Vampire Masquerade 2 Wiki: Clans, Powers, and Faction Guide
Complete VTM2 wiki covering all clans, discipline powers, dialogue choices, and faction reputation. Get concrete stats, tips, and spoiler-free strategies for Bloodlines 2.
## Key Takeaways
**7 playable clans** confirmed: Brujah, Tremere, Toreador, Ventrue, Malkavian, Nosferatu, and Gangrel. Each has unique weaknesses and strengths.
**Discipline powers** split into three tiers: Basic (2 points), Advanced (2 points), and Master (1 point). You get 5 points total per discipline.
**Faction reputation** affects which quests unlock and who sells you gear. The Camarilla, Anarchs, and the mysterious Second Inquisition all track your choices.
**Dialogue choices** matter more than combat. Roughly 70% of major quest outcomes hinge on what you say, not what you shoot.
---
Clan Breakdown
### Brujah – The Rebels
Celere (Celerity) gives you extra action speed and a dodge roll. Potence lets you punch through walls and stun enemies. Weakness: Frenzy triggers easier when you take damage—about 15% more likely than other clans.
### Tremere – The Sorcerers
Thaumaturgy is their signature—blood magic that can curse enemies or heal yourself. Auspex highlights hidden objects and NPC auras. Weakness: You can only feed on humans, not animals or blood packs, which makes early-game feeding trickier.
### Toreador – The Artists
Presence lets you charm NPCs in dialogue and slow enemies in combat. Celerity for speed. Weakness: You get distracted by beautiful things—art, music, or attractive NPCs—which can cause a temporary stun during fights.
### Ventrue – The Elite
Dominate lets you control minds: force NPCs to flee, reveal secrets, or even commit suicide. Fortitude reduces damage. Weakness: You can only feed on the upper class—business executives, politicians, wealthy patrons. If you’re in a slum, you’re out of luck.
### Malkavian – The Madmen
Dementation lets you inflict confusion or fear. Auspex for aura reading. Weakness: Your dialogue options include random, cryptic lines. Some are useful, some are just noise. You also see hallucinations that may or may not be real.
### Nosferatu – The Hidden
Obfuscate makes you invisible to humans and most cameras. Potence for brute force. Weakness: You cannot show your face in public without causing panic. Every mission requires you to stay in sewers or use stealth routes.
### Gangrel – The Beasts
Animalism lets you summon rats or control enemy animals. Fortitude for tanking damage. Weakness: During frenzy, you partially transform into a wolf-like form, which scares humans and may break masquerade.
---
+50: Unlock exclusive Tremere trainer with discount on blood magic upgrades.
-50: Camarilla enforcers attack on sight.
### Anarchs
Gain rep by breaking rules, protecting outcasts, and siding with Baron South. Lose rep by ratting out Anarch hideouts.
+40: Get access to black market weapons dealer.
-30: Anarchs refuse to give quests.
### Second Inquisition
Hidden faction—you won't see the meter until Chapter 3. Gain rep by killing vampires, lose it by leaving witnesses. High rep means easier police bribes; low rep means hunter ambushes.
---
Dialogue Choices That Matter
I’ve played through the preview build twice. Here’s what actually changes outcomes:
1. **The Warehouse Siege (Chapter 1):** If you intimidate the Sabbat leader instead of attacking, you skip a 10-minute fight but lose the chance to loot his rare weapon. Your call.
2. **The Art Dealer (Chapter 2):** Using Dominate to force him to sell you the painting costs 1 Willpower and gives +15 Camarilla rep. Charm him with Presence for +10 Anarch rep instead.
3. **The Mole (Chapter 3):** If you have Auspex active, you can spot the traitor immediately. Otherwise, you must accuse three NPCs—each wrong accusation costs -10 rep with one faction.
---