Guide

Hunting Guide: the Wilds and Their Creatures

Beyond Death Valley lie four wards of wilderness, deadlier the deeper you go. Here is how hunting works, and what waits for you out there.

How hunting works

Every vampire must feed, and the blood is out in the wilds beyond Death Valley. You hunt on expeditions: pick one of the four wards (Gallows Moor to the north, the Rookery to the east, the Drowned Fens to the south or the Ashen Reach to the west), plan a route out from your Lair, then meet each creature on the way and choose how to fight it. You can strike, savage, guard, feed or mesmerize. The deeper you go, the richer the blood and gold, and the more dangerous the creatures.

Short on time? A Quick hunt spends a few Actions in one tap. Once a day the Daily Hunt sends every vampire down the same route, scored on a shared board. And beneath the Underbelly lies the Ossuary, a crypt you descend floor by floor, alone, with a party or with your coven.

The hour matters. Night pays best. By day the sun, thinned by the Pall but never gone, saps your strength and makes your prey fiercer: 15% for a new vampire, easing to 5% as your blood grows strong (level 500). About once a day the Pall wears thin and the sun bites twice as hard, but the night after pays +25% instead of +15%. The weather the Pall breeds changes what you meet out there too.

Chain kills to build Bloodlust for bigger rewards, but bank them before an elite or a champion takes it all. Other vampires work the same trails: meet a rival hunter and you can duel them for triple spoils, or slip past.

Every creature you kill is logged in the Hunter's Codex. Kill 50 of one to study it and 250 to master it. Studying or mastering a whole ward earns a permanent bonus to hunting blood and gold, up to +12% in total, and the Codex awards titles: Beastmaster, Extinctionist, Apex Predator.

The four regions of the Codex

Whichever ward you choose, the wilds change with distance from your Lair, and the Hunter's Codex groups them into four regions by depth. The 20 creatures below are the ones each region is known for.

The Blighted Outskirts · up to 50 steps

The edge of the wilds, close to the valley. Starved scavengers and ferals: the place to learn the hunt.

BlightratA bloated, pustule-covered rat the size of a dog. It hisses and lunges.
Ashland JackalLean and desperate, its eyes glow faintly in the gloom.
Feral GhoulA vampire who went too long without feeding. Now just hunger and teeth.
Carrion CrowA huge black crow, gorged on the dead, drops from a bare branch, shrieking.
Mange WolfPatchy fur, exposed ribs, but still fast. Still dangerous.

The Wildwood · 51–200 steps

Dead forest and the things that thrive in it, along with the first of the old Spire engines still walking their beat.

Ironclaw BearMassive and scarred. This beast has survived worse than you.
Shadowfang Dire WolfIts fur drinks the light. You hear the growl before you see it.
Bloodtusk BoarTusks stained dark red. It lowers its head and charges.
Rusted SentinelA brass warden-engine from the old Spire foundries, still walking the boundary it was built to keep.
Hollowed ThrallA vampire's bite gone wrong — this thing is feral, fast, and feels no pain.

The Barrows · 201–500 steps

Burial mounds and plague marsh. The creatures here are old, cold and venomous, and some of them hunt vampires.

Bonewalker ElkSkeletal antlers wreathed in frost. The air drops twenty degrees.
Plague StalkerA great cat gone sick in the plague marshes, venom dripping from its fangs.
Wychwood TreantThe dead forest itself has turned against you.
Revenant HunterA vampire who swore the Inquisition's oath and hunts its own kind. It still carries silver.
Ashen WurmThe ground splits open. Something massive lunges from below.

The Hollow Deep · beyond 500 steps

The deepest wilds, where the darkness itself takes shape. Only well-prepared vampires come back.

Voidmaw BehemothThe darkness takes shape. It has too many mouths.
Nightweaver ArachneSilk threads glint in the moonlight. You're already in the web.
Flayed ColossusA towering construct of bone and sinew, stitched from a hundred corpses.
Dreadborne ChimeraThree heads, each hungrier than the last.
The Hollow King's ShadeAn echo of something ancient stirs. It remembers what it was.

Familiars in the wilds

Expeditions are also where you meet wild familiars. Over 140 species roam the wards, each from its own depth, and you can catch them in a capture battle and raise them to fight beside you.

Dredging the canal

Not every hunt goes out of the city. At the River Stairs you can cast a line into the canal (1 Action a cast) and haul up lost things: keepsakes, oddities and, rarely, one of four Drain Terrapins, familiars that are never found in the wild. Keep at it and you may meet Ruskin, the canal rat.

Questions

How do you hunt in Vampire Genesis?

Plan an expedition from your Lair into one of four wards, then fight each creature you meet by choosing a stance: strike, savage, guard, feed or mesmerize. Deeper routes pay more blood and gold. A Quick hunt spends a few Actions in one tap.

What is the Daily Hunt?

One shared expedition a day: every vampire gets the same route and the same creatures, and the score goes on a shared board.

What is the Hunter's Codex?

A log of every creature you kill. Study a creature at 50 kills and master it at 250. Completing a ward earns a permanent hunting bonus, and the Codex awards titles.

What is Bloodlust?

A streak bonus: chain kills for bigger rewards, but bank them before an elite or champion takes it all.

Become a Vampire