0. Legal Stuff and version history This document is (C) 2012 Itemloop. All rights reserved. Only Gamefaqs.com is given permission to host this document. Do not remove this tag under penalty of law. 10/17/2012 - Version 1.0. First version of FAQ submitted. 1. Table of Contents 2. Intro [INRO] 3. How to become a vampire and choose your bloodline [TURN] 4. The benefits [BENE] 5. The drawbacks, and how to deal with them [DRAW] 6. Clever vampire survival tricks [VSUR] 7. Other things you should know [MISC] 8. Outro [ENDS] 2. Intro [INRO] Ah, vampires. Some love them, many do not. Defined as a person who drinks the blood of the living, vampires and their characteristics have been changed and reinvented throughout the ages, and The Elder Scrolls series is no exception. In Arena, vampires were little more than critters you beat up for experience points. Starting at Daggerfall, the protagonist is given the chance to become one of these predators of darkness (well, this is usually the case. Sometimes vampirism is acquired through ignorance or bad luck). Whether it's worth it or not is ultimately up to the player, though practically speaking the vampires of Morrowind and Oblivion do not get quite so many benefits as Daggerfall vampires do, and their drawbacks tend to be harsher. Morrowind vampires in particular cannot interact with almost any living person without being shunned or attacked, so once the vampire quests are done and Eltonbrand is obtained there is very little reason beyond modding and/or roleplaying to remain a vampire. Daggerfall vampires have it good. Despite what the paper doll may show you no normal person you talk to will flip out simply because you're a vampire. The damage from sunlight is not that dangerous for even middle level vampires provided they have resources, and Daggerfall is the only game in the series in which the Shield spell blocks the damage from sunlight and holy places. The abilites they get are strong, and they are the only playable vampires in the series who are naturally completely immune to certain weapon attacks; vampires of later games need help from items to null damage from mundane weapons. Daggerfall has the most bloodlines (even if some suck) which is more than can be said for Oblivion. Teleportaion, too, is a huge advantage, making the sun even less of a threat unlike Oblivion vampires who need to wait until night if they haven't fed, and especially Morrowind vampires who have no means of eliminating sun damage other than outhealing the damage with spells, potions and enchanted items with enough Constant Effect Restore Health and who cannot make use of travel options such as boats, striders or Guild Guides as the relevant NPCs will be frightened of them. Fast travel is Daggerfall doesn't even let the sun hurt you while traveling! This FAQ is the culmination of my experiences with playing Daggerfall vampires, and the advice contained herein will help you make your vampire character a more powerful and serious contender in the dungeons while at the same time help you not get tripped up with the disadvatnages of vampirism. There are both common knowledge and a few but important strategies that haven't been made public on any popular sites, until now. Read now, and know the children of Molag Bal. 3. How to become a vampire and choose your bloodline [TURN] So how do you become undead? Sadly, it's mostly up to luck. You have to get hit and take damage from a physical attack made by a vampire or vampire ancient. That hit must transmit the vampirism disease, and you must not catch any other disease, or you WILL DIE when you turn (if you survive the incubation period, anyway). If you do catch both vampirism and a normal disease you'll have to cure yourself and try again. This is made even worse by that fact that vampirism has a very low chance of infecting you so you will need to take lots of hits without dying. If you have vampirism, you will know when you rest for at least one hour because you will get a dream about some woman getting killed. After three days, you will die, three weeks will pass and you'll rise as a vampire in a random dungeon in the region if there is one. If there aren't any dungeons in the region (you turn on your ship, for example) you rise where you died. If you turn while fast traveling you will arrive as a vampire. What bloodline you have is determined by where you turn, not where you caught the vampirism. It doesn't matter if you catch it in Daggerfall, if you turn in Sentinel you will be of the Selenu, not Vraseth. If you have teleportation choosing your bloodline becomes easy, just get vampirism in a dungeon where there are lots of vampires and warp to the region of your chosen bloodline. Teleportation also makes it trivial to escape whatever dungeon you get buried in when you turn. 4. The benefits [BENE] Nobody would want to be a vampire if there weren't any perks. Unlike vanilla Morrowind and Oblivion, vampires in Daggerfall get powerful upgrades and abilities that make dungeon crawling much easier AND there is no chance that NPCs will even realize that you're a vampire, never mind attacking or shunning you for being one. This makes vampirism icing on the cake rather than anything truly earthshattering. To wit, all PC vampires get the following: A) Each attribute except Intelligence gains 20 points (but may not exceed the limit of 100) This is amazingly potent. Right there is a net gain of 140 stat points just for being a vampire. It's the rough equivalent of 28 levelups in terms of gained stat points, or four and two thirds Oghma Infinitums. Needless to say, this lets you max out your stats without the assistance of enchanted apparel or buffs, or at least come very close to doing so. B) Six skills get increased by 30 points. This CAN exceed the normal max of 100. Climbing, Critical Strike, Hand-to-Hand, Jumping, Running, and Stealth are the skills boosted, and luckily none of them are worthless. A Critical Strike above 100 will continue to add accuracy and extra damage to all physical attacks you make. Hand-to-Hand will do more damage, and when it maxes it will be comparable to Daedric weapons in pure Damage Per Second while continuing to be always accessible, weightless, never needing repair, and able to harm any monster regardless of material immunities. Stealth only makes combat even easier, whether it leads to brutal Backstabs or avoiding enemies entirely, and the last three makes your PC able to move around dungeons faster and better, not to mention it aids in escaping from battle and the guards. C) Gains the special vampire only versions of Levitate, Charm Humanoid, and Calm Humanoid. All bonus spells vampires get have one quarter of their usual cost, and this cost can be less than the mortal minimum of 5. The star spell here of course is Levitate, letting you fly over city walls, pits and monsters alike for a generous discount. D) Become immune to Paralysis, Disease, and all iron and steel weapons. To be honest, Paralysis immunity isn't that great, what with Free Action being one of the cheapest buffs you can cast and items that can cast it for you. And if you become diseased enough that disease immunity looks really attractive, then something is very wrong with how you play. The Mages Guild sells the spells of Cure Disease and Recall even to non-members, so you can cure disease yourself or teleport straight to a temple. If enemy humans can't hit you with spells and iron or steel weapons are the best they can wield, then they can't hurt you period. This doesn't protect you from non-humans that carry weapons, or humans that have silver or better. Still, it's something that makes conflict with the leveled class human enemies a little less painful. As well, a vampire gets more bonuses depending on which bloodline said vampire belongs to. These bonuses can complement your playstyle perfectly or be effectively worthless, so choose your bloodline carefully. Anthotis +20 to Intelligence Attribute Alik'r Desert, Antiphyllos, Bergama, Dak'fron, Tigonus Gets you another twenty stat points for a total of 160 points, and it also means that, depending on what Increased Magery advantage you (didn't) pick at character generation, you get 10 to 60 extra maximum spell points to play around with. Garlythi Shield Spell Northmoor, Phrygias This bloodline has the easiest time dealing with sun and holy place damage as well as physical attacks due to the discounted Shield spell. Haarvenu Ice Storm, Wildfire Anticlere, Ilessan Hills, Shalgora Best bloodline period for munchkins. Why? Because you can absorb your own spells, and even though the Ice Storm spell is discounted you get back the original, more expensive spell cost when absorbed! This means you can practically have infinite spell points just by blasting yourself with Ice Storm, if you have absorption, due to this oversight. However, I understand if you do not want to abuse that; that's fine, the other bloodlines are there to be picked. Khulari Paralysis Spell Dragontail Mountains, Ephesus, Kozanset, Santaki, Totambu Many many things are vulnerable to paralysis, like liches and all Daedra except for the Lords. This bloodline gift lets you make your enemies helpless for less. Lyrezi Invisibility Spell, Silence Spell Alcaire, Isle of Balfiera, Koegria, Menevia, The Orsinium Area, Wrothgarian Mountains, High Rock Sea Coast (where your ship is) One of the weaker bloodlines, Silence is useless for preventing magical damage as it's a touch spell and casters either blow you up from a distance or empty all of their spell points into you the moment they enter melee range. Spell resistance, absorption and reflection are all much better at dealing with hostile magic. Invisibility is also a disappointment because it wears off when you hurt something, as it's the Normal type, not the True type. I recommend that you skip this bloodline and do not get turned on your ship. Montalion Free Action Spell Bhoriane, Gavaudon, Lainlyn, Mournoth, Satakalaam, Wayrest ...yeah. Lore states that the Montalion clan is supposed to get Teleport which would make the bloodline gift actually useful, but due to a bug it is instead the most worthless bloodline in the game. Do not even bother, there isn't even any comedy value in making yourself double immune to paralysis. Selenu Resist Cold, Resist Fire, Resist Shock Abibon-Gora, Ayasofya, Cybiades, Kairou, Myrkwasa, Pothago, Sentinel Since casters do fling lots of elemental spells at you this bloodline is much better at handling enemy spellcasters than those of the Lyrezi. That said, spell resistance, absorption and reflection are still better at preventing magic damage because they don't care what element the spell is. Thrafey Heal Daenia, Dwynnen, Ykalon, Urvaius Noob friendly bloodline, healing wounds is always nice and sun and holy place damage becomes less of an issue. Preventing damage is always preferable to healing it, however, and the other good bloodlines are better at not getting beaten up in the first place. Vraseth Nimbleness Spell Betony, Daggerfall, Glenpoint, Glenumbra Moors, Kambria, Tulune Second weakest bloodline after Montalion. Gee, boosting Agility is nice and all but Agility by itself is not enough to sway difficult battles in your favour. This is even assuming you're not wearing something enchanted with Nimbleness, or that your Agility isn't already maxed out. Haarvenu is better at killing things, Garlythi is better at not getting pulped, and Khulari is better at not letting enemies act in the first place and at getting free access to their backs, where Backstabbing boosts their accuracy. Skip this one. 5. The drawbacks, and how to deal with them [DRAW] Of course, vampirism isn't a strict upgrade. Bethesda put in downsides for vampires as well, so that players should have to think about whether they really want their character to join the ranks of the night creatures. There are three significant downsides of vampirism, and all of them combine to make playing as one rather inconvenient: A) Damage from holy places. While the damage from holy places is thankfully not that great, it makes loitering and being passed out - and for Fighter Trainers, resting - a dangerous prospect if you're not on top of your affairs. Lower level vampires in particular are susceptible to the damage ticks even if they are rather spread out, simply because they have lower hp and less resources to draw on. Even worse, the constant damage ticks will allow guards to identify and attempt to arrest you even if you're invisible and at the other end of the temple. This makes life harder for those who prefer to snack on the townspeople. Fortunately, while business with, and questing for, temples involve going to holy places (obviously) you need not spend very long in them. Get in, do your thing, get out, and if you didn't dawdle then the damage you take will be minimized. You can even heal the constant damage with regeneration or protect yourself from it with the shield spell effect; little facts you'll like if you need to burn some hours in a temple or Fighter Trainer. B) Damage from sunlight. Sunlight, as Daggerfall defines it, involve being outside during the hours of 6:00 to 18:00. Most of what applies to holy places also applies to being out when it's daytime - constant damage ticks that will soil your reputation should you catch the attention of the local law enforcement. Sun damage inflicts upon you one additional limitation - you can't initiate fast travel during the day. Sure, it doesn't stop you from making trips that last more than one day, but if it's not nighttime that map of the Illiac Bay will refuse to come up. It is this limitation combined with the last drawback, that creates the dreaded situation known as being stuck in the boonies unable to travel out or rest/loiter and thus having to wait actual, real seconds of time waitng in some mud hut for that accursed yellow disc to finally go down. It tries the patience of the player and it is not fun at all, and Bethesda really dropped the ball on that one. In general though, you should treat sun damage as you would holy place damage. Don't remain outside for longer than you have to, don't break the law, use shelter, watch your fatigue bar, and heal yourself regularly if regeneration or shielding isn't already taking care of the damage for you. Banks, after all, aren't open during the night, and townspeople only walk around during the day, so chances are you will need to be able to deal with sunlight. C) Finally, you cannot loiter (WHY?) or rest if you have not killed anything within the last 24 hours. If your vampire gets hungry when he or she sleeps, or is hungry when passed out, then neither Health, Fatigue, or Spell Points will recover from rest. I can understand not being able to sleep and heal while doing so if your vampire is not sated. What I don't get however, is not being able to loiter. No matter how much time passes since the last feeding, vampires are always able to stand around, goof off, and if it's night, fast travel, but if they're hungry they can't hit the fast forward button when simply standing around? It gets worse when actual travel times are taken into account. Dungeons and cemeteries are not always a stone's throw away, and you can be left with little time on the clock even if you travel from dungeon to town Recklessly and paying for inns, with a horse in your possession (which is the fastest way to travel barring the use of teleportation). If you want to make sure you have time to rest in town after a feeding, you should first Cautiously travel to the dungeon or graveyard closest to your destination. This makes sure that you arrive at night (a bone that the developers did toss to characters that have the sun damage disadvantage) at a place where you can eat without the law or the Dark Brotherhood sticking their noses in. After killing something, you then leave and travel Recklessly, using Inns, to your destination. You'll spend a pittance to make sure you arrive in town satiated. If you're clever you can even use quests to feed you without having to make detours! The Fighter's Guild quest where you are sent to rid a local's house of a wild animal is the perfect example, as it lets you safely feed in any town that has a Fighter's Guild or Fighter Trainers. You even get paid for it! Quests that send enemies after you as long as the quest is active, such as the quest for witch covens where you have to deliver a potion to a Mages Guild, will also give you meals in a pinch. If you have a couple hours left on your feeding timer you can even pull guard duty for the local Mages Guild, as that will always give you Nightblades or Thieves you eat after you wait a moment. Avoid trying for quests that involve other towns, as it's random which town, for example, the temple sends you to, to rid a house of an undead critter. That defeats the purpose of getting easy guard-free kills and can decrease your rep with the questgiver's faction should you fail it or don't report back. One more thing. The towns of Daggerfall, Wayrest, and Sentinel are unique in that, other than being important for the Main Quests, they all have a Castle in them that is actually a dungeon! Even better, since they are dungeons you will never get in trouble with the law or get a possibly unwanted DB invitation no matter what you do in them! You see those humanoid enemies just waiting around the entrances and throne rooms, that you can kill? Other than the usual effects of combat with humans there are no bad things that will happen to you should you kill them and take their stuff. Nobody cares what happens to the initially pacified class enemies (primitive game engine and all that), they will still give you quests and their personal guards might as well don't exist, the way the nobles act. This means that you can always safely feed in the towns of Daggerfall, Sentinel, and Wayrest, regardless of the time of day and even after Lysandus' ghost has been put to rest. The spectral army is diet food anyway. :) 6. Clever vampire survival tricks [VSUR] So if you can't or won't for whatever reason stop at a local joint for some fast food, and you rightfully fear being stuck in the sun with no way to find shelter or blood, then how can you deal with the vampire's weaknesses? Well, believe it or not there are ways to pull your starving backside out of the fire and back on track, and they are all done with the use of already existing game mechanics. Use them, abuse them, and you may find that your time as a vampire is more agreeable and fulfilling. (This FAQ is (C) Itemloop and hosted only at Gamefaqs.com. If the author of this FAQ is not credited to Itemloop, email me at Itemloopgfaqs(at)hotmail.com) A) Get a ship. Everyone should get a ship. They're like houses and rented tavern rooms, except you can access them via transport menu anytime you're outside and is therefore far more useful than a building. It is THE major investment any and every character should make regardless of build or playstyle, as it's really hard to argue with what is essentially a free portable room with storage space. Ships also let you travel by ship for free, but nobody cares about that. Vampires will especially like their ship, as it grants them almost instant shelter from sunlight no matter where they are on the map, and the storage areas below deck is as safe as you can get in this game. However, there is also an oversight from the developers that lets you feed inside your ship anytime you want, provided you've made up your mind about the Dark Brotherhood: punch your door. That's right, go below deck, face the door leading outside and start abusing it. The inside of your ship is treated as a building interior by the game, therefore the game thinks you're trying to break and enter into your own ship! This summons magical guards from the ether who will try to arrest you. Of course turning yourself in defeats the entire point of hitting your own door, but the thing is, your ship doesn't actually occupy the same location you do when you get off of it. See, both of the buyable ships are located in the very upper left corner of the map. That means you can't see yourself or your ship should you bring up the fast travel map. It also means that if you fast travel directly from your ship, you will physically embark from said corner of the map (Scourg Barrow will be a *very* long way away...). If you check your location when on or inside your ship, it will tell you that you're on High Rock sea coast. Get identifed by the magical guards, and your reputation will suffer; unlike any region with actual people in it however, your legal rep on the coast has no effect on the game whatsoever. So feel free to mercilessly massacre machoistic magical men of law on your vessel; their blood is as good as anyone else's and literally no one else in the entire game will care. No one, that is, except the Dark Brotherhood. You ARE killing guards after all, even if they apparently swim all over the coast. Killing guards on board your ship is legally speaking the safest way of triggering the invitation. Do be aware of that, and plan accordingly. Speaking of the law, any character can escape to their ship if they are outside and guards come for them. You can't fast travel when there are enemies, but you CAN change your transportation, even if you get a snack in broad daylight. :) B) Use teleportation. The best places for an emergency anchor are the cities of Daggerfall, Sentinel, and Wayrest, as these locations combine fully functional towns with a dungeon you can feed in. Even though the Teleport spell is one way only, it is still very valuable even when you do not need an emergency getaway simply becuase it is instant travel that ignores the presence of sunlight. You need to report back to your questgiver? Save yourself time and headaches by putting an anchor right in front of him and when you're done just warp back instead of bothering to keep yourself fed and watching the clock; this is exceptionally useful when you can only speak to your questgiver at certain times of the day and/or when the deadline is tight. If you are high enough rank in the Mages Guild to be able to teleport, you've got it made. The Traveler's League practically halves your trip times, and if you set an anchor at the Guild then you will have two-way teleportation. For non-vampires this is a gigantic boon, and for vampires a godsend. You still can't teleport from guilds during the day (I have no clue if the developers intended that or not) but as long as you can still effectively wait, that's not a problem. C) Use items to get you meals. If an item has a soul bound to it, and that item breaks, then whatever was bound is released into the area and will attack you. A vampire can take advantage by binding a rat or some other weak critter into an article of clothing or something else not valuable and then when he or she needs to feed right now the item can just be used until it breaks. Cast When Used: Stamina is the cheapest enchant you can put on your meal tickets. Combine that with Azura's Star and the cost of making the meal tickets is kept at a minimum. For vampires who can't be bothered with making meal tickets, or aren't members of the Mages Guild or Temple of Julianos, an alternative is getting the Sanguine Rose. The Daedroths that it summons will nourish just fine, the only hard part is summoning Sanguine in the first place. Get a witch coven to do it for you (you might have to wait a while) because quite frankly, you will not want to wait for the proper summoning day, and that's assuming you have access to a Summoner. D) Pass out. No, I'm serious. When your Fatigue zeros out an hour always passes by no matter what. Usually this is a bad thing, but by brutal exploitation of this game mechanic, you can force your vampire to loiter whenever you want. Let me repeat: This makes your vampire pass the time one hour at a time no matter how long it has been since the last feeding! There are two things you need to make the most of this unintentional side effect: a safe place to pass out, and a way to recover the spent Fatigue. The former is handled by your ship, and the latter is done by spell, item, or Cautious fast travel assuming it is night. The best way to quickly empty your red bar is to stand under an archway - the hole that a door would occupy - and hold down your jump key. You will jump extremely fast and level your Jumping while you're at it, and your Fatigue will plummet. Since you haven't fed you will not recover any Health, Fatigue, or Spell Points when you do this, and every time you collapse one hour will pass. When you're done heal your Fatigue and go about your business. Do not do this if you are expecting enemies, or are in a dungeon, or outside, or in a temple or Fighter Trainer. You will still take sun and holy place damage while unconscious and even the weakest, most feeble enemy will kill you dead if it stumbles across you while you're out. But this trick is loitering in a roundabout way, a workaround without mods or cheats for something vampires should have been able to do in the first place. E) Get your wagon to write you letters of credit. Sounds like more lunacy, right? Well, you know when you sell things to a merchant, and if that merchant gives you more gold than you can carry he writes you a letter of credit instead? And when you click your wagon button from a sell or identify screen and leave without clicking any of your inventory tabs at the very top of the screen and therefore still have your wagon contents on the left column of items, you directly have access to your wagon, even in dungeons? This trick makes use of both a legitimate mechanic and a glitch at the same time. With the wagon contents on your left side of the inventory screen, if you click on a pile of gold, it normally goes into your actual character inventory. But if doing so would overencumber you, it goes into your character inventory as a letter of credit, ignoring encumbrance. This happens because you've tricked the game into thinking your wagon inventory is your personal inventory, and not only does this let you carry far more loot, but it makes the game consider your wagon space rather than your own space when deciding whether you can pick up more gold. And when you do, the coding for selling items activates and the gold becomes a letter of credit. This isn't like later games where becoming overburdened stops you from moving, a current weight larger than max weight will not hinder movement in the slightest. As you can imagine, this trick gets you a lot of letters very quickly, but it is valuable for vampires because it means they do not have to make nearly so many bank runs, and banks are only open during the day. Two caveats though: One, quest items are the exception to the glitch. They behave differently when being collected and the game will ignore your wagon when checking to see if you have enough space to pick up the quest item. Ergo, if you know you need to pick up a specific item for a quest you should make room in your inventory. If you want to keep your money, however, then you should either make a bank run beforehand or fill up your personal inventory with junk, so that when you come across the quest item you can access your personal inventory by clicking any of the four tabs, then ditching some of the junk. Two, soul gems in your wagon (this includes Azura's Star) cannnot acquire souls. They have to be in your inventory for Soul Trap to work properly. Luckily, soul gems are very light, if pricey, so you won't have much problems fitting them in your pack. 7. Other things you should know [MISC] When you turn, you are automatically kicked out of any and all guilds you joined, but you keep the reputation you have with them. For most guilds this isn't so bad as you can rejoin and get your former rank back after a month. But the Thieves Guild and Dark Brotherhood only give you one chance to join, and if you get kicked out or fail the initiation quest you are expelled forever. Therefore, if you want to join these guilds as a vampire do not pickpocket from ANYTHING and do not kill townspeople or guards until you turn. Legal reputation across the map is wiped. Unless you worked hard to make yourself liked by every single region then this reset is never a bad thing. After all, you don't want endless Criminal Conspiracy charges, do you? Keeping yourself clean as a vampire is a different matter, because there is always the temptation of offing a townsperson just so you can rest until nightfall. You might want to get a helmet that hides your face. The vampire faces in Daggerfall are hideous and look like something Hircine threw up. It makes you wonder how nobody knows you're a vampire with completely red eyes and blood dribbling down your cheeks; I call that the "Bleh!" face. Fortunately, the Bleh! face doesn't cause people to treat you any differently. 8. Outro [ENDS] As you can see, being a vampire is not as hard as it looks. Hopefully, the information in this FAQ will make your experience as one of the undead a more fun a profitable one. It's not every game where you get to play as a vampire, never mind it being optional. If you need to tell me anything about this FAQ, my email is Itemloopgfaqs(at) hotmail.com Credit to www.uesp.net for reference material. EOF