Covens
No vampire rules Death Valley alone. A coven is a bloodline of vampires who share a treasury and a bank, fight wars together and seize districts of the city. You can join one at any level.
• Open: join straight away.
• Apply: send an application for the leaders to accept.
• Invite: the coven has to invite you first. Check Invitations on the Covens page. Invitations and applications expire after 30 days. You can have only one application waiting at a time. A coven where nobody has played for 30 days takes no new members.
You can belong to one coven at a time. Members of the same coven can't attack each other in the Arena.
Design an emblem for your coven: a symbol and three colours, and from coven level 10 an effect. A design too close to a rival coven's is refused. The emblem marks every member's name across the game. A new coven starts with two positions: Owner and Member.
• 1 for each hunt kill (Quick hunts and expeditions), 1 for each dredging cast
• 5 for each expedition leg, boss swing, war front action (a Gate fight, an Arena win in a war, gold or potions for the war chest) and cleared Ossuary floor
• 10 for each piece you crafted and put in the coven bank, and for each Daily Hunt finished
Each member gives at most 100 Devotion a day, so a coven grows with how many of its members play, not with how much one of them grinds. Covens with fewer than 8 active members earn more for the same play (up to 1.6 times). A won coven war gives 1,500 Devotion (half for a war against the Inquisition), the Grand Feast's finest table 1,000, and a tithed Paragon Mark a tenth of a level. These, and weekly goals, don't count toward the daily 100.
Every level unlocks something; the coven page shows the whole ladder:
• Member places: 10 at level 1, one more at every even level (25 at level 30)
• Level 3: the coven's banners in the hall. Level 5: coven tabards and bank tab 2. Level 8: a second district
• Level 10: emblem effects, bank tab 3 and a private Discord channel. Level 12: weekly goals also pay the treasury
• Level 15: a grander hall and bank tab 4. Level 18: a third district
• Level 20: the coven rally (+5% on a boss swing when a coven-mate struck in the last ten minutes) and bank tab 5
• Level 25: the great hall, an animated emblem frame and bank tab 6
• Level 30: the Eternal coven title for every member, and gold-trimmed tabards
The coven's level also gives every member +1% gold and +1% Blood from hunting (expeditions, Quick hunts, the Ossuary) and +1% to professions (gathering, craft success, job XP) for every 3 levels: +10% at level 30. It gives nothing in the Arena. New members get both bonuses after 3 days in the coven.
Covens that were great before the levels were remade carry an Ancient coven mark with their old level. It is only for show.
• Gold tax: a share (0 to 100%) of the gold members win in the Arena goes to the treasury. There is no Blood tax: members keep all their Blood.
• Health coverage and repair coverage: the coven pays part (up to 50%) of members' healing and gear repairs, within the same daily limit.
The Tax contributions page shows what each member has paid, and the Devotion each gave this week.
The first tab comes with the coven. Up to five more can be bought from the treasury by the Owner or treasury access, each opening at a coven level: tab 2 at level 5 (2,500,000 gold), tab 3 at 10 (6,250,000), tab 4 at 15 (15,625,000), tab 5 at 20 (39,063,000) and tab 6 at 25 (97,656,000). The Owner can rename tabs and give them icons.
From coven level 5 the coven can buy tabards once, for 1,000,000 gold from the treasury: every member's battle sprite wears the coven's colours (each member can switch theirs off). At level 30 they can be trimmed in gold. The coven page shows your members posed in the hall, which grows grander at levels 3, 15 and 25.
• The Gate: Gate fights in the war room (1 Action each, once an hour per target) and Arena wins against the enemy coven. Each side posts up to 3 Guards, who fall after 3 defeats.
• The Hunt: kills while hunting.
• The Supply Line: gold and potions given to the war chest.
Each front scores the average of a side's best members, so a small coven can stand against a large one. The War Council assigns members to fronts (+25%) and can call a war rally (+50% on one front for an hour, once every 12 hours).
Both covens need at least 2 members active in the last week. A coven can declare once a week, the same two covens must wait 7 days to fight again, and a coven has 2 days of peace after a war. When no rival is around, fight the Inquisition, a computer-run enemy that pays half and takes no territory. Badly mismatched wars (a much higher average level, or twice the members) also pay half and take no territory.
The winner takes the loser's strongest district if it has room, Blood for each member, its own war chest plus 75% of the loser's (the loser keeps 25% of theirs), War Marks and the Warlord title. Each vampire is paid for at most 2 wars in any 7 days. Spend War Marks on furniture, cosmetics, titles and a War Standard (Bronze, Silver, Gold and Crimson) that frames the emblem and tabards. Each month the top covens and fighters earn Marks, and the winning coven the title Champion of the Valley.
• The Night Market: 15% off at the Armory, materials and gifts; the Black Market dealer; half-price new looks at Sweeney Todd's.
• The Parish: 25% bigger alignment shifts from the Arena and the Church; the High Priestess.
• The Vault: +15% gold from hunting and the Arena; 40% lower Market sale tax; 40% cheaper repairs at the Master Smith.
• The Crucible: +15% Blood from hunting and the Arena; the Pitmaster's elite Arena challenges.
• Blood & Iron: 20% cheaper healing, +15% gym gains, +10% to your stats in the Arena and on hunts; the Warmaster's training.
The district's warden-engines also answer to the coven that holds it (see Arena).
The War Council claims an empty district or besieges a held one, for free. Members fight to wear the stronghold down, the defenders fight to restore it, and the siege resolves after two hours: if the stronghold is at zero, the attacker that did most damage takes the district. There are no shields after a capture, and a coven runs one siege at a time.
Holding a district costs upkeep from the treasury every 2 hours (250 gold plus 50 for each day held, more for a second and third district), and members must stay active there: Arena wins, hunting, gym training and shopping all count. Miss either and the stronghold loses health; at zero the district is lost, and the coven can't take it back for 48 hours.
Disbanding can't happen during a war or a siege. The treasury's gold is lost, everything in the bank goes to the Owner (into their Lair chest if their bags are full), and the coven's districts go back to the city.
Joining a coven
Browse every coven under All Covens, ranked by level. Each card shows the coven's members, war record, taxes and how it recruits:• Open: join straight away.
• Apply: send an application for the leaders to accept.
• Invite: the coven has to invite you first. Check Invitations on the Covens page. Invitations and applications expire after 30 days. You can have only one application waiting at a time. A coven where nobody has played for 30 days takes no new members.
You can belong to one coven at a time. Members of the same coven can't attack each other in the Arena.
Founding your own
Once you reach level 10 you can found a coven. It costs 10,000 gold for each of your levels (100,000 at level 10), never more than 2,000,000. You become its Owner with every permission. A new coven has room for 10 active members, and one more at every even level, up to 25 at level 30. Only members seen in the last 30 days count: those away longer stay in the coven but don't take up a place.Design an emblem for your coven: a symbol and three colours, and from coven level 10 an effect. A design too close to a rival coven's is refused. The emblem marks every member's name across the game. A new coven starts with two positions: Owner and Member.
Coven levels and Devotion
A coven climbs 30 levels. It levels on Devotion, which its members earn simply by playing:• 1 for each hunt kill (Quick hunts and expeditions), 1 for each dredging cast
• 5 for each expedition leg, boss swing, war front action (a Gate fight, an Arena win in a war, gold or potions for the war chest) and cleared Ossuary floor
• 10 for each piece you crafted and put in the coven bank, and for each Daily Hunt finished
Each member gives at most 100 Devotion a day, so a coven grows with how many of its members play, not with how much one of them grinds. Covens with fewer than 8 active members earn more for the same play (up to 1.6 times). A won coven war gives 1,500 Devotion (half for a war against the Inquisition), the Grand Feast's finest table 1,000, and a tithed Paragon Mark a tenth of a level. These, and weekly goals, don't count toward the daily 100.
Every level unlocks something; the coven page shows the whole ladder:
• Member places: 10 at level 1, one more at every even level (25 at level 30)
• Level 3: the coven's banners in the hall. Level 5: coven tabards and bank tab 2. Level 8: a second district
• Level 10: emblem effects, bank tab 3 and a private Discord channel. Level 12: weekly goals also pay the treasury
• Level 15: a grander hall and bank tab 4. Level 18: a third district
• Level 20: the coven rally (+5% on a boss swing when a coven-mate struck in the last ten minutes) and bank tab 5
• Level 25: the great hall, an animated emblem frame and bank tab 6
• Level 30: the Eternal coven title for every member, and gold-trimmed tabards
The coven's level also gives every member +1% gold and +1% Blood from hunting (expeditions, Quick hunts, the Ossuary) and +1% to professions (gathering, craft success, job XP) for every 3 levels: +10% at level 30. It gives nothing in the Arena. New members get both bonuses after 3 days in the coven.
Weekly goals
Each week (from Monday) a coven gets three small goals, such as hunt kills, expedition legs, Ossuary floors, dredging casts, Daily Hunts or crafted pieces for the bank, sized to how many active members it has. Every member's play counts toward them. Each goal done gives the coven 1,500 Devotion, and from level 12 gold for the treasury (5,000 per coven level: 60,000 at level 12, 150,000 at level 30).Covens that were great before the levels were remade carry an Ancient coven mark with their old level. It is only for show.
Positions and permissions
Owners create positions (ranks), put them in order and decide what each one may do: invite or accept members, kick, promote, manage positions, edit the coven's settings, treasury access, bank access, lend jewelry or scrolls from the bank, moderate (coven chat, news and the Members page), send mass messages (three a day), or run the War Council (declare and fight wars, claim and besiege districts). Give each officer only the powers they need. A position can only manage members and positions ranked below it. One position is the default for new members. The Owner, or a position with treasury access, can give a position a daily gold allowance that resets at midnight.The treasury, taxes and coverage
Members donate gold to the coven treasury, and leaders can pay it out to members. A payout is limited by the position's daily allowance and by the member's own daily limit on gold from other players (50,000 + 10,000 × level, plus whatever they gave the coven themselves). Leaders can also set:• Gold tax: a share (0 to 100%) of the gold members win in the Arena goes to the treasury. There is no Blood tax: members keep all their Blood.
• Health coverage and repair coverage: the coven pays part (up to 50%) of members' healing and gear repairs, within the same daily limit.
The Tax contributions page shows what each member has paid, and the Devotion each gave this week.
The coven bank
Every coven has a bank: tabs of 56 slots for gear, jewelry, scrolls, vials, potions and materials. The Owner and positions with bank access decide which positions may see, deposit or withdraw on each tab, and how much a day; until they do, everyone may look and deposit, and only bank access may withdraw (10 items and 10 stacks a tab a day). Soulbound pieces and vials bought with opals can't go in. Gear, jewelry and scrolls can be lent to a member and recalled; loans come back when a member leaves.The first tab comes with the coven. Up to five more can be bought from the treasury by the Owner or treasury access, each opening at a coven level: tab 2 at level 5 (2,500,000 gold), tab 3 at 10 (6,250,000), tab 4 at 15 (15,625,000), tab 5 at 20 (39,063,000) and tab 6 at 25 (97,656,000). The Owner can rename tabs and give them icons.
From coven level 5 the coven can buy tabards once, for 1,000,000 gold from the treasury: every member's battle sprite wears the coven's colours (each member can switch theirs off). At level 30 they can be trimmed in gold. The coven page shows your members posed in the hall, which grows grander at levels 3, 15 and 25.
Coven wars
A coven war runs for 60 hours: a 12-hour muster, then 48 hours of fighting. The War Council declares it; wars can't be refused, and only members active when war is declared are on the roster. Win two of the three fronts:• The Gate: Gate fights in the war room (1 Action each, once an hour per target) and Arena wins against the enemy coven. Each side posts up to 3 Guards, who fall after 3 defeats.
• The Hunt: kills while hunting.
• The Supply Line: gold and potions given to the war chest.
Each front scores the average of a side's best members, so a small coven can stand against a large one. The War Council assigns members to fronts (+25%) and can call a war rally (+50% on one front for an hour, once every 12 hours).
Both covens need at least 2 members active in the last week. A coven can declare once a week, the same two covens must wait 7 days to fight again, and a coven has 2 days of peace after a war. When no rival is around, fight the Inquisition, a computer-run enemy that pays half and takes no territory. Badly mismatched wars (a much higher average level, or twice the members) also pay half and take no territory.
The winner takes the loser's strongest district if it has room, Blood for each member, its own war chest plus 75% of the loser's (the loser keeps 25% of theirs), War Marks and the Warlord title. Each vampire is paid for at most 2 wars in any 7 days. Spend War Marks on furniture, cosmetics, titles and a War Standard (Bronze, Silver, Gold and Crimson) that frames the emblem and tabards. Each month the top covens and fighters earn Marks, and the winning coven the title Champion of the Valley.
Territory: seizing the city
Death Valley is divided into eight districts. Five can be held: the Night Market, the Parish, the Vault, the Crucible and Blood & Iron. A coven can hold one, two from coven level 8 and three from level 18, and every member gets each district's bonuses:• The Night Market: 15% off at the Armory, materials and gifts; the Black Market dealer; half-price new looks at Sweeney Todd's.
• The Parish: 25% bigger alignment shifts from the Arena and the Church; the High Priestess.
• The Vault: +15% gold from hunting and the Arena; 40% lower Market sale tax; 40% cheaper repairs at the Master Smith.
• The Crucible: +15% Blood from hunting and the Arena; the Pitmaster's elite Arena challenges.
• Blood & Iron: 20% cheaper healing, +15% gym gains, +10% to your stats in the Arena and on hunts; the Warmaster's training.
The district's warden-engines also answer to the coven that holds it (see Arena).
The War Council claims an empty district or besieges a held one, for free. Members fight to wear the stronghold down, the defenders fight to restore it, and the siege resolves after two hours: if the stronghold is at zero, the attacker that did most damage takes the district. There are no shields after a capture, and a coven runs one siege at a time.
Holding a district costs upkeep from the treasury every 2 hours (250 gold plus 50 for each day held, more for a second and third district), and members must stay active there: Arena wins, hunting, gym training and shopping all count. Miss either and the stronghold loses health; at zero the district is lost, and the coven can't take it back for 48 hours.
Blood debts
When a vampire beats one of your members in a defence in the Arena, they owe your coven a Blood debt for 24 hours (a second win just restarts the clock). Any member who beats the debtor in the Arena before it runs out collects it once: +25% gold and Blood from that fight (the gold still within the daily limit on gold from other players), 25 Devotion for the coven (inside the member's 100 a day), and double Gate points if the debtor's coven is your war enemy. Ranked, team and coterie fights neither make nor pay debts, and nothing passes between players on the same connection. Open debts and the last ones avenged show on the coven page, with an Attack button; debtors wear a Blood debt chip in the Arena. Collect ten for the title Debt Collector.Discord
From coven level 10 the coven gets a private channel on the game's Discord server, shared both ways with the in-game coven chat. Members see it once they link their Discord account (Account, Discord). The Owner and positions with Moderate get an officer role for that channel.Leaving
Members can quit at any time from the coven page. An Owner can't quit their own coven: they hand it over to another member first (Settings) and drop to the highest officer position, or disband it. If an Owner stays away for 30 days, the coven passes to the highest-ranked member who has played in the last week.Disbanding can't happen during a war or a siege. The treasury's gold is lost, everything in the bank goes to the Owner (into their Lair chest if their bags are full), and the coven's districts go back to the city.