of multiple
bloodlines with the single purpose of protecting those under their banner.
Abbreviations
IC - In-Character
OOC - Out-of-Character
IRL - In Real Life
AP - Action Points
BP - Blood Points
EG - Empaths Guild
IG - Immolators Guild
ThG - Thieves Guild
TrG - Travellers Guild
HW - Holy Water
GS - Garlic Spray
SP - Sprint Potion
SoTel - Scroll of Teleportation
SoTurn - Scroll of Turning
SoSuc - Scroll of Succour
SoAcc - Scroll of Accounting
SoDis - Scroll of Displacement
Basics
The City
The city is made up of 40,000 squares (200x200), with 100 streets crossed by 100 streets. The streets are vertically numbered and horizontally named (in two sets of A-Z) in numerical and alphabetical order; the first half are trees and animals, the second half are minerals and malaise. This, for obvious reasons, makes navigation quite easy.
Action Points
An action point is used for every action; this includes moving, biting, using objects, etc. Your vampire begins with 35 AP. At 10 BP, your max AP increases by 5 (40). At 50 BP, it increases by 5 more, and at 100 BP, it tops off at 50. At 200 BP, APs increase by 1. Each time your BP doubles after that, you'll gain one more AP, i.e. 200 BP (51 AP), 400 BP (52 AP), 800 BP (53 AP). Action points recharge at the rate of one per every half hour. If you're out of AP, you cannot act until your AP recharge.
Coins
Coins are used to buy items and powers, as well as ride the transits and buy drinks at the pubs. For a fledgling like yourself, your first coinage will come from killing humans or hunters. When you get enough money, you can buy the thievery power from the guild. Then most of your coins will come from the pockets of other pires.
Buildings
As you move your pire, you'll notice many types of buildings around the city. These include banks, pubs, transits, magic shops, and privately owned buildings. As you start feeding on humans, you'll notice your pockets start to jingle. Banks are used to store your coins and can be deposited in and withdrawn from anywhere in the city. <Kila interference> You should always remember to bank your coins, lest ye be robbed by pires with the dreaded Thievery power.</Kila interference> Pubs are useful in obtaining important information, as you'll see later on. Transits make getting from point A to point B alot faster and less time consuming. There are nine transit stations positioned around the city and they cost 5 coins and 3 AP to use. Magic shops are where you buy your weapons and various novelty items; they become more important later on in your vampiric existence, especially if you join a clan. Privately owned buildings are typically for players with alot of money to waste (buildings currently cost around $250, yes that’s IRL money) and only serve two purposes, advertising and self-idolatry.
Blood Points
When you find a human, you can drink its blood or you can drink from other pires. You can drain from 1-3 pints per human and only 1 pint per pire. Vampires under 3 pints of blood cannot be drunk from. Another way to gain blood is by getting your friends to join. For every unique individual you get to sign up using your biter link, you gain 10 pints of blood!
Blood Ranks
| 1. | Fresh Corpse | 0 pints |
| 2. | Mosquito | 1 - 4 pints |
| 3. | Leech | 5 - 9 pints |
| 4. | Bloodsucker | 10 - 19 pints |
| 5. | Creature of the Night | 20 - 49 pints |
| 6. | Demon of Starlight | 50 - 99 pints |
| 7. | Aspirant Elder | 100 - 499 pints |
| 8. | Local Legend | 500 - 999 pints |
| 9. | Elder | 1,000 - 2,499 pints |
| 10. | Ancient | 2,500 - 4,999 pints |
| 11. | Legendary | 5,000 - 9,999 pints |
| 12. | Supreme Vampire | 10,000 - 16,999 pints |
| 13. | Ruler of the Night | 17,000 - 24,999 pints |
| 14. | Blood Royal | 25,000 - 39,999 pints |
| 15. | Blood Deity | 40,000+ pints |
Powers
The powers are available at the guilds. The guilds move every four days, so
you'll need to constantly keep updated as a fledgling via our forum. The powers
you can obtain are as follows:
Second-sight - Enables the user to view the statistics of others. (Available
only to users who’ve donated $5 or more toward server costs.)
Suction - Enables the user to extract an extra pint of blood from each victim.
Surprise - Enables the user to enter a square that would otherwise be considered
impassable. (Overcrowded squares turn blue and become impassible. Surprise
allows the user to enter the square.)
Perception - Enables the user to detect vampire hunters as well as vampires
carrying large amounts of coins.
Celerity - Reduces the amount of time it takes for AP to recharge. (3 levels
available)
Stamina - Increases the user's AP and ability to resist certain attacks. (3
levels available)
Shadows - A user typically disappears from sight after 4 days of inactivity.
Shadows reduces the amount of time it takes to become invisible. (3 levels
available)
Thievery - Enables the user to rob other vampires. (3 levels available)
Locate - Enables the user to find the location of another vampire. (3 levels
available)
Telepathy - Enables the user to send messages to other vampires no matter where
they are in the city. (3 levels available)
Charisma - Enables the user to obtain directions from humans more quickly and
discounts on purchases made in shops and pubs. (3 levels available)
Neutrality - Prevents the user from using most weapons and significantly reduces
the amount of damage a weapon will have on the user themselves. (3 levels
available)
BattleCloak - Vampires dressed in the BattleCloak may only use weapons on those
in BattleCloaks and vice versa.
Powers (In-Depth)
Second-sight
Second-sight is available only to players who have donated $5 or more toward server costs. With Second-sight, the vampire can examine the statistics of other vampires. Second-sight uses half an action point per target and is used by clicking on the name of the target vampire or by using the "More Commands" screen.
Suction
Available at: Immolators Guild (any)
Cost: 7,500 coins + quest
No levels for this power
Suction enables the user to extract an extra pint of blood from each victim.
Suction affects how you bite. When biting other vampires, you get 2 pints
instead of 1, and when biting humans, you get 2-4 each time.
When you begin your quest, you have 3 days to bite someone with more blood than
you. Once you do, the timer resets and you have another 3 days. Once you reach
20, you are done and you gain the Suction power. While you must have enough (at
least 1) AP in order to drink from your victim, the actual drinking does not
cost any AP. During your quest, you gain no BP by drinking from those pires, and
they lose 6 BP. They get little messages and so do you each time you bite them.
As with all other quest-based powers, you may only attempt one at a time. Your
current quest status (if any) is always available to you via your "My Vampire"
link.
:: Sample Quest Texts ::
When you pay the guild, you see:
"To gain a level of SUCTION, you need to fill this bag (the guildmaster hands
you 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 is higher than yours.)"
When you bite, you see:
"You drain much more blood than you usually could from (vamp name), siphoning it
into the bag as you go. Again, you have 3 days to find the next victim."
When you bite, they see:
"(vamp name) 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, (vamp name) 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 (vamp name), 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."
Surprise
Available at: Empaths Guilds (any)
Cost: 20,000 coins
No levels for this power
Surprise enables the user to enter a square that would otherwise be considered
impassable.
Surprise is a very simply defined power. You can get into squares with so many
vampires 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
SoTurn to clear the square. Since the power of Surprise eliminates the need to
use SoTurns, 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 pire
with Surprise cannot pass into the square. Just in case, carry a few SoTurns
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.
Perception
Available at: Allurists Guilds (any)
Cost: 7,500 coins + quest
No levels for this power
Perception enables the user to detect vampire hunters as well as vampires
carrying large amounts of coins.
Perception performs two separate functions:
1. It gives early warning of all vampire hunters. 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 the pires who share your square have
"alot" of coins. There is alot of speculation as to what the threshold for
"alot" is, but generally speaking, if the rob link is yellow, they'll have more
coins than if it was white.
:: Sample Quest Texts ::
When you pay the guild, you see:
"To gain PERCEPTION, you must find and kill a vampire hunter within the next ten
days."
When you kill the hunter, you see:
"You drink the human's blood. You extracted (#) 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 (#) coins. Nice."
Celerity
Available at: Travellers Guilds (in order)
Cost:
Celerity 1: 4,000 coins + 3 item quest
Celerity 2: 8,000 coins + 6 item quest
Celerity 3: 17,500 coins + 12 item quest
Celerity reduces the amount of time it takes for AP to recharge.
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*
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
you the item and instructions on what to do next when you buy a drink. Drink
prices are as follows:
| Beer | 1 coin |
| House Ale | 2 coins |
| House Wine | 5 coins |
| Brandy | 10 coins |
| Scotch | 15 coins |
| Vintage Wine | 40 coins |
| Blood Wine | 50 coins |
| Blood | 100 coins |
You have 3 days to get each item. Once you've delivered the item to the
required bartender, the timer resets and you have another 3 days. 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 coins you paid to
start the quest and must go repay it and begin again. However, for some reason,
you can use SoTels. Perhaps the reasoning behind 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. 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.
As with all other quest-based powers, you may only attempt one at a time. Your
current quest status (if any) is always available to you via your "My Vampire"
link.
:: Sample Quest Texts ::
When you pay the guild, you see:
"To gain a level of CELERITY, you must collect a series of 12 objects from
different pubs. Run to (bar name), at (location), and buy a drink - the
bartender will provide you with the first object and more directions. You have
three days to get there."
When you buy a drink at the given location, you see:
"You drink the (drink).
The barman hands you a (item).
He tells you now must run to (bar name), at (location) to buy a drink from the
barman there, for the next object."
When you've delivered the final object, you see:
"You drink the (drink). 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."
Stamina
Available at: Immolators Guilds (in order)
Cost:
Stamina 1: 1,000 coins + 500 BP quest
Stamina 2: 2,500 coins + 1,000 BP quest
Stamina 3: 5,000 coins + 1,500 BP quest
Stamina increases the user's AP and ability to resist certain attacks.
I.E.
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.
Go to the guild, pay the coins to get a password and location, go to the
location, say the password, lose the BP and gain the power.
You have 10 days to get to the location. You use the "More Commands" option
below the map to input the exact password, then click "Say It". This means if
the password was shown to you as Kai-Kai, you cannot say it as kai-kai, or Kai
Kai. It pays attention to capitalization and the dash is supposed to be
included. Do not include the quotes.
Note that you will need to be in the intersection of the location given to you,
not the south-east black square one goes to for the usual locations given. So
when the IG tells you to 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.
As with all other quest-based powers, you may only attempt one at a time. Your
current quest status (if any) is always available to you via your "My Vampire"
link.
:: Sample Quest Texts ::
When you pay the guild, you see:
"To gain a level of STAMINA, you must go to the corner of (location) and say
'(password)'. It will cost you (#) blood. You have ten days."
When you go to the location and say the password, you see:
"(vamp name) says secret password. Shadowy figures burst from the darkness all
around. Before (vamp name) 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 (vamp
name). With gritted teeth, (vamp name) 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. (vamp name) looks weakened, and yet,
strangely, strengthened."
Shadows
Available at: Thieves Guilds (in order)
Cost:
Shadows 1: 1,000 coins
Shadows 2: 2,000 coins
Shadows 3: 4,000 coins
Shadows reduces the amount of time it takes to become invisible.
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 pires in it because they all dropped into
Shadows. Unfortunately, vampires in this state can still be Second-sighted and
scrolled, but, it saves you from getting robbed or bitten by the average
passer-by.
Coming out of Shadows requires little or no effort. Simply log in and move. If
you go into Shadows too long, you can get consumed by them and your pire will
disappear (deleted after three weeks of inactivity). 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.
Thievery
Available at: Thieves Guilds (in order)
Cost:
Thievery 1: 2,000 coins
Thievery 2: 5,000 coins
Thievery 3: 10,000 coins
Thievery enables the user to rob other vampires.
Thievery robs a pire of:
Up to 25% of their coins at level 1,
Up to 50% at level 2, and
Up to 75% at level 3.
Chances of success increase with each level.
Thievery is 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, etc.
A note: You don't rob humans. They fork over their cash as soon as you drink
them up and kill them. Only other pires can be robbed from. And no, you can't
rob the bartenders, or the banks, or the shops. Too bad too, hehe.
Once you have the funds, actually getting the power is simple. Go to the guild
and pay for it.
Locate
Available at: Empaths Guilds (in order)
Cost:
Locate 1: 1,500 coins + 40 BP quest
Locate 2: 4,000 coins + 60 BP quest
Locate 3: 15,000 coins + 100 BP quest
Locate enables the user to find the location of another vampire.
The accuracy of the location that the Locate power produces increases with each
level.
Locate 1: Tells the number of squares away a vampire is.
Locate 2: Tells the direction, and number of squares away.
Locate 3: Tells the exact location of the pire.
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's 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 guildmaster 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. Unlike the Celerity quest, there is no problem using transits
for this quest.
As with all other quest-based powers, you may only attempt one at a time. Your
current quest status (if any) is always available to you via your "My Vampire"
link.
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.
Telepathy
Available at: Travellers Guild (in order)
Cost:
Telepathy 1: 2,500 coins + 10 AP
Telepathy 2: 5,000 coins + 10 AP
Telepathy 3: 10,000 coins + 10 AP
Telepathy enables the user to send messages to other vampires no matter where
they are in the city.
With Telepathy, you'll be able to send telepathic messages to other pires, no
matter where they are. At level one it costs 10 AP to send a telepathic message.
At level two it costs 6 AP. At level three it costs 2 AP. Sending a message to
your sire or one of your childer costs half the AP of communicating with other
pires.
Don't worry if you show up at the guild with only 2 AP. When you buy the power,
you'll just go into the negatives.
Charisma
Available at: Allurists Guilds (in order)
Cost:
Charisma 1: 1,000 coins + have 3 vampires say "(your vamp name) sent me"
Charisma 2: 3,000 coins + have 6 vampires say "(your vamp name) sent me"
Charisma 3: 5,000 coins + have 9 vampires say "(your vamp name) sent me"
Charisma enables the user to obtain directions from humans more quickly, and
discounts on purchases made in shops and pubs.
A vampire with Charisma can get directions from humans more quickly, and
discounts on purchases (in pubs, 10%, 20% and 30%; in shops, 3%, 7% and 10% as
level increases).
*DO NOT GO INTO THE PUB YOURSELF OR YOU WILL FAIL!*
:: Sample Quest Texts ::
When you pay the guild, you see:
"The Allurists Guild informs you that business near (pub location) has been slow
lately. Persuade 3 prestigious vampires (with at least 500 blood) to visit (pub
name) 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."
When someone in the pub says your vamp sent them, they see:
The barman says "Excellent."
A shadowy figure in the corner smiles, and makes a note.
When someone is the last one needed says you sent them, they see:
The barman says "Excellent."
A shadowy figure in the corner smiles, makes a note, and leaves.
When they see that, and the "shadowy figure" leaves, your quest is complete. The
next time you log on (or move if you're already playing) after your quest is
finished, you will see this text:
"You feel a rush of confidence course through your body. It's as though you have
become more comfortable with yourself and those around you. You have gained a
level of CHARISMA."
Neutrality
Available at: Peacekeepers Missions (in order)
Cost:
Neutrality 1: 10,000 coins
Neutrality 2: 10,000 coins + 500 BP
Neutrality 3: 10,000 coins + 1,000 BP
Neutrality prevents the user from using most weapons and significantly reduces
the amount of damage a weapon will have on the user themselves.
Neutrality designates your vampire as "non-violent" and as such, will highlight
him/her in pink.
No Neutrality: SoTurn/GS/HW against you have full effect and you may use both.
Neutrality 1: SoTurn/GS/HW against you have less effect. You may not use either.
Neutrality 2: SoTurn/GS/HW against you have little effect. You may not use
either.
Neutrality 3: SoTurn/GS/HW against you are nearly worthless. You may not use
either.
Neutral vampires can use SoTurns, but their use does not cause damage to the
pires in the target area. This is the mirror image of if a non-Neutral vampire
turns a Neutral vampire. You are rendered immune to the damaging effects of
SoTurns (though you can still be moved).
Neutral vampires cannot give money to non-Neutral vampires. Also, each time you
steal as a Neutral vampire, half your take goes to "the Peacekeepers" (i.e. it
goes "away"); the same applies to non-Neutral vampires stealing from Neutral
ones.
Unlike the other powers, Neutrality can be removed for the exact same price you
paid to have it put on (in coins and blood).
BattleCloak
Available at: Peacekeepers Missions
Cost: 2,000 coins
No levels for this power
Vampires dressed in the BattleCloak may only use weapons on those in
BattleCloaks and vice versa.
A pire dressed in a BattleCloak can only use weapons against those that are also
cloaked, and may only have weapons used upon them by others in cloaks. A
BattleCloaked vampire reduced below 10 BP goes into torpor - unable to attack or
be attacked by anyone at all. Torpor ends when the vampire's blood goes above
250. BattleCloaked vampires are highlighted in blue.
When a BattleCloaked vampire is "zeroed", that is, they've been attacked to the
point that their BP falls below 10 pints, they go into torpor and their name
appears in pink on the grid. They stay in torpor till they reach 250 BP.
Vampires in torpor cannot drink from other pires and cannot be drunk from. They
cannot steal from others, but they can still be robbed. They also cannot be
healed by a Necromancer. They are "resting" and can only feed on humans.
BattleCloaks cost 50,000 coins + 250 blood to remove. You can only remove a
BattleCloak once. That means, if you buy a second BattleCloak (after removing
the first), it becomes permanent.
Shops & Items
Shops
| Magic Shops (sell everything) Discount Magic Dark Desires Interesting Times Sparks The Magic Box White Light |
Potion Shops (Garlic Sprays, Holy Waters, Sprint Potions) Discount Potions McPotions Potable Potions Potion Distillery Potionworks Silver Apothecary --Also sells flowers and Diamond Ring The Potion Shoppe |
Scroll Shops (sell scrolls) Discount Scrolls Herman's Scrolls Paper and Scrolls Scrollmania Scrolls 'n' Stuff Scrolls R’ Us Scrollworks Ye Olde Scrolles |
Pawn Shops (buy items back for half price) Ace Pawn Reversi Pawn Checkers Pawn Spinner’s Pawn Note: Flower prices change depending on quality. |
The shops move every 12 hours.
To stay current with the shop locations, get a view in the dark.
Items
| Item | Regular Price | Discount Price | Charisma (1) | Charisma (2) | Charisma (3) |
| Perfect Dandelion | 50 coins | 35 coins | 48 coins (reg) 33 coins (disc) |
46 coins (reg) 32 coins (disc) |
44 coins (reg) 31 coins (disc) |
| Perfect Red Rose | 500 coins | 350 coins | 485 coins (reg) 339 coins (disc) |
464 coins (reg) 325 coins (disc) |
449 coins (reg) 314 coins (disc) |
| Perfect Black Orchid | 1,000 coins | 700 coins | 970 coins (reg) 679 coins (disc) |
929 coins (reg) 651 coins (disc) |
899 coins (reg) 629 coins (disc) |
| Diamond Ring | 100,000 coins | 70,000 coins | 97,000 coins (reg) 67,900 coins (disc) |
93,000 coins (reg) 65,099 coins (disc) |
89,999 coins (reg) 62,999 coins (disc) |
| Scroll of Turning | 500 coins | 350 coins | 485 coins (reg) 339 coins (disc) |
464 coins (reg) 325 coins (disc) |
449 coins (reg) 314 coins (disc) |
| Scroll of Teleportation | 5,000 coins | 3,500 coins | 4,850 coins (reg) 3,395 coins (disc) |
4,650 coins (reg) 3,255 coins (disc) |
4,500 coins (reg) 3,149 coins (disc) |
| Scroll of Succour | 750 coins | 525 coins | 728 coins (reg) 509 coins (disc) |
698 coins (reg) 488 coins (disc) |
674 coins (reg) 471 coins (disc) |
| Scroll of Accounting | 5,000 coins | 3,500 coins | 4,850 coins (reg) 3,395 coins (disc) |
4,650 coins (reg) 3,255 coins (disc) |
4,500 coins (reg) 3,149 coins (disc) |
| Scroll of Displacement | 1,000 coins | 700 coins | 970 coins (reg) 679 coins (disc) |
929 coins (reg) 651 coins (disc) |
899 coins (reg) 629 coins (disc) |
| Sprint Potion | 150 coins | 105 coins | 146 coins (reg) 101 coins (disc) |
142 coins (reg) 97 coins (disc) |
135 coins (reg) 94 coins (disc) |
| Vial of Holy Water | 2,000 coins | 1,400 coins | 1,940 coins (reg) 1,358 coins (disc) |
1,859 coins (reg) 1,302 coins (disc) |
1,799 coins (reg) 1,259 coins (disc) |
| Garlic Spray | 1,000 coins | 700 coins | 970 coins (reg) 679 coins (disc) |
929 coins (reg) 651 coins (disc) |
899 coins (reg) 629 coins (disc) |
Flowers - Self explanatory. Use them for whatever reason you like. Give 12
perfect red roses to your companion, or a dead dandelion to an enemy. On that
note, the flowers do die and not long after they wilt and turn brown.
Diamond Ring - Self explanatory. Give to a lover or a friend, or just buy one
for yourself. And it's true, diamonds last forever.
Scroll of Turning - After being read in any given direction, will clear the
square and send the pires inside sprawling in random directions. The pires hit
by this scroll will also notice themselves 10 BP lighter. Just a thought.
Scroll of Teleportation - Will teleport the user to any place in the city.
Scroll of Succour - Will teleport the user to anyone whom they are bound to,
either their partner or sire. (Great deal cheaper than the SoTel)
Scroll of Accounting - A one time buy. The SoAcc will tell the owner of said
scroll, available via their "My Vampire" link, how many coins they have in the
bank.
Scroll of Displacement - Use this bad boy to displace pires whom you find
bothersome. Vampires displaced will land randomly in the city, hopefully far
away from you.
Sprint Potion - After being read, will move the reader five squares in any
direction for only 1 AP. Great for Celerity quests.
Vial of Holy Water - Used strictly as a weapon and is most effective on vampires
with blood over 1,500 pints. Result of blood loss depends on the target's BP.
You can use this nifty little Holy Water
calculator to determine how many HWs it'll take to drop your target.
Garlic Spray - Used as a weapon and is most effective on vampires with blood
under 1,500 pints. Each shot does 25-50 damage. Pires with Shadows (3) can use
two at a time.
Necromancers
Necromancers are vampire quick fixers, that is, they'll "heal" you (give back lost blood) for a price. A very high price too, 25 coins per pint. And even then, they can only heal you up to 100 BP less than your highest BP amount. That means if you had 3,000 BP, the necromancer can only heal up to 2,900. The Necromancers can be found in the Magic and Potion shops.
Halls of Binding & Severance
Hall of Binding
Location: Vervain and 40th
Description of Services:
At the Hall of Binding, individuals can become partner-bound for the price of
20,000 coins (10,000 coins each). Vampires can also join in a sire/childe
relationship for 5,000 coins, paid by the pire to be sired.
Hall of Severance
Location: Walrus and 40th
Description of Services:
At the Hall of Severance, individuals can sever themselves from their partner
for the price of 25,000 coins. Sires can sever their childer for free, and
childer can sever themselves for 50,000 coins and 1,000 BP.
