Morrowind:Vampires
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[edit] General Information
It is possible to become a vampire in the game, which will open up eleven new quests and a few unique rewards and challenges. Vampirism is considered a disease and all you have to do is to be bitten by a vampire. Be aware that there is no actual bite, only melee combat counts, their spells can't transmit the disease. With each hit, you have a small chance of being infected. A good way to catch the initial condition Porphyric Hemophilia is to repeatedly search the body of a slain vampire. If you are immune to disease, like after being cured from Corprus, you're immune to this as well, unless you cast Weakness to Common Disease on self, preferably of 100 pt. magnitude.
A list of all named Vampires is found here; choose your Sire Vampire carefully, as this will determine your bloodline and possible clan.
[edit] So you got infected, now what?
Once you catch vampirism, you can cure yourself with any form of Cure Common Disease, or see a healer or altar anytime within three days of being bitten. After the three days, however, you will wake up as a full-fledged vampire. You will know for sure you are a vampire by the dream that awakens you after the 72 hour curing period expires. Note that some versions of the game have a shorter period then three days, so if you don't want to become a vampire, don't put off the cure until the last minute.
[edit] Pro & Cons
You receive a number of bonuses to your Attributes, Skills, and other abilities upon becoming a vampire, depending on which clan you are in. Your clan will be in the same bloodline as the vampire that bit you.
- +20 to Strength, Willpower, and Speed.
- +30 to Sneak, Athletics, Acrobatics, Hand-to-hand, Unarmored, Mysticism, Illusion, and Destruction.
- Immune to Paralysis and Common Disease.
- +50% Resistance to normal weapons.
- Vampire Touch spell, Absorb Health 10-30 points on touch.
- Berne Clan: +20 to Agility, additional +20 to Sneak, Unarmored, and Hand-to-hand.
- Aundae Clan: additional +20 to Willpower, +20 to Short Blade, Mysticism, and Destruction.
- Quarra Clan: additional +20 to Strength, +20 Blunt Weapon, Hand-to-hand, and Heavy Armor.
Apart from skill and attribute bonuses, a few useful artifacts such as Eltonbrand and the Darksun Shield are only available as a Vampire.
Of course, there is a downside to becoming a vampire. You do not regenerate health when you sleep (though fatigue and magicka are unaffected). The only ways to regain health are via the Vampire Touch or any Absorb Health spell or with Restore Health spells and items. Additionally, during daylight hours from 6 a.m. until 8 p.m., you will take Sun Damage up to 5 pts. a second, if you're outside. You'll either have to stay indoors for those hours or equip Constant Effect Restore Health items to counter the life drain. You'll also take increased (+ 50%) Fire Damage from spells and weapons and very few people will want to talk with you. Aside from the Mages Guild and House Telvanni, everyone will either shun you or try to kill you. This can make travel much more difficult, as boatmen, Guild Guides and Silt Strider caravaners will not transport you. Of course, this might ruin a good portion of the game for some people, so be wary of the disadvantages before committing to vampirism. Most of these disadvantages can be overcome with strategy, however.
Fortunately, there is a cure, though obscure and difficult to find. Once you take it you cannot become a vampire ever again.
[edit] Living As A Vampire
The simplest way to survive as a vampire is to simply complete your clan's quests and feed on the cattle. A vampire can easily exist on a farm, such as the Dren Plantation, collecting plants with restorative properties from the fields whenever possible. A more exciting existence as a vampire can be found by traveling the countryside and staying in ancestral tombs, Kwama mines, and caverns, although this is primarily only a role-playing experience. The Armorer skill is very useful when playing as a vampire, as it is otherwise difficult to have your items repaired. Speechcraft and Personality are also vital in order to live a more civilized life as a vampire. A high personality will allow you to bypass many of the attempts to shun you, and training your Speechcraft will aid you in raising low dispositions that are a result of vampirism.
[edit] Vampire Clans
There are three clans, or bloodlines, of vampires that you can be in the game: Stealthy Berne, the Mages of the Aundae, or the brawny Quarra. You take your bloodline from the siring vampire that infected you, yet that does not make you a member of a clan automatically. Though most vampires belong to one of the three bloodlines, there are five vampires that operate independently of the clans, and there are clan-less, generic vampires of no bloodline.
Just because you're of their bloodline, don't expect a warm welcome. The members have low disposition towards you, though aren't hostile. Their leaders see you as an abomination, a freak mistake at best, and therefore expendable. You'll have to earn your trust and access to the clan's services by doing tasks of various kind. Each clan has two quests which are offered only to its members. There are also eight general quests open to members of any bloodline. Thus, you are limited to ten of the possible fourteen vampire quests in the game.
[edit] Vampire Quests
| General Quests | |
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| Clan Aundae's Quests | |
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| Clan Berne's Quests | |
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| Clan Quarra's Quests | |
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[edit] Notes for the Life as a Vampire
- Boots of Blinding Speed helps with the speed of your Levitation.
- Absorb Health weaponry and spells are even more useful, given that you can't regain health through sleep.
- Access to the Propylon network for fast-travel, since other options are limited.
[edit] Vampire Cheats
The initial stages of Vampirism are given by a single spell effect named Porphyric Hemophilia with the following spell IDs:
*vampire blood aundae *vampire blood berne *vampire blood quarra
To give yourself this initial stage of Vampirism you can simply use the console command:
player->AddSpell "vampire blood aundae"
or one for the other two vampire clans. The global script VampireCheck is continually running and will cause the player to permanently become a vampire after three days of having one of the above spells. The Porphyric Hemophilia can be cured with a regular Cure Disease spell in the initial three days of infection. When you are a vampire you get the spells with the following IDs:
*"vampire berne specials" or "vampire aundae specials" or "vampire quarra specials" *vampire attributes *vampire skills *vampire immunities *vampire sun damage *vampire touch
The global variable PCVampire is also set to 1, the global VampClan set to 0/1/2 and the Porphyric Hemophilia spell is removed (done via the Vampire_Aundae_PC and two other related scripts). Being cured is simply removing the above spells from the player and setting the globals PCVampire and VampClan to -1 (so the player cannot be reinfected). This is done via the Vampire_Cure_PC global script. If you have been previously cured of Vampirism and want to become reinfected the simplest method would be to use the console command:
set PCVampire to 0
which will allow you to catch the Porphyric Hemophilia as normally.
"Day Walker" Cheat (Xbox only): You can walk as a vampire in daylight if you use the following cheat. Go to your health bar on the character stats and press buttons in the following sequence: Black, White, Black, Black, Black then press and hold the "A" button; while holding the "A" button press the "B" button.
[edit] Bug
- If you are also a Werewolf and catch Vampirism you will turn into a werewolf with a vampire head. Apart from the optical nuisance, there are several errors in Attribute calculations. See this 3rd. party mod as a possible fix here.
This bug is fixed by the Unofficial Morrowind Patch.

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