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Vampirism in Daggerfall is a condition that can affect you after dying from the disease of the same name. You will gain numerous advantages by becoming a vampire, but will have to feed every day in order to survive.
In order to become a vampire, you must first acquire the associated disease from a vampire or vampire ancient. The chance of catching the disease is very low (0.6% chance per hit), so getting the disease may take some time and patience. Once you have the disease, you will have to die. Once you die, you will receive a notification saying "Death is not always eternal. For some it is merely a time of waiting. Now is your time of waiting. Be patient and all will be revealed..."
After receiving the notification, you will awake. Your character portrait will now show you with blood on your face, and standing in a graveyard. You will have all of the spells and benefits associated with the bloodline of the region in which you died in. After you awaken as an undead, you will be able to undergo the Rite of Acceptance.
When you become a vampire, you will gain +20 to every attribute except luck; +30 to your Climbing, Critical Strike, Hand-to-Hand, Jumping, Running, and Stealth skills; gain spells for Levitation, Calm Humanoid, and Charm Humanoid; immunities to paralysis, disease, and weapons made from iron and steel. These benefits only apply while you are a vampire; if you are cured, these benefits will be lost to you.
After becoming a vampire, you will take continuous damage from holy places and sunlight, as well as having to feed. Unlike lycanthropy, it is not required to feed on an innocent; you can feed on any creature in the game. If you fail to feed every day, you will be unable to rest. This will prevent you from leveling up, though fast traveling can solve the problem of regenerating resources. These disadvantages do not persist if you are cured.
Vampires are social creatures who organize themselves within their bloodline. Naturally this clannish tendency has created competition among the various bloodlines, as their mutual competition for resources has placed them in oligopolistic competition because the collective goals are exclusive in nature; to dominate in the ascendant position requires placing the remaining eight bloodlines in a submissive position. Though they are secretive, they are but a few of the hundreds of political dynasties and factions present within the Empire; they do not control the world from the shadows.
Each bloodline occupies a specific space. Within the Iliac Bay region (the High Rock and Hammerfell provinces) there are nine bloodlines. The territorial divisions operate similarly to cartel-arranged market-shares.
The following table provides a summary of each bloodline and the benefits of being a member:
|Bloodline||Bloodline Gift||Bloodline Territory||Enemies||Allies|
|Anthotis||+20 to Intelligence Attribute||Alik'r Desert, Antiphyllos, Bergama, Dak'fron, Tigonus||Thrafey|
|Garlythi||Shield Spell||Northmoor, Phrygias||Selenu, Lyrezi|
|Haarvenu||Ice Storm, Wildfire||Anticlere, Ilessan Hills, Shalgora||Montalion|
|Khulari||Paralysis Spell||Dragontail Mountains, Ephesus, Kozanset, Santaki, Totambu||Anthotis|
|Lyrezi||Invisibility Spell, Silence Spell||Alcaire, Isle of Balfiera, Koegria, Menevia, The Orsinium Area, Wrothgarian Mountains||Garlythi|
|Montalion||Free Action Spell†||Bhoriane, Gavaudon, Lainlyn, Mournoth, Satakalaam, Wayrest||Selenu|
|Selenu||Resist Cold Spell, Resist Fire Spell, Resist Shock Spell||Abibon-Gora, Ayasofya, Cybiades, Kairou, Myrkwasa, Pothago, Sentinel||Montalion, Vraseth|
|Thrafey||Heal||Daenia, Dwynnen, Ykalon, Urvaius||Anthotis||Vraseth|
|Vraseth||Nimbleness Spell||Betony, Daggerfall, Glenpoint, Glenumbra Moors, Kambria, Tulune||The Travelers League||Thrafey|
† Some would debate the value of Free Action to one who is immune to paralysis
Since the you have technically "died" in the process of becoming a vampire, your reputation with all factions is reset. You are now a new and just born individual.
In addition, all guild memberships are revoked. Since you have died, you lose all ranks and privileges in any guild of which you were a member. This is not permanent in most cases, but regaining ranks may be tedious. Considerable time and effort must be spent to (again) ascend the ranks of the guilds, but may be accomplished by simply rejoining the guilds and undertaking quests.
However, guilds which operate by invitation, such as the Thieves Guild or the Dark Brotherhood, are a different trouble. Since you can only join those guilds once, then acquiring vampirism after admission into those ranks prevents you from rejoining those guilds at all, under any circumstance. However, if you have not joined such guilds, they do retain the option to join even in your undead state, and you simply need to trigger the conditions from which an invitation is extended.
It is possible to be cured of vampirism, which will not "reset" the character as acquiring vampirism does, but merely remove both the benefits and penalties of being a vampire from you. Since guild membership is not affected, any "lost" chances at Thieves Guild or Dark Brotherhood remain "lost"; i.e. you may only belong to either of those guilds once and only once, and acquiring vampirism irrevocably ejects the character from those guilds if the character was a member of those guilds. If you never joined an invitation-only guild, you are still eligible to join, and merely must trigger the invitational events. Likewise, if you were admitted to those guilds after becoming a vampire and were later cured, your guild memberships would not be affected.