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Vampires Live Abilities Strategy Guide

Abilities Overview
Abilities are a very important part of Vampires Live and are used when Completing Missions or Fighting. As your character increases in level, more powerful abilities become available.

In Vampires Live, abilities are grouped into three categories:
  • Physical
  • Sensory
  • Transformations
This is important to understand because when fighting, each clan member can ONLY use up to 1 of each category of ability.

For example: If I have 3 clan members and 5 Physical, 2 Sensory and 7 Transformation Abilities then when fighting, my clan will only use 3 Physical, 2 Sensory and 3 Transformation Abilities. The extra abilities are NOT used.

Abilities have the following components:
  • Attack: Used to calculate your Attack points when Attacking
  • Defense: Used to calculate your Defense points when Defending
  • Cost: Purchase Price (can be sold for 50% of cost)
  • Upkeep: ** IMPORTANT ** The amount that it costs to maintain that ability per income cycle.

Abilities Strategy
The upkeep costs associated with abilities make them one of the most important strategic elements of the game. Deciding when to buy abilities and which abilities to buy can significantly impact your long term success in the game.

Upkeep versus Income
The primary purpose of building a large income stream is to enable the purchase and upkeep of abilities. However, most higher level abilities have an upkeep cost that directly reduces your income stream. This lost income can never be recovered and it occurs every income cycle which means that a total upkeep cost of 5,000 per income cycle would result in losing at least 120,000 per day in lost income. Upkeep costs are commonly calculated as a % of your income stream. I personally like to keep my upkeep at no more than 10-20% of my income - but this can vary depending on your playing style.

Slow Down - Build Income
If you find that upkeep costs are having a significant impact on your income, then it may be time to slow down your character leveling and allow your income to build. This problem will only get worse as you advance in level and the costs grow geometrically (and your opponents are much stronger). This problem is compounded when you realize that each level that your character advances would require you to purchase up to 15 additional abilities (5 of each) assuming you want to maximize your fighting potential.

Purchase Strategically
When deciding which ability to buy, you need to carefully consider the abilities Upkeep, Attack and Defense and whether it is even necessary to upgrade your abilities. Assuming you can afford to buy the ability, cost should not be a factor in your decision making as it is only a one time expenditure. Keeping in mind the reduction in income from upkeep, it does not always make sense to buy the best available abilities.

If you are winning most of your fights with your current abilities, then it may make more strategic sense to not increase your upkeep and allow your income to build at a faster rate.

Maximize Your Fighting Potential
Because the game allows each clan member (up to 5 per level) to use 1 of each ability type when fighting, you should always make sure that everyone has at least 1 ability from each category that can be utilized in a fight. It does not have to be the best available ability, but they should at least have something to fight with.

Attack and Defense
Each ability has an attack and defense score that is used to calculate the results of a fight. Only the attack score is used when you initiate an attack while only the defense score is used when you are attacked. If you are losing fights that you initiate, it may make sense to purchase abilities that increase your attack score in order to increase your chance of success. Conversely, if you are losing when you get attacked, you may want to increase the defensive point value of your abilities.

Doubling up on Abilities
If you look closely at the attack and defense values for the different abilities, you will find that some of them are more attack orientated or defense orientated. This means that you may find it makes sense to "double up" on certain abilities in order to maximize both your attack and defense potential. This makes strategic sense because the game automatically chooses the best available attack abilities when you are attacking and the best available defense abilities when you are defending.

For example, if I have 10 clan members and 10 Stealth (Atk 2, Def 2) plus 10 Thick Skin (Atk 1, Def 4) then when I attack, I will be utilizing the 10 Stealth because their attack value is greater than that of the Thick Skin (2>1). However, when I defend, I will automatically use the 10 Thick Skin because of their higher defense value (4>2).

It is important to remember that there is no "perfect" strategy for acquiring abilities. These are just guidelines that every player can adapt to fit their own playing style.

Abilities Table
The following is a complete list of all abilities available in Vampires Live including those that can be received as Loot for completing missions. Please note that promotional abilities are not included because they can not be acquired within the game.


Physical Ability List:
Level Physical Cost Upkeep Attack Defense
1 Fangs 300 0 1 0
1 Sharp Claws 700 0 1 1
2 Stealth 1,000 0 2 2
4 Thick Skin 1,500 0 1 4
5 Frenzied Strength 2,000 0 3 3
7 Regeneration 5,000 0 2 5
10 Infection 12,000 500 6 4
12 Alluring Voice 32,000 1,000 11 3
15 Ungodly Speed 100,000 2,000 12 10
18 Icy Touch 125,000 2,700 16 9
20 Vampiric Flight 150,000 3,000 8 19
25 Consume Prey 200,000 4,000 18 10
28 Leeching Grasp 320,000 5,000 20 11
30 Control Mind 450,000 6,000 15 20
34 Withering Aura 550,000 9,000 13 25
38 Ungodly Strength 650,000 10,000 22 18
42 Hobnail Claws 800,000 16,000 23 23
46 Pestilence 920,000 23,000 24 26
50 Ancient Flesh 1,100,000 27,000 20 36
56 Nightspeed 1,300,000 32,000 22 38
61 Preternatural Strength 1,500,000 37,000 35 33
65 Horrifying Gaze 1,800,000 45,000 44 29
71 Sabretooth Fangs 2,100,000 52,000 52 27
75 Marble Hard Flesh 2,400,000 60,000 36 49
80 Burning Touch 2,800,000 70,000 54 37
85 Bat Wings 3,200,000 80,000 47 52

Sensory Ability List:
Level Sensory Cost Upkeep Attack Defense
1 Sense Danger 250 0 0 1
1 Smell Prey 800 0 1 1
3 Unearthly Hearing 1,800 0 0 4
6 Unholy Reflexes 6,000 0 3 4
9 Sense Prey 15,000 1,000 4 7
11 Night Vision 38,000 1,500 7 9
14 Chilling Presence 84,000 2,000 12 8
16 Read Minds 125,000 2,500 8 16
19 Undead Will 210,000 4,000 15 12
23 Unnatural Instinct 300,000 5,000 14 15
27 Blood Frenzy 450,000 6,500 18 15
32 Ungodly Senses 600,000 8,000 17 19
35 Enthrall 730,000 14,000 21 18
40 Tormenting Whispers 950,000 21,000 23 25
45 Vampiric Fortitude 1,150,000 28,000 24 30
52 Horrid Illusion 1,350,000 34,000 33 27
58 Mesmerize 1,520,000 38,000 29 36
64 Blood Beckon 1,900,000 48,000 34 37
68 Deranged Terror 2,100,000 53,000 45 31
73 Fanatic Lure 2,400,000 60,000 31 50
78 Wave of Insanity 2,800,000 70,000 51 35
83 Blood Agony 3,200,000 80,000 62 30

Transformation Ability List:
Level Transformation Cost Upkeep Attack Defense
1 Raven 20,000 0 3 3
1 Beast 40,000 0 4 5
5 Bat 60,000 0 4 6
8 Shadow Form 90,000 500 5 9
17 Ghoul 400,000 2,000 10 12
22 Demon 1,000,000 10,000 20 24
26 Plague of Locusts 1,500,000 20,000 26 23
31 Necromancer 2,000,000 30,000 28 26
36 Swarm of Rats 3,500,000 65,000 31 30
40 Archfiend 5,000,000 100,000 34 33
47 Cloud of Bats 7,000,000 150,000 35 40
51 Hellhound 9,000,000 200,000 57 36
55 Basilisk 11,000,000 275,000 58 38
70 Lich 25,000,000 625,000 65 55

Mission Loot List:
Level Catagory Loot Item Mission Name Sell Upkeep Attack Defense
  Physical Silent Travel Subdue a Criminal 75 0 3 2
  Sensory Ominous Presence Evade Hunters 650 0 5 4
  Physical Rabid Fangs Terrorize the Park 875 0 6 3
  Extra Map of Safehouse Spy on Hunters 500 0 0 0
  Sensory Smell Fear Find Source of Infection 5,250 0 13 6
12 Physical Berserk Attack Cultists 11,000 300 13 8
15 Physical Stiletto Claws Kill Cultist Bodyguards 33,000 2,000 16 11
18 Sensory Occult Insight Feed on Head Priest 83,750 3,500 12 17
19 Extra Map to Ritual Chamber Examine Priest's Chamber 75,000 0 0 0
22 Physical Vampiric Conversion Convert Enemy Vampire 87,500 3,200 21 9
23 Extra Map to Mansion Interrogate Vampire 50,000 0 0 0
28 Physical Demonic Might Fight a High Demon 130,000 5,000 22 9
35 Sensory Blood Moon Focus Subjugate Head Werewolf 332,500 14,000 20 29
46 Extra Soul Amulet Search Old Graveyard 500,000 0 0 0
50 Physical Frostbite Aura Defeat Ancient Lich 505,000 32,000 30 29
67 Sensory Raised Awareness Interrogate Vampire Lord 1,000,000 51,000 34 46
100 Sensory Pureblood Knowledge Slay Vampire God 2,100,000 120,000 76 44

Elders Coffin List (Available from Elders Menu):
Level Coffin Name Type Atk Def Price Sell Upkeep Chance to Get
5-35 Wooden Paralysing Bite Physical 12 2 50 Elder Points 20,000 0 Common
5-35 Wooden Blood Mend Physical 10 15 50 Elder Points 57,500 0 Common
5-35 Wooden Taste for Blood Sensory 10 12 50 Elder Points 55,000 0 Common
5-35 Wooden Ancient Strength Physical 18 10 50 Elder Points 100,000 0 Uncommon
5-35 Wooden Resonance Vision Sensory 16 15 50 Elder Points 200,000 0 Uncommon
5-35 Wooden Horde of Snakes Transformation 10 11 50 Elder Points   0 Uncommon
5-35 Wooden Drain Essence Physical 25 20 50 Elder Points 375,000 0 Rare
5-35 Wooden Mental Anguish Sensory 29 20 50 Elder Points   0 Rare
5-35 Wooden Giant Bat Transformation 26 23 50 Elder Points 750,000 0 Rare
36-200 Ornamental Necrotic Fangs Physical 15 20 50 Elder Points 250,000 0 Common
36-200 Ornamental Concealing Shadows Physical 20 25 50 Elder Points 350,000 0 Common
36-200 Ornamental Insatiable Hunger Sensory 21 18 50 Elder Points 375,000 0 Common
36-200 Ornamental Fiery Grip Physical 20 36 50 Elder Points 600,000 0 Uncommon
36-200 Ornamental Otherworldly Sight Sensory 30 28 50 Elder Points 500,000 0 Uncommon
36-200 Ornamental Exsanguinate Physical 70 44 50 Elder Points 1,900,000 0 Rare
36-200 Ornamental Pavor Nocturnus Sensory 40 70 50 Elder Points 2,000,000 0 Rare
36-200 Ornamental Fallen Angel Transformation 55 35 50 Elder Points 5,000,000 0 Rare


 

 
 

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