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[WIP] Belua Sanguinare Revisited - Vampirism Mod


MofoMojo

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Posting this with a more appropriate thread title so that people know we're not just discussing ideas, we're building out a mod. The original thread was 23 pages of discussion on where we're heading with Vampirism. This post will introduce Jakisthe's original ideas and a follow up to discuss progress.

 

As everyone knows, being a vampire in this game is awful. No fun powers, too big of negatives, the works. So how's this for an improvement? It'll be long, as a heads up....[EDIT: NOW WITH REASONING]

 

 

 

http://i.imgur.com/ij7yu.png

Pretentious? Perhaps! Gets more people to come here and discuss? Absolutely.

 

 

 

Blue for added positive effects

Red for added negative effects

Green for change from a previous spell/non statistical increase.

Yellow for changes to the next stage.

Purple for new spells

Stat changes/multipliers are not cumulative. So at lvl 1, you get +5 to one handed, 2 you get +10 (not +15) etc.

 

 

 

Fledgling

New Good Things:

+5 to one/two handed and sneak

If there's anything consistent among all lore, it's that they're stronger, faster, and quieter than humans. More or less the point of vampirism

 

+Speed mult 1.05s

see above

 

+10% time slow on bow zoom

see above

 

+3 each to illusion, conjuration, and destruction

Now, an important distinction: vampires are NOT blood mages. They don't make blood boil, or blood clones, or anything of the sort. What they CAN do, in terms of magical improvement, is centered around improved ability to conceal (illusion), a better connection with the members of the undead and other planes (conjuration), and general damage (des). Still needs balancing, but no new "blood powered" spells.

 

+20 to speech

SEE ADDENDUM ON THE BOTTOM

 

+1.1x health regeneration out of sunlight

As they are hurt by sun, so they are helped by it's absence

 

+Use of Fus do rah now plays sound file with Transylvanian accent, and says “Fus do bwah!”. Toggleable.

Might just take this out. An easter egg anyway, but I still gotta pay homage to the start of the modern vampires, right?

 

+10 carrying capacity

Again, stronger physically

 

New Bad Things:

+20% weaker to silver and fire

A weakness right outta Dracula (although ancient works did point to vague mentions of fire being effective). At any rate, they're flamable, and silver, the "metal of the moon" is too strong for them, as they derive a lot of their being from the moon (from ancient and pre-Draculian texts, anyway)

 

+Eating garlic drains half of players current health, magicka, and stamina.

Classic, although might be dangerous if the player simply has it in their pocket. Somewhere between an easter egg and gameplay mechanic.

 

+glare is 1.2 times as bright as normal

This is a delicate one. On one hand, it would being a vampire MUCH more immersive, if it got oddly brighter and you were forced to turn away from the sun just to see..but on the other hand, it is somewhat contingent on unconnected player system settings. Probably keeping it is, but the magnitude is in tweakage mode.

 

+0.5 health and stamina damage per second when in sunlight. Contingent on light levels. Can still fast travel.

Ah, sun damage. You know, this actually isn't in ANY lore pre-Dracula, which is quite a lot, but regardless, it's a mainstay now. Seek shade, and you will really feel like a vampire.

 

SPELL: Bite

sneak to enter "bite mode", which allows you to drain blood from someone instead of pickpocketing them (the option to do so would still be there; like the blood collecting quest for septimus). Drains 10% of their health every second, and does nothing else to the person in question. Has same chance of being detected as pickpocketing with a check every second, but otherwise not counted as aggressive unless seen.

Any lore that makes mention of relevancy effects of blood suggests that sooner is better, with a few saying that anything other than a living person is poisonous. Otherwise, why wouldn't a vampire just eat a corpse? Plenty of blood there. But no, this isn't Discworld (the only exception) and they are not vultures. The target must be alive.

TO GO UP A LEVEL: Harvest the blood of 1 person at least halfway, and sleep for 12 hours.

You've got the taste...

 

 

 

Risen

+10 to one/two handed and sneak

+Speed mult 1.2x

+15% time slow on bow zoom

+40% weaker to silver and fire

+5 each to illusion, conjuration, and destruction

+glare is 1.5 times as bright as normal

+10 to speech

+1 health and staminadamage per second when in sunlight

+1.3x health regeneration out of sunlight

+20 to carrying capacity

New Good Things:

+Wolves, bears, saber cats, and skeevers no longer attack

Vampire connection was mentioned in dracula, although that gives them reign over wolves as well. Since there are obviously groups more connected to wolves than vampires, that's there domain. Still, the animals are at least afraid of Dracula, so they back away. Not being attacked by them is representative of this fear.

 

+Fus do rah now simply plays sound file “Bwah!”

Seriously considering now having this part.

 

+Sneaking makes no sound.

New Bad Things:

+Cannot swim, simply sinks to the bottom

Contrary to popular belief, this does not break the game. There is no body of water without a sloped exit, and if it's outside, the player could just fast travel anyway. Anyway, this comes from general old school monster rules: no crossing water. Since no crossing is both 1) VERY hard to physically cause and 2) VERY hard to balance for, I went for the easier option.NOTE, however, that you still need to breathe at this point. Hence why vampires avoid moving water in the first place: until they grow stronger, their humanity could tie them to a watery grave.

 

+No benefits gained from food

The vast majority of lore in all areas makes no mention of food, or if they do, it's only the make a point to it's needlessness.

 

SPELL: Lightsap

-Can douse a light source when aiming at it.

A utility spell for the vampire. Can set up for escapes, sneaking, magicka recharging, ambiance...point being, there are a lot of uses, and the spreading of darkness is in a lot of lore.

SPELL: Nighteye on self when crouched.

Not so much a spell as an effect, but one which allows for limitless sneaking with a vampires natural connection to the darkness, and doesn't get in the way when not sneaking.

+Bite: Same as lvl 1, but now, if they die to the bite, raises them as an undead for 60 seconds (think of it as a weak thrall)

Thus begins the "make an army of new vampires" that is often the center of many vampire stories. As a new-ish vampire, they're weak and not very lively, but you'll get there!

 

+Eating garlic drains half of players maximum health, magicka, and stamina.

TO GO UP A LEVEL: Harvest the blood of 4 people at least halfway, and sleep for 12 hours.

TO GET DOWN A LEVEL: Don’t suck anyone’s blood for 2 days.

 

 

 

Master

+15 to one/two handed and sneak

+Speed mult 1.5

+20% time slow on bow zoom

+60% weaker to silver and fire

+15 each to illusion, conjuration, and destruction

+glare is 1.5 times as bright as normal

+negative 10 to speech

Really though, read the bottom addendum for the shift

 

+2 health and stamina damage per second when in sunlight.

+1.5x health regeneration out of sunlight

+30 carrying capacity

New Good Things:

+All wines in inventory become chocolate milk. No actual effects, but it’s listed as having 15 needed vitamins and minerals.

An easter egg, courtesy of the most powerful vampire of them all.

 

+Can remain underwater indefinably.

As a master vampire, you have finally gotten past the need for lungs. Goes great with the instant sinking above!

 

+Very, very rarely, when near walls in houses, the player can hear the tap sequence Di-dah-dah-dit Di-di-dah Di-di-dit Di-di-dit being tapped out on the wall.

Just be sure to be careful with that window!

 

+Raise dead spell cost is halved.

The closer connection to the death plane makes it a clearer call. Does absolutely nothing else for the raised dead, as again, not blood mages.

 

+Adds the “LightStep” perk.

No vampire gets caught by traps, and this represents their ability to circumvent defenses. Ever wondered how? Well, blame LightStep!

New Bad Things:

+Having garlic in inventory does 1pt health and stamina damage per close per second.

+Can no longer receive blessings of the divines, and coming within 5 ft of one of the shrines/idols increases the glare amount by a factor of 5x while doing 20 damage a second.

Although less prevalent in new stores, the ancient and draculian-era lore made a big deal of the pain of holy symbols.

 

+For every % of health lost, maximum possible stamina also decreases by 2. Comes back when health comes back.

Ties strength to blood. Here, I wanted to tie physical power, and not just life, to blood taken in. As said before, they are physically stronger and faster. Why? Well, vampires are all about drinking blood...

SPELL: Command

-Bears, skeevers, cats, and wolves can be given commands like attack or don’t move.

SPELL: Darkfire

-The light taken in by lightsap now restores magicka

-New flame-like ability deals damage, attracts no enemy besides the one it is hitting, does not light up the area, and deals magicka/stamina damage equal to half of the health damage done.

One of two direct damage spells a vampire uniquely gains. This is the channeling of their control of the darkness they bring about. I avoided a lot of these effects since they start to give the vampires a bias towards one style of play, ie, with magic. My point is not to flood them with abilities, it's to give meaningful and interlocking ones the player slowly learns to master.

SPELL: Enthrall

-Adds 20 to speech for 30 seconds.

SPELL: Darken

Cast to have weapons deal fire damage+restore 15 health per hit. No diminished effects against fire-resistant foes. Adds purple flames effect to weapon, akin to conjuring but much darker.

In several instances, vampires are notes to have fought with "weapons of dark flame". That would be this, and the drain bonus comes from the likely bloodsplatter.

SPELL: Telekinesis if they don’t already have it

Dracula seemed to have supernatural control over certain objects, such as a book. Still, I might take this out.

 

SPELL: Invisibility if they don’t already have it

Apparently, being invisible is part of a TES vampires moveset, so why not.

 

+Bite: Same as lvl 2, but now "charms" the target iff unseen to begin with so they don't move/notice at all while you feed on them whilst hidden. Basically, takes away the stealth check carried out by the target.

Consider this as the victims now being unable to resist the bite after being bitten.

+Eating garlic now reduces 75% of the maximum health, and takes away all magicka and stamina

+Cannot fast travel during the day

As far as I know, FT is simply condensed transportation, not teleportation. Which is why it takes time. At this level, the vampire doesn't want to spend time outside, and it starts to butt up against the time+light damage thing ever. Point being? You're walking.

 

+Walking makes no sound.

TO GET DOWN A LEVEL: Don’t harvest anyone’s blood for 2 days. Each day adds +10 to each of the negatives, waiting does not count towards time.

TO GO UP A LEVEL: Harvest the blood of 9 people at least halfway, 1 person all the way(kill), and sleep for 24 hours.

 

 

 

Progenitor

+25 to one/two handed and sneak

+Speed mult 1.75

+25% time slow on bow zoom

+80% weaker to silver and fire

+20 each to illusion, conjuration, and destruction

+glare is 2 times as bright as normal

+Negative 20 to speech

+4 health and stamina damage per second when in sunlight

+2x health regeneration out of sunlight

+40 carrying capacity

New Good Stuff:

+Double cast telekinesis to have summoned weapon mimic your attacks for a minute, does nothing if not a weapon

A holdover from Hellsing and Castlevania, this gives the vampire semi-mystical backup. Also allows for more combat strategies based on their own abilities, instead of just auto attacking themselves.

 

+Player can "buff" their boots with an ash pile to give water walking for 30 seconds. Such a buff can overlap with existing enchantments. Buffing boots while underwater has no effect.

Again, the old school rules apply: can only cross water with dirt from your grave. Lacking as we are a grave, any special dirt items, I have the players using up vampire ash to gain the ability to cross streams. Sure, they could technically do it before, but this makes it the true means of doing so.

 

+Double cast “conjure [weapon]” to have it mimic attacks for its normal duration.

Press "E" to interact with wall where tapping sound is coming from to recieve a random quest to a random cave to kill a vampire who automatically drops a human heart and a "Black Armband".

An easter egg wtith a point!

+Halves the recharge on the stop time shout.

Remember how vampires were stated to be super fast? This attempts to account for that, by slowing it down for the player.

 

+1.5x stamina regeneration while outside at night

+All attacks with axes and swords refill 10 health, critical strikes with maces fills 50. Two handed weapons heal twice as much.

You better believe sword slashes and decapitations causes some serious blood splatter. More of a focus on the thrill of the hunt now to restore their health

+100% immunity to poisons.

TES lore dictates that all but one poisons have no effect on vampires; you've finally shed your humanity to get to that point.

 

+An item "Black Armband" appears randomly in certain vampire caves which, when worn, removes the player gauntlets and strikes 24 hours off the time needed to go down a level.

New Bad Stuff:

+potions have half their normal effects

See bit about poisons

+No access to restoration tree

Turning your back on humanity, now you must use your monstrosity to propel you in the game. It's holy, which vampires don't do, and it's too convenient of a circumvent around the need to feed.

 

+No access to assist ally or calm spells.

Old lore has powerful vampires as hideous. So, stands to reason you won't be helping anyone anytime soon.

+0.5x stamina regen while in the sun.

SPELL: Stalker

-For 20 stamina per second, can walk on walls

This is mentioned with shocking frequency in all lore post Dracula. Most likely, it'll force a first person view and treat the wall as just a floor if possible.

 

-For 30 stamina per second, can walk on ceilings

-Cannot walk over overhangs.

SPELL: Sanguine Form:

-Can kill a bear/skeever/cat to be able to turn into it at the cost of half players maximum health. Lasts until canceled. Kill another such animal to “set” new transformation.

Another one of Draculas more obscure but still important powers; that to turn into any animal at all. You'll notice, no wolves mentioned. Obviously. Also allows the player better sneaking potential.

SPELL: Adds detect life if they don’t already have it

You asked for this, so your augmented ears can now pickup heartbeats! This is the closest approximation.

+Bite: Same as lvl 3, but now raises them as a full blown follower (ie, a normal thrall)

+Lightsap now affects all sources in an area when cast (AoE spell)

+Feeding on a living individual also gains 5% max player mana per second

+Enthrall now adds +50 to speech. People talked to while spell is in use refer to player as Jonathan/Jane Harker.

+Eating garlic is instant death

+Having garlic in ones inventory does 2 damage per clove per second.

+Running makes no sound.

TO GET DOWN A LEVEL: Don’t harvest anyone’s blood for 3 days. Each day adds +10 to each of the negatives, waiting does not count towards time.

TO GO UP A LEVEL: Harvest the blood of 18 people at least halfway, 2 people all the way(kill), and sleep for 24 hours.

 

 

 

Sire

+30 to one/two handed and sneak

+Speed mult 2x

+40% time slow on bow zoom

+100% weaker to silver and fire

+25 each to illusion, conjuration, and destruction

+glare is 3 times as bright as normal

+negative 50 to speech

+3x health regeneration out of sunlight

+7 health and stamina damage per second when in sunlight

+50 carrying capacity

+2x stamina regeneration while outside at night.

New Good Things:

+Can eat human hearts to get 100% of health back, cannot do while enemies are nearby

Hearts contain a lot of blood, and are the source of life for humans, so this becomes the sole exception to the rule: the source. Also finally gives vampires another way to heal.

+Extreme counting ability. Inventory worth values are now listed directly in name of all items.

Because who doesn't want to learn how to count?

 

+Human corpses are now labeled as "Miserable pile of secrets"

I considered adding a "throw wine glass" attack, but this seemed subtler and more representative of the vampires feeling of superiority

+Automatically turn invisible when immobile for 2 seconds in fog

While no direct mentions are made in lore, people often say that a vampire had "disappeared in the fog". Now you can!

New Bad Things:

+Guards will attack on sight unless wearing some face covering or having Enthrall up

Read addendum

.

+Players can no longer swim, and sink instantly unless they have some ash piles in their inventory (no need to buff).

+Once a day, there is a (5*t+3p)% chance for a group of bounty hunters to seek you down (they’re your level), where t is the number of towns you’ve been in while a stage 5 and p is the amount of friendly people from whom you've drank blood.

At this stage, the people of skyrim have grown wise to the fact that a powerful vampire stalks their land. You're in for some chop.

 

+Coming within 15 ft of a temple door makes the player glow blue, and adds 1 to the above "t" count.

From the Dark Tower series. Gives players even more incentive to get away from the houses of the holy. Sorry Led.

SPELL: Phasewalk

-For 30 seconds once a day, can walk through walls (NOT floors/ceiling/doors that require keys) as long as there is a space on the other side, it is normally accessible, and requires no load screen to access normally.

Possibly the trickiest ability of all, but none is more telling of their supernaturalism. Plus, one of Draculas trademark abilities. Should help with the hunting.

SPELL: Embrace of Shadow:

-Using all of the players magic, player may invoke Embrace of Shadow, which lets out a large cloud of very dense, very black fog at location, as well as Lightsaping all light sources within 20 ft. For every 10% of their maximum magicka used in casting, the fog lasts another 3 seconds

Creates that fog to disappear into, and the lack of light to do it with. Again, utility, as can be used offensively, defensively, magically, or stealthily.

SPELL: Formus Chiropteras

-Once a day+an additional time at night, can become a vampire bat. Drains 15 magicka per second.

Dracula's most famed transformation, and the one most often mentioned in later works.

SPELL: Rapture

Can cast on those who the player has bitten at least once to gain mind control; allowing them to control the actions of the character as they stumble through a euphoric haze. Only works on non-essential NPCs, drains 10 magicka and stamina per second. Takes half that amount when on NPCs of the opposite gender.

Symbolic of a vampires ability to make people follow their bidding to an extreme amount. Requires tweaking to make it not overpowered and instead a legitimate extension of the vampire and gameplay.

 

SPELL: Integra

-A backwards powerattack now makes bloody, shadowy spikes burst out from the ground around the player, dealing [destruction rating]+[weapon damage]+[5*p]. Takes 50% of stamina, and any opponents killed with this spell restore 10% of players max health and fills up a soul gem.

All the life that the vampire has fed upon bursts out of them...and takes souls with it if the opportunity arises. From Hellsing.

+Bite:Now turns the target into a thrall follower with a chance of {[(P)^2]100}%, where P=the percentage of health drained expressed as an integer (not a decimal). Assuming this change is triggered, the actual "turn" effect takes place after finishing feeding. Thus, it gives sires a chance to create a thrall without killing, but it scales to 100% exponentially instead of linearly (so you don't accidentally make them left and right while feeding)

You may now: make an army! With some limits, as below.

.

+Enthrall now adds +100 to speech for duration.

+No stamina gain whatsoever in the sun

+Feeding on a living individual also gains 10% max player mana per second

+Telekenesed/conjured weapons now gain the health drain effect from the 4th stage.

+Potions have no effect at all

+Having garlic in inventory is now instant death.

TO GET DOWN TO LEVEL 1: Don’t harvest anyone’s blood for 5 days. Each day adds +10 to each of the negatives, waiting does not count towards time. Alternatively, do a quest+pay a large sum (20000 septims) at a temple of Arkay.

 

 

ADDENDUM

Auxiliary Bite and Fear System:

Anyone besides the target (and including the target for lvls 1 and 2) can see the player feeding, which instantly adds 2000 gold to their bounty. What's more, every thrall multiplies your max sneak lvl used in the feed/noticed while feeding check by 0.75, as to mimic the effect of creating a larger and larger army more and more suspicious, as well as increasingly difficult to do stealthily. At 3 followers, no one in the hold (and only the hold where the people came from) sleeps. The stealth minimizing holds true between holds, and however long the thrall is alive (as to not penalize a player who had a massive army, lost it, and wishes to begin anew but very much penalizing someone who travels over the entire world with 10 people in tow).

 

 

Issues Commonly Brought Up:

-Older vampires getting weaker in certain ways

 

This is a gameplay thing, as well as summarizing a lot of older(pre-Dracula) and ancient(pre-BC) lore which capitalized on the vampires having an internal struggle between humanity and monstrosity. If older vampires were merely the most powerful at all times, that would just be...well, over powered. They'd have no reason whatsoever to balance being human or being a monster, and it would gradually make the game less and less interesting as fewer and fewer things need to be taken into account. Suddenly, sun no longer matters, nor does combat...well, that's just not very vampiric, regardless of the vampires age. Sun always matters. Fire and silver are always bad, and the less human they are, the more it hurts. For instance, if a super-vampire is incredibly hurt by sunlight (as is the case in a lot of IRL and TES lore), but a normal person isn't, why would someone closer to a super vampire be hurt less than someone closer to being a human? They are losing their humanity, and at a price.

 

 

-Social and Speech Increase and then swift decrease

 

Most modern (within the last 100 years) has the vampire looking rather good...which is the case when you're just starting out. You're also closer to humanity as a new vampire, so you'd naturally not look as hideous. This is why, in my mod, I have speech increased as a new vampire. As they get older, however, they get more and more grotesque (ie, like older and ancient lore). Now, since that would get annoying, the player is able to cover up their true selves...at the cost of a mental resource, ie, magicka. Such a mental demand is present in nearly ever vampire lore source I've read (except, interestingly enough, the first modern story "The Vampyre", but that's very much an anomaly).

Plus, there is gameplay to consider. We don't want master level vampires being supreme beings, able to conquer every part of the game unequivocally better than humans. They will be incredibly powerful, yes. They will, however, still be vampires, complete with all typical vampiric considerations so it becomes a new element of gameplay as opposed to simply taking challenge out of existing elements.

 

 

Edited by MofoMojo
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Progress update: We're currently tracking on around 219 bonuses, weaknesses, spells, and other items to flesh out the initial vampirism overhaul. While that sounds like a lot, and it has been a lot of work, many of the bonuses and weakness are variations for use at each of the 5 currently modelled Vampirism Ranks. Of those 219 items (and it grows slowy by day) 37 of those items are not implemented, and 3 others have some basic pseudo or partial implementation.

 

Here's the implementation I am tracking for our Vampires. There are five ranks from Fledgling to Sire. Yellow items are not yet implemented, pinkish are pseudo implementations, or not fully implemented.

 

 

 

General

Feeding

The game keeps track of how much feeding you've done in your current level as well as how satiated/hungry you are from minute to minute. Feeding is the primary method by which you level your vampirism from Fledgling to Sire. After feeding enough you can enter a deep sleep to let the metamorphis occur

The vampire has three ways to feed

Thirst for Blood - The normal feed as done by vannilla skyrim to feed off sleeping NPCs. This has been modified so that kids can be fed upon.

Attack for Blood - During combat when an opponent begins to bleed out and is staggered to his knee, if you are qucik about it, you can perform a feed attack. This will kill your opponent, refresh you with 1% satiation as it's more of an attack than having a snack

Sneak for Blood - Player can sneak up on victims. As long as the victim is NOT aware of them, the player can feed off them. Undetermined how we'll continue to handle this as it needs to scale properly and raise properly alerts

Hunger

Hunger plays a very large role. It is the satiation of lifeforce gained by feeding that keeps you in control, and allows you to exert yourself and exert your will on others. As time goes by without feeding you grow hungrier and hungrier, eventually you literally ee the blood/life force in living creatures, until finally you reach the bottom stage of starvation where your senses, and abilities are diminished, but some strengths and others are enhanced until you can get the glood you crave

Sunlight

Sunlight plays a large factor in the game. The player starts off taking as a Fledgling vampire taking little to no damage in the sunlight, at higher levels the vampire may take 1 to 2 dmg per second, and must seek the shade of a tree, the protection of a cliff overhang or hide indoors from the sunlight from time to time, to allow the damage to repair.

While in the sunlight, whispy streams of smoke witll rise from their body. At higher levels the damage can be so great, you should only venture forth in daylight if the sky is overcast, with rain or dense fog. Use the weather and terrain to your advantage.

The glare from the sun can be intense to your sensitive eyes. As you power grows from a newborn Fledgling into a Sire so will will the overall brigthness and glare from the sun appear, as a warning to stay away.

Garlic

Garlic plays a role in the game. It protects people from being fed upon, if a combatant is carrying garlic all of your attack bonues, and evasion bonuses will be dispelled whilest attacking or being attacked by that attacker. You notice garlic by it's strange pungent smell. Wisps of foul greenish yellow odor rise from the wielder

Silver

Silver is no friend of the vampire. You might want gold instead. Those attacking you will silver will find that their cuts are a bit nastier, a bit deeper than normal weapons.

Factions

There are two factions in skyrim dedicated to the eradication of what they perceive as evil threats. The Vigilant of Stendarr and the Silver Hand. They are readily equipped with both Silver and Garlic and will attack you on sight, for they have inexplicable methods to deduce the wolves from the sheep

Fire

Fire is also no friend to the vampire, it's source related to the sun. Vampires grow ever more prone to the damage caused by fire as they reach later stages, and while at night proximity to fire can be ignored, in the day time, proximity to fire may be enough to strengthen even indirect sunlight to damage you

Disease

As a vampire you are fully resilient to disease

Poison

As a vampire your body still requires blood and the lifeforce it provides to sustain your abilities. As you grow from a weak Fledgling into a Sire you will become more and more resilient to Poisons, but until your body completely gives in, they will affect you to some extent

Customization

Part of the challenge in making a mod that overhauls vampirism is everyone has differing oppinions on how things should play out, such as whether or not you should ever be able to delevel your vampire once it's reached a certain level, or that you should have to eat more often, or less often, that it should take longer to get to the next level, or not. As such, much of these variables that control these things are modifiable. In the initial release, the Console will have to be used to modify the values, but in future releases we will add an ingame menu system that will allow the player to customize their experience a bit to their own liking. Do you want to be able to be cured of vampirism by just starving long enough? It can be modified into it. Do you want to NEVER be able to delevel, you'll be able to configure that, do you want it to take longer to go into a starved state, done.

 

Fledgling

Bonuses and Abilities

Fledgling Health Regeneration provides a 10% Combat Health Regen Bonus

Fledgling Combat Health Regeneration provides a 0% Health Regen Bonus

Fledgling Strength provides a number of things

10% Decrease in Fall Damage

10% Increase in Bow Zoom

3% Increase in Illusion Magnitude

5% Increase in Attack Damage

5% Increase in Bashing Damage

5% Increase in Power Attack Damage

+10 to carry weight

Fledgling Speed - Fledlings are new in their form. They don't have a firm grasp of their abilities.

Vampiric Evasion provies 10% chance that the vampire will evade oncoming power attacks when the powerattack begins, time slows down giving the observant vampire enough time to dodge this well broadcasted attack. Because they are a fledgling, they haven't fully mastered their own speed and having to concentrate on other things at the same time.

Vampiric Step provides a10% Reduction in movement noise

Enthralling +20 to speech. The vampire has at this point a slight euphoric air about them that gives them a slightly quicker tongue for open ears to hear.

Weaknesses

Aversion to Garlic

Eating Garlic will to 25% damage to you

Those with garlic in their inventory will find their attacks do 5% more damage to you

Affliction to Silver - Silver weapons will do 20% extra damage to you

WeaknessTo Fire - You are 20% weaker to fire

Weakness to Sunlight - When in the sunlight you overall health is lowered and your ability to regenerate health as quickly is. Sunlight is determined by several factors combined. Are you outside, Are the hours between 5am and 7pm and is the amount of light cast on you higher than 90. The exactd damaga are:

-5 Damage Health Value

-5 Damage Magicka Value

-5 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing - To keep with lore, you are not allowed to go where you are not invited. You will take damage at a similar rate as sun damage when in a cell where you are trespassing.

-5 Damage Health Value

-5 Damage Magicka Value

-5 Damage Stamina Value

50% Health Regen

50% Magicka Regen

50% Stamina Regen

Spells

Bite - Drains health of target while stealthed. Absorbes 10% a second. Detection check every second. Can kill target. If it does, target arises as a neutral+aggressive zombie after 10 seconds. Must be sneaking. Chance of detection every second. * Currently this is psuedo working condition

Changing

Risen - Requires you to drain up to 1/2 of a persons blood and
sleep for 12 hours
while the metamorphisis takes place. You can drink 1 person 25% and another 25%, you can drink 5 people 10%, or do 50 Feed Attack Kills in combat

Cure - There will be a quest for the cure.
Currently you're only cure is the default quest line with the game. The game will support some customization which will allow you to starve yourself to a cure if you so choose, but that will not be its default behavior

 

Risen

As a risen you haven't fully left your humanity and some of it's weaknesses behind

Bonuses and Abilities

Fledgling Health Regeneration

+30% Combat Health Regeneration

+30% Health Regeneration

Your body having started to sucumb to the vampiric change is 33% more resistant to poisons

Strength of the Risen

+20 to carry weight

10% Increase in Attack Damage

10% Increase in Bashing Damage

10% Increase in Power Attack Damage

10% Reduction in movement noise

15% Increase in Bow Zoom/Time slow

20% Decrease in Fall Damage

Vampiric Evasion now provides a 20% chance to dodge enemy power attacks

6% Increase in Illusion Magnitude

Wolves, Bears, and Skeevers no longer feel threatened by you and will come to your aid if nearby

Enthralling +10 to speech. The vampire has lost a bit of that euphoric air about them but still maintains a small edge, thought there's something that's just not quite right with that guy

Weaknesses

Aversion to Garlic

Eating Garlic will do 50% damage to you

Those with garlic in their inventory will find their attacks do 10% more damage to you

Affliction to Silver - Silver weapons will do 40% extra damage to you

WeaknessTo Fire - You are 40% weaker to fire

Weakness to Sunlight

-15 Damage Health Value

-15 Damage Magicka Value

-15 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing

-15 Damage Health Value

-15 Damage Magicka Value

-15 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Food will not longer satisfy you nor provide healing qualities.

Spells

Breath of Frost - The player learns a new shout, simily to Frost Breath shouth. This shout will paralyze it's victim between 5 and 15 seconds and do damage over time.

Light Sap - Douse lights from torches, etc,. (TBD)

Improved Vampire's Sight - The vampire has much improved vision in the dark. It is clear, brighter with no fuzzy blurring, and has a slight reddish tint.

Vampire's Speed - At this stage, the vampire has grown quicker, with enough stamina he is able to move faster that those around him and with precision. This effect slows time by 10% while draining stamina.

Changing

From Risen to Master you must drain the 2 peoples worth of blood and sleep for 12 (or more) hours

From Risen to Fledgling you must remain in a fully starved state for 48 hours, and then sleep for 12 or more at one time.

Master

As a Master you've nearly left all humanity behind

Bonuses and Abilities

Master Health Regeneration

+50% Combat Health Regeneration

+50% Health Regeneration

Your body nearly sucumbed now is 66% more resistant to poisons

Strength of the Master

+30 to carry weight

15% Increase in Attack Damage

15% Increase in Bashing Damage

15% Increase in Power Attack Damage

15% Reduction in movement noise

20% Increase in Bow Zoom/Time slow

40% Decrease in Fall Damage

Vampiric Evasion now provides a 40% chance to dodge enemy power attacks

12% Increase in Illusion Magnitude

You no longer have need for oxygen and can survive underwater under the right conditions

You are fully muffled when walking

Raising the dead now takes 1/2 mana

You do not trigger traps

Zombies created by bite are allied to the player

Weaknesses

Aversion to Garlic

Eating Garlic will do 75% damage to you and fully drains stamina and magicka

Those with garlic in their inventory will find their attacks do 20% more damage to you

Having Garlic in your inventory will do 1dmg/sec/clove

Affliction to Silver - Silver weapons will do 60% extra damage to you

WeaknessTo Fire - You are 60% weaker to fire

Weakness to Sunlight

-30 Damage Health Value

-30 Damage Magicka Value

-30 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing

-30 Damage Health Value

-30 Damage Magicka Value

-30 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

-10 to Speech

No longer receive blessings from the divine

Stamina is health bound

Spells

Enthrall - Provides +20 to speech

Blood Rend - Absorbs blood/health of those hostile to you within 20 feet

Command Command Certain Animals

Darken - Casting causes darkness to extend from within, when attacking with weapons, you will do additional damage while absorbing some to replenish health

DarkFire - Does not cast light, Deals 2 dmg/sec to health, 1dmg/sec to magicka and stamina

Fear- Area of effect spell that has a chance to fear enemies that are at the same or lower level of the player

Blink- Player can cast, which will cause them to blink out and back in teleporting up to 50 feet away, causing combatants to lose them.

Invisibility - Player turns invisible for a duration

Raise Dead - Player can cast on corpse and re-animate the recently departed. This will scale with the player. They will not be able to raise anything higher than their own level.

Slow Fall - Slows fall for a short duration

Telekenisis - Able to move/retrieve objects

Vampire's Speed - This effect slows time by 20% while draining stamina.

Changing

From Master to Progenitor you must drain 4.5 peoples worth of blood, kill at least 1 via feeding and sleep for 24 hours

From Master to Risen you must remain in a fully starved state for 72 hours, and then sleep for 12 or more at one time.

Progenitor

Your struggle with humanity is over.

Bonuses and Abilities

Night's Favor - 40% additional stamina regen at night

Progenitor Health Regeneration

+100% Combat Health Regeneration

+100% Health Regeneration

You are fully resistant to poison

Strength of the Progenitor

+40 to carry weight

25% Increase in Attack Damage

25% Increase in Bashing Damage

25% Increase in Power Attack Damage

25% Reduction in movement noise

25% Increase in Bow Zoom/Time slow

60% Decrease in Fall Damage

Vampiric Evasion now provides a 60% chance to dodge enemy power attacks

60% Increase in Illusion Magnitude

You make no sound

Weaknesses

Affliction to Garlic

Eating Garlic will do kill you

Those with garlic in their inventory will find their attacks do 40% more damage to you

Having Garlic in your inventory will do 2dmg/sec/clove to health,
stamina, and magicka

Affliction to Silver - Silver weapons will do 80% extra damage to you

WeaknessTo Fire - You are 80% weaker to fire

Weakness to Sunlight

-45 Damage Health Value

-45 Damage Magicka Value

-45 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing

-45 Damage Health Value

-45 Damage Magicka Value

-45 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

-20 to Speech

No longer receive blessings from the divine

Stamina is health bound

Spells

Enthrall - Provides +50 to speech

Blink- Player can cast, which will cause them to blink out and back in teleporting up to 100 feet away, causing combatants to lose them.

Vampire's Speed - This effect slows time by 30% while draining stamina.

Charm - Vampire will be able to have influence over lower level NPCs to turn them against others in combat

Detect Blood of the Living - Vampire will detect the blood of the living in a 100 ft radius

Levitation - The player can levitate off walls, cliffs, overhangs, etc,. Don't let it run out before getting to the other side.

Light Sap - Similar to light sap, however area of effect.

Summon Fog - Conjures foggy weather to protect the vampire from direct sunlight

Improved Vampire's Sight - Toggleable Night Eye, with removed blur and a slight red tint and better clarity.

Changing

From Progenitor to Sire you must drain 9 peoples worth of blood, kill at least 2 via feeding and sleep for 24 hours

From Progenitor to Master you must remain in a fully starved state for 72 hours, and then sleep for 12 or more at one time.

Sire - update coming soon

 

 

 

Please check out the original thread for history, context, and some changes that are coming down the pipe. We will be having a private alpha test to get some feedback on the implementation looking for specific feedback in regards to fun, balance, scalability at lower vs. higher levels.

 

Thank you,

 

-MM

 

Edit:

Updated General and Fledgling information with more current details.

Updated Risen and Master information

Edited by MofoMojo
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I liked the idea of adding it on to a perk tree but couldnt you just spread it out so that as a vampire when you level up your skills you also gain access to better vamparic abillities? This would take away problems of haveing to move a skill tree and making vampirism focused on a single skill.
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Those are Jakisthe's original ideas with revisions included I assume, correct?

 

Looks awesome! I like the new ranking/deranking system now that ranking up is not purely automatic, and deranking is very difficult since you can't simply wait to pass the time. How long will it take to drain 18 people halfway? I remember reading in the discussions that if you're already fully blood sated, feeding/draining won't count. And that will force you to wait until you're thirsty again to rank up further, right?

 

I think perhaps the water walking should last 2 minutes instead of thirty seconds with the ash. That way if you want to cross a large body of water and jump up a cliff type edge (rather than be forced to travel up a gradual incline), you can do so without needing a ridiculous amount of ash, which will suddenly become far more precious than it used to be. Will this be configurable? I can see this becoming somewhat of a nuisance, especially at early stages of vampirism. Or... instead of increasing the duration of waterwalking, find a way to not be totally dependant on vampire ash, which I bet would get used up very fast without an adequate way to replenish it: What do you think about making extra alchemical recipes that allow you to create another waterwalking substance (or simply more vampire ash?) Also, what about having a toggleable ability that uses stamina in order to swim incredibly fast? When stamina runs out, you sink again in the water. This could allow you to escape from the water without the limited access of gradual slopes. You could quickly swim to the surface of a body of water and either jump (will there be increased jump?) or at later ranks simply change into a bat and fly away. That would be badass.

 

I can't wait to play this mod!

Edited by phil11
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Progress update: We're currently tracking on around 219 bonuses, weaknesses, spells, and other items to flesh out the initial vampirism overhaul. While that sounds like a lot, and it has been a lot of work, many of the bonuses and weakness are variations for use at each of the 5 currently modelled Vampirism Ranks. Of those 219 items (and it grows slowy by day) 37 of those items are not implemented, and 3 others have some basic pseudo or partial implementation.

 

Here's the implementation I am tracking for our Vampires. There are five ranks from Fledgling to Sire. Yellow items are not yet implemented, pinkish are pseudo implementations, or not fully implemented.

 

 

 

General

Feeding

The game keeps track of how much feeding you've done in your current level as well as how satiated/hungry you are from minute to minute. Feeding is the primary method by which you level your vampirism from Fledgling to Sire. After feeding enough you can enter a deep sleep to let the metamorphis occur

The vampire has three ways to feed

Thirst for Blood - The normal feed as done by vannilla skyrim to feed off sleeping NPCs. This has been modified so that kids can be fed upon.

Attack for Blood - During combat when an opponent begins to bleed out and is staggered to his knee, if you are qucik about it, you can perform a feed attack. This will kill your opponent, refresh you with 1% satiation as it's more of an attack than having a snack

Sneak for Blood - Player can sneak up on victims. As long as the victim is NOT aware of them, the player can feed off them. Undetermined how we'll continue to handle this as it needs to scale properly and raise properly alerts

Hunger

Hunger plays a very large role. It is the satiation of lifeforce gained by feeding that keeps you in control, and allows you to exert yourself and exert your will on others. As time goes by without feeding you grow hungrier and hungrier, eventually you literally ee the blood/life force in living creatures, until finally you reach the bottom stage of starvation where your senses, and abilities are diminished, but some strengths and others are enhanced until you can get the glood you crave

Sunlight

Sunlight plays a large factor in the game. The player starts off taking as a Fledgling vampire taking little to no damage in the sunlight, at higher levels the vampire may take 1 to 2 dmg per second, and must seek the shade of a tree, the protection of a cliff overhang or hide indoors from the sunlight from time to time, to allow the damage to repair.

While in the sunlight, whispy streams of smoke witll rise from their body. At higher levels the damage can be so great, you should only venture forth in daylight if the sky is overcast, with rain or dense fog. Use the weather and terrain to your advantage.

The glare from the sun can be intense to your sensitive eyes. As you power grows from a newborn Fledgling into a Sire so will will the overall brigthness and glare from the sun appear, as a warning to stay away.

Garlic

Garlic plays a role in the game. It protects people from being fed upon, if a combatant is carrying garlic all of your attack bonues, and evasion bonuses will be dispelled whilest attacking or being attacked by that attacker. You notice garlic by it's strange pungent smell. Wisps of foul greenish yellow odor rise from the wielder

Silver

Silver is no friend of the vampire. You might want gold instead. Those attacking you will silver will find that their cuts are a bit nastier, a bit deeper than normal weapons.

Factions

There are two factions in skyrim dedicated to the eradication of what they perceive as evil threats. The Vigilant of Stendarr and the Silver Hand. They are readily equipped with both Silver and Garlic and will attack you on sight, for they have inexplicable methods to deduce the wolves from the sheep

Fire

Fire is also no friend to the vampire, it's source related to the sun. Vampires grow ever more prone to the damage caused by fire as they reach later stages, and while at night proximity to fire can be ignored, in the day time, proximity to fire may be enough to strengthen even indirect sunlight to damage you

Disease

As a vampire you are fully resilient to disease

Poison

As a vampire your body still requires blood and the lifeforce it provides to sustain your abilities. As you grow from a weak Fledgling into a Sire you will become more and more resilient to Poisons, but until your body completely gives in, they will affect you to some extent

Customization

Part of the challenge in making a mod that overhauls vampirism is everyone has differing oppinions on how things should play out, such as whether or not you should ever be able to delevel your vampire once it's reached a certain level, or that you should have to eat more often, or less often, that it should take longer to get to the next level, or not. As such, much of these variables that control these things are modifiable. In the initial release, the Console will have to be used to modify the values, but in future releases we will add an ingame menu system that will allow the player to customize their experience a bit to their own liking. Do you want to be able to be cured of vampirism by just starving long enough? It can be modified into it. Do you want to NEVER be able to delevel, you'll be able to configure that, do you want it to take longer to go into a starved state, done.

 

Fledgling

Bonuses and Abilities

Fledgling Health Regeneration provides a 10% Combat Health Regen Bonus

Fledgling Combat Health Regeneration provides a 0% Health Regen Bonus

Fledgling Strength provides a number of things

10% Decrease in Fall Damage

10% Increase in Bow Zoom

3% Increase in Illusion Magnitude

5% Increase in Attack Damage

5% Increase in Bashing Damage

5% Increase in Power Attack Damage

+10 to carry weight

Fledgling Speed - Fledlings are new in their form. They don't have a firm grasp of their abilities.

Vampiric Evasion provies 10% chance that the vampire will evade oncoming power attacks when the powerattack begins, time slows down giving the observant vampire enough time to dodge this well broadcasted attack. Because they are a fledgling, they haven't fully mastered their own speed and having to concentrate on other things at the same time.

Vampiric Step provides a10% Reduction in movement noise

Enthralling +20 to speech. The vampire has at this point a slight euphoric air about them that gives them a slightly quicker tongue for open ears to hear.

Weaknesses

Aversion to Garlic

Eating Garlic will to 25% damage to you

Those with garlic in their inventory will find their attacks do 5% more damage to you

Affliction to Silver - Silver weapons will do 20% extra damage to you

WeaknessTo Fire - You are 20% weaker to fire

Weakness to Sunlight - When in the sunlight you overall health is lowered and your ability to regenerate health as quickly is. Sunlight is determined by several factors combined. Are you outside, Are the hours between 5am and 7pm and is the amount of light cast on you higher than 90. The exactd damaga are:

-5 Damage Health Value

-5 Damage Magicka Value

-5 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing - To keep with lore, you are not allowed to go where you are not invited. You will take damage at a similar rate as sun damage when in a cell where you are trespassing.

-5 Damage Health Value

-5 Damage Magicka Value

-5 Damage Stamina Value

50% Health Regen

50% Magicka Regen

50% Stamina Regen

Spells

Bite - Drains health of target while stealthed. Absorbes 10% a second. Detection check every second. Can kill target. If it does, target arises as a neutral+aggressive zombie after 10 seconds. Must be sneaking. Chance of detection every second. * Currently this is psuedo working condition

Changing

Risen - Requires you to drain up to 1/2 of a persons blood and
sleep for 12 hours
while the metamorphisis takes place. You can drink 1 person 25% and another 25%, you can drink 5 people 10%, or do 50 Feed Attack Kills in combat

Cure - There will be a quest for the cure.
Currently you're only cure is the default quest line with the game. The game will support some customization which will allow you to starve yourself to a cure if you so choose, but that will not be its default behavior

 

Risen

As a risen you haven't fully left your humanity and some of it's weaknesses behind

Bonuses and Abilities

Fledgling Health Regeneration

+30% Combat Health Regeneration

+30% Health Regeneration

Your body having started to sucumb to the vampiric change is 33% more resistant to poisons

Strength of the Risen

+20 to carry weight

10% Increase in Attack Damage

10% Increase in Bashing Damage

10% Increase in Power Attack Damage

10% Reduction in movement noise

15% Increase in Bow Zoom/Time slow

20% Decrease in Fall Damage

Vampiric Evasion now provides a 20% chance to dodge enemy power attacks

6% Increase in Illusion Magnitude

Wolves, Bears, and Skeevers no longer feel threatened by you and will come to your aid if nearby

Enthralling +10 to speech. The vampire has lost a bit of that euphoric air about them but still maintains a small edge, thought there's something that's just not quite right with that guy

Weaknesses

Aversion to Garlic

Eating Garlic will do 50% damage to you

Those with garlic in their inventory will find their attacks do 10% more damage to you

Affliction to Silver - Silver weapons will do 40% extra damage to you

WeaknessTo Fire - You are 40% weaker to fire

Weakness to Sunlight

-15 Damage Health Value

-15 Damage Magicka Value

-15 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing

-15 Damage Health Value

-15 Damage Magicka Value

-15 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Being in direct sunlight or trespassing will cause 1 dmg/sec

Food will not longer satisfy you nor provide healing qualities.

Spells

Breath of Frost - The player learns a new shout, simily to Frost Breath shouth. This shout will paralyze it's victim between 5 and 15 seconds and do damage over time.

Light Sap - Douse lights from torches, etc,. (TBD)

Improved Vampire's Sight - The vampire has much improved vision in the dark. It is clear, brighter with no fuzzy blurring, and has a slight reddish tint.

Vampire's Speed - At this stage, the vampire has grown quicker, with enough stamina he is able to move faster that those around him and with precision. This effect slows time by 10% while draining stamina.

Changing

From Risen to Master you must drain the 2 peoples worth of blood and sleep for 12 (or more) hours

From Risen to Fledgling you must remain in a fully starved state for 48 hours, and then sleep for 12 or more at one time.

Master

As a Master you've nearly left all humanity behind

Bonuses and Abilities

Master Health Regeneration

+50% Combat Health Regeneration

+50% Health Regeneration

Your body nearly sucumbed now is 66% more resistant to poisons

Strength of the Master

+30 to carry weight

15% Increase in Attack Damage

15% Increase in Bashing Damage

15% Increase in Power Attack Damage

15% Reduction in movement noise

20% Increase in Bow Zoom/Time slow

40% Decrease in Fall Damage

Vampiric Evasion now provides a 40% chance to dodge enemy power attacks

12% Increase in Illusion Magnitude

You no longer have need for oxygen and can survive underwater under the right conditions

You are fully muffled when walking

Raising the dead now takes 1/2 mana

You do not trigger traps

Zombies created by bite are allied to the player

Weaknesses

Aversion to Garlic

Eating Garlic will do 75% damage to you and fully drains stamina and magicka

Those with garlic in their inventory will find their attacks do 20% more damage to you

Having Garlic in your inventory will do 1dmg/sec/clove

Affliction to Silver - Silver weapons will do 60% extra damage to you

WeaknessTo Fire - You are 60% weaker to fire

Weakness to Sunlight

-30 Damage Health Value

-30 Damage Magicka Value

-30 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing

-30 Damage Health Value

-30 Damage Magicka Value

-30 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Being in direct sunlight or trespassing will cause 2 dmg/sec

-10 to Speech

No longer receive blessings from the divine

Stamina is health bound

Spells

Enthrall - Provides +20 to speech

Blood Rend - Absorbs blood/health of those hostile to you within 20 feet

Command Command Certain Animals

Darken - Casting causes darkness to extend from within, when attacking with weapons, you will do additional damage while absorbing some to replenish health

DarkFire - Does not cast light, Deals 2 dmg/sec to health, 1dmg/sec to magicka and stamina

Fear- Area of effect spell that has a chance to fear enemies that are at the same or lower level of the player

Blink- Player can cast, which will cause them to blink out and back in teleporting up to 50 feet away, causing combatants to lose them.

Invisibility - Player turns invisible for a duration

Raise Dead - Player can cast on corpse and re-animate the recently departed. This will scale with the player. They will not be able to raise anything higher than their own level.

Slow Fall - Slows fall for a short duration

Telekenisis - Able to move/retrieve objects

Vampire's Speed - This effect slows time by 20% while draining stamina.

Changing

From Master to Progenitor you must drain 4.5 peoples worth of blood, kill at least 1 via feeding and sleep for 24 hours

From Master to Risen you must remain in a fully starved state for 72 hours, and then sleep for 12 or more at one time.

Progenitor

Your struggle with humanity is over.

Bonuses and Abilities

Night's Favor - 40% additional stamina regen at night

Progenitor Health Regeneration

+100% Combat Health Regeneration

+100% Health Regeneration

You are fully resistant to poison

Strength of the Progenitor

+40 to carry weight

25% Increase in Attack Damage

25% Increase in Bashing Damage

25% Increase in Power Attack Damage

25% Reduction in movement noise

25% Increase in Bow Zoom/Time slow

60% Decrease in Fall Damage

Vampiric Evasion now provides a 60% chance to dodge enemy power attacks

60% Increase in Illusion Magnitude

You make no sound

Weaknesses

Affliction to Garlic

Eating Garlic will do kill you

Those with garlic in their inventory will find their attacks do 40% more damage to you

Having Garlic in your inventory will do 2dmg/sec/clove to health,
stamina, and magicka

Affliction to Silver - Silver weapons will do 80% extra damage to you

WeaknessTo Fire - You are 80% weaker to fire

Weakness to Sunlight

-45 Damage Health Value

-45 Damage Magicka Value

-45 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing

-45 Damage Health Value

-45 Damage Magicka Value

-45 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Being in direct sunlight or trespassing will cause 4 dmg/sec

-20 to Speech

No longer receive blessings from the divine

Stamina is health bound

Spells

Enthrall - Provides +50 to speech

Blink- Player can cast, which will cause them to blink out and back in teleporting up to 100 feet away, causing combatants to lose them.

Vampire's Speed - This effect slows time by 30% while draining stamina.

Charm - Vampire will be able to have influence over lower level NPCs to turn them against others in combat

Detect Blood of the Living - Vampire will detect the blood of the living in a 100 ft radius

Levitation - The player can levitate off walls, cliffs, overhangs, etc,. Don't let it run out before getting to the other side.

Light Sap - Similar to light sap, however area of effect.

Summon Fog - Conjures foggy weather to protect the vampire from direct sunlight

Improved Vampire's Sight - Toggleable Night Eye, with removed blur and a slight red tint and better clarity.

Changing

From Progenitor to Sire you must drain 9 peoples worth of blood, kill at least 2 via feeding and sleep for 24 hours

From Progenitor to Master you must remain in a fully starved state for 72 hours, and then sleep for 12 or more at one time.

Sire - update coming soon

You've surpassed yourself.

Bonuses and Abilities

Night's Favor - 200% additional stamina regen at night

Sire Health Regeneration

+300% Combat Health Regeneration

+300% Health Regeneration

Strength of the Sire

+50 to carry weight

30% Increase in Attack Damage

30% Increase in Bashing Damage

30% Increase in Power Attack Damage

30% Increase in Bow Zoom/Time slow

80% Decrease in Fall Damage

Vampiric Evasion now provides a 80% chance to dodge enemy power attacks

80% Increase in Illusion Magnitude

Weaknesses

Affliction to Garlic

Eating Garlic will do kill you

Those with garlic in their inventory will find their attacks do 50% more damage to you

Having Garlic in your inventory will do 50dmg/sec/clove to health,
stamina, and magicka

Affliction to Silver - Silver weapons will do 100% extra damage to you

WeaknessTo Fire - You are 100% weak to fire

Weakness to Sunlight

-60 Damage Health Value

-60 Damage Magicka Value

-60 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Weakness to Trespassing

-60 Damage Health Value

-60 Damage Magicka Value

-60 Damage Stamina Value

Disable Health Regen

Disable Magicka Regen

Disable Stamina Regen

Being in direct sunlight or trespassing will cause 7 dmg/sec

-50 to Speech

Potions have no affect

Spells

Enthrall - Provides +100 to speech

Blink- Player can cast, which will cause them to blink out and back in teleporting up to 300 feet away, causing combatants to lose them.

Vampire's Speed - This effect slows time by 40% while draining stamina.

Call of the Storm - Conjure stormy weather, provides protection and enemy combatants may randomly be struck by lightening

Allure - Remove any attack on sight temporarily (if starved....may remove this spell)

Bite - Kills with generate a full blown follower

Changing

From Sire to Progenitor you must remain in a fully starved state for 5 days, and then sleep for 12 or more at one time.

 

 

 

Please check out the original thread for history, context, and some changes that are coming down the pipe. We will be having a private alpha test to get some feedback on the implementation looking for specific feedback in regards to fun, balance, scalability at lower vs. higher levels.

 

Thank you,

 

-MM

 

Edit:

Updated General and Fledgling information with more current details.

Updated Risen and Master information

Edited by MofoMojo
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I liked the idea of adding it on to a perk tree but couldnt you just spread it out so that as a vampire when you level up your skills you also gain access to better vamparic abillities? This would take away problems of haveing to move a skill tree and making vampirism focused on a single skill.

 

Hi Chow404,

 

That's how it is right now (the way you described) and it probably will stay that way simply from the shear amount of work that's been done up to this point. I had originally (2 months ago) wanted to do Vampirism using a Skill and Perk tree and we'd had some discussion. I had pretty much closed the door until I thought about not necessarily combining two skills/perk trees to make our own, but just simply piggy-backing on one, like destruction. But honestly, I don't want to invest that much time to retrofit what we'd have probably had originally as perks. And honestly, it makes sense to continue down our current path (no perks). We'd discussed having perks open up very unique abilities related to the various Vampire Tribes throughout Tamriel which could be neat, but....I really like being as compatible as possible.

 

-MM

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A quick'ish Teaser Trailer. Doesn't show off much, but it gives a simple taste of things we've added. Not suown are garlic wearing NPC, sun effects, trespassing. Hope you enjoy. I learned a few things watching this. 1) Blood Rend should probably stop working if you're full health, blood rend, still damages for too much, and then...oh yeah, I haven't implemented the scaling damage into anything yet.

 

http://www.youtube.com/watch?v=blaVgu8uT1M

 

-MM

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A quick'ish Teaser Trailer. Doesn't show off much, but it gives a simple taste of things we've added. Not suown are garlic wearing NPC, sun effects, trespassing. Hope you enjoy. I learned a few things watching this. 1) Blood Rend should probably stop working if you're full health, blood rend, still damages for too much, and then...oh yeah, I haven't implemented the scaling damage into anything yet.

 

http://www.youtube.com/watch?v=blaVgu8uT1M

 

-MM

 

the powers/abilities feel kinda stiff being used as spells... it felt like you were one of the Bethesda workers and they told you the game was going to be released in a day; no offense. I'd suggest hotkey-ing the vampiric abilities, and leaving the spells to be as spells.

 

PS: what where the character's attributes?

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A quick'ish Teaser Trailer. Doesn't show off much, but it gives a simple taste of things we've added. Not suown are garlic wearing NPC, sun effects, trespassing. Hope you enjoy. I learned a few things watching this. 1) Blood Rend should probably stop working if you're full health, blood rend, still damages for too much, and then...oh yeah, I haven't implemented the scaling damage into anything yet.

 

http://www.youtube.com/watch?v=blaVgu8uT1M

 

-MM

 

the powers/abilities feel kinda stiff being used as spells... it felt like you were one of the Bethesda workers and they told you the game was going to be released in a day; no offense. I'd suggest hotkey-ing the vampiric abilities, and leaving the spells to be as spells.

 

PS: what where the character's attributes?

 

In the case of Levitation and Slow Fall I'd agree. They absolutely just have place holder (if any) art. Here in lies the problem with the way bethesda configured things. There are only really three ways to use abilities. Left Hand, Right Hand, and the all inclusive (Shout, Lesser Power, Power) button. Vampire's Speed is currently one of those Lesser Powers, as is Vampire's Sight and (not shown) Breath of Frost.. Levitation and Slow Fall could be in that category too, but the offensive spells such as Darken and Blood Rend I think should remain spells. Breath of Frost, which is quite literally a "Voice" that I just give and unlock and similar to Frost Breath...but...more useful...

 

Here's the problem with Powers and Lesser Powers. They're not linked to mana requirements to cast. True, I can check mana and even decrease mana once cast, and do so with the others, but the feedback if you're out of mana is not there. I guess to some extend I could build in some sort of feedback, whether it's audible or visual if you tried to use those powers and you didn't have enough magicka, or stamina (as in the case of Vampire's Speed).

 

So perhaps slow fall and levitation could be ... toggled via power and just drain mana and provide a visual queue somehow that the power is active. The offensive abilities, I'm not so sure about.

 

-MM

 

Edit: We also got a name change on thre thread topic so please join us BACK to the original thread! WOOT!!!

Edited by MofoMojo
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