Glossary

A

Actions
Actions (once called turns) are what you spend on nearly everything: hunting, the Arena, dredging, the Ossuary and boss swings. Every vampire regains one every 3 minutes (10 each half hour), up to a cap of 500. Overflow goes to your Reserve.

Administrator
The administrator (admin) is Lestat. He codes, operates and owns Vampire Genesis.

Agility
One of the four stats: your share of the turns in a fight, and your chance to dodge. See Statistics.

Alignment
How Light or Dark you are: positive is Light, negative is Dark. It shifts with your nightly devotion at the Church and with Arena fights. A strong alignment lets you cast Revitalize (Light) or Suffering (Dark) in the Arena.

Allocation Points (AP)
Points you earn with every level, spent on your four stats: Stamina, Strength, Agility and Endurance.

Arena
Where vampires fight each other, for 1 Action a challenge. See The Arena.

Armor
Any piece worn on the chest, head, hands, legs or feet. The chest counts most. See Gear.


B

Bags
Your carrying space: a 30-slot backpack plus four bag slots for crafted or found bags. Materials, potions and dyes stack.

Battle History
A record of your recent fights, with replays and a Revenge button. It is here.

Battle Limiter
The warden-engines standing over a fight that has just ended: for five minutes after any Arena fight, a vampire is under the watch and can't be challenged. It stops spawn killing.

Blacklist
Your list of rivals, to find and fight them quickly. It is here.

Bled dry
A vampire who has lost three defences in six hours is under the watch until the warden-engines let them recover.

Blood
Your experience. Each level needs level × level × 300 Blood. Earn it by hunting, fighting, expeditions, quests and events. After level 500, Blood fills Paragon ranks.

Blood Communion
Breeding two familiars of the same family at the altar, at night. See Familiars.

Blood debt
When someone beats your coven-mate in a defence, they owe your coven a Blood debt for 24 hours. Beat them to collect +25% Blood and gold and Devotion for the coven. See Covens.

Blood Opals
The cosmetic currency of the Opal Shop, found in every Premium vial. See Premium and Blood Opals.

Bloodlust
A hunting streak: +2% Blood and gold per kill in a row, up to +100%. The bonus is held as unbanked spoils until you bank it. See Hunting.


C

Chat
The Night House: the Red Room, the Counting House (trade) and the Music Hall (roleplay), your coven's Crypt and private booths. See Chat, whispers and Discord.

Chat Moderator
Staff who can mute and ban users from chat and the forums, and edit or remove posts.

Church
The Church of the Eternal Twilight, where you choose a devotion to Light or Dark each night. Its chapel holds the Vows for marriage.

Codex
Your record of every creature you have hunted and every familiar you have met, with permanent hunting bonuses and titles. It is here.

Coterie
A team of four vampires who pool their Actions for 4-against-4 Coterie Battles.

Coven
A family of vampires with a shared treasury and bank, wars and territory. See Covens.

Crafting
Turning gathered materials into gear, potions, scrolls and bags. Take up to two jobs at the Job Hall. If you can't make something yourself, commission a crafter. See Professions and crafting.


D

Daily Hunt
One expedition a day, the same for every vampire, scored on a leaderboard.

Death Valley
The city: a gothic city in the far future, kept alive under the Pall. Most of the game is reached from its map.

Devotion
What a coven levels on, earned by its members simply by playing, up to 100 a day each. See Covens.

Dredging
Dragging the canal at the River Stairs for coins, materials, keepsakes and familiars. See Dredging.

Dual-Wield
Carrying two dual-wield weapons, one in each hand. You can't hold a shield as well.

Durability
The condition of your gear, up to 100 (150 on old SoulCharged pieces). Hunting, falling and losing fights you start wear it down, and worn gear works for less. Repair it at the Master Smith or with a smith's repair kit.

Dyes
Colours for your gear's looks, brewed by Alchemists or found during holidays and on bosses. See Wardrobe and dyes.


E

Elite
A dangerous creature with an affix (Frenzied, Armored, Swift or Vampiric) that waits at elite lairs on expeditions. A champion has two.

Enchanting
An Enchanter's scroll adds a stat (Stamina, Strength, Agility or Endurance) to one weapon, armour piece, ring or amulet, for good. Each tier needs an item of its level: Greater +8 (item level 75), Gloaming +15 (100), Superior +34 (150), Umbral +46 (175), Exalted +60 (200), Supreme +80, Sanguine +90 and Transcendent +100 (250), Nocturne +106 (265), Eldritch +115 (275) and Primeval +140 (300). A full set of one tier is worth roughly a tenth more stats at its level. A new scroll replaces the old one.

Endurance
One of the four stats: it turns aside a share of every blow you take.

Expedition
A planned hunt along a route of stops to a den. See Expeditions.


F

Fallen
A vampire with no Lifeforce left. While fallen you can't hunt or fight, and can't be attacked. The Revival restores you every half hour.

Familiar
A creature bound to your blood: a companion for the hunt and a fighter in the Familiar Arena. See Familiars.

Forums
The game's message boards. They are moderated and subject to the Rules.

Frenzied
Under a Silver Vial's Frenzy you may challenge the same vampire twice inside the usual two hours, until the next Revival.


G

Game Secrets
Things that would spoil the game or give an unfair edge if shared, such as the Question of the Day's answer. Spoiling them is against the rules.

Game Updates
A list of changes to the game is kept here.

Gate
The fighting front of a coven war: Gate fights and Arena wins against the enemy coven.

Gym
The Insomniac Gym, where Gym Reps raise Strength, Agility and Endurance.


H

Hall of Balance
Where vampires see the true measure of their Karma. It is here.

Hall of Fame
The rankings, by level, wealth, familiars and more.

Hangman
A word game in Hellenbach's Parlour. For 1 Action, you can play to win gold.

Help Files
The Help Files are a set of documents intended to help you learn the game. You are reading them now. Hi. Mind the fireplace.

Hunting
Feeding in the four wards beyond the city: Quick hunts, Expeditions and the Daily Hunt. Your Hunting Skill sets how deep you can go. See Hunting.


I

Identification Number (ID)
A unique number given to each vampire at sign-up. It never changes, so a vampire can be found despite name changes.

Inventory
Your gear, jewels, bags and consumables, equipped or not.

IP Ban
A moderation action that bars a user from the site entirely, given only as a last resort to someone who keeps breaking the rules.


J

Jailing
A moderation action for breaking the rules: a jailed account can't play until it is released. You can appeal from the jail screen.


K

Karma
A measure of how other vampires value your words. Premium vampires can give or take karma (the heart and broken heart on forum posts and profiles) five times a day, and each vampire's only once a day.


L

Lair chest
Storage that opens only at home. Bigger homes have bigger chests. See Housing.

Level
Your progress, up to 500. It sets how much Blood the next level needs and which gear you can wear.

Lifeforce
Your health. Stamina sets how much you have.

Lineage
Sire and childe bonds made at the Sanctum of Blood. A social bond only.

Loremaster
Staff with creative control over the game's story. They run tales and house nights and have no moderation powers.


M

Mailbox
Where you read and send private Mail. Offline whispers can arrive here too.

Marketplace
Where vampires buy and sell gear, vials, materials and familiars. A sale is taxed on a sliding scale: 5% of the first 1M, 7.5% of 1M to 10M and 10% above 10M. Buy orders and crafting commissions pay the same scale as a posting fee.

Masterwork
A crafter's best work: every weapon, armour or jewel craft has a 4% chance (up to 10% for a crafter well above the recipe, with Tempering Oil) to come out one grade better than it rolled. The piece keeps the crafter's name ("Masterwork, made by …"). On a crafting order you can promise a tip that is paid only if the order comes out a Masterwork.

Midnight Clinic
The Midnight Clinic restores your Lifeforce for gold, if you can't wait for the Revival; a coven with health coverage can pay part of the bill. For twice the price of a full heal, a Transfusion adds 20% extra Lifeforce on top until the next Revival; damage comes off the extra first. Its most famous patient remains Lestat, after the fireplace incident.

Moderator
Staff who can ban and jail users. They are second only to the Administrator, Lestat.

Money
Gold: earned by hunting, the Arena, expeditions, crafting, trading and the Parlour, and spent virtually everywhere.

Multi
A second account kept by the same person. This is not allowed.


N

Newblood
A vampire in their first nights, protected from Arena challenges.

News
Notices about everything that happens to your vampire: fights, trades, gifts, coven news and more.


O

Ossuary
The bone-crypts beneath the city: a live dungeon crawl for 1 Action a floor, alone or in a party.


P

Paragon
What Blood earns after level 500: Paragon ranks, small PvE boosts and titles. See Statistics.

Parlour
Hellenbach's Parlour, the game's skill games. There is no gambling. See Hellenbach's Parlour.

Porcelain Sky
The Porcelain Sky Network is a network of websites; Vampire Genesis is a part of this network.

Premium
An upgrade for looks and convenience: a badge, more profile pictures, longer statuses, richer profiles and karma. Premium never makes a vampire stronger. See Premium and Blood Opals.


Q

Quality
Every weapon, armour piece and jewel has a quality grade: Poor (grey), Common (white), Uncommon (green), Rare (blue), Epic (purple) or Legendary (orange). The grade sets how much of the item's power you get (Poor 88%, Common 96%, Uncommon 100%, Rare 104%, Epic 109%, Legendary 115%) and how many bonus stats it carries. What an item can be depends on its level: up to level 49 Poor to Rare, 50 to 149 Common to Epic, 150 to 249 Uncommon to Epic, and 250 and up Uncommon to Legendary. The Armory sells Common, Uncommon and the odd Rare; crafters make the rest, and the Master Smith can temper a piece up a grade.

Question of the Day (QotD)
A daily question that rewards 10 to 40 Actions, by difficulty, for the right answer.

Quick hunt
A hunt with no route: pick a ward and depth and spend 1, 5, 10 or 25 Actions.


R

Ranked
The Arena's separate mode for glory: monthly seasons, level brackets, divisions and rewards, with nothing stolen. See The Arena.

Reforging
Reforging re-rolls the bonus stats (Strength, Agility, Stamina, Endurance) on a weapon or armour piece at the Master Smith in the Vault district. The new roll stays inside the range of the piece's quality grade and level (and the crafted bonus if a crafter made it), and you choose to keep the old stats or take the new ones; the gold is spent either way. Each reforge of the same piece costs 25% more than the last. Reforging never touches enchantments; those are an Enchanter's work.

Reserve
Where bonus Actions over your cap are saved. Draw up to 500 a day from it on the Reserve page; Actions from Premium vials have no daily limit.

Revival
Every half hour every vampire is restored to full Lifeforce for free. It also ends Frenzies and Transfusions.

Rogue warden
Once a week a warden-engine breaks its beat and goes rogue somewhere in the city for three nights. It shows on the city map with a red lantern eye; tap it to fight. The whole city shares one health bar (2 Actions a swing, up to 10 swings a night). When it falls, everyone who landed a blow gets Spire Brass, Clockwork Gears, Lantern Glass, Blood and the Engine-breaker title, and a few find it will follow them home as a Rusted Sentinel familiar.


S

SoulCharged
An old kind of crafted weapon and armour whose durability could go past 100%. Nothing makes them any more, but old pieces still work.

Spam
The repetitive sending of emoticons, images, or text; in excess, it is against the rules!

Spawn Killing
Attacking someone the moment they revive. The Battle Limiter prevents it.

Stamina
One of the four stats: your Lifeforce, and nothing else.

Stance
How you fight. In the Arena: Aggressive, Guarded or Evasive. On the hunt: Strike, Savage, Guard, Feed or Mesmerize.

Statistics
Your four stats (Stamina, Strength, Agility and Endurance) and the numbers built on them, such as Lifeforce and level. See Statistics.

Strength
One of the four stats: your damage, and how hard your weapon lands.


T

Tabard
A coven's colours, worn on every member's battle sprite once the coven buys them (from coven level 5).

Tempering
Tempering raises a piece one quality grade at the Master Smith. Each try costs gold, one flask of Tempering Oil (an Alchemist's brew) and one essence (from disenchanting Uncommon or better gear). The odds are 85% to Uncommon, 60% to Rare, 35% to Epic and 12% to Legendary, and every failed try adds 6% to the next one on that piece. A failure never lowers the grade. Armory gear tempers up to Rare; Black Market pieces keep their grade.

Training
Spending Gym Reps at the Insomniac Gym to raise Strength, Agility or Endurance.


U

Under the watch
A vampire the warden-engines are guarding can't be challenged in the Arena for now: just after a fight (the Battle Limiter), in their first nights (newbloods), after you have beaten them (6 hours), after you have challenged them too often in 2 hours, or once they have lost 3 fights in 6 hours (Bled dry). The Arena shows the shield and the time left before you spend anything.


V

Vampire Council
All the staff of the game: the Administrator, Moderators, Chat Moderators and Loremasters. See the Council.

Vial Workshop
At the Vial Workshop, Patricia distils rare essences into single-use vials. She will tell you she is the best of the best; she is right.

Vials
Single-use flasks. For every vial and what it does, see the Vial List.


W

Wardrobe
Where you change how your gear looks and dye it, without changing what it does. See Wardrobe and dyes.

Warden-engines
The brass watchmen of Death Valley, built in the old Spire foundries. They walk the streets in pairs with a lantern eye and keep the Arena's peace (see Under the watch). There are no fines. A district's wardens answer to the coven that holds it and watch its members closer there: if you beat one of them while they are in their coven's district, you can't challenge them again for 12 hours instead of 6, and 2 lost fights in 6 hours sees them escorted home instead of 3. Their wilder kin, the Rusted Sentinels, roam the hunting grounds.

Whisper
A private chat message to a vampire who is online, sent with /w Name. See Chat, whispers and Discord.

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