Open main menu

UESPWiki β

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.

Benefits and DisadvantagesEdit

Amount of benefits as well as disadvantages depends on the vampirism stage and on the passive abilities unlocked, in general, we can talk about following:

Benefits:

  • Reduced costs for vampire abilities
  • Increased weapon and spell damage after leaving sneak, invisibility or mist form
  • Reduced damage taken based on the missing health
  • Ignored movement speed penalty while sneaking, reduced sneak cost

Disadvantages:

  • Increased costs for regular abilities
  • Increased fire damage
  • Reduced health recovery

Becoming a VampireEdit

 
Blood Ritual
 
A group of Bloodfiends in the Rift

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.

The ritual sites can be found in the following zones:   Reaper's March, (map)   Bangkorai (map)   The Rift (map)

BloodfiendsEdit

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.

Crown StoreEdit

The Curse of Vampirism can also be bought from the Crown Store for 015001,500  . 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. As a vampire, you will be considered undead and are thus vulnerable to attacks from the Fighters Guild line when using Skilled Tracker.

Progressing the DiseaseEdit

After contracting Noxiphilic Sanguivoria through one of the above means, the player is not given any further direction. To progress further, you need to speak with Vorundil located in one of three cities.

Vorundil is typically located near the main gate to each city, speaking with them will begin the quest Scion of the Blood Matron and allow the player to either progress the disease to unlock the Vampirism Skill line, or cure themselves at a Priest of Arkay.

Curing VampirismEdit

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.

Vampire StagesEdit

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
1 -10% +5% -6% +3%
2 -30% +8% -10% +5% Strike from the Shadows
3 -60% +13% -16% +8% Undeath
4 -100% +20% -24% +12% Unnatural Movement

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.

FeedingEdit

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. You can also go back to stage 1 Vampirism by changing to an Armory build without Vampirism and switch back afterwards.

Leveling VampireEdit

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.

Rank Experience Required
for Next Rank
Total Experience
for Rank
1 89,816 0
2 94,999 89,816
3 100,741 184,815
4 107,072 285,556
5 113,497 392,628
6 120,019 506,125
7 127,144 626,144
8 134,885 753,288
9 143,255 888,173
10 - 1,031,428

Skill PerksEdit

Notes

  • 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 12000, Max Health 16000, and Weapon/Spell Damage 1000. 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.

Ultimate AbilitiesEdit

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 [2304 / 2328 / 2353 / 2378] 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.

Active AbilitiesEdit

These abilities must be activated manually, for a cost.

Name Line Rank Cast Time Target Range Radius Duration Cost
   Eviscerate 1 Instant Enemy 7 meters 2295 Magicka
Rend an enemy, dealing [6149 / 6215 / 6283 / 6352] Magic Damage and applying the Hemorrhaging status effect. 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 6352 Magic Damage and applying the Hemorrhaging status effect. 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 3 seconds.
   Arterial Burst Will always be a Critical Strike if you cast it while under half Health.
Rend an enemy, dealing [6352 / 6421 / 6491 / 6561] Magic Damage and applying the Hemorrhaging status effect. 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 700 Health / 1s
CRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by [57 / 58 / 59 / 60] every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
     Simmering Frenzy Increases the Weapon and Spell Damage granted per stack.
CRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by [77 / 78 / 79 / 80] every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
   Sated Fury Reduces the ramping Health cost and 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 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 300 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. When toggled off, you heal for [30 / 31 / 32 / 33]% of the total Health cost you spent while active.
   Vampiric Drain 4 Enemy 22 meters 3 seconds 4320 Magicka
CRIMINAL ACT Siphon away your enemies' vitality, dealing [2304 / 2328 / 2353 / 2378] Magic Damage and healing you for 25% 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 2383 Magic Damage, healing you for 25% of your missing Health, and restoring [7 / 8 / 9 / 10]% of your missing Stamina every 1 second for 3 seconds.
   Exhilarating Drain Generates Ultimate.
CRIMINAL ACT Siphon away your enemies' vitality, dealing 2383 Magic Damage, healing you for 25% of your missing Health, and generating [2 / 3 / 4 / 5] 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 Ground 15 meters 1 second 3780 Magicka
Cost: [4050 / 3960 / 3870 / 3780] Magicka.
CRIMINAL ACT Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka.
     Elusive Mist Grants you Major Expedition and Major Evasion after reappearing.
CRIMINAL ACT Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. You gain Major Expedition and Major Evasion for [2 / 2.7 / 3.3 / 4] seconds after reappearing, increasing your Movement Speed by 30% and reducing damage from area attacks by 20%. Casting again within 4 seconds costs 33% more Magicka.
   Blood Mist Deals damage to enemies around you and heals for a portion of the damage caused for a duration after casting.
Duration: 20 seconds, Area: 5 meters.
CRIMINAL ACT Dissolve into a bloody mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Upon activation you drain the blood of those around you for 20 seconds, dealing [1153 / 1165 / 1177 / 1191] Magic Damage every 2 seconds to enemies and healing you for 45% of the damage caused. Casting again within 4 seconds costs 33% more Magicka.

Passive AbilitiesEdit

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 week 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 7% based on your missing Health.
9    (While you are at Vampire Stage 3 or higher) Reduces your damage taken by up to 15% 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.

AchievementsEdit

There are six achievements associated with Vampirism:

Achievement Points Description Reward
   Vampire Cannibal 5 Feed on another Vampire.
   Vampire Corrupter 5 Infect another player with vampirism.
   Vampire Feeding Frenzy 10 Feed on 1 citizen in each of the capital cities of the three alliances.
   Vampire's First Blood 5 Feed 1 time as a Vampire.
   Vampire's Hunger 10 Feed 10 times as a Vampire.
   Vampire's Feast 15 Feed 100 times as a Vampire.
   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

NotesEdit

GalleryEdit

ReferencesEdit

  1. ^ "Can turn a weak minded NPC into a thrall, have them fight for you. NOT CURRENTLY FUNCTIONAL", lang.csv
 
This Elder Scrolls Online-related article is a stub. You can help by expanding it.