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P O W E R S (2) Celerity Charisma Locate Perception Second-Sight Shadows Stamina Suction Surprise Telepathy Thievery Peacekeepers' Previous Page Next Page Home Page |
[ powers ] Each level of Celerity reduces the amount of time it takes for AP to recharge by five minutes. The default level is 30 minutes per AP, and with Celerity-3 this time is halved. Celerity-1: go from 48 moves/day to 57.6 moves/day regenerated. Celerity-2: go from 57.6 moves/day to 72 moves/day regenerated. Celerity-3: go from 72 moves/day to 96 moves/day regenerated. Charisma does a couple of things. One, each level reduces the amount of AP needed to ask humans for directions (which you shouldn't need to do anyway, as you should have at least one navigational tool available to you). Two, you get discounts in pubs; and lastly, you get discounts at shops (with the exception of the stationary 'special' shops like The Cloister of Secrets). Charisma-1: 4 AP to ask humans for directions; 10% discount at pubs, 3% at shops. Charisma-2: 2 AP to ask humans for directions; 20% discount at pubs, 7% at shops. Charisma-3: 1 AP to ask humans for directions; 30% discount at pubs, 10% at shops. Locate allows you to determine where another vampire is, with each level of the power increasing accuracy. Level 1 tells you how far away they are, and 2 adds the direction along with this. Locate-3 will tell you the City block the vampire is on; however, if your target is Lost In Shadow... Locate-2 is more useful in finding out their exact location. Most people don't bother getting Locate-3, so you can disregard it if you wish. Perception does two things. One, it allows you to see Vampire Hunters at a distance by displaying the word "Human" in green (as opposed to white) with a black box around it. This is useful in avoiding Hunters later on (as they do more harm than good for your BP), but if you get this power early it is great for hunting them down for coins and blood. Two, it shows if a vampire has a lot of coins on them. The "rob" option appearing next to "drink" (assuming you have acquired Thievery, of course) turns yellow when this is the case, but be warned that this does not increase your chance of robbing them. No one truly knows what the minimum amount of coins a vampire needs to be shown as yellow ("shiny"), but it is thought to be 100-200 or more. Also keep in mind that non-shiny vampires might have even more coins than one whose "rob" option is yellow. While in general a yellow vampire might have more coins, this is not guaranteed. This power allows you to see all the statistics of another vampire, with the exception of inventory (their Blood count, powers, number of childer, lineage, etc.). If you have Locate, then more information will appear (having SS means that you never need to actually use the "Locate" command). It costs 1 AP to view a vampire (said to be half of one AP, but the game is not coded to show things in increments of half-APs). As mentioned already, this is the only power that you cannot gain at a guild; you will need to have a PayPal account to donate to RavenBlack for it. When donating, you can also get a level-one power of your choice for free; usually it is best to choose Celerity-1 or Stamina-1. Normally, your vampire disappears from sight (going into Shadows) after four days of not moving them; each level of Shadows decreases this by one day (24 hours). Being invisible, aka "Lost In Shadow," will prevent other players from doing pretty much anything to you. Officially, only an item called a Scroll of Turning will work on a vampire lost in Shadows. Remember that if you do not have Second-Sight, then your vampire is "consumed" by shadows after three weeks of not moving them -- and your account is automatically deleted. Getting any levels of Shadows is not known to speed up this process, but this is unconfirmed. Simply getting Second-Sight is the easiest path to take in this case. Each level of Stamina increases your maximum amount of AP by 10, and provides more resistance to Scrolls of Turning (SoT). Not having any levels of Stamina means that all Scrolls of Turning will affect your vampire (shift your location by one square, and you lose 10 BP). Stamina-1: Scrolls of Turning are sometimes resisted (20-25%). Stamina-2: Scrolls of Turning are often resisted (50%). Stamina-3: Scrolls of Turning are usually resisted (75-80%). When biting a human or another vampire, Suction allows you to drain one extra pint of blood from them. This means that you will get 3-4 BP from each human, and 2 from a vampire. Some squares can become filled up (8+ vampires in one square), and turn blue (the "Move Here" option also disappears). Having this power means that you can enter these squares, with two exceptions: One, some blue squares (the City Limits) can never be passed through. Two, Overfilled squares (12+ vampires in one square) cannot be entered; you must use a Scroll of Turning (SoT) to try and remove someone so that you may gain entry. However, unless you absolutely need access to that square, this is not recommended. Using Sprint Potions (SP) are a handy trick as well, as you will always end up where you should after using this item (regardless of whether or not the destination square is full or not). The easiest method is as following: when adjacent to the filled square, use one SP in the opposite direction. Then move one square towards your destination, and proceed to use a second SP in that direction as well. You will then be inside the desired square, without disturbing anyone. Telepathy allows you to contact another vampire privately (as opposed to using the "speak" option, which can be heard by anyone in the square), anywhere in the City (even if they are Lost In Shadow) for a certain amount of AP. Having Telepathy-3 allows you to "shout," which is like speaking... except your message is also heard by everyone in the surrounding 8 squares. Telepathy-1: 10 AP to contact another vampire with Telepathy (5 for Sire/Childe). Telepathy-2: 6 AP to contact another vampire with Telepathy (3 for Sire/Childe). Telepathy-3: 2 AP to contact another vampire with Telepathy (1 for Sire/Childe). Thievery is arguably the most important power, simply because it provides more funding for you. After acquiring Thievery, a "rob" option will appear next the "drink" option when sitting in the same square as another vampire. Each level of this power increases the chance of stealing and the amount of coins you can get from them. While the chance of actually robbing someone is random, having Thievery-3 will still give you more of a chance as opposed to Thievery-1. Thievery-1 lets you rob up to 25% of a vampire's coins. Thievery-2 lets you rob up to 50% of a vampire's coins. Thievery-3 lets you rob up to 75% of a vampire's coins. -- Peacekeepers Mission 1: Emerald and 67th -- Peacekeepers Mission 2: Unicorn and 33rd -- Peacekeepers Mission 3: Emerald and 33rd Battle Cloak Cost: 2,000 coins Cost of removal (can only be done once): 50,000 coins and 250 blood A vampire with a BattleCloak gets their name highlighted a cyan blue within the City. These vampires can only attack (or be attacked) by others with the same power. A BattleCloaked vampire brought below 10 BP is considered "dead" and is sent into Torpor. Torpor is a mostly-mandatory 'resting rule' in the City, which generally decrees ("generally" because the rule differs from person to person) that a vampire slain in combat does not attack anyone for two weeks, and undertakes no actions other than moving around and biting humans. With a BattleCloak, however, the rules are mandatory. When sent into Torpor, the BattleCloaked vampire's name temporarily turns pink until they reach 250 BP; during this time there are several restrictions imposed upon them: they cannot bite (or be bitten by) other vampires, cannot use weapons, cannot Necro (read the "blood" section later on to find out what this is), and cannot steal from others - although they themselves can be stolen from. Neutrality 1-3 Cost to put on (and remove): Neutrality 1: 10,000 coins Neutrality 2: 10,000 coins + 500 BP Neutrality 3: 10,000 coins + 1,000 BP A vampire with Neutrality gets their name highlighted in pink. These vampires are usually looked down upon, seen as cowardly for eschewing battle. Neutral vampires cannot use weapons (Holy Water and Garlic Spray), although they can use other items. Scrolls of Turning, however, will not do any damage to vampires. Their movement effects are still applied. Neutrality 1: Weapons used against you have less effect than normal. Neutrality 2: Weapons used against you have little effect. Neutrality 3: Weapons used against you are nearly worthless. 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" (it goes "away"); the same applies to non-Neutral vampires stealing from Neutral ones. |