Hello all, I'm here with another proposal to alter something that I personally feel could use a bit of fleshing out/reworking.
In this case, it is particularly the Vampirism plugin.
Now, before I start with this, I want you to abandon all previous experiences of vampires on the server. I remember when vampires were essentially top tier in PvP battles, and nearly all of the higher tiered players were vampires. I particularly remember fighting Spectec at Aqua with him using bloodlust.
It wasn't very fun, and at that point in time, vampires were ridiculously broken in my opinion.
However, I have noticed that vampires at current are flat, one dimensional, and highly underused due to the gutting nerfs they received awhile back.
Those nerfs were definitely justified, as I believe their bloodlust damage was somewhere around 200% when I seen them dominate in PvP, which has been several years ago.
I am here to suggest, and welcome suggestions, of alternative ways to implement vampires so as to give the plugin more presence on the server, without making it overbearing or broken. I understand some players want less and less factors to modify PvP (ogm pepperoni pizzaaaaaa), that's good and well, and is your opinion, I'm merely offering ideas that could be implemented at SOME point when staff have free time, if they are at all interested in taking another look at vampirism on Massive.
(This is in no way a top priority, however something I felt like sharing. I understand the staff are busy, especially due to recent releases and planned projects)
(If you are going to comment specifically toward power levels of this suggestion, I ask you to read the ENTIRETY of this post. It is a lot of text, but I don't feel as if anything here is too absurd other than the massive amount of content, if you have a specific issue, make it specific so that I modify/take into consideration your viewpoint and adapt this accordingly)
Now, let's begin.
CONCEPTS OF CHANGE
Altar Changes
I propose that altars be modified in the following ways:
Altars at current require the following:
To contract the disease from an altar: 1 Mushroom Soup,10 Bone, 10 Sulphur / Gunpowder, 10 Redstone
To cure the disease from an altar: 1 Water Bucket, 1 Diamond, 20 Sugar, 20 Wheat
I PROPOSE THIS INSTEAD:
To contract the disease from an altar: 1 Mushroom Soup, 3 Vampiric Blood vials, 6 Obsidian Blocks, 64 Bones, 13 Sulphur / Gunpowder, 13 Redstone Blocks , 6 Chorus Fruits , 1 Eye of Ender, 13 XP Levels
( I feel as if altars should be harder to use in this new system, as altars will always produce a Zehler vampire ((Yes I know in lore it is Umredd, but for functionality and the inclusion of playable Zehlers, I made it this way. Could easily be switched to produce Umredd, but then I'm not sure how incorporate the other bloodlines functionally speaking)). None of these ingredients are hard at all for an established player to acquire, and I don't personally think newer players should be able to readily become a Zehler anyways)
To cure the disease from an altar: 1 Water Bucket, 1 Milk Bucket, 1 Diamond, 15 Sugar, 9 Gold Nuggets , 3 Holy Water , 3 Lapis Lazuli
(I added a few less requirements to the light altars for curing the diseases, just because I feel as if the disease should have slightly more weight on a player who does not want to become a vampire, and this adds slightly more pressure without being overbearing)
Bloodlines/Disease variations
Essentially, I'm trying to give each bloodline a functional and mechanically altering format in gameplay through the plugin. I have shifted around the abilities of each bloodline for balance purposes between them.
Zehler
Organization/Proliferation focus
These vampires are the "lords" if you will. These are the most "pure" vampires, created directly from using an altar. They are the organizers of covens and spreaders of the infection. They have the capability to infect someone with any of the other types of vampirism, an ability only they possess.
(I couldn't find a lot of information on this bloodline, so I'm going to make a lot of this up as I go. I envision these guys as being similar to the Vampire Lords from Skyrim, or Marcus from Underworld... something like this:
Temperature Effects
25% Nausea
30% Nausea, Weakness
55% Nausea, Weakness, Slow
75% Nausea, Weakness, Slow, Blindness
85% Nausea, Weakness, Slow, Blindness, Burn
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Bloodline Traits
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Magic
Zehler are capable of casting magic, however their mana pools are severely stunted.
Hunger
The Zehler lose Hunger periodically, regardless of healing or bloodlusting. They must feed, and if their Hunger drops to 3 or below they will begin to gain temperature.
Infection Variety
The Zehler can specifically choose with which type of bloodline they wish to infect their targets, and their intentional infection % is higher than other vampires.
Sun Weakness
Zehler take great lengths to avoid the sun, as they are not immune to its harmful effects. They can however use their abilities in direct sunlight.
Nenya Weakness
Zehler are harmed by Nenya Stakes like most other bloodlines. However, their forms are hardy and resilient, and a blow from a Nenya Stake will only damage them as would any other wooden object. There are no status effects applied.
Holy Weakness
Holy water will only give the Zehler a temperature increase. It will not specifically apply any effects that are not applied by the temperature increase.
Slashing Nails
Zehler Vampires have disease ridden nails that cause a Vampire's Scratch to infect a victim with the so-called Nilhim Curse, a temporary disease that weakens the victim for a few days. These scratches are excessively painful, and are often described as salt being poured into an open wound.
(Being struck by an Zehler's hand will cause the opponent to have a chance of receiving weakness/slowness for a few moments)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
(The Zehler in particular will gain a different bonus to their stats based on which bloodline the blood came from:
Umredd - Strength
Ombratore - Speed & Haste
Tresmisae - Fire Resistance)
Eye Colors
With glowing eyes the Zehler can see in the dark.
(Night vision ability, able to see better in the dark)
Alpha Blood
Zehler vampires are incapable of being close to one another for extended periods of time without gaining temperature at a increased rate. This rate is so high, in fact, that allied Zehler may not be in combat near one another for extended periods of time. The idea, in my mind, is that these creatures lead a coven, and do not not typically ally themselves with their own bloodline in direct experiences. These are to be singular leaders. This effect is to ensure that one coven does not simply stock itself full of Zehlers.
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Bloodline Abilities
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Darkwalking
Zehler Vampires can engage in a form of Physical concealment which turns their essence into a thinly veiled black smoke which can flow around easily. The Zehler does not officially lose form, as a stab from a sword into this mist will usually disrupt it and hurt the Umredd Vampire. This ability is best used in the dark as it becomes extremely obvious in well-lit areas.
(The player goes invisible while outputting smoke particles, while losing it on being damaged. If the invisibility is too much, then the player simply emits black smoke and gains the ability to move slightly faster)
Dreadwielding
Swords and piercing objects wielded by Zehler Vampires become so called Dread-Blades. As soon as they wield a sword, it will shine with a faint, sickly green glow. When a body part is pierced by a Dread Blade, it will paralyze that body part and cause severe pains over the period of ten minutes. It becomes less effective with slashes, only imparting increased pain, but still enough to make a sword fight with a Zehler very dangerous.
(Swords used by Zehler's cause slowness and nausea on strike, or have a chance to cause these to the struck entity. The sword must be renamed "Dread Blade" to apply this effect. Zehler's may not use Blood Singer swords, or rather will not gain the 2x effect that Umredd's have)
Magonology
Most Vampires are able to cast a Magon Bolt, a bolt of shadow-like Void Essence. This Bolt does not actually harm anyone or destroy any material, but severely exhausts a mage when they are struck by this projectile. It travels with an equivalent speed to fire bolts, and shoots straight through clothing or armor (and usually even people too). Four successive bolts are required to break the stamina of an Expert mage in any field, three for Mage, two for caster and all further levels below. Light Magic is able to deflect Magon Bolts, but only with a Light Barrier that is already active. This Ability does nothing to non-mages and non-magical creatures, but it will also instantly break any magically produced transformation in a target.
(This functionally drains a player's mana pool and accumulator on hit)
Blood-Dancing
The Vampire can activate Vampiric Evasion in which they enter a stance of extreme focus. While in this stance, they are unable to strike out at an enemy, but their focus allows them to accurately predict an enemy's attempts to strike them, and thus evade those strikes almost perfectly. It is extremely hard to break a Vampiric Evasion, often requiring a second enemy to force the Vampire to retreat out of the stance. Vampiric Evasion will not make their physical movement speed any quicker.
(The player gains increased dodged chance, at the cost of being able to strike other players)
Unholy Shriek
Channeling their focus and animalism, a Zehler can unleash a loud, high-pitched shriek that can carry up to 100 meters. Vampires caught within 15 meters of the shrieking individual will be sent into a frenzy, which causes their eyes to emanate a dull glow temporarily speeding up their movement and reaction time, furthermore disabling their fear and pain responses (unless holy water or Nenya stakes are introduced.) Frenzied vampires will also feel the compulsion to shriek, which can quickly cause a chain reaction within nests or sewer cisterns.Uninfected individuals unfortunate enough to be caught within the 15 meter bubble will experience great pain in their ears. When heard close enough, a Zehler's shriek can cause temporary deafness and dizziness.
(The player using /v shriek will give nausea to nearby non vampiric players, as this is a modified sonic attack essentially. The shriek will give haste to vampiric players within range. All vampires effected by this shriek will automatically do /v shriek, applying effects of their shrieks if applicable)
Ombratore
Deception/Manipulation focus
Temperature Effects
45% Nausea
60% Nausea, Weakness
75% Nausea, Weakness, Slow
85% Nausea, Weakness, Slow, Blindness
95% Nausea, Weakness, Slow, Blindness, Burn
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Bloodline Traits
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Magic
Ombratore are completely incapable of casting magic except for their innate abilities.
(Simple enough, you can't use /magic. You decide what you want, vampirism, or magic)
Sun Weakness
Compared to other bloodlines, Ombratore are practically immune to the harmful effects of sunlight. In reality, though, it does present a few issues for them. Primarily, direct sunlight stunts and disables an Ombratore's innate abilities entirely. Abilities activated outside of direct sunlight will not immediately fail when exposed, but will slowly wane over the course of about a half hour.
(Greater resistance to temperature increase, abilities cannot be used in direct sunlight)
Nenya Weakness
Ombratore are harmed by Nenya Stakes like most other bloodlines. However, their low pain tolerance means a blow from a Nenya Stake will instinctively activate their Blood Dancing ability and send the vampire fleeing.
(Rename a stick to "Nenya Stake", if you strike an Ombratore with it, the vampire will be forced into Blood Dance, and inflicted with weakness II, thus causing them to GTFO)
Eye Colors
The Ombratore can see in the dark.
(Night vision ability, able to see better in the dark)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
Holy Weakness
Holy water will stunt an Ombratore's innate abilities but will only weaken those that have already been activated. Otherwise, holy water only presents mild discomfort for an Ombratore.
(Being hit with a holy water bottle will add a 5 second cooldown timer to all of their abilities, as well as the standard temperature increase)
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Bloodline Abilities
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Blood-Dancing
Ombratore are famed for their superior skill in Blood-Dancing, outpacing even the Zehler. An Ombratore's Blood-Dancing grants them a supernatural celerity, which allows them to move at a bewildering pace for uninfected and other vampires alike. Due to intense concentration, this ability cannot be used offensively, and can only be employed to evade strikes for so long. It mostly functions as a flight response or as a way to shadow targets. Lastly, Blood-Dancing can only be cancelled when the vampire is at a standstill.
(The player gains increased dodged chance, at the cost of being able to strike other players, this also increases their speed, and unlike other forms of Blood-Dancing, can only be cancelled when standing still)
Magonology
Some Vampires are able to cast a Magon Bolt, a bolt of shadow-like Void Essence. This Bolt does not actually harm anyone or destroy any material, but severely exhausts a mage when they are struck by this projectile. It travels with an equivalent speed to fire bolts, and shoots straight through clothing or armor (and usually even people too). Four successive bolts are required to break the stamina of an Expert mage in any field, three for Mage, two for caster and all further levels below. Light Magic is able to deflect Magon Bolts, but only with a Light Barrier that is already active. This Ability does nothing to non-mages and non-magical creatures, but it will also instantly break any magically produced transformation in a target.
(This functionally drains a player's mana pool and accumulator on hit)
Shimmering Mask
Sometimes, for the sake infiltration, an Ombratore needs to rely on something a little more potent than their wits and their innate charm. Shimmering Mask offers the finest act an Ombratore can produce, but only for a select target. By concentrating, the Ombratore can mimic the image of any humanoid (Human and Nelfin subraces) that they have personally seen up close. When doing this, the Ombratore must mentally select a single person as their target. For the next two hours, said target will perceive the Ombratore as the person they are mimicking. This ability is spell-like, meaning it uses the same casting mechanics as its Hex Magic counterpart. The Ombratore must be able to perform a physical gesture and a vocal cue to use this power.
(The Ombratore can disguise themselves as another player, but must be within range of that player in the first place to take on their appearance. Being struck/striking will cancel their disguise)
Umredd
Combat Focus
Temperature Effects
25% Nausea
35% Nausea, Weakness
50% Nausea, Weakness, Slow
70% Nausea, Weakness, Slow, Blindness
80% Nausea, Weakness, Slow, Blindness, Burn
Bloodline Traits
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Magic
Umredd Vampires are completely incapable of casting any form of Magic except within the confines of their coven.
(Simple enough, you can't use /magic. You decide what you want, vampirism, or magic. I won't go so far as to create a coven space, you simply cannot use /magic)
Healing
Umredd Vampires have increased healing, meaning they recover faster from nonlethal or incapacitating wounds. Wounds sustained in battle may heal over the period of days instead of weeks, and broken bones may set in a period of days as well, as long as the Vampire remains properly fed on blood.
(At full Hunger, the player is granted regeneration I for a few moments, at the expense of 1-2 Hunger bars, thus to not allow them to loop regeneration without feeding. There is a cooldown on this ability, so it cannot be spammed by simply attacking in PvP, unless the cooldown has expired the ability will not activate)
Slashing Nails
Umredd Vampires have disease ridden nails that cause a Vampire's Scratch to infect a victim with the so-called Nilhim Curse, a temporary disease that weakens the victim for a few days. These scratches are excessively painful, and are often described as salt being poured into an open wound.
(Being struck by an Umredd's hand will cause the opponent to have a chance of receiving weakness/slowness for a few moments)
Eye Colors
While the Umredd do not have the glowing eyes like the Zehler do, their eyes are always either crimson red, or of a more duller rusty red color.
(Night vision ability, able to see better in the dark)
Sun Weakness
Umredd Vampires ought to avoid sunlight as much as possible. While walking in sunlight for a few seconds will not kill them, over a minute of direct sun exposure will lead to blistering of the skin. Another minute on top of that leads to boiling of the skin, while death will occur three minutes after first exposure.
(This is already a feature of the plugin)
Nenya Weakness
Umredd vampires are harmed by Nenya Stakes. A Nenya Stake to an Umredd Arm will paralyze said arm, and directly piercing the chest will knock an Umredd out.
(Rename a stick to "Nenya Stake", if you strike an Umredd with it, the Umredd will be blinded and nauseated for a period)
Holy Weakness
Umredd Vampires are harmed by Holy Water. If Holy Water makes contact with their skin, their abilities are unusable for at least ten minutes and their combat ability is diminished as they become more sluggish for the same duration.
(Self explanatory, being hit with holy water disables their castables/abilities and they gain typical holy water temperature increases)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
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Bloodline Abilities
Dreadwielding
Swords and piercing objects wielded by Umredd Vampires become so called Dread-Blades. As soon as they wield a sword, it will shine with a faint, sickly green glow. When a body part is pierced by a Dread Blade, it will paralyze that body part and cause severe pains over the period of ten minutes. It becomes less effective with slashes, only imparting increased pain, but still enough to make a sword fight with a Umredd very dangerous. Unlike the Zehler, when Umredd use special Blood Singer swords, the effects are doubled in intensity. Dreadwielding weapons are limited to arming swords and longswords at most, so any dagger or weapon requiring two hands to use will not share the Dread Blade ability. This extends further to projectile weapons, axes, scythes and all the like. Furthermore, Dread Blade's effects can be nullified by Light Magic, and Blinding Light Magic flashes will also nullify the Dread Blade effect on a weapon for a full minute. Being a Vampire does not make one immune to the effects of a Dread Blade.
(Swords used by Umredd cause slowness on strike, or have a chance to cause slowness to the struck entity. Sword must be renamed "Dread Blade" to apply the effect. If the sword is named "Blood Singer" the potency of effects/ chance to inflict them will be 2x)
Blood-Dancing
An Umredd Vampire can activate Vampiric Evasion in which they enter a stance of extreme focus. While in this stance, they are unable to strike out at an enemy, but their focus allows them to accurately predict an enemy's attempts to strike them, and thus evade those strikes almost perfectly. It is extremely hard to break a Vampiric Evasion, often requiring a second enemy to force the Vampire to retreat out of the stance. An Umredd's Vampiric Evasion will not make their physical movement speed any quicker.
Darkwalking
Tresimae Vampires can engage in a form of Physical concealment which turns their essence into a thinly veiled black smoke which can flow around easily. The vampire does not officially lose form, as a stab from a sword into this mist will usually disrupt it and hurt the Vampire. This ability is best used in the dark as it becomes extremely obvious in well-lit areas.
(The player goes invisible while outputting smoke particles, while losing it on being damaged. If the invisibility is too much, then the player simply emits black smoke and gains the ability to move slightly faster)
Magonology
Some Vampires are able to cast a Magon Bolt, a bolt of shadow-like Void Essence. This Bolt does not actually harm anyone or destroy any material, but severely exhausts a mage when they are struck by this projectile. It travels with an equivalent speed to fire bolts, and shoots straight through clothing or armor (and usually even people too). Four successive bolts are required to break the stamina of an Expert mage in any field, three for Mage, two for caster and all further levels below. Light Magic is able to deflect Magon Bolts, but only with a Light Barrier that is already active. This Ability does nothing to non-mages and non-magical creatures, but it will also instantly break any magically produced transformation in a target.
(This functionally drains a player's mana pool and accumulator on hit)
Holy Water Changes
Holy water is an excellent tool in dispatching vampires, and I think it should remain this way.
It is, and would be, a very powerful weapon for quickly disabling a vampiric opponent.
However, in my suggested system, I do think that it should not remove the infection from an infected player. I also think it should have a slightly altered recipe, as it is essentially the ultimate weapon to use against a vampiric enemy, and will guarantee a victory in many encounters with the creatures. I personally think a player should have to visit an altar of light in order to remove an infection. If Holy Water was to still cure an infected player, I think they should have to craft a special variant of it, listed below are the new recipes I propose.
Holy Water (Weapon)
1 Water Bottle
3 Lapis Lazuli
3 Gold Nuggets
2 Sulfur
Holy Elixir (Cure)
1 Water Bottle
1 Lapis Lazuli Block
3 Gold Ingots
It's not a splash potion, must be drank.
I also propose that if this exists, that once the infection reaches a certain %, the player MUST go to an altar of light, the elixir will NOT work.
Infection changes
Here are my proposed changes to infection:
Infection from an altar should progress slower than it does now, taking a total of 6 in game night cycles to finish. This is 2x as long as it is now. This is because this is deliberate infection on the part of the player, and the infection process is meant to exasperate the weight behind becoming a vampire.
Intent Infection:
I believe that the intention to infect percentage should be raised to 10%, this is 2x as much as it is currently. I feel this way because the vampire is purposefully trying to infect you, and this makes the disease a much more real threat when fighting a vampiric opponent.
I also believe that someone infected by a player with intention should have the disease progress at a 2 night cycle rate, so as to make it more pressing that one must get it cured as soon as possible, or become a vampire.
Bloodlust Changes
Ahhh yes, bloodlust. You're reading this and cringing in pain, I know you are. This ability is what has made and broken vampires over the course of Massive, and I'm aware of how insanely difficult it is to balance this ability. This ability has always been a stat boost, as in you gain mobility and you gain damage increases.
At current, the ability does nothing except give you slightly more mobility.
Here is my new proposition for Bloodlust while active:
Strength II
Speed II
Jump II
Nausea I
Player must maintain Hunger bar to where only three units are missing or less in order to maintain the positive effects of this ability. When the player falls to four or less units of Hunger with bloodlust active, they will actually receive an INVERSE damage modifier/ or weakness, and LOSE damage dealt)
Basically, a Bloodlusted vampire is in a frenzy state, and MUST continue to strike the opposing player. Their food drains rapidly, and if they fall below a certain amount, they will be severely debuffed in a combat situation. This means you have to manage the ability correctly, and it has a very specific use, it's not just always a 100% guarantee steroid win
It, under this iteration, is simply a free Strength II potion, Speed II potion, and Jump II potion while also afflicting the player with Nausea. All of the positive stat modifiers granted by this ability are available to non vampiric players without the risk of being struck with weakness, so essentially the vampire just gets free combat potions if they use this, with a risk that non vampiric players don't have.
Eclipse Changes
During an eclipse, all vampires have their bloodlust cost removed. They may bloodlust without their hunger draining, fueled by the unholy power of the eclipse.
I don't think this is overpowered at all. All this does is give the vampires free potion effects while there is an eclipse. It isn't pay to win, it's pay for convenience.
Yes, the vampire has no risk to get weakness during this period from running out of hunger, but this is really no different than a fully geared player having access to the respective potion effects a vampire has, which they can and often do easily, aside from Jump. Not to mention the vampire still has nausea when bloodlusting. (Strength, Jump, Speed)
Coven abilities
If there is any interest in including coven based abilities, then I do have one idea for how it could work. That would be that the Zehler would have to own a faction, and then designate the faction as the selected "coven space" either through a command or via inserting "Coven" into the faction name, or both. This may be a bit much though.
In summation
Feel free to offer concerns and or criticism. This is merely concepts to be suggested in case vampirism is ever reworked or expanded on. I honestly don't feel as if these players would be overpowered, especially considering wood, holy water, and the recent advent of massive magic. I feel as if this could introduce new encounters to PvP and RP, as well as giving vampires a bit more weight to their presence on the server, rather than being in the state they are in now.
In this case, it is particularly the Vampirism plugin.
Now, before I start with this, I want you to abandon all previous experiences of vampires on the server. I remember when vampires were essentially top tier in PvP battles, and nearly all of the higher tiered players were vampires. I particularly remember fighting Spectec at Aqua with him using bloodlust.
It wasn't very fun, and at that point in time, vampires were ridiculously broken in my opinion.
However, I have noticed that vampires at current are flat, one dimensional, and highly underused due to the gutting nerfs they received awhile back.
Those nerfs were definitely justified, as I believe their bloodlust damage was somewhere around 200% when I seen them dominate in PvP, which has been several years ago.
I am here to suggest, and welcome suggestions, of alternative ways to implement vampires so as to give the plugin more presence on the server, without making it overbearing or broken. I understand some players want less and less factors to modify PvP (ogm pepperoni pizzaaaaaa), that's good and well, and is your opinion, I'm merely offering ideas that could be implemented at SOME point when staff have free time, if they are at all interested in taking another look at vampirism on Massive.
(This is in no way a top priority, however something I felt like sharing. I understand the staff are busy, especially due to recent releases and planned projects)
(If you are going to comment specifically toward power levels of this suggestion, I ask you to read the ENTIRETY of this post. It is a lot of text, but I don't feel as if anything here is too absurd other than the massive amount of content, if you have a specific issue, make it specific so that I modify/take into consideration your viewpoint and adapt this accordingly)
Now, let's begin.
CONCEPTS OF CHANGE
Altar Changes
I propose that altars be modified in the following ways:
- Alteration of required materials to use altars.
- Removal of /tp altar, so as to make players construct them, giving them a purposeful place in faction bases
- Altars create Zehler vampires specifically, the only vampires capable of infecting players with all types of vampirism
Altars at current require the following:
To contract the disease from an altar: 1 Mushroom Soup,10 Bone, 10 Sulphur / Gunpowder, 10 Redstone
To cure the disease from an altar: 1 Water Bucket, 1 Diamond, 20 Sugar, 20 Wheat
I PROPOSE THIS INSTEAD:
To contract the disease from an altar: 1 Mushroom Soup, 3 Vampiric Blood vials, 6 Obsidian Blocks, 64 Bones, 13 Sulphur / Gunpowder, 13 Redstone Blocks , 6 Chorus Fruits , 1 Eye of Ender, 13 XP Levels
( I feel as if altars should be harder to use in this new system, as altars will always produce a Zehler vampire ((Yes I know in lore it is Umredd, but for functionality and the inclusion of playable Zehlers, I made it this way. Could easily be switched to produce Umredd, but then I'm not sure how incorporate the other bloodlines functionally speaking)). None of these ingredients are hard at all for an established player to acquire, and I don't personally think newer players should be able to readily become a Zehler anyways)
To cure the disease from an altar: 1 Water Bucket, 1 Milk Bucket, 1 Diamond, 15 Sugar, 9 Gold Nuggets , 3 Holy Water , 3 Lapis Lazuli
(I added a few less requirements to the light altars for curing the diseases, just because I feel as if the disease should have slightly more weight on a player who does not want to become a vampire, and this adds slightly more pressure without being overbearing)
Bloodlines/Disease variations
Essentially, I'm trying to give each bloodline a functional and mechanically altering format in gameplay through the plugin. I have shifted around the abilities of each bloodline for balance purposes between them.
Zehler
Organization/Proliferation focus
These vampires are the "lords" if you will. These are the most "pure" vampires, created directly from using an altar. They are the organizers of covens and spreaders of the infection. They have the capability to infect someone with any of the other types of vampirism, an ability only they possess.
(I couldn't find a lot of information on this bloodline, so I'm going to make a lot of this up as I go. I envision these guys as being similar to the Vampire Lords from Skyrim, or Marcus from Underworld... something like this:
Temperature Effects
25% Nausea
30% Nausea, Weakness
55% Nausea, Weakness, Slow
75% Nausea, Weakness, Slow, Blindness
85% Nausea, Weakness, Slow, Blindness, Burn
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Bloodline Traits
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Magic
Zehler are capable of casting magic, however their mana pools are severely stunted.
Hunger
The Zehler lose Hunger periodically, regardless of healing or bloodlusting. They must feed, and if their Hunger drops to 3 or below they will begin to gain temperature.
Infection Variety
The Zehler can specifically choose with which type of bloodline they wish to infect their targets, and their intentional infection % is higher than other vampires.
Sun Weakness
Zehler take great lengths to avoid the sun, as they are not immune to its harmful effects. They can however use their abilities in direct sunlight.
Nenya Weakness
Zehler are harmed by Nenya Stakes like most other bloodlines. However, their forms are hardy and resilient, and a blow from a Nenya Stake will only damage them as would any other wooden object. There are no status effects applied.
Holy Weakness
Holy water will only give the Zehler a temperature increase. It will not specifically apply any effects that are not applied by the temperature increase.
Slashing Nails
Zehler Vampires have disease ridden nails that cause a Vampire's Scratch to infect a victim with the so-called Nilhim Curse, a temporary disease that weakens the victim for a few days. These scratches are excessively painful, and are often described as salt being poured into an open wound.
(Being struck by an Zehler's hand will cause the opponent to have a chance of receiving weakness/slowness for a few moments)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
(The Zehler in particular will gain a different bonus to their stats based on which bloodline the blood came from:
Umredd - Strength
Ombratore - Speed & Haste
Tresmisae - Fire Resistance)
Eye Colors
With glowing eyes the Zehler can see in the dark.
(Night vision ability, able to see better in the dark)
Alpha Blood
Zehler vampires are incapable of being close to one another for extended periods of time without gaining temperature at a increased rate. This rate is so high, in fact, that allied Zehler may not be in combat near one another for extended periods of time. The idea, in my mind, is that these creatures lead a coven, and do not not typically ally themselves with their own bloodline in direct experiences. These are to be singular leaders. This effect is to ensure that one coven does not simply stock itself full of Zehlers.
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Bloodline Abilities
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Darkwalking
Zehler Vampires can engage in a form of Physical concealment which turns their essence into a thinly veiled black smoke which can flow around easily. The Zehler does not officially lose form, as a stab from a sword into this mist will usually disrupt it and hurt the Umredd Vampire. This ability is best used in the dark as it becomes extremely obvious in well-lit areas.
(The player goes invisible while outputting smoke particles, while losing it on being damaged. If the invisibility is too much, then the player simply emits black smoke and gains the ability to move slightly faster)
Dreadwielding
Swords and piercing objects wielded by Zehler Vampires become so called Dread-Blades. As soon as they wield a sword, it will shine with a faint, sickly green glow. When a body part is pierced by a Dread Blade, it will paralyze that body part and cause severe pains over the period of ten minutes. It becomes less effective with slashes, only imparting increased pain, but still enough to make a sword fight with a Zehler very dangerous.
Magonology
Most Vampires are able to cast a Magon Bolt, a bolt of shadow-like Void Essence. This Bolt does not actually harm anyone or destroy any material, but severely exhausts a mage when they are struck by this projectile. It travels with an equivalent speed to fire bolts, and shoots straight through clothing or armor (and usually even people too). Four successive bolts are required to break the stamina of an Expert mage in any field, three for Mage, two for caster and all further levels below. Light Magic is able to deflect Magon Bolts, but only with a Light Barrier that is already active. This Ability does nothing to non-mages and non-magical creatures, but it will also instantly break any magically produced transformation in a target.
(This functionally drains a player's mana pool and accumulator on hit)
Blood-Dancing
The Vampire can activate Vampiric Evasion in which they enter a stance of extreme focus. While in this stance, they are unable to strike out at an enemy, but their focus allows them to accurately predict an enemy's attempts to strike them, and thus evade those strikes almost perfectly. It is extremely hard to break a Vampiric Evasion, often requiring a second enemy to force the Vampire to retreat out of the stance. Vampiric Evasion will not make their physical movement speed any quicker.
(The player gains increased dodged chance, at the cost of being able to strike other players)
Unholy Shriek
Channeling their focus and animalism, a Zehler can unleash a loud, high-pitched shriek that can carry up to 100 meters. Vampires caught within 15 meters of the shrieking individual will be sent into a frenzy, which causes their eyes to emanate a dull glow temporarily speeding up their movement and reaction time, furthermore disabling their fear and pain responses (unless holy water or Nenya stakes are introduced.) Frenzied vampires will also feel the compulsion to shriek, which can quickly cause a chain reaction within nests or sewer cisterns.Uninfected individuals unfortunate enough to be caught within the 15 meter bubble will experience great pain in their ears. When heard close enough, a Zehler's shriek can cause temporary deafness and dizziness.
Ombratore
Deception/Manipulation focus
Temperature Effects
45% Nausea
60% Nausea, Weakness
75% Nausea, Weakness, Slow
85% Nausea, Weakness, Slow, Blindness
95% Nausea, Weakness, Slow, Blindness, Burn
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Bloodline Traits
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Magic
Ombratore are completely incapable of casting magic except for their innate abilities.
(Simple enough, you can't use /magic. You decide what you want, vampirism, or magic)
Sun Weakness
Compared to other bloodlines, Ombratore are practically immune to the harmful effects of sunlight. In reality, though, it does present a few issues for them. Primarily, direct sunlight stunts and disables an Ombratore's innate abilities entirely. Abilities activated outside of direct sunlight will not immediately fail when exposed, but will slowly wane over the course of about a half hour.
(Greater resistance to temperature increase, abilities cannot be used in direct sunlight)
Nenya Weakness
Ombratore are harmed by Nenya Stakes like most other bloodlines. However, their low pain tolerance means a blow from a Nenya Stake will instinctively activate their Blood Dancing ability and send the vampire fleeing.
(Rename a stick to "Nenya Stake", if you strike an Ombratore with it, the vampire will be forced into Blood Dance, and inflicted with weakness II, thus causing them to GTFO)
Eye Colors
The Ombratore can see in the dark.
(Night vision ability, able to see better in the dark)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
Holy Weakness
Holy water will stunt an Ombratore's innate abilities but will only weaken those that have already been activated. Otherwise, holy water only presents mild discomfort for an Ombratore.
(Being hit with a holy water bottle will add a 5 second cooldown timer to all of their abilities, as well as the standard temperature increase)
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Bloodline Abilities
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Blood-Dancing
(The player gains increased dodged chance, at the cost of being able to strike other players, this also increases their speed, and unlike other forms of Blood-Dancing, can only be cancelled when standing still)
Magonology
Some Vampires are able to cast a Magon Bolt, a bolt of shadow-like Void Essence. This Bolt does not actually harm anyone or destroy any material, but severely exhausts a mage when they are struck by this projectile. It travels with an equivalent speed to fire bolts, and shoots straight through clothing or armor (and usually even people too). Four successive bolts are required to break the stamina of an Expert mage in any field, three for Mage, two for caster and all further levels below. Light Magic is able to deflect Magon Bolts, but only with a Light Barrier that is already active. This Ability does nothing to non-mages and non-magical creatures, but it will also instantly break any magically produced transformation in a target.
(This functionally drains a player's mana pool and accumulator on hit)
Sometimes, for the sake infiltration, an Ombratore needs to rely on something a little more potent than their wits and their innate charm. Shimmering Mask offers the finest act an Ombratore can produce, but only for a select target. By concentrating, the Ombratore can mimic the image of any humanoid (Human and Nelfin subraces) that they have personally seen up close. When doing this, the Ombratore must mentally select a single person as their target. For the next two hours, said target will perceive the Ombratore as the person they are mimicking. This ability is spell-like, meaning it uses the same casting mechanics as its Hex Magic counterpart. The Ombratore must be able to perform a physical gesture and a vocal cue to use this power.
(The Ombratore can disguise themselves as another player, but must be within range of that player in the first place to take on their appearance. Being struck/striking will cancel their disguise)
Umredd
Combat Focus
Temperature Effects
25% Nausea
35% Nausea, Weakness
50% Nausea, Weakness, Slow
70% Nausea, Weakness, Slow, Blindness
80% Nausea, Weakness, Slow, Blindness, Burn
Bloodline Traits
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Magic
Umredd Vampires are completely incapable of casting any form of Magic except within the confines of their coven.
(Simple enough, you can't use /magic. You decide what you want, vampirism, or magic. I won't go so far as to create a coven space, you simply cannot use /magic)
Healing
Umredd Vampires have increased healing, meaning they recover faster from nonlethal or incapacitating wounds. Wounds sustained in battle may heal over the period of days instead of weeks, and broken bones may set in a period of days as well, as long as the Vampire remains properly fed on blood.
(At full Hunger, the player is granted regeneration I for a few moments, at the expense of 1-2 Hunger bars, thus to not allow them to loop regeneration without feeding. There is a cooldown on this ability, so it cannot be spammed by simply attacking in PvP, unless the cooldown has expired the ability will not activate)
Slashing Nails
Umredd Vampires have disease ridden nails that cause a Vampire's Scratch to infect a victim with the so-called Nilhim Curse, a temporary disease that weakens the victim for a few days. These scratches are excessively painful, and are often described as salt being poured into an open wound.
(Being struck by an Umredd's hand will cause the opponent to have a chance of receiving weakness/slowness for a few moments)
Eye Colors
While the Umredd do not have the glowing eyes like the Zehler do, their eyes are always either crimson red, or of a more duller rusty red color.
(Night vision ability, able to see better in the dark)
Sun Weakness
Umredd Vampires ought to avoid sunlight as much as possible. While walking in sunlight for a few seconds will not kill them, over a minute of direct sun exposure will lead to blistering of the skin. Another minute on top of that leads to boiling of the skin, while death will occur three minutes after first exposure.
(This is already a feature of the plugin)
Nenya Weakness
Umredd vampires are harmed by Nenya Stakes. A Nenya Stake to an Umredd Arm will paralyze said arm, and directly piercing the chest will knock an Umredd out.
(Rename a stick to "Nenya Stake", if you strike an Umredd with it, the Umredd will be blinded and nauseated for a period)
Holy Weakness
Umredd Vampires are harmed by Holy Water. If Holy Water makes contact with their skin, their abilities are unusable for at least ten minutes and their combat ability is diminished as they become more sluggish for the same duration.
(Self explanatory, being hit with holy water disables their castables/abilities and they gain typical holy water temperature increases)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
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Bloodline Abilities
Dreadwielding
Swords and piercing objects wielded by Umredd Vampires become so called Dread-Blades. As soon as they wield a sword, it will shine with a faint, sickly green glow. When a body part is pierced by a Dread Blade, it will paralyze that body part and cause severe pains over the period of ten minutes. It becomes less effective with slashes, only imparting increased pain, but still enough to make a sword fight with a Umredd very dangerous. Unlike the Zehler, when Umredd use special Blood Singer swords, the effects are doubled in intensity. Dreadwielding weapons are limited to arming swords and longswords at most, so any dagger or weapon requiring two hands to use will not share the Dread Blade ability. This extends further to projectile weapons, axes, scythes and all the like. Furthermore, Dread Blade's effects can be nullified by Light Magic, and Blinding Light Magic flashes will also nullify the Dread Blade effect on a weapon for a full minute. Being a Vampire does not make one immune to the effects of a Dread Blade.
(Swords used by Umredd cause slowness on strike, or have a chance to cause slowness to the struck entity. Sword must be renamed "Dread Blade" to apply the effect. If the sword is named "Blood Singer" the potency of effects/ chance to inflict them will be 2x)
An Umredd Vampire can activate Vampiric Evasion in which they enter a stance of extreme focus. While in this stance, they are unable to strike out at an enemy, but their focus allows them to accurately predict an enemy's attempts to strike them, and thus evade those strikes almost perfectly. It is extremely hard to break a Vampiric Evasion, often requiring a second enemy to force the Vampire to retreat out of the stance. An Umredd's Vampiric Evasion will not make their physical movement speed any quicker.
(The player gains increased dodged chance, at the cost of being able to strike other players)
Tresmisae
General Focus/Rounded
Temperature Effects
20% Nausea
30% Nausea, Weakness
50% Nausea, Weakness, Slow
80% Nausea, Weakness, Slow, Blindness
90% Nausea, Weakness, Slow, Blindness, Burn
Bloodline Traits
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Magic
Tresmisae are completely incapable of casting magic.
(Simple enough, you can't use /magic. You decide what you want, vampirism, or magic.)
Slashing Nails
Tresmisae have disease ridden nails that cause a Vampire's Scratch to infect a victim with the so-called Nilhim Curse, a temporary disease that weakens the victim for a few days. These scratches are also excessively painful and are often described as salt being poured into an open wound.
(Being struck by a Tresimae's hand will cause the opponent to have a chance of receiving weakness/slowness for a few moments)
Eye Colors
Tresmisae have plainly red irises that are difficult to conceal. They may temporarily glow when the vampire is sent into a rage.
(Night vision ability, able to see better in the dark)
Sun Weakness
Tresmisae suffer greatly in sunlight. After a few seconds of exposure, their skin will redden and blister. A few seconds longer, and they will begin to smoke. After about twenty seconds of solid exposure, a Tresmisae will burst into flames.
(Represented by lesser temperature tolerance)
Nenya Weakness
Nenya stakes have predictable effects against Tresmisae, causing them great pain and damage in the struck area which stunts their innate healing for several hours. A Nenya stake blow will always send a Tresmisae fleeing.
(Rename a stick to "Nenya Stake", if you strike a Tresimae with it, the Tresimae will be given Weakness and lose some hunger, to illustrate reduced healing)
Holy Weakness
Tresmisae have few supernatural abilities for holy water to actually weaken, but still seem to suffer great discomfort and unease when contacted by it. Holy water will weaken a Tresmisae physically and usually sends them fleeing in fear.
(Self explanatory, being hit with holy water gives the Tresimae weakness I, and temperature increase)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
Tresmisae
General Focus/Rounded
Temperature Effects
20% Nausea
30% Nausea, Weakness
50% Nausea, Weakness, Slow
80% Nausea, Weakness, Slow, Blindness
90% Nausea, Weakness, Slow, Blindness, Burn
Bloodline Traits
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Magic
Tresmisae are completely incapable of casting magic.
(Simple enough, you can't use /magic. You decide what you want, vampirism, or magic.)
Slashing Nails
Tresmisae have disease ridden nails that cause a Vampire's Scratch to infect a victim with the so-called Nilhim Curse, a temporary disease that weakens the victim for a few days. These scratches are also excessively painful and are often described as salt being poured into an open wound.
(Being struck by a Tresimae's hand will cause the opponent to have a chance of receiving weakness/slowness for a few moments)
Eye Colors
Tresmisae have plainly red irises that are difficult to conceal. They may temporarily glow when the vampire is sent into a rage.
(Night vision ability, able to see better in the dark)
Sun Weakness
Tresmisae suffer greatly in sunlight. After a few seconds of exposure, their skin will redden and blister. A few seconds longer, and they will begin to smoke. After about twenty seconds of solid exposure, a Tresmisae will burst into flames.
(Represented by lesser temperature tolerance)
Nenya Weakness
Nenya stakes have predictable effects against Tresmisae, causing them great pain and damage in the struck area which stunts their innate healing for several hours. A Nenya stake blow will always send a Tresmisae fleeing.
(Rename a stick to "Nenya Stake", if you strike a Tresimae with it, the Tresimae will be given Weakness and lose some hunger, to illustrate reduced healing)
Holy Weakness
Tresmisae have few supernatural abilities for holy water to actually weaken, but still seem to suffer great discomfort and unease when contacted by it. Holy water will weaken a Tresmisae physically and usually sends them fleeing in fear.
(Self explanatory, being hit with holy water gives the Tresimae weakness I, and temperature increase)
Blood Feasting
Blood accelerates healing for Vampires
(Drinking a blood vial will give the player a few points of HP)
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Bloodline Abilities
Unholy Shriek
Channeling their focus and animalism, a Tresmisae can unleash a loud, high-pitched shriek that can carry up to 100 meters. Tresmisae caught within 15 meters of the shrieking individual will be sent into a frenzy, which causes their eyes to emanate a dull glow temporarily speeding up their movement and reaction time, furthermore disabling their fear and pain responses (unless holy water or Nenya stakes are introduced.) Frenzied Tresmisae will also feel the compulsion to shriek, which can quickly cause a chain reaction within nests or sewer cisterns. A Tresmisae's frenzy will only last for a few minutes. Tresmisae caught outside of the 15 meter bubble will simply feel the need to move towards the source of the noise. Uninfected individuals unfortunate enough to be caught within the 15 meter bubble will experience great pain in their ears. When heard close enough, a Tresmisae's shriek can cause temporary deafness and dizziness.
(The player using /v shriek will excite any other Tresimae nearby with increased speed and haste. The cooldown for this ability is tied to when the player last experienced it, so chain shrieks will not continue to spread the buff over and over, however it will spread the distance of the buff's radius. This shriek does not give non vampire's nausea.)Bloodline Abilities
Unholy Shriek
Channeling their focus and animalism, a Tresmisae can unleash a loud, high-pitched shriek that can carry up to 100 meters. Tresmisae caught within 15 meters of the shrieking individual will be sent into a frenzy, which causes their eyes to emanate a dull glow temporarily speeding up their movement and reaction time, furthermore disabling their fear and pain responses (unless holy water or Nenya stakes are introduced.) Frenzied Tresmisae will also feel the compulsion to shriek, which can quickly cause a chain reaction within nests or sewer cisterns. A Tresmisae's frenzy will only last for a few minutes. Tresmisae caught outside of the 15 meter bubble will simply feel the need to move towards the source of the noise. Uninfected individuals unfortunate enough to be caught within the 15 meter bubble will experience great pain in their ears. When heard close enough, a Tresmisae's shriek can cause temporary deafness and dizziness.
Darkwalking
Tresimae Vampires can engage in a form of Physical concealment which turns their essence into a thinly veiled black smoke which can flow around easily. The vampire does not officially lose form, as a stab from a sword into this mist will usually disrupt it and hurt the Vampire. This ability is best used in the dark as it becomes extremely obvious in well-lit areas.
(The player goes invisible while outputting smoke particles, while losing it on being damaged. If the invisibility is too much, then the player simply emits black smoke and gains the ability to move slightly faster)
Magonology
Some Vampires are able to cast a Magon Bolt, a bolt of shadow-like Void Essence. This Bolt does not actually harm anyone or destroy any material, but severely exhausts a mage when they are struck by this projectile. It travels with an equivalent speed to fire bolts, and shoots straight through clothing or armor (and usually even people too). Four successive bolts are required to break the stamina of an Expert mage in any field, three for Mage, two for caster and all further levels below. Light Magic is able to deflect Magon Bolts, but only with a Light Barrier that is already active. This Ability does nothing to non-mages and non-magical creatures, but it will also instantly break any magically produced transformation in a target.
(This functionally drains a player's mana pool and accumulator on hit)
Holy Water Changes
Holy water is an excellent tool in dispatching vampires, and I think it should remain this way.
It is, and would be, a very powerful weapon for quickly disabling a vampiric opponent.
However, in my suggested system, I do think that it should not remove the infection from an infected player. I also think it should have a slightly altered recipe, as it is essentially the ultimate weapon to use against a vampiric enemy, and will guarantee a victory in many encounters with the creatures. I personally think a player should have to visit an altar of light in order to remove an infection. If Holy Water was to still cure an infected player, I think they should have to craft a special variant of it, listed below are the new recipes I propose.
Holy Water (Weapon)
1 Water Bottle
3 Lapis Lazuli
3 Gold Nuggets
2 Sulfur
Holy Elixir (Cure)
1 Water Bottle
1 Lapis Lazuli Block
3 Gold Ingots
It's not a splash potion, must be drank.
I also propose that if this exists, that once the infection reaches a certain %, the player MUST go to an altar of light, the elixir will NOT work.
Infection changes
Here are my proposed changes to infection:
Infection from an altar should progress slower than it does now, taking a total of 6 in game night cycles to finish. This is 2x as long as it is now. This is because this is deliberate infection on the part of the player, and the infection process is meant to exasperate the weight behind becoming a vampire.
Intent Infection:
I believe that the intention to infect percentage should be raised to 10%, this is 2x as much as it is currently. I feel this way because the vampire is purposefully trying to infect you, and this makes the disease a much more real threat when fighting a vampiric opponent.
I also believe that someone infected by a player with intention should have the disease progress at a 2 night cycle rate, so as to make it more pressing that one must get it cured as soon as possible, or become a vampire.
Bloodlust Changes
Ahhh yes, bloodlust. You're reading this and cringing in pain, I know you are. This ability is what has made and broken vampires over the course of Massive, and I'm aware of how insanely difficult it is to balance this ability. This ability has always been a stat boost, as in you gain mobility and you gain damage increases.
At current, the ability does nothing except give you slightly more mobility.
Here is my new proposition for Bloodlust while active:
Strength II
Speed II
Jump II
Nausea I
Player must maintain Hunger bar to where only three units are missing or less in order to maintain the positive effects of this ability. When the player falls to four or less units of Hunger with bloodlust active, they will actually receive an INVERSE damage modifier/ or weakness, and LOSE damage dealt)
Basically, a Bloodlusted vampire is in a frenzy state, and MUST continue to strike the opposing player. Their food drains rapidly, and if they fall below a certain amount, they will be severely debuffed in a combat situation. This means you have to manage the ability correctly, and it has a very specific use, it's not just always a 100% guarantee steroid win
It, under this iteration, is simply a free Strength II potion, Speed II potion, and Jump II potion while also afflicting the player with Nausea. All of the positive stat modifiers granted by this ability are available to non vampiric players without the risk of being struck with weakness, so essentially the vampire just gets free combat potions if they use this, with a risk that non vampiric players don't have.
Eclipse Changes
During an eclipse, all vampires have their bloodlust cost removed. They may bloodlust without their hunger draining, fueled by the unholy power of the eclipse.
I don't think this is overpowered at all. All this does is give the vampires free potion effects while there is an eclipse. It isn't pay to win, it's pay for convenience.
Yes, the vampire has no risk to get weakness during this period from running out of hunger, but this is really no different than a fully geared player having access to the respective potion effects a vampire has, which they can and often do easily, aside from Jump. Not to mention the vampire still has nausea when bloodlusting. (Strength, Jump, Speed)
Coven abilities
If there is any interest in including coven based abilities, then I do have one idea for how it could work. That would be that the Zehler would have to own a faction, and then designate the faction as the selected "coven space" either through a command or via inserting "Coven" into the faction name, or both. This may be a bit much though.
In summation
Feel free to offer concerns and or criticism. This is merely concepts to be suggested in case vampirism is ever reworked or expanded on. I honestly don't feel as if these players would be overpowered, especially considering wood, holy water, and the recent advent of massive magic. I feel as if this could introduce new encounters to PvP and RP, as well as giving vampires a bit more weight to their presence on the server, rather than being in the state they are in now.
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