Beginner's Guide

Table of Contents

Common Terms & Abbreviations

Basics

Powers (In-Depth)

Shops & Items

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.

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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.

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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.

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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.

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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!

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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

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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.

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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.

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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."

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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.

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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."

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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."

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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."

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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.

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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.

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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.

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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.

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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."

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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).

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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.

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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.

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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.

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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.

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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.

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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.

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