Gameplay: Difference between revisions
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<div class="hatnote">Main article: [[Player Age Groups]]</div> | <div class="hatnote">Main article: [[Player Age Groups]]</div> | ||
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== <span id="Abominations"></span>Abominations == | == <span id="Abominations"></span>Abominations == | ||
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
Combat uses the Main HUD's species-specific attack button. Attack animations and names differ by species, while damage and attack rate remain consistent within the same age group.
Basics
- Be within 1.5 metres of the target.
- Click the main HUD button and choose your attack strength.
- Expect counterattacks and stay mobile.
Both players may enter species-specific combat animations when their personal animation settings are enabled.
Followers and speed boosters
- Followers stick to targets; attaching one to someone makes them trail you.
- If they attach one to you, they will 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.
Related combat systems
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
Feeding uses the Main HUD's Attack and Feed Button. Clicking the button near an avatar who is not a registered player begins an interaction with that regular human.
Player Blood
In the first age group, a player using Blood starts with 5.000 litres and loses 0.500 litres nightly, giving about 10 days before death without feeding.
Hunters and Witches use Energy in place of Blood on their player scans; see Hunters and Witches for their species-specific interactions with regular humans.
How to feed
- Move within 1.5 metres of the target.
- Click the main HUD button and choose your attack.
- Hold the first five seconds to start healing; after that you can move back to five metres and continue feeding.
- After the first five seconds, feeding works from any angle.
Human Blood
A new regular human normally begins with 5.000 litres of blood. Feeding reduces that amount. A human reduced to zero is dead and cannot be fed on again while depleted. A human who is not killed gradually regenerates blood over time.
Human recovery and revival items are covered under Elixirs.
Human scan states
| Status | Meaning |
|---|---|
| Novus Sanguis | New blood with a full 5 litres. |
| Sanguis Plenus | At least 4 litres remain. |
| Sanguis Medius | Between 2 and 4 litres remain. |
| Sanguis Exiguus | Less than 2 litres remain. |
| Sanguis Nullus | No blood remains; the human is dead or fully depleted. |
| Ignotus | The human's blood status could not be classified. |
Sanguis Nullus is the current term for a regular human with no blood. It does not mean merely that the avatar is unregistered.
The Human Scan guide explains the full result, including applicable Hunter Protection and Witch Resurrection states.
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.
🩸 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. |
🌙 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. |
⚔️ Hunter Age Groups
| Rank | Days | Approx. Real Time | Description |
|---|---|---|---|
| Awakened | 0 days | Immediate | The first call. A mortal touched by the Messengers, jolted awake to a truth most cannot see. |
| Listener | 30 days | ~1 month | Learning to hear what others cannot. The Messenger's voice grows clearer with each passing night. |
| Witness | 60 days | ~2 months | Has seen what lurks in the darkness. Can no longer deny the truth of their calling. |
| Pilgrim | 120 days | ~4 months | Walking the road. Seeks purpose, knowledge, and others of the Imbued to learn from. |
| Vessel | 240 days | ~8 months | Chosen as a channel. The Messenger's will begins to flow through them. |
| Hand of the Messenger | 420 days | ~1 year 2 months | Acts on behalf of the Messengers. Strikes against darkness with purpose and unwavering faith. |
| Voice of the Messenger | 700 days | ~1 year 11 months | Speaks the will of the Messengers. Others look to them for guidance and direction. |
| Sanctified | 1,050 days | ~2 years 10 months | Purified by trial and sacrifice. Their faith and resolve are beyond question. |
| Anointed | 1,450 days | ~3 years 11 months | Marked by the Messengers themselves. A beacon of purpose among the Imbued. |
| Exalted | 1,900 days | ~5 years 2 months | Raised above others by deed and devotion. Their name is spoken with reverence across the Order. |
| Chosen | 2,400 days | ~6 years 7 months | Singled out by the Messengers for a purpose greater than any single battle. |
| Ascendant | 2,950 days | ~8 years 1 month | Transcendent. The line between mortal and Messenger has all but disappeared. A living embodiment of the calling itself. |
Abominations
Once they were human. Now they are corrupted echoes that bleed deeper and leave scars on the ledger.
Quick facts
- Abominations are rare spawns among regular humans.
- They carry more blood than ordinary humans.
- Each has its own Essence reward.
- Every Abomination kill is permanent and also counts as a human kill.
- Some Abominations return after death; if one rises again, the hunt resumes.
Identifying an Abomination
Each Abomination carries an individual echo or description. A Blighted Abomination Scan may show its status, current blood, Essence reward, and echo or backstory.
Abomination scans deliberately omit:
- Hunter Protection progress
- Witch Resurrection progress
- Revival scheduling or cooldown details
Hunter Protection and Witch Resurrection do not apply to Abominations. Any Abomination-specific return behavior is separate from Witch Resurrection.
Rewards and tracking
- Abominations have larger blood stores than ordinary humans.
- The Essence reward varies by Abomination and is claimed by the killing blow.
- The kill is written to the ledger permanently and also counts toward human kills.
- Qualifying combat against an Abomination can restore Hunter Energy.
Leaderboards and ledger
The login-required Abomination Kills page includes the current Abomination list and kill leaderboard.
See also
Species-Specific Attacks
Each species has different attacks for roleplay purposes, but attack damage and rate remain consistent within the same age group.