The Prophecy has been realized! The Goddess Suria has sent The Five Pendants of Power to Andora, sparking a war between the peoples of Suria and the Great Nosferatu Houses. Once again the Vampire Lord Dragul stalks Andora, gathering the legendary Hunters of Yeld to restore his dark empire. Now the High Elves of Elderon stand with the Imperial Legions and the free people of Korinath against Draguls Nosferatu armies. You must choose a side in the Battle for Andora. More...























Here you will find all the special add on rules, revisions, corrections and additional ruling information. All material posted here is complied into an easy to download text file.

02/14/06 Rules and Errata

Initiative bonus rule: When rolling initiative, the core book states to add a bonus based on your skills which apply to the action you are planning to take. To clarify this and make it a bit more streamlined the rule is this: Roll Initiative before combat, and add in any bonuses from skills and whatever your highest bonus is provided by weapon proficiencies or realm DOTs This is to signify that once your initiative has been enhanced by any form of training, this type of awareness carries over regardless of the specifics of what you are doing EX: If you have a +4 initiative bonus with blunt weapons and a +7 initiative bonus with swords,. you would use your sword bonus as your initiative bonus for everything.
12/14/05 Rules and Errata

PG 19 and PG 197 have mistakes on the weapon proficienies table the section for chained and pole/staff should have had higher critical skill bonuses and were written incorrectly. the correct information should read:

Chained 5% crit
*flail 10% crit
**any specific type 20% crit
***any specific sub stype 40% crit

the same with Pole/staff it should read:
pole and staff 5% crit
*spear 10% crit
*polearm 10% crit
**Any specific type 20% crit
**curved spear 20% crit
***any specific sub type 40% crit

08/07/05 Rules and Errata

References are made in the vampire race section as to the healing abilities of a vampire, yet no concrete rules are actually outlined. This information was intended to be placed at the end of that section but somehow was left out.

Once a Vampire's HP falls below 0, they regain 10HP per round (or per minute out of combat) until they are above 0, then they regain consciousness. When taking damage beyond their remaining health it is tracked as negative HP and must be recouped by regeneration. EX: If a vampire has 35 HP remaining and take 110 damage, they will have -75 HP and must regain this -75 HP before they can revive themselves. There is a max cap of double your maximum HP which can be in negative for the vampire to still be able to regenerate. If they have more than twice their max life in HP debt, they are considered destroyed. This accelerated regeneration only occurs when they are at or below 0 HP.

When their HP is above 0, they regain HP at the same rate as STM. STM regenerates at the normal rate.
7/31/05 Rules and Errata

Page 67 and 147 make reference to a "Healing Factor" ability which did not make it into the final cut of the book, due to a layout error. The rules for healing factor are: Characters with Healing Factor heal HP at the same rate as STM when they sleep.
7/06/05 Rules and Errata

Page 178 of the Core Rule Book has a typo. The Apprentice Tunic should have 8 AC and 120 DC and not the 12 DC which is lists. It should also have a required ORA of 2 in order to use it.