This article is about the skill and disease, in particular the effects it has on the player. For NPCs who are vampires, see Vampire (NPC).
Vampirism is a disease that transforms infected players into vampires: feared, blood-drinking creatures of the night. Becoming a vampire also unlocks a skill tree.
Becoming a VampireEdit
There are three ways to contract Noxiphilic Sanguivoria and become a vampire:
Bite from another playerEdit
Players who already are a vampire and have the Blood Ritual ability unlocked can grant you Vampirism. The bite can only take place at one of the three ritual sites in the world where both of you must travel to.
Vampirism can be contracted by fighting special Bloodfiends which only appear at night. The bloodfiends spawn rarely, and only in select locations in one zone for each faction: Bangkorai for Daggerfall Covenant, The Rift for Ebonheart Pact, and Reaper's March for Aldmeri Dominion. It is not necessary to kill the bloodfiend; once bitten, you can run away, allowing other players to contract the disease from the same enemy.
The Curse of Vampirism can also be bought from the Crown Store for 1,500 . You do not need to do the tutorial quest if you take this route, as the initial disease stage is skipped and the skill line is unlocked immediately. If you purchase a vampire bite from the Crown Store, make sure that you are logged onto the character you wish to apply the bite to when you purchase it. It will only apply to that single character.
Once you have contracted the disease, you must complete the quest Scion of the Blood Matron to fully commit yourself as a vampire. You have 7 days to complete this quest.[verification needed]. As a vampire, you will be considered undead and are thus vulnerable to attacks from the Fighters Guild line when using Skilled Tracker.
To cure your vampirism, seek out Prelate Sabinus in the Mages Guild hall in Riften (Ebonheart Pact), Evermore (Daggerfall Covenant), or Rawl'kha (Aldmeri Dominion). You will be requested to donate a small amount of gold before being instantly cured.
Once cured, any skill points you invested into the Vampire skill tree will be returned automatically. Any experience you previously gathered will remain allowing you to become a vampire again at a later point without any progression lost if you choose to cure yourself.
You can progress through four stages of vampirism, but there are various pros and cons for doing so. At each stage, the cost of your vampire abilities is reduced, initially starting at 6% (up to 24% reduced cost at stage 4). Health recovery is also reduced by 10% at the first stage (up to 100% slower at stage 4), and your weakness to flame damage is increased by 5% on the first stage with the maximum being 20%. The cost of non-vampire abilities is increased by 3% at stage 1 up to 12% at stage 4.
Some of the disadvantages can be mitigated, such as with the passive skill Undeath, which reduces damage taken up to 30% based on your missing health. Additionally, some passives are unlocked only at higher stages.
Feeding has changed with the Greymoor update. Feeding now advances your vampire stage instead of reducing it. The penalties mentioned above apply to this and feeding now instantly kills victims instead of stunning them. The action still requires sneaking, but at a further distance than before—around 10 feet. Vampire stages now recede with time so long as you don't feed. To feed, sneak up behind an enemy and use the command to feed. It takes 4 hours for your stage to reduce when you go without feeding.
As of Update 26, stage 4 vampires will be refused by some vendors, with the notification saying, "This citizen refuses to interact with monstrous vampires." The Mesmerize skill can be used on these NPCs in order to talk to them. Note that you have to be directly in front of the NPC in order to mesmerize them successfully.
The table below shows the various stat changes that occur as you increase in stage:
|Stage||Health Recovery||Damage from Fire||Vampire Ability Cost||Regular Ability Cost||Passive becomes active|
|2||-30%||+8%||-10%||+5%||Strike from the Shadows|
Prior to Greymoor's release, the time between stages of vampirism was 6 hours, and casting any Vampire ability would advance this timer by 30 minutes. Feeding as a vampire also reduced your vampire stage by 1.
Feeding as a vampire increases your thirst of blood, raising your vampire stage by 1 for 4 hours, additional feeding grants you another stage and so on until you reach stage 4 where the penalties are increased, but vampire skills costs are greatly reduced. To feed, you must locate a humanoid creature. If you are witnessed feeding on a non-hostile NPC, you will earn a bounty and some NPCs may attack you. You may feed on non-hostiles as well as hostiles.
- Note: The definition of "humanoid" in ESO is not quite accurate, as it does not allow you to feed on some types of humanoid creatures, such as ogres. Feeding is a simple process. Draw your weapon and drop into a Sneaking position behind your target. Sneak up to your target until you have a prompt to feed. If you do not get this prompt, you are not allowed to feed from this individual.
- If you have the Dark Brotherhood DLC, and have Blade of Woe unlocked, you may need to keep some distance from the target in order to feed, rather than assassinate your target
- As an alternative to feeding, you can immediately jump to stage 4 Vampirism by drinking a Corrupting Bloody Mara.
- Conversely, you can reduce your Vampirism by 1 stage by drinking a Purifying Bloody Mara or activating a Basin of Loss.
The Vampire skill line is completely independent of Vampirism stages and can only be increased by gaining XP naturally. Slotting vampire skills into your active bar affects the speed which this skill increases. For characters who are at Champion level, the "Enlightened" bonus which grants 400,000 XP at a faster rate can greatly speed up the leveling process.
for Next Rank
- The numbers displayed here are the base values for the skills. Magicka/Stamina Cost is based on a character of Level 50 160. Damage values are based on Max Magicka/Stamina 7958, Max Health 8744, and Weapon/Spell Damage 1037. The actual numbers you see in the game may depend on a variety of factors, including skill line rank, your equipped weapons and armor, other skills, enchantments, etc. As such, they should only be used as a comparative reference.
These abilities must be activated manually, for a cost of Ultimate.
|Name||Line Rank||Cast Time||Target||Range||Radius||Duration||Cost|
|Blood Scion||5||Instant||Self||–||20 seconds||335 Ultimate|
|Cost: [350 / 345 / 340 / 335] Ultimate.
CRIMINAL ACT Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls.
|Swarming Scion||Bats swarm around you and deal damage to enemies that come close.
CRIMINAL ACT Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. Bats also swarm around you and shred enemies that come close, dealing [1123 / 1132 / 1146 / 1158] Magic Damage every 1 second.
|Perfect Scion||You ascend to Vampire Stage 5.
Cost: [335 / 330 / 325 / 320] Ultimate.
CRIMINAL ACT Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Max Health, Magicka, and Stamina are increased by 10000, you heal for 15% of all damage you deal, and you can see enemies through walls. You also ascend to Vampire Stage 5, which grants all the benefits of Vampire Stage 4 with none of the drawbacks.
These abilities must be activated manually, for a cost.
|Name||Line Rank||Cast Time||Target||Range||Radius||Duration||Cost|
|Eviscerate||1||Instant||Enemy||5 meters||–||2295 Magicka|
|Rend an enemy, dealing [2998 / 3030 / 3062 / 3096] Magic Damage. Deals up to 33% more damage based on your missing Health.|
|Blood for Blood||Costs Health to cast, but greatly increases the execute scaling. After casting the ability, you cannot be healed by allies for a short duration.
Cost: 2295 Health.
Rend an enemy, dealing 3100 Magic Damage. Deals up to [60 / 65 / 70 / 75]% more damage based on your missing Health. After you cast this ability, you cannot be healed by allies for 5 seconds.
|Arterial Burst||Will always be a Critical Strike if you cast it while under half Health.
Rend an enemy, dealing [3100 / 3135 / 3170 / 3202] Magic Damage. Deals up to 33% more damage based on your missing Health. If you use this ability while you are under 50% Health, it will always be a Critical Strike.
|Blood Frenzy||2||Instant||Self||–||–||1920 Health|
|CRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by [600 / 610 / 620 / 630]. While toggled on, the Health cost of this ability increases by 20% every second and you cannot be healed by anyone other than yourself.|
|Simmering Frenzy||The Weapon and Spell Damage bonus also increases the longer it remains toggled on.
CRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by [630 / 640 / 650 / 660]. While toggled on, the Health cost of this ability increases by 20% and Weapon and Spell Damage bonus increases by 10% every second. You also cannot be healed by anyone other than yourself.
|Sated Fury||When you toggle the ability off, you heal for a portion of the Health cost you spent.
CRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 630. While toggled on, the Health cost of this ability increases by 20% every second and you cannot be healed by anyone other than yourself. When you toggle this ability off, you heal for [30 / 31 / 32 / 33]% of the total Health cost you spent while it was toggled on.
|Vampiric Drain||4||Instant||Enemy||22 meters||3 seconds||4320 Magicka|
|CRIMINAL ACT Siphon away your enemies' vitality, dealing [748 / 757 / 766 / 772] Magic Damage and healing you for 23% of your missing Health every 1 second for 3 seconds.|
|Drain Vigor||Restores a portion of your missing Stamina.
CRIMINAL ACT Siphon away your enemies' vitality, dealing [776 / 785 / 794 / 802] Magic Damage, healing you for 23% of your missing Health, and restoring 5% of your missing Stamina every 1 second for 3 seconds.
|Exhilarating Drain||Generates Ultimate.
CRIMINAL ACT Siphon away your enemies' vitality, dealing [776 / 785 / 794 / 802] Magic Damage, healing you for 23% of your missing Health, and generating 4 Ultimate every 1 second for 3 seconds.
|Mesmerize||6||Instant||Cone||–||10 meters||–||3780 Magicka|
|Cost: [4050 / 3960 / 3870 / 3780] Magicka.
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
|Hypnosis||Affects all enemies around you.
Cost: [3780 / 3690 / 3600 / 3510] Magicka, Area: 7 meters, Target: Area.
Subdue enemies around you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
|Stupefy||Enemies are snared after the stun ends.
Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked. After the stun ends they remain stupefied, reducing their Movement Speed by [50 / 51 / 52 / 53]% for 5 seconds.
|Mist Form||9||Instant||Self||–||–||1350 Magicka|
|Cost: [1620 / 1530 / 1440 / 1350] Magicka.
CRIMINAL ACT Dissolve into a dark mist, reducing your damage taken by 75% for as long as you maintain the channel. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed and your Recovery stats are disabled.
|Elusive Mist||Increases your Movement Speed.
Cost: [1350 / 1260 / 1170 / 1080] Magicka.
CRIMINAL ACT Dissolve into a dark mist, reducing your damage taken by 75% and granting you Major Expedition, increasing your Movement Speed by 30% for as long as you maintain the channel. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed and your Recovery stats are disabled.
|Blood Mist||Deals damage to enemies around you and heals for the damage caused.
Area: 5 meters, Target: Area.
CRIMINAL ACT Dissolve into a bloody mist, reducing your damage taken by 75% for as long as you maintain the channel. While in this form you deal [512 / 518 / 525 / 528] Magic Damage every 1 second to enemies around you and heal for the damage caused. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed by any other ability and your Recovery stats are disabled.
Passive abilities are active all the time.
|Name||Line Rank||Skill Rank||Description|
|Feed||1||Allows you to feed on an unsuspecting target, killing them and increasing your Vampire Stage. Higher Stages make you a stronger Vampire at the cost of your humanity. Stages decrease over long periods of time. Stage 1/2/3/4 Health Recovery: -10%/-30%/-60%/-100% Flame Damage Taken: +5%/+8%/+13%/+20% Regular Ability Costs: +3%/+5%/+8%/+12% Vampire Ability Costs: -6%/-10%/-16%/-24%|
|Dark Stalker||3||Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 25%.|
|7||Ignore the Movement Speed penalty of Sneak. Decreases the time it takes to enter Sneak by 50%.|
|Strike from the Shadows||4||(While you are at Vampire Stage 2 or higher) When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 150 for 6 seconds.|
|8||(While you are at Vampire Stage 2 or higher) When you leave Sneak, invisibility, or Mist Form your Weapon and Spell Damage is increased by 300 for 6 seconds.|
|Blood Ritual||6||Allows you to infect another player with Noxiphilic Sanguivoria once every 7 days by returning to the Vampire ritual site. Players already infected with Lycanthropy cannot be infected with Noxiphilic Sanguivoria.|
|Undeath||6||(While you are at Vampire Stage 3 or higher) Reduces your damage taken by up to 15% based on your missing Health.|
|9||(While you are at Vampire Stage 3 or higher) Reduces your damage taken by up to 30% based on your missing Health.|
|Unnatural Movement||7||(While you are at Vampire Stage 4) Reduces the cost of Sprint by 25%. If you continuously Sprint for 6 seconds you automatically become invisible.|
|10||(While you are at Vampire Stage 4) Reduces the cost of Sprint by 50%. If you continuously Sprint for 3 seconds you automatically become invisible.|
There are six Achievements associated with Vampirism:
|Vampire Cannibal||5||Feed on another Vampire.|
|Vampire Feeding Frenzy|
|Vampire's First Blood|
|Vampirism||10||Become a Vampire.||Noxophilic Black
Skill Line: Vampire
|Vampirism Master||50||Reach the max level of the Vampire Skill Line.||Lamae's White|
- Update 26 involved a significant overhaul of vampirism and the Vampire skill line, resulting in the removal of several skills: Bat Swarm, Drain Essence, Savage Feeding, Supernatural Recovery, and Unnatural Resistance.
- At some point in development, a player vampire would have unlocked the ability to turn a low-level NPC into a thrall who would fight for them. This was cut for unknown reasons..
- "Can turn a weak minded NPC into a thrall, have them fight for you. NOT CURRENTLY FUNCTIONAL",