Gameplay: Difference between revisions
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== <span id="Gameplay_Mechanics"></span>Gameplay Mechanics == | == <span id="Gameplay_Mechanics"></span>Gameplay Mechanics == | ||
<div class="hatnote">Main article: [[Gameplay Mechanics]]</div> | |||
{{:Gameplay_Mechanics}} | |||
== <span id="Combat"></span>Combat == | == <span id="Combat"></span>Combat == | ||
<div class="hatnote">Main article: [[Combat]]</div> | |||
{{:Combat}} | |||
== <span id="Safe_Zones"></span>Safe Zones == | == <span id="Safe_Zones"></span>Safe Zones == | ||
<div class="hatnote">Main article: [[Safe Zones]]</div> | |||
{{:Safe_Zones}} | |||
== <span id="Feeding_and_Blood_Levels"></span>Feeding and Blood Levels == | == <span id="Feeding_and_Blood_Levels"></span>Feeding and Blood Levels == | ||
<div class="hatnote">Main article: [[Feeding and Blood Levels]]</div> | |||
{{:Feeding_and_Blood_Levels}} | |||
== <span id="Player_Age_Groups"></span>Player Age Groups == | |||
<div class="hatnote">Main article: [[Player Age Groups]]</div> | |||
{{:Player_Age_Groups}} | |||
== <span id="Abominations"></span>Abominations == | |||
<div class="hatnote">Main article: [[Abominations]]</div> | |||
{{:Abominations}} | |||
== <span id="Species-Specific_Attacks"></span>Species-Specific Attacks == | == <span id="Species-Specific_Attacks"></span>Species-Specific Attacks == | ||
<div class="hatnote">Main article: [[Species-Specific Attacks]]</div> | |||
{{:Species-Specific_Attacks}} | |||
Latest revision as of 02:56, 30 March 2026
Gameplay Mechanics
Descendants of Darkness offers several ways to play:
- Immersive roleplay to explore the quirks of each species.
- Build or join families to create lasting bonds.
- Lean into PvP combat for strategy and rivalry.
Combat
Basics
- Be within 1.5 m of the target.
- Click the main HUD button and choose your attack strength.
- Expect counterattacks—stay mobile.
Followers & speed boosters
- Followers stick to targets; attaching one to someone makes them trail you.
- If they attach one to you, they’ll stay close—use speed boosters to break away.
- Collisions from two followers can force close-quarters brawls.
Tips
- Open with a quick hit, then reposition.
- Use speed boosts after landing a hit to control distance.
- Assume your opponent can mirror your moves; plan escapes before you engage.
Safe Zones
Within designated Safe Zones, the HUD blocks combat.
- Current Safe Zone: A&D (Angels and Demons) sims.
- No Safe Zones for private homes or other venues.
Feeding and Blood Levels
In the first age group, players start with 5.000 liters of blood and lose 0.500 liters nightly, giving about 10 days before death without feeding.
How to feed
- Move within 1.5 m of the target.
- Click the main HUD button and choose your attack.
- Hold the first 5 seconds to start healing, then you can back off to 5 m and keep feeding.
- After those first 5 seconds, feeding works from any angle.
Checking status
- Scanning a dead human shows “Sanguinolus Nullis” (killed by X).
- A never-fed human scans as “new fleshy human full of blood.”
Blood status labels
- Novus Sanguis (New Blooded)
- Never fed on; full 5.0 liters.
- Sanguis Nullus (No Blood)
- Completely drained; effectively dead.
- Sanguis Plenus (Full of Blood)
- At least 4.0 liters remaining.
- Sanguis Medius (Moderate Blood)
- Between 2.0 and 4.0 liters left.
- Sanguis Exiguus (Little Blood)
- Less than 2.0 liters left—handle carefully.
- Status Ignotus (Unknown Status)
- Shouldn’t appear; indicates something unusual.
Player Age Groups
Each species follows its own progression through the darkness. In Descendants of Darkness, 1 age unit equals 1 real day. Early ranks advance quickly, while later ranks reflect long-term mastery, leadership, and legacy.
Witch Age Groups
| Rank | Days | Approx. real time | Description |
|---|---|---|---|
| The Called | 0 days | Immediate | The awakening. A mortal drawn by curiosity, beginning their study and sensing the pull of the Craft. |
| The Solitary | 30 days | ~1 month | A lone practitioner experimenting in silence. Explores basic spellwork, meditation, and intent. |
| Keyholder | 60 days | ~2 months | At Hecate's crossroads, choosing a path. Begins forming a true connection to energy and will. |
| Disciple | 120 days | ~4 months | Seeks knowledge through mentors or texts. Learns structure, ritual, and disciplined practice. |
| Child of the Moon | 240 days | ~8 months | Identity forms. Guided by intuition, emotion, and lunar influence. |
| Guardian | 420 days | ~1 year 2 months | Protector and nurturer. The Craft becomes a way of life, embodying the Mother aspect. |
| Ovate | 700 days | ~1 year 11 months | Deep connection to nature and ancestry. Understands the web of cause and effect. |
| Entu | 1,050 days | ~2 years 10 months | Assists in rites and guides others. Helps lead rituals and mentor new practitioners. |
| High Priestex | 1,450 days | ~3 years 11 months | Coven leader and ritual master. Holds deep knowledge of magic, lore, and ceremony. |
| Elder | 1,900 days | ~5 years 2 months | The Crone aspect. Wise, powerful, and devoted to teaching future generations. |
| Enlightened | 2,400 days | ~6 years 7 months | Fully attuned to unseen forces. Magic and will become one. |
| The Veiled | 2,950 days | ~8 years 1 month | Exists close to the veil between life and death. Moves between realms with ease, transcendence. |
Vampire Age Groups
| Rank | Days | Approx. real time | Description |
|---|---|---|---|
| Neonate | 0 days | Immediate | Newly embraced and inexperienced. Bound to their sire, learning to survive undeath. |
| Bloodletter | 30 days | ~1 month | Hunger comes under control. Power awakens, but remains raw. |
| Nightborn | 60 days | ~2 months | Adapted to the night. Embraces instinct and the nature of immortality. |
| Proven | 120 days | ~4 months | Battle-tested and respected. Begins shaping influence within their domain. |
| Ancillae | 240 days | ~8 months | Established immortal. Navigates politics as enforcer or diplomat. |
| Prime Elder | 420 days | ~1 year 2 months | A feared authority. Their word shapes courts and bloodlines. |
| Ancient | 700 days | ~1 year 11 months | A witness to ages past. Rarely seen, but deeply unsettling. |
| Methuselah | 1,050 days | ~2 years 10 months | Reality bends around them. Their will echoes through blood and fate. |
| Firstborn | 1,450 days | ~3 years 11 months | Progenitor of bloodlines. Their vitae forms the foundation of dynasties. |
| Antediluvian | 1,900 days | ~5 years 2 months | Ancient beyond memory. Worshipped or feared as near-divine beings. |
| Primordial | 2,400 days | ~6 years 7 months | From the first nights. More essence than flesh, vampirism itself. |
| Eternal | 2,950 days | ~8 years 1 month | Beyond death and time. Transcended undeath into godhood. |
Lycan Age Groups
| Rank | Days | Approx. real time | Description |
|---|---|---|---|
| The Awakened | 0 days | Immediate | The first transformation. Confused, unstable, struggling to control the beast. |
| Feral Cub | 30 days | ~1 month | Newly blooded. Learns to balance instinct and reason. |
| Lunar Stalker | 60 days | ~2 months | Movement under moonlight becomes natural. Reflexes and senses sharpen. |
| Bloodfang | 120 days | ~4 months | Proven hunter. Controls rage and fights for the pack. |
| Packwarden | 240 days | ~8 months | Protector of territory and kin. Learns leadership and responsibility. |
| Moonhowler | 420 days | ~1 year 2 months | Leads under the moon. Instinct and voice guide others. |
| Silverclaw | 700 days | ~1 year 11 months | Hardened alpha. Mastery of both beast and self. |
| Elder Fang | 1,050 days | ~2 years 10 months | Keeper of stories and wisdom. Strength tempered by experience. |
| Lunar Alpha | 1,450 days | ~3 years 11 months | Commands packs across regions. Chosen by moon and blood. |
| Primal Warden | 1,900 days | ~5 years 2 months | Guardian of sacred lands and balance. Faces threats beyond the physical. |
| Totem-Bound | 2,400 days | ~6 years 7 months | Spirit-bonded with an ancestral wolf. Exists between physical and astral. |
| Eternal Howl | 2,950 days | ~8 years 1 month | A living legend. Neither beast nor mortal, the eternal voice of the Moon. |
Abominations
Once they were human. Now they are corrupted echoes that bleed deeper and leave scars on the ledger. Hunters who answer the call can track, strike, and etch their name beside every abomination that falls.
Quick Facts
- Rare spawns among humans; you’ll encounter them only occasionally.
- Carry more blood than any human.
- Each one grants its own Essence reward when slain.
- Every abomination kill is permanent and also counts as a human kill.
What Are Abominations
Abominations are twisted humans marked by the world itself. Each one carries a unique echo or description. They surface unpredictably among new humans, and only keen hunters will recognize them before they disappear or strike back.
Rewards & Tracking
- Abominations bleed heavy; expect larger blood stores than ordinary humans.
- Essence reward is unique per abomination—claim it by landing the killing blow.
- Your kill is written to the ledger forever and also tallies toward human kills.
- Some abominations return after death; if they rise again, the hunt resumes.
Hunt & Discover
- Stay alert when scanning humans—an abomination may be hiding in plain sight.
- Keep notes of names you spot; confirmed kills are broadcast to the community.
- Watch for kill posts on Discord and compare them to your own sightings.
- Travel prepared: a lone hunter can earn glory, but packs secure the bounty.
Leaderboards & Ledger
- Track the hunt on the Abomination View (alive / dead status).
- Compete on the Abomination Kill Leaderboard (login required).
- Your name is etched beside every abomination you slay—make the list bleed your color.
Species-Specific Attacks
Each species has different attacks for roleplay purposes, but attack damage and rate remain consistent within the same age group.