Getting started
Your first hour on Masquerade of Coven.
Joining the Discord
Start here. The Discord is where sessions get announced, where you find people to play with, and where you get the mod download. Everything else on this page assumes you are in it.
TODO — what a new member should do first in Discord: which channels to read, where to introduce themselves, how to get roles.
Joining the Minecraft server
Add in Multiplayer → Add Server.
The server requires the Masquerade compatibility mod. It is what makes ghost mode and the automatic vampire skins work, and you will be disconnected a few seconds after joining without it.
Simple Voice Chat is optional but strongly recommended. Without it you miss proximity voice entirely, including being haunted by the dead.
TODO — link the current mod downloads.
Which version?
Minecraft 1.21.10, Java Edition, on a Fabric client. Older or newer versions will not connect.
Your first steps in game
- Run
/playersetup. Do not skip this. It walks you through your character profile, whether you want to be entered into the starting vampire pool, which human roles you are willing to be given, and your thrall preferences. - Set your thrall preferences honestly. You choose between open to being a thrall, open to owning one, open to both, please don't, or you can try but may not succeed. Other players can see this, and it is how the server keeps roleplay consensual.
- Take your starter kit when the menu appears.
- Read the rules.
- Stay inside the barrier. The playable area is walled, and conditions in the story have to be met before anyone can leave.
Becoming infected
Vampires
A vampire turns you by killing you, if they have their turning ability switched on. Not every vampire kill infects: it is a deliberate choice made beforehand, and it switches itself off again after a successful turn, so infections cannot chain instantly through a group.
Once turned you have a thirst bar. It drains over roughly two hours and is refilled by feeding. Fill it completely to advance a stage; let it empty and you drop one. There are three stages, and most abilities are gated behind them.
Werewolves
Two ways to catch it, and the second surprises people:
- A bite. A werewolf sneaks and holds onto you for 15 seconds. You are warned at 10. Break more than 3.5 blocks apart and it fails.
- Claws. If a werewolf lands a killing blow on you with bare hands, you do not die. You are left at half a heart and turned into a Stage 1 werewolf. Being beaten to death by a wolf recruits you rather than killing you.
Werewolves have a hunger bar on the experience bar. It drains in about 20 minutes and is refilled by eating meat, roughly ten pieces from empty. Full promotes you a stage, empty demotes you. Iron counts as silver and hurts you badly.
Getting cured
Vampirism can be cured. Find and read the three cure books, then perform the ritual at a holy beacon during the day. The catch is your bloodline: the vampire who turned you has to be dead before the cure will take.
Abilities
Abilities unlock by stage, not by grinding. Advance a stage and the next ones become available. Full patch notes are on the changelog.
Vampires — /pow vability
| Ability | Stage | What it does |
|---|---|---|
| Vampire Vision | 1 | See in the dark. |
| Bloodscent | 1 | Wounded humans within 40 blocks glow with red motes only you can see. |
| Bat Form | 1 | Become a bat and fly. Longer at higher stages. |
| Lunge | 2 | Launch yourself forward at a target. |
| Vanish | 2 | Turn invisible. Breaks after a few attacks. |
| Mist Form | 2 | Surge 8 blocks forward through walls, briefly untouchable. |
| Sanguine Bite | 2 | Bite the human in front of you to heal and slake thirst. |
| Call the Swarm | 2 | Bats blind and harry every human within 10 blocks. |
| Shadow Travel | 2 | Channel, then teleport to a desecrated beacon. |
| Hypnotic Gaze | 3 | Cloud a human's mind. Garlic breaks your hold. |
| Crimson Veil | 3 | A blood mist that mends vampires and weakens humans. |
| Sire's Command | 3 | Your bonded thralls gain strength and swiftness. |
| Storm Call | 3 | Summon a storm to blot out the sun. |
Werewolves — /pow wability
Feral Charge (Stage 2+) launches you forward, on a 12 second cooldown. Werewolves also get passive strength: bare fists hit harder each stage, and packs within 20 blocks of each other buff one another automatically.
Humans — tomes, /pow tome
Humans have no innate powers. They find tome books in tome chests and vaults around the map, and reading one teaches that ability permanently. There are over twenty, including Holy Word, which paralyses nearby vampires, Daybreak, which burns them with daylight, Hunter's Mark, which makes a vampire glow for everyone, and Sanctuary, which shields you and the humans around you.