Vampire: The Masquerade - Bloodhunt has gained a number of new features between the original playtest period and the full release. One such feature is the addition of equipable feats for each archetype, each granting a special benefit during matches. These can include altering starting gear, providing blood resonance buffs, or simply beginning a match with extra ammo. This guide will break down the available feats by archetype, explaining how they work, what level they unlock at, and the potential benefits of using each of them.

Vampire: The Masquerade - Bloodhunt is a free-to-play battle royale by Sharkmob, set in the World of Darkness. When a meeting of kindred is ambushed by agents of the vampire hunting "Second Inquisition," it spurs infighting among the vampires of Prague, and a bloodhunt is called to purge the so-called traitors. Players must survive the night, facing off against other Kindred as well as members of the Second Inquisition.

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How to Equip Feats

Vampire the Masquerade Bloodhunt_Ventrue Enforcer_Feats

Feats can be selected on the Archetype Selection menu while in the Elysium Hub area. Clicking on the feat slot below the description of an archetype's powers will open up the full list of feats available for that archetype. From here, locked feats can be selected to see their effects and unlock conditions, while unlocked feats can be equipped simply by selecting them.

Brujah Brute Feats

Brute

The Brujah Brute Archetype specializes in close combat and survivability, and its feats reflect this focus.

  • Bandolier: This feat grants the player extra starting ammo and ammo capacity. This feat is useful for nearly all playstyles, and is available from the start for all archetypes.
  • Sanguine: This feat causes the player to enter the match with two Sanguine Resonance Buffs. Sanguine Resonance provides health regeneration over time, with two charges supplying 2 health per second. A useful feat for reducing reliance on healing items and nearby civilians, but it does take up two of the three resonance slots available at the start of a match. This restricts the player's ability to gather additional resonance buffs until they can diablerize a player or drain an Entity NPC. Since the Brute has inherent health regeneration from their passive power, this effect can stack with the passive for some surprisingly quick regeneration. (Unlocked at Brute Archetype Level 3)
  • Veteran: This feat gives the player a 10% boost to their reload speed, making it easier to keep their weapons loaded in the heat of battle. This helps to keep up the pressure on foes during combat, and pairs nicely with the Brute's Shock Wave Punch (disrupt enemy attacks with the punch and then reload while they're disoriented) (Unlocked at Brute Archetype Level 6)
  • Melancholic: This feat causes the player to enter the match with two melancholic resonance buffs, reducing the cooldown of their Soaring Leap power by 25% from the start of the match. Like Sanguine, this takes up two of the three resonance slots at the start of the match but provides guaranteed early cooldown reduction. Soaring Leap is excellent for ambushes and escapes, so reducing its cooldown is handy for improved mobility. (Unlocked at Brute Archetype Level 10)
  • Impervious: This feat grants the player brief immunity to the effects of red gas when entering it. This can be situationally useful for evading foes by dodging into a normally hazardous zone, or for chasing others attempting that same trick. This feat is highly situational in its usability, and won't often be relevant to the situation in a given match. (Unlocked at Brute Archetype Level 12)
  • Survivor: This feat causes players to recover from the downed state 20% faster, making it useful for recovering if the player is downed somewhere they can't be easily reached for a finishing blow. As it is possible to (slowly) move while downed, it can often be useful to drop off a nearby ledge to reach a lower area and break line of sight while recovering. (Unlocked at Brute Archetype Level 14)
  • Warrior: This feat allows the player to start with a melee weapon instead of a pistol. This is highly valuable to the Brute, who thrives in close-quarters combat. (Unlocked at Brute Archetype Level 16)
  • Juggernaut: This feat causes heavy landings to deal 25 points of damage. While situationally useful for dealing extra damage to foes below the user, this feat is overshadowed by better offerings like Veteran, Warrior, and Knight. (Unlocked at Brute Archetype Level 18)
  • Knight: This feat causes the player to enter the match with 50 points of armor and a spare armor consumable for restoring it. This makes the already tough Brute an even more dangerous threat while also helping them survive longer right from the start of a match. (Unlocked at Brute Archetype Level 20)

Brujah Vandal Feats

Vandal

Like the Brute, the Vandal is excellent at fighting at close range and disrupting enemies. Their powers are slightly more offense-focused than the Brute's powers, however.

  • Bandolier: This feat grants the player extra starting ammo and ammo capacity. This feat is useful for nearly all playstyles, and is available from the start for all archetypes.
  • Choleric: This feat allows the player to begin a match with two Choleric Resonance Buffs. These buffs increase melee damage, with two copies of the buff granting a +25% melee damage boost. This is an incredibly powerful bonus that pairs astoundingly well with the Vandal due to their defense boost when close to an enemy. This does take two of the starting resonance slots, however. (Unlocked at Brute Archetype Level 3)
  • Survivor: This feat causes players to recover from the downed state 20% faster, making it useful for recovering if the player is downed somewhere they can't be easily reached for a finishing blow. As it is possible to (slowly) move while downed, it can often be useful to drop off a nearby ledge to reach a lower area and break line of sight while recovering. (Unlocked at Vandal Archetype Level 6)
  • Sanguine: This feat causes the player to enter the match with two Sanguine Resonance Buffs. Sanguine Resonance provides health regeneration over time, with two charges supplying 2 health per second. A useful feat for reducing reliance on healing items and nearby civilians, and potentially quite useful when paired with the Vandal's inherent defensive bonus. (Unlocked at Vandal Archetype Level 10)
  • Juggernaut: This feat causes heavy landings to deal 25 points of damage. While situationally useful for dealing extra damage to foes below the user, this feat is still overshadowed by better offerings in this archetype's feat list, such as Choleric or Sanguine. (Unlocked at Vandal Archetype Level 12)
  • Athlete: This feat allows the player to climb walls more quickly, making them more nimble and agile when navigating Prague. This can be useful for aiding in hit-and-run tactics, and in conjunction with Soaring Leap this feat can make the Vandal very hard to pin down. (Unlocked at Vandal Archetype Level 14)
  • Knight: This feat causes the player to enter the match with 50 points of armor and a spare armor consumable for restoring it. This can pair well with the Vandal's damage reducing passive power, making them even harder to put down. (Unlocked at Vandal Archetype Level 16)
  • Physician: This feat allows the player to gain a blood bag whenever they feed, providing them with a reliable source of healing items. While slow to use, blood bags fully heal the player when used, so having easy and reliable access to them is great. (Unlocked at Vandal Archetype Level 18)
  • Warrior: This feat allows the player to start with a melee weapon instead of a pistol. This is highly valuable to the Vandal, who thrives in close-quarters combat. (Unlocked at Vandal Archetype Level 20)

Nosferatu Saboteur Feats

Vampire the Masquerade Bloodhunt_Nosferatu Saboteur

The Saboteur is a stealthy trap specialist archetype with powers to help them evade and ambush foes.

  • Bandolier: This feat grants the player extra starting ammo and ammo capacity. This feat is useful for nearly all playstyles, and is available from the start for all archetypes.
  • Melancholic: This allows the player to enter a match with two stacks of melancholic resonance, causing Vanish to recharge 25% faster. This is highly useful for improving the Saboteur's ability to evade and outmaneuver foes. (Unlocked at Saboteur Archetype Level 3)
  • Veteran: This feat gives the player a 10% boost to their reload speed, making it easier to keep their weapons loaded in the heat of battle. This is useful to the Saboteur, who performs well with mid-long range weapons that often have long reload times. (Unlocked at Saboteur Archetype Level 6)
  • Phlegmatic: This allows the player to enter a match with two stacks of phlegmatic resonance, causing Sewer Bomb to recharge 25% faster. Multiple Sewer Bombs can be planted at once, so having a reduced cooldown allows the player to trap large areas and cut off possible escape points. (Unlocked at Saboteur Archetype Level 10)
  • Impervious: This feat grants the player brief immunity to the effects of red gas when entering it. This can be situationally useful for evading foes by dodging into a normally hazardous zone, or for chasing others attempting that same trick. This feat is highly situational in its usability, and won't often be relevant to the situation in a given match. (Unlocked at Saboteur Archetype Level 12)
  • Survivor: This feat causes players to recover from the downed state 20% faster, making it useful for recovering if the player is downed somewhere they can't be easily reached for a finishing blow. As it is possible to (slowly) move while downed, it can often be useful to drop off a nearby ledge to reach a lower area and break line of sight while recovering. (Unlocked at Saboteur Archetype Level 14)
  • Physician: This feat allows the player to gain a blood bag whenever they feed, providing them with a reliable source of healing items. While slow to use, blood bags fully heal the player when used, so having easy and reliable access to them is great. (Unlocked at Saboteur Archetype Level 16)
  • Athlete: This feat allows the player to climb walls more quickly, making them more nimble and agile when navigating Prague. This can be useful for aiding in hit-and-run tactics, allowing the Saboteur to easily lose foes and set up for another attack. (Unlocked at Saboteur Archetype Level 18)
  • Creeper: This feat boosts movement speed when crouched, which is excellent when paired with the Saboteur's Passive Power "Unseen Passage." Combined with Unseen Passage this feat makes it possible to move at a good speed even while crouched and partially invisible, making this feat excellent for lying in wait for foes or evading pursuers. (Unlocked at Saboteur Archetype Level 20)

Nosferatu Prowler Feats

Vampire the Masquerade Bloodhunt_Nosferatu Prowler

The Prowler is an expert in hunting down foes, with abilities that allow them to gather information easily.

  • Bandolier: This feat grants the player extra starting ammo and ammo capacity. This feat is useful for nearly all playstyles, and is available from the start for all archetypes.
  • Phlegmatic: This allows the player to enter a match with two stacks of phlegmatic resonance, causing Scouting Famulus to recharge 25% faster. This makes it easier to reposition the detection sphere and scout new areas for threats. (Unlocked at Prowler Archetype Level 3)
  • Athlete: This feat allows the player to climb walls more quickly, making them more nimble and agile when navigating Prague. This is useful for moving rapidly around the city and tracking foes more easily. (Unlocked at Prowler Archetype Level 6)
  • Choleric: This feat allows the player to begin a match with two Choleric Resonance Buffs. These buffs increase melee damage, with two copies of the buff granting a +25% melee damage boost. Players wishing to engage in melee combat regularly will find this bonus highly useful despite it costing them two resonance slots. The Prowler's ability to track wounded foes allows them to more effectively track wounded foes and get back into melee range. (Unlocked at Prowler Archetype Level 10)
  • Physician: This feat allows the player to gain a blood bag whenever they feed, providing them with a reliable source of healing items. While slow to use, blood bags fully heal the player when used, so having easy and reliable access to them is great. (Unlocked at Prowler Archetype Level 12)
  • Creeper: This feat boosts movement speed when crouched. While less useful to the Prowler than the Saboteur, the Creeper Feat does have some use as crouching reduces noise made when moving. (Unlocked at Prowler Archetype Level 14)
  • Marshall: This feat provides double blood resonances whenever a blood resonance buff is acquired, but also doubles the duration of Bloodhunts. A double-edged sword with tremendous payoff, this feat requires the player to make sure they aren't seen feeding at all costs, but also greatly expedites the acquisition of power. Raiding an Entity Camp to drain extra resonance slots early can make this even more dangerous. (Unlocked at Prowler Archetype Level 16)
  • Veteran: This feat gives the player a 10% boost to their reload speed, making it easier to keep their weapons loaded in the heat of battle. This is very useful for combat at all ranges, allowing the Prowler to reload even the hefty marksman rifle with greater speed, or keep an SMG topped up in a close-range gunfight. (Unlocked at Prowler Archetype Level 18)
  • Warrior: This feat allows the player to start with a melee weapon instead of a pistol. This can be useful for players who enjoy a melee playstyle. (Unlocked at Prowler Archetype Level 20)

Toreador Siren

Siren

The Siren is a specialist in misdirection and disruption of foes, while also providing some support utility via their passive power.

  • Bandolier: This feat grants the player extra starting ammo and ammo capacity. This feat is useful for nearly all playstyles and is available from the start for all archetypes.
  • Melancholic: This allows the player to enter a match with two stacks of melancholic resonance, causing Projection/Dash to recharge 25% faster. This is excellent for making full use of the Siren's excellent movement powers. (Unlocked at Siren Archetype Level 3)
  • Nobility: This feat reduces the duration of bloodhunts by 50%. This can be useful when a gunfight causes an accidental civilian death, but otherwise, the Siren's passive ability makes them excellent at dodging bloodhunts in the first place. (Unlocked at Siren Archetype Level 6)
  • Choleric: This feat allows the player to begin a match with two Choleric Resonance Buffs. These buffs increase melee damage, with two copies of the buff granting a +25% melee damage boost. The Siren can perform excellently in melee combat, especially when making good use of Blinding Beauty to disrupt their foes. (Unlocked at Siren Archetype Level 10)
  • Warrior: This feat allows the player to start the match with a melee weapon instead of a gun. As mentioned above, the Siren performs well in melee combat, so this can be a solid choice. (Unlocked at Siren Archetype Level 12)
  • Veteran: This feat gives the player a 10% boost to their reload speed, making it easier to keep their weapons loaded in the heat of battle. This can be useful when combined with Blinding Beauty to reload while foes are blinded and then continue the fight. (Unlocked at Siren Archetype Level 14)
  • Juggernaut: This feat causes heavy landings to deal 25 points of damage. While situationally useful for dealing extra damage to foes below the user, this feat is still overshadowed by better offerings in this archetype's feat list, such as Choleric or Veteran. (Unlocked at Siren Archetype Level 16)
  • Creeper: This feat boosts movement speed when crouched. While not nearly as useful to the Siren as it is to the Saboteur, the Creeper Feat does have some use as crouching reduces noise made when moving. (Unlocked at Siren Archetype Level 18)
  • Marshall: This feat provides double blood resonances whenever a blood resonance buff is acquired, but also doubles the duration of Bloodhunts. This pairs excellently with the Siren's passive power "Kindred Charm," letting them amass power quickly without much risk of triggering a bloodhunt. Raiding an Entity Camp to drain extra resonance slots early can make this even more dangerous. (Unlocked at Siren Archetype Level 20)

Toreador Muse

Vampire the Masquerade Bloodhunt_Toreador Muse

The Muse is the closest thing to a support archetype in bloodhunt, featuring healing powers and excellent means of escaping battle even after getting downed.

  • Bandolier: This feat grants the player extra starting ammo and ammo capacity. This feat is useful for nearly all playstyles, and is available from the start for all archetypes.
  • Phlegmatic: This allows the player to enter a match with two stacks of phlegmatic resonance, reducing the cooldown of Rejuvenating Voice by 25%. This is very useful for the Muse, allowing them to dish out healing for themselves and their allies regularly. (Unlocked at Muse Archetype Level 3)
  • Athlete: This feat allows the player to climb walls more quickly, making them more nimble and agile when navigating Prague. This is useful for moving rapidly around the city and scaling buildings when Projection/Dash is on cooldown. (Unlocked at Muse Archetype Level 6)
  • Sanguine: This feat causes the player to enter the match with two Sanguine Resonance Buffs. Sanguine Resonance provides health regeneration over time, with two charges supplying 2 health per second. This small amount of constant regeneration is very useful to reduce the Muse's reliance on healing items, and can stack with the regeneration from Rejuvenating Voice for faster self-healing. (Unlocked at Muse Archetype Level 10)
  • Marshall: This feat provides double blood resonances whenever a blood resonance buff is acquired, but also doubles the duration of Bloodhunts. While this can be dangerous, it can also be an excellent way of amassing power early. Raiding an Entity Camp to drain them for extra resonance slots can make this feat even more useful. (Unlocked at Muse Archetype Level 12)
  • Nobility: This feat reduces the duration of bloodhunts by 50%. This can be handy in the event the player is caught feeding by another civilian, or if they catch a civilian with gunfire by mistake. (Unlocked at Muse Archetype Level 14)
  • Impervious: This feat grants the player brief immunity to the effects of red gas when entering it. This can be situationally useful for evading foes by dodging into a normally hazardous zone, or for chasing others attempting that same trick. This feat is highly situational in its usability, and won't often be relevant to the situation in a given match. (Unlocked at Muse Archetype Level 16)
  • Knight: This feat causes the player to enter the match with 50 points of armor and a spare armor consumable for restoring it. This can be handy to improve survivability from the start of the match. (Unlocked at Muse Archetype Level 18)
  • Physician: This feat allows the player to gain a blood bag whenever they feed, providing them with a reliable source of healing items. While slow to use, blood bags fully heal the player when used, so having easy and reliable access to them is great. They can also be dropped for allies, providing the Muse with an additional method of healing the team. (Unlocked at Muse Archetype Level 20)

Ventrue Enforcer Feats

Enforcer

The Ventrue Enforcer Archetype specialises in shutting down enemy powers and improving their own survivability.

  • Bandolier: This feat grants the player extra starting ammo and ammo capacity. This feat is useful for nearly all playstyles and is available from the start for all archetypes.
  • Sanguine: This feat causes the player to enter the match with two Sanguine Resonance Buffs. Sanguine Resonance provides health regeneration over time, with two charges supplying 2 health per second. A useful feat for reducing reliance on healing items and nearby civilians, but it does take up two of the three resonance slots available at the start of a match. This pairs nicely with the Flesh of Marble power to grant the Enforcer a reprieve during even the fiercest of battles. (Unlocked at Enforcer Archetype Level 3)
  • Survivor: This feat causes players to recover from the downed state 20% faster, making it useful for recovering if the player is downed somewhere they can't be easily reached for a finishing blow. As it is possible to (slowly) move while downed, it can often be useful to drop off a nearby ledge to reach a lower area and break line of sight while recovering. (Unlocked at Enforcer Archetype Level 6)
  • Melancholic: This allows the player to enter a match with two stacks of melancholic resonance, causing Flesh of Marble to recharge 25% faster. Regular use of Flesh of Marble to provide safety while reloading or healing is essential to the Enforcer's playstyle, making this feat very handy. (Unlocked at Enforcer Archetype Level 10)
  • Knight: This feat causes the player to enter the match with 50 points of armor and a spare armor consumable for restoring it. As the Enforcer is a naturally tanky archetype this feat can be very useful. (Unlocked at Enforcer Archetype Level 12)
  • Nobility: This feat reduces the duration of bloodhunts by 50%. This can be handy in the event the player is caught feeding by another civilian, or if they catch a civilian with gunfire by mistake. (Unlocked at Enforcer Archetype Level 14)
  • Impervious: This feat grants the player brief immunity to the effects of red gas when entering it. This can be situationally useful for evading foes by dodging into a normally hazardous zone, or for chasing others attempting that same trick. This feat is highly situational in its usability, and won't often be relevant to the situation in a given match. (Unlocked at Enforcer Archetype Level 16)
  • Marshall: This feat provides double blood resonances whenever a blood resonance buff is acquired, but also doubles the duration of Bloodhunts. While this can be dangerous, it can also be an excellent way of amassing power early. Raiding an Entity Camp to drain them for extra resonance slots can make this feat even more useful. (Unlocked at Enforcer Archetype Level 18)
  • Juggernaut: This feat causes heavy landings to deal 25 points of damage. While situationally useful for dealing extra damage to foes below the user, this feat is still overshadowed by better offerings in this archetype's feat list like Marshall and Knight. (Unlocked at Enforcer Archetype Level 20)

Vampire: The Masquerade - Bloodhunt is available now for Playstation 5 and PC.

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