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Vampirism in Daggerfall is a condition that can affect you after dying from the disease of the same name. You will gain numerous advantages by becoming a vampire, but also a few disadvantages.
Acquisition[edit]
In order to become a vampire, you must first acquire the associated disease from a vampire or vampire ancient. The chance of catching the disease is very low (0.6% chance per hit), so getting the disease may take some time and patience. Once you have the disease, you will have to die. Once you die, you will receive a notification saying "Death is not always eternal. For some it is merely a time of waiting. Now is your time of waiting. Be patient and all will be revealed..."
After receiving the notification, you will awaken. Your character portrait will now show you with blood on your face, and standing in a graveyard. You will also receive base benefits of being a vampire, as well as those specific to the blooodline that controls the region in which you died. After you awaken as an undead, you will gain access to various bloodline quests.
Advantages[edit]
When you become a vampire, you will gain:
- +20 to every attribute except luck
- +30 to Climbing, Critical Strike, Hand-to-Hand, Jumping, Running, and Stealth
- Levitation, Calm Humanoid, and Charm Mortal spells
- Immunities to paralysis, disease, and weapons made from iron and steel.
These advantages only apply while you are a vampire, you will lose them if you are cured.
Disadvantages[edit]
After becoming a vampire, you will take continuous damage from holy places and sunlight, as well as having to feed. If you fail to feed every day, you will be unable to rest. This is a minor inconvenience, which will prevent resource regeneration and leveling up.
Bloodlines[edit]
There are nine bloodlines of the Iliac Bay, each with their own unique benefits but all sharing the same quests. These nine bloodlines each have benefits specific to them and an area of dominion. When you die, you will become a member of the bloodline associated with the region you are currently in; thus it is possible to be infected in the territory of one bloodline and become a member of a different bloodline.
The following table provides a summary of each bloodline and the associated benefits:
Bloodline | Bloodline Gift | Bloodline Territory | Enemies | Allies |
---|---|---|---|---|
Anthotis | +20 to Intelligence Attribute | Alik'r Desert, Antiphyllos, Bergama, Dak'fron, Tigonus | Thrafey | |
Garlythi | Shield Spell | Northmoor, Phrygias | Selenu, Lyrezi | |
Haarvenu | Ice Storm, Wildfire | Anticlere, Ilessan Hills, Shalgora | Montalion | |
Khulari | Paralysis Spell | Dragontail Mountains, Ephesus, Kozanset, Santaki, Totambu | Anthotis | |
Lyrezi | Invisibility Spell, Silence Spell | Alcaire, Isle of Balfiera, Koegria, Menevia, The Orsinium Area, Wrothgarian Mountains | Garlythi | |
Montalion | Free Action Spell† | Bhoriane, Gavaudon, Lainlyn, Mournoth, Satakalaam, Wayrest | Selenu | |
Selenu | Resist Cold Spell, Resist Fire Spell, Resist Shock Spell | Abibon-Gora, Ayasofya, Cybiades, Kairou, Myrkwasa, Pothago, Sentinel | Montalion, Vraseth | |
Thrafey | Heal | Daenia, Dwynnen, Ykalon, Urvaius | Anthotis | Vraseth |
Vraseth | Nimbleness Spell | Betony, Daggerfall, Glenpoint, Glenumbra Moors, Kambria, Tulune | The Travelers League | Thrafey |
† Free Action is useless, as vampires have an immunity to paralysis.
Reputations[edit]
Since you have died in the process of becoming a vampire, your reputation with all factions is reset. You are now a new and just born individual.
In addition, all guild memberships are revoked. For most guilds, you can simply rejoin. However, guilds which operate by invitation, such as the Thieves Guild and the Dark Brotherhood, are an entirely different matter. Since you can only join those guilds once, acquiring vampirism after admission into their ranks prevents you from rejoining those guilds at all, under any circumstance. If you have not joined such guilds, however, you will remain able to join them.
Quests[edit]
When you become a vampire, you will have to undergo the Rite of Acceptance in order to fully join your bloodline and undertake its quests.
Vampires have access to a number of different repeatable quests. You can undertake these quests approximately once a month, and they are automatically given to you by way of letter. A list of quests follows:
- The Vampire's Letter: Deliver a letter on behalf of your vampire bloodline.
- Territorial Battles: Deal with a vampire ancient from a rival bloodline.
- An Old Enemy: Dispose of a vampire you inadvertently spawned.
- Deadly Knowledge: Obtain a sorcerer's research on vampirism.
- The Vampire Relic: Obtain a vampire relic from a local Mages Guild.
- Intimidation: Persuade a local warlord to become an ally for your bloodline.
- A Test of Determination: Confront a Daedric Coven that wants to challenge the bloodline for dominance.
- The Chaperone: Escort one vampire to another, while fleeing a vampire hunter.
- The Vanguard: In preparation for a planned vampire gathering, clear a local dungeon of lycanthropes.
Curing Vampirism[edit]
It is possible to be cured of vampirism, which will not reset your reputations and guild memberships as acquiring vampirism does. Instead, it will merely remove both the benefits and penalties of being a vampire from you. Since guild membership is not affected, any lost chances at joining the Thieves Guild or Dark Brotherhood remain lost, since acquiring vampirism irrevocably ejects the you from those guilds.
See Also[edit]
- For more information about vampirism, see the lore article.
- For a similar condition in Daggerfall, see Lycanthropy.
- For other diseases in Daggerfall, see Diseases.
- For character creation, see the article.