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    Vampirism FAQ by Itemloop

    Version: 1.0 | Updated: 10/17/12 | Search Guide | Bookmark Guide

    0. Legal Stuff and version history
    This document is (C) 2012 Itemloop. All rights reserved. Only Gamefaqs.com is
    given permission to host this document. Do not remove this tag under penalty of
    10/17/2012 - Version 1.0. First version of FAQ submitted.
    1. Table of Contents
    	2. Intro [INRO]
    	3. How to become a vampire and choose your bloodline [TURN]
    	4. The benefits [BENE]
    	5. The drawbacks, and how to deal with them [DRAW]
    	6. Clever vampire survival tricks [VSUR]
    	7. Other things you should know [MISC]
    	8. Outro [ENDS]
    2. Intro [INRO]
    Ah, vampires. Some love them, many do not. Defined as a person who drinks the 
    blood of the living, vampires and their characteristics have been changed and 
    reinvented throughout the ages, and The Elder Scrolls series is no exception.
    In Arena, vampires were little more than critters you beat up for experience
    points. Starting at Daggerfall, the protagonist is given the chance to become
    one of these predators of darkness (well, this is usually the case. Sometimes
    vampirism is acquired through ignorance or bad luck). Whether it's worth it or
    not is ultimately up to the player, though practically speaking the vampires of
    Morrowind and Oblivion do not get quite so many benefits as Daggerfall vampires
    do, and their drawbacks tend to be harsher. Morrowind vampires in particular
    cannot interact with almost any living person without being shunned or
    attacked, so once the vampire quests are done and Eltonbrand is obtained there
    is very little reason beyond modding and/or roleplaying to remain a vampire.
    Daggerfall vampires have it good. Despite what the paper doll may show you no
    normal person you talk to will flip out simply because you're a vampire. The
    damage from sunlight is not that dangerous for even middle level vampires
    provided they have resources, and Daggerfall is the only game in the series in
    which the Shield spell blocks the damage from sunlight and holy places. The
    abilites they get are strong, and they are the only playable vampires in the
    series who are naturally completely immune to certain weapon attacks; vampires
    of later games need help from items to null damage from mundane weapons.
    Daggerfall has the most bloodlines (even if some suck) which is more than can
    be said for Oblivion. Teleportaion, too, is a huge advantage, making the sun
    even less of a threat unlike Oblivion vampires who need to wait until night if
    they haven't fed, and especially Morrowind vampires who have no means of
    eliminating sun damage other than outhealing the damage with spells, potions
    and enchanted items with enough Constant Effect Restore Health and who cannot
    make use of travel options such as boats, striders or Guild Guides as the
    relevant NPCs will be frightened of them. Fast travel is Daggerfall doesn't
    even let the sun hurt you while traveling!
    This FAQ is the culmination of my experiences with playing Daggerfall vampires,
    and the advice contained herein will help you make your vampire character a
    more powerful and serious contender in the dungeons while at the same time help
    you not get tripped up with the disadvatnages of vampirism. There are both
    common knowledge and a few but important strategies that haven't been made
    public on any popular sites, until now.
    Read now, and know the children of Molag Bal.
    3. How to become a vampire and choose your bloodline [TURN]
    So how do you become undead?
    Sadly, it's mostly up to luck. You have to get hit and take damage from a
    physical attack made by a vampire or vampire ancient. That hit must transmit
    the vampirism disease, and you must not catch any other disease, or you WILL
    DIE when you turn (if you survive the incubation period, anyway). If you do
    catch both vampirism and a normal disease you'll have to cure yourself and try
    again. This is made even worse by that fact that vampirism has a very low
    chance of infecting you so you will need to take lots of hits without dying.
    If you have vampirism, you will know when you rest for at least one hour
    because you will get a dream about some woman getting killed. After three days,
    you will die, three weeks will pass and you'll rise as a vampire in a random
    dungeon in the region if there is one. If there aren't any dungeons in the
    region (you turn on your ship, for example) you rise where you died. If you
    turn while fast traveling you will arrive as a vampire.
    What bloodline you have is determined by where you turn, not where you caught
    the vampirism. It doesn't matter if you catch it in Daggerfall, if you turn in
    Sentinel you will be of the Selenu, not Vraseth. If you have teleportation
    choosing your bloodline becomes easy, just get vampirism in a dungeon where
    there are lots of vampires and warp to the region of your chosen bloodline.
    Teleportation also makes it trivial to escape whatever dungeon you get buried
    in when you turn.
    4. The benefits [BENE]
    Nobody would want to be a vampire if there weren't any perks. Unlike vanilla
    Morrowind and Oblivion, vampires in Daggerfall get powerful upgrades and
    abilities that make dungeon crawling much easier AND there is no chance that
    NPCs will even realize that you're a vampire, never mind attacking or shunning
    you for being one. This makes vampirism icing on the cake rather than anything
    truly earthshattering.
    To wit, all PC vampires get the following:
    A) Each attribute except Intelligence gains 20 points (but may not exceed the
    limit of 100)
    This is amazingly potent. Right there is a net gain of 140 stat points just for
    being a vampire. It's the rough equivalent of 28 levelups in terms of gained
    stat points, or four and two thirds Oghma Infinitums. Needless to say, this
    lets you max out your stats without the assistance of enchanted apparel or
    buffs, or at least come very close to doing so.
    B) Six skills get increased by 30 points. This CAN exceed the normal max of
    Climbing, Critical Strike, Hand-to-Hand, Jumping, Running, and Stealth are the
    skills boosted, and luckily none of them are worthless. A Critical Strike above
    100 will continue to add accuracy and extra damage to all physical attacks you
    make. Hand-to-Hand will do more damage, and when it maxes it will be comparable
    to Daedric weapons in pure Damage Per Second while continuing to be always
    accessible, weightless, never needing repair, and able to harm any monster
    regardless of material immunities.
    Stealth only makes combat even easier, whether it leads to brutal Backstabs or
    avoiding enemies entirely, and the last three makes your PC able to move around
    dungeons faster and better, not to mention it aids in escaping from battle and
    the guards.
    C) Gains the special vampire only versions of Levitate, Charm Humanoid, and
    Calm Humanoid. All bonus spells vampires get have one quarter of their usual
    cost, and this cost can be less than the mortal minimum of 5. The star spell
    here of course is Levitate, letting you fly over city walls, pits and monsters
    alike for a generous discount.
    D) Become immune to Paralysis, Disease, and all iron and steel weapons.
    To be honest, Paralysis immunity isn't that great, what with Free Action being
    one of the cheapest buffs you can cast and items that can cast it for you. And
    if you become diseased enough that disease immunity looks really attractive,
    then something is very wrong with how you play. The Mages Guild sells the
    spells of Cure Disease and Recall even to non-members, so you can cure disease
    yourself or teleport straight to a temple.
    If enemy humans can't hit you with spells and iron or steel weapons are the
    best they can wield, then they can't hurt you period. This doesn't protect
    you from non-humans that carry weapons, or humans that have silver or better.
    Still, it's something that makes conflict with the leveled class human enemies
    a little less painful.
    As well, a vampire gets more bonuses depending on which bloodline said vampire
    belongs to. These bonuses can complement your playstyle perfectly or be
    effectively worthless, so choose your bloodline carefully.
    Anthotis	+20 to Intelligence Attribute	Alik'r Desert, Antiphyllos,
    Bergama, Dak'fron, Tigonus
    Gets you another twenty stat points for a total of 160 points, and it also
    means that, depending on what Increased Magery advantage you (didn't) pick at
    character generation, you get 10 to 60 extra maximum spell points to play
    around with.
    Garlythi	Shield Spell		Northmoor, Phrygias
    This bloodline has the easiest time dealing with sun and holy place damage as
    well as physical attacks due to the discounted Shield spell.
    Haarvenu	Ice Storm, Wildfire	Anticlere, Ilessan Hills, Shalgora
    Best bloodline period for munchkins. Why? Because you can absorb your own
    spells, and even though the Ice Storm spell is discounted you get back the
    original, more expensive spell cost when absorbed! This means you can
    practically have infinite spell points just by blasting yourself with Ice
    Storm, if you have absorption, due to this oversight. However, I understand if
    you do not want to abuse that; that's fine, the other bloodlines are there to
    be picked.
    Khulari		Paralysis Spell		Dragontail Mountains, Ephesus,
    Kozanset, Santaki, Totambu
    Many many things are vulnerable to paralysis, like liches and all Daedra except
    for the Lords. This bloodline gift lets you make your enemies helpless for
    Lyrezi		Invisibility Spell, Silence Spell	Alcaire, Isle of
    Balfiera, Koegria, Menevia, The Orsinium Area, Wrothgarian Mountains, High Rock
    Sea Coast (where your ship is)
    One of the weaker bloodlines, Silence is useless for preventing magical damage
    as it's a touch spell and casters either blow you up from a distance or empty
    all of their spell points into you the moment they enter melee range. Spell
    resistance, absorption and reflection are all much better at dealing with
    hostile magic. Invisibility is also a disappointment because it wears off when
    you hurt something, as it's the Normal type, not the True type.
    I recommend that you skip this bloodline and do not get turned on your ship.
    Montalion	Free Action Spell	Bhoriane, Gavaudon, Lainlyn, Mournoth,
    Satakalaam, Wayrest
    ...yeah. Lore states that the Montalion clan is supposed to get Teleport which
    would make the bloodline gift actually useful, but due to a bug it is instead
    the most worthless bloodline in the game. Do not even bother, there isn't even
    any comedy value in making yourself double immune to paralysis.
    Selenu		Resist Cold, Resist Fire, Resist Shock	Abibon-Gora, Ayasofya,
    Cybiades, Kairou, Myrkwasa, Pothago, Sentinel
    Since casters do fling lots of elemental spells at you this bloodline is much
    better at handling enemy spellcasters than those of the Lyrezi. That said,
    spell resistance, absorption and reflection are still better at preventing
    magic damage because they don't care what element the spell is.
    Thrafey		Heal			Daenia, Dwynnen, Ykalon, Urvaius
    Noob friendly bloodline, healing wounds is always nice and sun and holy place
    damage becomes less of an issue. Preventing damage is always preferable to
    healing it, however, and the other good bloodlines are better at not getting
    beaten up in the first place.
    Vraseth		Nimbleness Spell	Betony, Daggerfall, Glenpoint,
    Glenumbra Moors, Kambria, Tulune
    Second weakest bloodline after Montalion. Gee, boosting Agility is nice and all
    but Agility by itself is not enough to sway difficult battles in your favour.
    This is even assuming you're not wearing something enchanted with Nimbleness,
    or that your Agility isn't already maxed out. Haarvenu is better at killing
    things, Garlythi is better at not getting pulped, and Khulari is better at not
    letting enemies act in the first place and at getting free access to their
    backs, where Backstabbing boosts their accuracy. Skip this one.
    5. The drawbacks, and how to deal with them [DRAW]
    Of course, vampirism isn't a strict upgrade. Bethesda put in downsides for
    vampires as well, so that players should have to think about whether they
    really want their character to join the ranks of the night creatures. There
    are three significant downsides of vampirism, and all of them combine to make
    playing as one rather inconvenient:
    A) Damage from holy places. While the damage from holy places is thankfully not
    that great, it makes loitering and being passed out - and for Fighter Trainers,
    resting - a dangerous prospect if you're not on top of your affairs. Lower
    level vampires in particular are susceptible to the damage ticks even if they
    are rather spread out, simply because they have lower hp and less resources to
    draw on.
    Even worse, the constant damage ticks will allow guards to identify and attempt
    to arrest you even if you're invisible and at the other end of the temple. This
    makes life harder for those who prefer to snack on the townspeople.
    Fortunately, while business with, and questing for, temples involve going to
    holy places (obviously) you need not spend very long in them. Get in, do your 
    thing, get out, and if you didn't dawdle then the damage you take will be
    minimized. You can even heal the constant damage with regeneration or protect 
    yourself from it with the shield spell effect; little facts you'll like
    if you need to burn some hours in a temple or Fighter Trainer.
    B) Damage from sunlight. Sunlight, as Daggerfall defines it, involve being
    outside during the hours of 6:00 to 18:00. Most of what applies to holy places
    also applies to being out when it's daytime - constant damage ticks that will
    soil your reputation should you catch the attention of the local law
    Sun damage inflicts upon you one additional limitation - you can't initiate
    fast travel during the day. Sure, it doesn't stop you from making trips that
    last more than one day, but if it's not nighttime that map of the Illiac Bay
    will refuse to come up. It is this limitation combined with the last drawback,
    that creates the dreaded situation known as being stuck in the boonies unable
    to travel out or rest/loiter and thus having to wait actual, real seconds of
    time waitng in some mud hut for that accursed yellow disc to finally go down.
    It tries the patience of the player and it is not fun at all, and Bethesda
    really dropped the ball on that one.
    In general though, you should treat sun damage as you would holy place damage.
    Don't remain outside for longer than you have to, don't break the law, use
    shelter, watch your fatigue bar, and heal yourself regularly if regeneration or
    shielding isn't already taking care of the damage for you. Banks, after all,
    aren't open during the night, and townspeople only walk around during the day,
    so chances are you will need to be able to deal with sunlight.
    C) Finally, you cannot loiter (WHY?) or rest if you have not killed anything
    within the last 24 hours. If your vampire gets hungry when he or she sleeps, or
    is hungry when passed out, then neither Health, Fatigue, or Spell Points will
    recover from rest.
    I can understand not being able to sleep and heal while doing so if your
    vampire is not sated. What I don't get however, is not being able to loiter. No
    matter how much time passes since the last feeding, vampires are always able to
    stand around, goof off, and if it's night, fast travel, but if they're hungry
    they can't hit the fast forward button when simply standing around?
    It gets worse when actual travel times are taken into account. Dungeons and
    cemeteries are not always a stone's throw away, and you can be left with little
    time on the clock even if you travel from dungeon to town Recklessly and paying
    for inns, with a horse in your possession (which is the fastest way to travel
    barring the use of teleportation). If you want to make sure you have time to
    rest in town after a feeding, you should first Cautiously travel to the dungeon
    or graveyard closest to your destination. This makes sure that you arrive
    at night (a bone that the developers did toss to characters that have the sun
    damage disadvantage) at a place where you can eat without the law or the Dark
    Brotherhood sticking their noses in. After killing something, you then leave
    and travel Recklessly, using Inns, to your destination. You'll spend a pittance
    to make sure you arrive in town satiated.
    If you're clever you can even use quests to feed you without having to make
    detours! The Fighter's Guild quest where you are sent to rid a local's house of
    a wild animal is the perfect example, as it lets you safely feed in any town
    that has a Fighter's Guild or Fighter Trainers. You even get paid for it!
    Quests that send enemies after you as long as the quest is active, such as the
    quest for witch covens where you have to deliver a potion to a Mages Guild,
    will also give you meals in a pinch. If you have a couple hours left on your
    feeding timer you can even pull guard duty for the local Mages Guild, as that
    will always give you Nightblades or Thieves you eat after you wait a moment.
    Avoid trying for quests that involve other towns, as it's random which town,
    for example, the temple sends you to, to rid a house of an undead critter. That
    defeats the purpose of getting easy guard-free kills and can decrease your rep
    with the questgiver's faction should you fail it or don't report back.
    One more thing. The towns of Daggerfall, Wayrest, and Sentinel are unique in
    that, other than being important for the Main Quests, they all have a Castle in
    them that is actually a dungeon! Even better, since they are dungeons you will
    never get in trouble with the law or get a possibly unwanted DB invitation
    no matter what you do in them! You see those humanoid enemies just waiting
    around the entrances and throne rooms, that you can kill? Other than the
    usual effects of combat with humans there are no bad things that will happen to
    you should you kill them and take their stuff. Nobody cares what happens to the
    initially pacified class enemies (primitive game engine and all that), they 
    will still give you quests and their personal guards might as well don't exist,
    the way the nobles act. This means that you can always safely feed in the towns
    of Daggerfall, Sentinel, and Wayrest, regardless of the time of day and even
    after Lysandus' ghost has been put to rest. The spectral army is diet food
    anyway. :)
    6. Clever vampire survival tricks [VSUR]
    So if you can't or won't for whatever reason stop at a local joint for some
    fast food, and you rightfully fear being stuck in the sun with no way to find
    shelter or blood, then how can you deal with the vampire's weaknesses? Well,
    believe it or not there are ways to pull your starving backside out of the fire
    and back on track, and they are all done with the use of already existing game
    mechanics. Use them, abuse them, and you may find that your time as a vampire
    is more agreeable and fulfilling.
    (This FAQ is (C) Itemloop and hosted only at Gamefaqs.com. If the author of
    this FAQ is not credited to Itemloop, email me at Itemloopgfaqs(at)hotmail.com)
    A) Get a ship. Everyone should get a ship. They're like houses and rented
    tavern rooms, except you can access them via transport menu anytime you're
    outside and is therefore far more useful than a building. It is THE major
    investment any and every character should make regardless of build or
    playstyle, as it's really hard to argue with what is essentially a free
    portable room with storage space. Ships also let you travel by ship for free,
    but nobody cares about that.
    Vampires will especially like their ship, as it grants them almost instant
    shelter from sunlight no matter where they are on the map, and the storage
    areas below deck is as safe as you can get in this game. However, there is also
    an oversight from the developers that lets you feed inside your ship anytime
    you want, provided you've made up your mind about the Dark Brotherhood: punch
    your door. That's right, go below deck, face the door leading outside and start
    abusing it. The inside of your ship is treated as a building interior by the
    game, therefore the game thinks you're trying to break and enter into your own
    This summons magical guards from the ether who will try to arrest you. Of
    course turning yourself in defeats the entire point of hitting your own door,
    but the thing is, your ship doesn't actually occupy the same location you do
    when you get off of it. See, both of the buyable ships are located in the very
    upper left corner of the map. That means you can't see yourself or your ship
    should you bring up the fast travel map. It also means that if you fast travel
    directly from your ship, you will physically embark from said corner of the map
    (Scourg Barrow will be a *very* long way away...). If you check your location
    when on or inside your ship, it will tell you that you're on High Rock sea
    coast. Get identifed by the magical guards, and your reputation will suffer;
    unlike any region with actual people in it however, your legal rep on the coast
    has no effect on the game whatsoever. So feel free to mercilessly massacre
    machoistic magical men of law on your vessel; their blood is as good as anyone
    else's and literally no one else in the entire game will care.
    No one, that is, except the Dark Brotherhood. You ARE killing guards after all,
    even if they apparently swim all over the coast. Killing guards on board your
    ship is legally speaking the safest way of triggering the invitation. Do be
    aware of that, and plan accordingly.
    Speaking of the law, any character can escape to their ship if they are outside
    and guards come for them. You can't fast travel when there are enemies, but you
    CAN change your transportation, even if you get a snack in broad daylight. :)
    B) Use teleportation. The best places for an emergency anchor are the cities of
    Daggerfall, Sentinel, and Wayrest, as these locations combine fully functional
    towns with a dungeon you can feed in. Even though the Teleport spell is one way
    only, it is still very valuable even when you do not need an emergency getaway
    simply becuase it is instant travel that ignores the presence of sunlight. You
    need to report back to your questgiver? Save yourself time and headaches by
    putting an anchor right in front of him and when you're done just warp back
    instead of bothering to keep yourself fed and watching the clock; this is
    exceptionally useful when you can only speak to your questgiver at certain
    times of the day and/or when the deadline is tight.
    If you are high enough rank in the Mages Guild to be able to teleport, you've
    got it made. The Traveler's League practically halves your trip times, and if
    you set an anchor at the Guild then you will have two-way teleportation. For
    non-vampires this is a gigantic boon, and for vampires a godsend. You
    still can't teleport from guilds during the day (I have no clue if the
    developers intended that or not) but as long as you can still effectively wait,
    that's not a problem.
    C) Use items to get you meals. If an item has a soul bound to it, and that item
    breaks, then whatever was bound is released into the area and will attack you.
    A vampire can take advantage by binding a rat or some other weak critter into
    an article of clothing or something else not valuable and then when he or she
    needs to feed right now the item can just be used until it breaks. Cast When
    Used: Stamina is the cheapest enchant you can put on your meal tickets. Combine
    that with Azura's Star and the cost of making the meal tickets is kept at a
    For vampires who can't be bothered with making meal tickets, or aren't members
    of the Mages Guild or Temple of Julianos, an alternative is getting the
    Sanguine Rose. The Daedroths that it summons will nourish just fine, the only
    hard part is summoning Sanguine in the first place. Get a witch coven to do it
    for you (you might have to wait a while) because quite frankly, you will not
    want to wait for the proper summoning day, and that's assuming you have access
    to a Summoner.
    D) Pass out.
    No, I'm serious. When your Fatigue zeros out an hour always passes by no matter
    what. Usually this is a bad thing, but by brutal exploitation of this game
    mechanic, you can force your vampire to loiter whenever you want. Let me
    repeat: This makes your vampire pass the time one hour at a time no matter how
    long it has been since the last feeding!
    There are two things you need to make the most of this unintentional side
    effect: a safe place to pass out, and a way to recover the spent Fatigue. The
    former is handled by your ship, and the latter is done by spell, item, or
    Cautious fast travel assuming it is night. The best way to quickly empty your
    red bar is to stand under an archway - the hole that a door would occupy - and
    hold down your jump key. You will jump extremely fast and level your Jumping
    while you're at it, and your Fatigue will plummet. Since you haven't fed you
    will not recover any Health, Fatigue, or Spell Points when you do this, and
    every time you collapse one hour will pass. When you're done heal your Fatigue
    and go about your business.
    Do not do this if you are expecting enemies, or are in a dungeon, or outside,
    or in a temple or Fighter Trainer. You will still take sun and holy place
    damage while unconscious and even the weakest, most feeble enemy will kill you
    dead if it stumbles across you while you're out. But this trick is loitering in
    a roundabout way, a workaround without mods or cheats for something vampires
    should have been able to do in the first place.
    E) Get your wagon to write you letters of credit. Sounds like more lunacy,
    right? Well, you know when you sell things to a merchant, and if that merchant
    gives you more gold than you can carry he writes you a letter of credit
    instead? And when you click your wagon button from a sell or identify screen
    and leave without clicking any of your inventory tabs at the very top of the
    screen and therefore still have your wagon contents on the left column of
    items, you directly have access to your wagon, even in dungeons?
    This trick makes use of both a legitimate mechanic and a glitch at the same
    time. With the wagon contents on your left side of the inventory screen, if you
    click on a pile of gold, it normally goes into your actual character inventory.
    But if doing so would overencumber you, it goes into your character inventory
    as a letter of credit, ignoring encumbrance. This happens because you've
    tricked the game into thinking your wagon inventory is your personal inventory,
    and not only does this let you carry far more loot, but it makes the game
    consider your wagon space rather than your own space when deciding whether you
    can pick up more gold. And when you do, the coding for selling items activates
    and the gold becomes a letter of credit. This isn't like later games where
    becoming overburdened stops you from moving, a current weight larger than max
    weight will not hinder movement in the slightest.
    As you can imagine, this trick gets you a lot of letters very quickly, but it
    is valuable for vampires because it means they do not have to make nearly so
    many bank runs, and banks are only open during the day. Two caveats though:
    One, quest items are the exception to the glitch. They behave differently when
    being collected and the game will ignore your wagon when checking to see if you
    have enough space to pick up the quest item. Ergo, if you know you need to pick
    up a specific item for a quest you should make room in your inventory. If you
    want to keep your money, however, then you should either make a bank run
    beforehand or fill up your personal inventory with junk, so that when you come
    across the quest item you can access your personal inventory by clicking any of
    the four tabs, then ditching some of the junk.
    Two, soul gems in your wagon (this includes Azura's Star) cannnot acquire
    souls. They have to be in your inventory for Soul Trap to work properly.
    Luckily, soul gems are very light, if pricey, so you won't have much problems
    fitting them in your pack.
    7. Other things you should know [MISC]
    When you turn, you are automatically kicked out of any and all guilds you
    joined, but you keep the reputation you have with them. For most guilds this
    isn't so bad as you can rejoin and get your former rank back after a month. But
    the Thieves Guild and Dark Brotherhood only give you one chance to join, and if
    you get kicked out or fail the initiation quest you are expelled forever.
    Therefore, if you want to join these guilds as a vampire do not pickpocket from
    ANYTHING and do not kill townspeople or guards until you turn.
    Legal reputation across the map is wiped. Unless you worked hard to make
    yourself liked by every single region then this reset is never a bad thing.
    After all, you don't want endless Criminal Conspiracy charges, do you? Keeping
    yourself clean as a vampire is a different matter, because there is always the
    temptation of offing a townsperson just so you can rest until nightfall.
    You might want to get a helmet that hides your face. The vampire faces in
    Daggerfall are hideous and look like something Hircine threw up. It makes you
    wonder how nobody knows you're a vampire with completely red eyes and blood
    dribbling down your cheeks; I call that the "Bleh!" face. Fortunately, the
    Bleh! face doesn't cause people to treat you any differently.
    8. Outro [ENDS]
    As you can see, being a vampire is not as hard as it looks. Hopefully, the
    information in this FAQ will make your experience as one of the undead a more
    fun a profitable one. It's not every game where you get to play as a vampire,
    never mind it being optional.
    If you need to tell me anything about this FAQ, my email is Itemloopgfaqs(at)
    Credit to www.uesp.net for reference material.

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