Vampire Masquerade 2 Wiki: Complete Clan Guide & Systems
Master VTM2 with this comprehensive wiki guide covering clan powers, discipline builds, dialogue choices, and faction reputation mechanics. Includes hard numbers and pro tips.
**Key Takeaways**
Each of the 7 playable clans has 3 unique disciplines; maxing out a discipline requires 5 points spread across 3 powers
Your faction reputation (0-100 scale) with Camarilla, Anarchs, and Independents directly unlocks exclusive quests and vendors
Dialogue choices carry permanent consequences: every major conversation has at least 1 hidden faction check
Blood resonance (3 types: Melancholic, Phlegmatic, Choleric) directly buffs specific discipline damage by up to 30%
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VTM2 Clan Overview: Strengths, Weaknesses, and Playstyle
Bloodlines 2 gives you 7 clans to choose from, each with a distinct power set and starting reputation modifiers. Here’s the breakdown.
### Brujah – The Brawler
Start with +15 Anarch reputation. Their disciplines: Potence (raw damage), Celerity (speed), Presence (crowd control). Potence 3 lets you punch through reinforced doors, saving lockpicks. Celerity 2 gives a 15% dodge chance for 10 seconds. Best for combat-first players.
### Toreador – The Socialite
+10 Camarilla rep. Disciplines: Auspex (perception), Presence (charm), Celerity. Auspex 2 reveals enemy weaknesses (e.g., +20% damage to limbs). Presence 4 can turn a hostile room neutral—useful for the Downtown faction hub.
### Ventrue – The Ruler
+20 Camarilla rep. Dominate (mind control), Fortitude (tank), Presence. Dominate 3 can force a faction leader to give you a password instead of fighting. Fortitude 5 gives 50% damage reduction for 8 seconds.
### Tremere – The Sorcerer
+10 Camarilla, -5 Anarch. Blood Sorcery (ranged magic), Auspex, Dominate. Blood Sorcery 4 can deflect bullets for 3 seconds. Tremere players often skip melee entirely.
### Gangrel – The Shapeshifter
+10 Anarch, -5 Camarilla. Protean (claws/animal forms), Fortitude, Animalism. Protean 2 gives +35% movement speed. Animalism 3 lets you command rats to sabotage electronics.
### Malkavian – The Madman
+5 to all factions, but start with “Dementia” debuff (random dialogue outbursts). Obfuscate (invisibility), Auspex, Dominate. Obfuscate 3 makes you permanently invisible while walking. Their unique dialogue options can short-circuit faction quests.
### Nosferatu – The Hidden
+15 Independents, -10 Camarilla. Obfuscate, Potence, Animalism. Cannot walk in public without disguise. Their sewer tunnels give fast travel between 4 districts, skipping 30% of patrol encounters.
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**Dominate check:** Requires Dominate 2+. Forces NPC to obey. Failing lowers faction rep by -10.
**Presence check:** Requires Presence 3+. Charms NPC for 1 extra dialogue branch. Success gives +5 rep.
**Blood resonance check:** If you’ve fed on a specific type (e.g., Choleric blood), you get a unique angry dialogue option that skips a boss fight.
Example: In the “Warehouse Siege” quest, using Dominate 3 on the Anarch leader skips a 10-minute fight but costs 15 Camarilla rep. Using Presence 3 instead gives you a temporary truce with both factions (+5 each).
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**Major quest choices:** +15 to +25 for one faction, -10 for another
**Side quests:** +5 to +10
**Feeding:** Feeding on faction members costs -3 rep per feed
**Dialogue checks:** Hidden checks add +5 or -10
**Reputation thresholds:**
0-20: Hostile. NPCs attack on sight.
21-50: Neutral. Basic vendors available.
51-80: Friendly. Unlock faction-exclusive gear (e.g., Camarilla’s “Silver Stake” +25% damage to vampires).
81-100: Ally. Unlock unique quests and the faction’s final mission.
**Real example:** A Ventrue player who joins the Camarilla can reach 95 rep by endgame, unlocking the “Prince’s Armory” with 3 legendary weapons. A Nosferatu player staying Independent gets the “Sewer King’s Cache” with 10,000 cash.
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