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Skyrim: How To Become A Vampire (And How To Cure Vampirism)

There is no shortage of ways to play Skyrim, with too many combinations of race, abilities, skills, weapons, armors, factions, and other factors to easily count. If you're looking for some ideas, consider becoming a vampire. These powerful creatures are capable of unique abilities that others dread having to face.

RELATED: Skyrim: The 5 Best (& 5 Worst) Races to Play as a Vampire

If you're looking to become a vampire, it isn't too hard. For everything you need to know about this transformation, and the unique perks (and disadvantages) it comes with, look no further than this simplified guide.

What is Vampirism?

Vampires in Skyrim are mostly in-tune with the basic idea of a vampire in our wider culture: undead beings that hate sunlight, feast on blood, and have heightened superhuman abilities.

Any race in the game can become a vampire, and they can be found in every corner of the world. Vampires have a different physical appearance than non-vampiric members of their race, including glowing red eyes, fangs, and pallid complexions.

With the Dawnguard DLC expansion, the role and lore of vampires in Skyrim was widely-expanded, and that will be covered here.

Sanguinare Vampiris

If you're looking to become a vampire, you'll need to find a way to contract the virus Sanguinare Vampiris. This strange virus infects a host and slowly converts them into a vampire over a course of three days.

When a vampire uses the spell Vampiric Drain on you, there's a chance you may become infected. You can also become infected by weapons that vampires use. Being hit by the spell or a weapon doesn't guarantee transmission, though — there's about a 10% chance of it passing to you.

Once you've been infected, it takes three in-game days to progress to full conversion into vampirism.

You can remove the disease fairly easily before it progresses to actually vampirism. Taking a blessing from any shrine, a Potion of Cure Disease, and taking on lycanthropy all remove Sanguinare Vampiris from your active effects. Once it progresses to actual vampirism, though, it'll be more difficult to remove, so you'll have to decide quickly.

It's also worth noting that you cannot contract Sanguinare Vampiris nor can you become a vampire if you are currently a werewolf. 

Pros and Cons

So, you're trying to make up your mind on whether to cure Sanguinare Vampiris or let it progress to full vampire status? Here are the major pros and cons to consider.

Being a vampire comes with four stages that you'll need to pay attention to, with each stage determining certain buffs and debuffs. Every 24 hours that you go without feeding will advance you by one stage. Feeding will reset you to stage one.

At stage one, you'll have a 25% resistance to Frost, but a 25% weakness to Fire. (20% to both with Dawnguard). You'll have access to the spells Vampiric Drain, Vampire's Servant, and Vampire's Sight. You'll also be weaker to sunlight by 15 points.

At stage two, you'll have 50% resistance to Frost and 50% weakness to Fire (30% to each with Dawnguard). You'll be weaker to the sun by 30 points, but you'll gain access to the ability Vampire's Seduction, which allows you to calm targets once a day.

At stage three, your resistance to Frost and weakness to Fire both rise to 75% (40% with Dawnguard). Your attributes will weaken by 45 points in sunlight. At this stage, most NPCs will not interact with you.

At stage four, you'll have 100% resistance to Frost, but 100% weakness to Fire (50% in Dawnguard). You'll have a 60-point weakness to sunlight, but you'll gain access to the ability Embrace of Shadows, which is a once-daily ability that lets you become invisible with night vision for three minutes. At this stage, NPCs will become hostile and attack you on sight.

With the Dawnguard DLC, you'll be able to progress to a Vampire Lord — more on this later! Additionally, with Dawnguard, NPCs no longer react with hostility to you at the regular four stages of vampirism.

RELATED: Skyrim: 10 Things That Make No Sense About The Dawnguard

There are additional effects to being a vampire that occur regardless of which stage you are at. They include the weakness to sunlight, stunting stamina, health, and magicka by the amounts listed above, and removing their ability to recover when in sunlight.

As a vampire, you'll have 100% resistance to both disease and poison, as well as the Nightstalker's Footsteps ability, which makes you 25% harder to detect while sneaking. Champion of the Night is an ability vampire's gain, as well, which grants a 25% power boost to Illusion spells.

If you choose the Necromage perk as a Restoration skill perk, you'll gain its advantages, since vampirism classifies you as undead. This gives a 25% boost to all buffs, debuffs, and enchantments.

Feeding

As a vampire, you'll need to consume blood for a few reasons.

Keeping yourself at stage one of vampirism is helpful to prevent a serious weakness to Fire, keeping your debuffs in sunlight as low as possible, as well as allowing you to blend in and not be attacked.

However, with the Dawnguard add-on, there's very little reason to feed, as NPCs no longer attack you at stage four and the weakness to Fire is reduced heavily. However, you still have a debuff in sunlight even with Dawnguard, though this can be counteracted with the right gear enchantments.

If you have the vanilla game though, you'll probably want to know the necessary information about feeding. Here's how it works:

For every 24 in-game hours that you don't feed, you'll progress a stage in vampirism, up to stage four. Feeding resets you back to stage one. Without Dawnguard, you can only feed on sleeping humanoid characters. Approach them and click the interact button that lets you pickpocket them, but instead choose "Feed."

If you are not a Vampire Lord, there is no real detriment to feeding. The person does not die, become a vampire, or even notice you most of the time. However, continued feeding will increase the chances of them waking up, much like pickpocketing.

With Dawnguard, you can now feed on conscious people. However, you'll need to cast the Vampire's Seduction spell first, which can only be used once a day and is not available at stage one. Plus, it only affects people at certain levels, so try not to pick anyone too strong.

Curing Vampirism

Tired of being a vampire? Don't worry — it's possible to cure yourself of vampirism.

The main method involves a sidequest called Rising at Dawn, which can be completed as many times as you need, if you keep becoming a vampire and curing it repeatedly. To activate the quest, ask any bartender about rumors going around. They'll give you the name Falion, who can be found in Morthal, in Hjaalmarch Hold.

Once you find Falion, he'll tell you that he can perform a ritual to reverse vampirism, but you'll need a filled black soul gem. After filling one, find him at the stone circle and let him cure your infection.

Additionally, you can cure vampirism by becoming a werewolf. Aela the Huntress turns you into one as part of the Companions questline. However, this is also a class that you'd have to cure if you don't want it. So, if you don't want to be a vampire or a werewolf, this method is not necessarily the one for you.

Dawnguard and Becoming a Vampire Lord

With the addition of the Dawnguard DLC, the vampire class has been expanded significantly. Those looking to become a vampire can now go as far as becoming a Vampire Lord, granting you some powerful new abilities and a brand new appearance.

You can become a Vampire Lord as part of the quest called Bloodline. You'll be given a choice to continue helping the Dawnguard or join with the vampiric Volkihar clan. Even if you side with the Dawnguard, you can still become a Vampire Lord later, with the help of Serana before she is cured. However, you'll definitely be given access to Vampire Lord if you side with the Volkihar.

Vampire Lord's enjoy the benefits and detriments of regular vampires, including the four stages. However, they also have access to a unique skill tree with eleven perks. You'll need to feed on people to unlock these perks.

Some of the more powerful perks include conjuring gargoyles, restoring health while attacking, detection abilities, and inflicting poison damage.

If you're a Vampire Lord, you can still be cured in the traditional manner through the same methods, so never fear if you change your mind.

Next: Skyrim: 10 Things You Never Knew About The Vampire Lord

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The Elder Scrolls V: Skyrim Wiki Guide

You'll need to come in contact with another vampire. Each hit by a vampiric enemy has a chance of passing the Sanguinare Vampiris disease onto you.

You can find vampires in Haemar's Shame, a cave to the southwest of Ivarstead. If you want to contract Vampirism, go there and let the vampires attack you. Or simply purchase or aquire Vampire Salts and ingest them as you would any food item.

The effects of the disease do not take hold immediately, as the transformation is gradual if left unattended. In the previous game, it took three in-game days to consummate the conversion to vampirism, after which the player assumes all the perks and downsides of being a vampire.

Vampirism is the belief in the existence of vampires such that it may manifest the characteristics of vampires in people.

Vampirism makes a return to Skyrim. As was the case in the previous game, Oblivion, the player has a chance of contracting a disease called Sanguinare Vampiris. The initial disease can be cured normally, but if left unchecked for three nights, the diseased will become a vampire.

Full vampirism is difficult to cure and made up of four distinct stages.  The disease progresses every 24 hours a vampire goes without feeding on a sleeping NPC. Feeding always returns you to stage one.

These are the four stages to vampirism. The effects of the debuffs are amplified with each stage advancement.

Stage 1

Stage 2

Stage 3

  • Increased Resist Frost by 75%
  • Attributes reduced by 45 points in the sunlight.
  • Weakness to Fire 75%
  • Stronger versions of existing abilities
  • Disadvtange: Most NPC's will not interact with you

Stage 4

(Note: With the addition of the Dawnguard DLC, you will no longer be treated with hostility. Consequently, taking the form of a Vampire Lord will make the citizens hostile.)

Stealth-type characters profit the most from the bonuses of vampirism, but the disadvantages are rather inconvenient for other character archetypes.

Advantages

How to Feed as a Vampire

Once afflicted with Vampirism, you will slowly progress through the four stages, eventually becoming "blood-starved." At this stage in the disease, most people will not talk with you and will instead attack you.

In order to regress to earlier stages of vampirism, you will need to feed. You can feed only on sleeping humans, which you can find in most towns. Sneak into their homes, creep up behind them while they sleep and, while crouching, the option to "Pickpocket" should appear. Choose to pickpocket and you will further be given the option to "Pickpocket" or "Feed." Choose to feed and the deed will be done without disturbing the sleeping target.

How to Cure Vampirism

If you rid the disease early on before the onset of symptoms, then a simple Cure Disease will do the trick or going to temples in towns and using the altar. At later stages, however, it is still possible to cure yourself by resorting to Lycanthropy or doing the quest Rising at Dawn. However, becoming a lycanthrope is permanent unless you progress through the companions and it has its own costs and benefits.

In This Wiki Guide

The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Bethesda Game Studios' blockbuster open-world RPG puts players on the precipice of determining the future of Skyrim as the Empire waits for the prophesized Dragonborn to come; a hero born with the power of The Voice, and the only one who can stand amongst the dragons.
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Skyrim:Vampirism

A male Nord: normal, non-Dawnguard vampire, and Dawnguard vampire

This article is about the disease Vampirism, in particular the effects it has on the player. For NPCs who are vampires, see Vampire.

Vampirism in Skyrim is a disease that transforms players infected with Sanguinare Vampiris into vampires: feared, blood-drinking creatures of the night. If the Dawnguardadd-on is installed, and you have been granted vampirism from Serana or Lord Harkon, you will be able to transform into a powerful Vampire Lord with a lesser power.

Sanguinare Vampiris is contracted from encounters with vampires: whenever a vampire casts Vampiric Drain on you, there is a 10% chance for you to be infected with the disease. Initially, this is a normal disease that reduces your total health by 25 points and can be easily cured with a potion of Cure Disease, a Vigilant of Stendarr, or by visiting a shrine. At sunrise of the first day after contracting Sanguinare Vampiris, a message will appear saying "You feel strangely weakened by the sunrise". At sunset of that day, "You feel a strange thirst come over you". If the disease is not cured within three days, it will progress to full vampirism, and the effects can no longer be reversed with a normal cure (see below).

If Dawnguard is installed, you can also gain vampirism by letting Lord Harkon infect you during the Bloodline quest. Alternatively, you can activate the Bloodspring in Redwater Den or let Serana infect you, either at the end of the Chasing Echoes quest or after the core Dawnguard questline is complete.

Vampirism takes a toll on its victims' appearances; when a human or elf becomes a vampire, their eyes become black with reddish irises, their skin pales, they grow fangs, and their faces become gaunt. Argonians and Khajiit eyes will have slitted pupils upon transformation. Argonians will have two sets of fangs, and Khajiit will have fangs like a sabre cat. Argonians and Khajiit will have paler scales and fur. With Dawnguard installed, vampire eyes will glow yellow-orange. Some vampire faces also appear more "bat-like" or monstrous, with a slit running through their lip and a bat-like nose. Argonian and Khajiit vampires look the same with or without Dawnguard.

Vampires are hated and feared by the general population and stage four vampires will be attacked on sight. The four major joinable factions will not be hostile toward stage four vampires so long as you join before you reach stage four and are not caught feeding on any of their members. With Dawnguard installed, NPCs will only attack you if you are in Vampire Lord form.

Stages of Vampirism[edit]

Full vampirism is made up of four distinct stages, starting at stage one and progressing to stage four. You advance one stage for every 24 hours you go without feeding on a sleeping NPC. Feeding always returns you to stage one.

As a vampire, you will experience both beneficial and detrimental changes depending on your current stage. The longer you go without blood, the more extreme these changes will become. In addition, as you progress through the stages you gain several unique powers and spells, some of which will grow more powerful with each stage. Returning to stage one will remove the higher level powers and reset the remaining ones to their original strength.

Stage OneStage TwoStage ThreeStage Four
Resistances and Weaknesses

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 25% (DG: 20%)
• Weakness to Fire 25% (DG: 20%)

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 50% (DG: 30%)
• Weakness to Fire 50% (DG: 30%)

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 75% (DG: 40%)
• Weakness to Fire 75% (DG: 40%)

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 100% (DG: 50%)
• Weakness to Fire 100% (DG: 50%)

Active Effects

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-15 to all attributes)

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-30 to all attributes)

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-45 to all attributes)

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-60 to all attributes)

Abilities

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight
• Vampire's Seduction

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight
• Vampire's Seduction

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight
• Vampire's Seduction
• Embrace of Shadows

Active Effects and Abilities[edit]

Champion of the Night
A permanent active effect you gain from stage one onward that increases the potency of your Illusion spells by 25%.

Nightstalker's Footsteps
A permanent active effect you gain from stage one onward that makes you 25% harder to detect while sneaking.

Weakness to Sunlight
While outside during the day, health, magicka, and stamina are reduced, and the regeneration for each of these stats is reduced by 100%. The reduction increases with each stage of vampirism, as indicated in the table above. Day begins at 5am and ends at 7pm regardless of the visibility of the sun.

Vampiric Drain
Vampiric Drain is a unique Novice Destruction spell that continuously absorbs a small amount of health from a single target and adds it to your own. While Vampiric Drain can be dual-cast with the corresponding Destruction skill perk, its cost is not reduced by any Destruction proficiency perks and using it does not train your Destruction skill. However, equipment and apparel reducing Destruction skill costs will still have effect, making it possible to cast Vampiric Drain for free. Unfortunately, this spell is not as powerful as the version cast by vampire NPCs (which can reach up to over 20 HP per second), but it can be useful to damage an enemy while healing yourself, especially at lower levels, avoiding the inconvenience of having to switch to individual spells.

If Dawnguard is installed, Vampiric Drain can drain health, magicka, and stamina from the target if a Volkihar optional quest is completed and the Bloodstone Chalice is used.

  • Stage 1: Drains 2 health per second. Costs 6 magicka per second.
  • Stage 2: Drains 3 health per second. Costs 10 magicka per second.
  • Stage 3: Drains 4 health per second. Costs 13 magicka per second.
  • Stage 4: Drains 5 health per second. Costs 17 magicka per second.

Vampire's Servant
This power allows you to reanimate a dead body to fight for you for one minute, once per day. It increases in power with every stage of vampirism. Note that servants raised with this power may not always disintegrate to ash as with the standard Conjuration spells (they retain normal form when the timer runs out, but if they are killed in combat, or if you fast travel/change instance, they will disintegrate).

  • Stage 1: Reanimate a weak dead body for 60 seconds.
  • Stage 2: Reanimate an average dead body for 60 seconds.
  • Stage 3: Reanimate a strong dead body for 60 seconds.
  • Stage 4: Reanimate a very strong dead body for 60 seconds.

Vampire's Sight
Vampire's Sight is a lesser power giving you Night Eye for 60 seconds.

Vampire's Seduction
This power is similar to the Calm spell and can be used once a day. Once the Dawnguard add-on is installed, Vampire's Seduction will allow you to feed on NPCs at any time, regardless of whether they are sleeping. If you do not possess this power during the vampire version of the quest ProphetDG, you will temporarily receive it in order to enthrall Dexion Evicus, only to have it disappear after use.

Embrace of Shadows
Embrace of Shadows is a power similar to the Invisibility spell that can be used once per day. While this power is active, you will be invisible and have Night Eye for 180 seconds. Interacting with the environment or attacking will make you visible again.

Feeding[edit]

In order to remain at, or return to, the first stage of vampirism, you must feed on a sleeping NPC. To do this press "Use" while crouching or standing over them and select "Feed". Feeding should be done with caution, as witnesses will immediately become hostile. You can feed on almost any NPC that sleeps in a bed, including all races and even ghosts and other vampires, but not children. A sleeping NPC may become hostile if they wake while feeding and detect one of your followers. This can be avoided by having your follower wait outside or providing them with a muffle enchantment. The most effective and safe way to feed is to use an Invisibility effect from either a potion, spell, or the Embrace of Shadows ability, since feeding is one of the few actions that does not cancel the effect. Followers can be fed on with total impunity, so long as there are no other witnesses. The Vampire Cattle(DG) are free to use for feeding.

Curing Vampirism[edit]

If you contract Sanguinare Vampiris during battle with a vampire, you won't become a vampire yourself for three days. Until then, you can rid yourself of the disease with a Cure Disease potion, any blessing, or by consuming Hawk Feathers.

After the first three days of infection, or if you obtained your vampirism from Lord Harkon or Serana, the task of finding a cure becomes more complex. While visiting any inn, talk to the innkeeper, or talk to one of the members of the Dawnguard (if you have the Dawnguard dlc installed) will suggest you speak with Falion in Morthal, but contracting lycanthropy is another option. Ask them for rumors and they will send you to Morthal to speak to a man named Falion. This will start the quest Rising at Dawn. However, if you are in the last stage of vampirism (and do not have Dawnguard installed), the innkeepers may attack you on sight, so you may need to feed in order to lessen the effects of your vampirism, making NPCs friendly again.

You can also cure your vampirism by becoming a werewolf through the Companions faction. However, once you contract lycanthropy, you gain a 100% resistance to disease and cannot be re-infected with Sanguinare Vampiris by normal means while a werewolf.

With Dawnguard installed, if you were previously a werewolf at some point prior to becoming a vampire, then you can ask Aela to restore your lycanthropy once, which will cure your vampirism (by making you into a werewolf).

Related Quests[edit]

World Interactions[edit]

Comparison Gallery[edit]

MaleFemale
Altmer

A male Altmer, before and after becoming a vampire

A female Altmer, before and after becoming a vampire

Argonian

A male Argonian, before and after becoming a vampire

A female Argonian, before and after becoming a vampire

Bosmer

A male Bosmer, before and after becoming a vampire

A female Bosmer, before and after becoming a vampire

Breton

A male Breton, before and after becoming a vampire

A female Breton, before and after becoming a vampire

Dunmer

A male Dunmer, before and after becoming a vampire

A female Dunmer, before and after becoming a vampire

MaleFemale
Imperial

A male Imperial, before and after becoming a vampire

A female Imperial, before and after becoming a vampire

Khajiit

A male Khajiit, before and after becoming a vampire

A female Khajiit, before and after becoming a vampire

Nord

A male Nord, before and after becoming a vampire

A female Nord, before and after becoming a vampire

Orc

A male Orc, before and after becoming a vampire

A female Orc, before and after becoming a vampire

Redguard

A male Redguard, before and after becoming a vampire

A female Redguard, before and after becoming a vampire

Notes[edit]

  • You can obtain Auriel's Bow through the Dawnguard questline to block out the sun and counter its effects.
  • Vampirism and lycanthropy cannot co-exist in Skyrim; one cannot be both a werewolf and a vampire at the same time. After becoming a werewolf, a vampire is cured of Sanguinare Vampiris. Because lycanthropy provides total disease immunity, this prevents you from becoming infected with Sanguinare Vampiris while the Beast Blood ability is present. Note that you can, however, cure lycanthropy (just as you can cure vampirism), so you will be able to become a vampire again should you choose to forgo your Beast Blood.
  • Becoming a vampire will flag you as undead, so the effects of the Restoration perk Necromage will affect you too. Shouts, spells, and equipment will all receive boosts to their magnitudes (25% to power and 50% to duration). Taking the Necromage perk before taking both Atronach Perk and Atronach Stone can give you a permanent 100% Spell Absorption, thus making you immune to all spells affected by Spell Absorption. Curing vampirism after obtaining the Necromage perk does not remove these bonuses, nor does it remove bonuses to enchantments, as long as they are not unequipped afterwards.
    • The following perks will also receive a 25% bonus to their power: Steady Hand, Power Shot, Quick Shot, Fists of Steel, Quick Reflexes, Dual Flurry, Wind Walker, Muffled Movement, Extra Pockets, Recovery, Avoid Death, Magic Resistance, Atronach.
    • PC Only This issue has been addressed by version 1.2.3 of the Unofficial Skyrim Patch; Necromage no longer boosts the power of perks, spells, and enchantments used on a vampire player.
  • Necromage also increases Health, magicka and stamina reduction penalties by 25%, thus increasing stage 4 vampire stat reductions to 75. This effect will first take place only after reverting from Vampire Lord form.
  • With the vampiric power Champion of the Night, you can effectively raise the cap for Illusion spells to over level 70, provided you have all relevant perks and the spell is dual-cast. This can make almost every opponent susceptible to Calm, Fear, and Fury spells. Note that Master level Illusion spells do not gain the power increase of dual-casting, and therefore will not affect higher level enemies.
  • Though vampirism gives 100% resistance to poison, the actual poison resistance is capped at 85% and will not protect you from the poison gas in Calcelmo's Laboratory (the poison damage is scripted and cannot be resisted).
  • Drinking the blood of an NPC that you know to be a werewolf will not infect you with lycanthropy and does not provide you with any special benefits.
  • If you are a vampire and have Hearthfire installed, you can add a coffin to use for sleeping in the cellar of Heljarchen Hall, Lakeview Manor, and Windstad Manor.
  • Vampirism is considered an individual race in the game. It is evidently visible when an NPC would comment based on the player's race, would not choose the correct racial option. Examples are: Bolund in Falkreath and Vulwulf Snow-Shod in Riften. They will think the player is not a Nord if he/she is a Nord Vampire.
  • Master of the Mind is also used by the Vampire's Seduction calm effect.

Bugs[edit]

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  • At stage three of vampirism, the stunted regeneration effect while in sunlight has a magnitude of 75%, even though all other stages have a magnitude of 100%.
    • This bug is fixed by the Official Skyrim Patch.
    • The fix was reverted by Dawnguard; with the add-on installed, your health, magicka, and stamina regeneration are damaged only 75% at stage three vampirism.
  • When playing as a female vampire, quitting the game and reloading the vampire save can result in a burnt or dirty face effect that does not go away on its own. The visual bug is different than the normal facial changes that occur when becoming a vampire.
    • The problem is caused by a texture issue that occurs if the character was created using eye liner. If you plan on becoming a vampire, you should make sure that the eye liner setting is set all the way to the left so that it is disabled.[verification needed — Needs source/CK confirmation]
    • If the problem has already occurred to you and a return to a save game is not possible, it can be corrected with the following procedure.
      1. Finish the Rising at Dawn quest to cure vampirism and become a normal human.
      2. Go to the Face Sculptor in Riften to edit your character's appearance. The Face Sculptor will not operate on vampires, which is why you must become human first.
      3. In the customization screen, disable the Eye Shadow by pushing the slider all the way to the left.
      4. Become a vampire again through any of the normal methods.
    • Note that if you have already joined the Volkihar vampires, you will not be able to rejoin them after becoming human again.
    • This can also be done through console commands so the player doesn't have to leave Volkihar Vampies.
      1. To become human use 'player.setrace Xrace' (replace X with whatever race the player is e.g. nordrace).
      2. Use 'showracemenu' to remove the eye liner.
      3. 'player.setrace Xracevampire' to switch back to vampire (Works with vampire lord)
  • Attempting to feed on an NPC sleeping in a bed with something next to it (such as a table or chest) can cause the feeding sequence to not animate correctly. The screen will still glow red and you will revert to stage one vampirism, but your character will be stuck in place, unable to move.
  • Becoming a vampire will reset your skin tone to the default for your race.
  • Both ebony and Blades shields become invisible when equipped as a vampire.
  • Nords will not get the glowing yellow eyes that all other races get when becoming a vampire after Dawnguard is installed; they instead get a glowing version of their old vampire eyes.
  • Khajiit will not get the glowing yellow eyes that the other races get when becoming a vampire after Dawnguard has been installed. Their appearance remains that of a regular Khajiit vampire: pinkish eyes, light fur, and saber cat-like fangs.
  • Sometimes if you drink a potion of blood, which can be obtained if you side with the vampires during the Dawnguard questline, you turn into a stage four vampire. ?
  • As a vampire, you may be unable to feed off NPCs affected by the Vampire's Seduction power in Dawnguard; clicking "Feed" has no effect.
  • While a vampire, sometimes wearing the Blackguard's Hood, Thieves Guild Hood, or Guild Master's hood makes the top of your head bald and the hood doesn't show. This enables vampires to equip those hoods together with other headgear. A vampire can thus wear up to three pieces of headgear simultaneously: the Thieves Guild or Guild Master's hood; any circlet or dragon priest mask; and a Penitus Oculatus helmet, Falmer helmet, or the Jagged Crown. Note that version 1.2 of the Unofficial Skyrim Patch will prevent you from wearing circlets or dragon priest masks with other headgear.
  • Sometimes, you will be made a vampire and have all the effects, but the game will not recognize it and you will be unable to feed or cure vampirism.
    • PC To fix this, use the console command (e.g., ).
    • It may be possible to cure yourself by becoming a vampire lord or werewolf.
    • Simply being a werewolf will not prevent you from contracting this bugged version of vampirism. A Necklace of Disease Immunity (with 100% immunity bonus) will, however, prevent it.
  • Falion's cure when applied to Volkihar vampires does not set their faction (xx003376) to -1. As a result any NPCs remaining in Fort Dawnguard will attack on sight even though you have been "cured" of vampirism. ?
    • PC To fix this, use the console command .
  • The 100% disease immunity does not prevent contracting diseases from traps due to a script oversight.

See Also[edit]

For more information about vampirism in the Elder Scrolls universe, see the lore article.

Sours: https://en.uesp.net/wiki/Skyrim:Vampirism

What are the advantages and disadvantages of becoming a vampire?

Even though this was answered a long time ago, I'm going to give a slightly different take on the answer with some additional information from a short time playing as both. I won't go into the perks of both since that has already been done.

NB: This answer relates to Dawnguard although the original question pre-dates the Dawnguard expansion. However, since many people, like myself, may think the original question is about DG, I will leave this answer here with the permission of the moderators.

  • Quest differences and location:

From the point of view of quests, if you compare the quests for bothfactions you'll see that the locations don't have much difference to them. The first quest for each faction is different, but after that they're largely the same apart from the fact that you're either playing Dawnguard vs Vampire or vice versa. The current Wikipedia Dawnguard article mentions this, saying:

if the player character refuses Harkon's offer [of becoming a vampire] and returns to the Dawnguard, the plot plays out nearly identically, albeit viewed from the perspective of the Dawnguard.

Obviously, you will not have access to Castle Volkihar if you choose Dawnguard or Fort Dawnguard if you choose the vampire side. Functionality-wise, the Fort is much more focused on weaponry and has a blacksmith, general goods merchant, arcane enchanter and forge. The Castle is more magic-orientated and has access to the Bloodstone Chalice, Amulets of Night Power, and Rings of Blood Magic. Looks-wise they both have a Gothic feel to them, though the Fort is more classical-Gothic and the Castle is more horror-Gothic: their locations match this since the Fort is in the auburn leafy clearing of Dayspring Canyon near Riften, whereas the Castle is the inhospitable cold of the sea west of Solitude.

  • Daylight exposure and travelling

As a vampire you do have to be careful when out in the sun. I play as a Redguard and like to explore Skyrim at all times of the day and night, and being out in the sun can damage your health [this does not apply to houses/caves/dungeons though]. If you like to fast travel this can cause problems, with sun damage or death being the result. Additionally you can get attacked even by your own brethren if they discover you're a vampire pre level 4 - I was killed by my own housecarl after he discovered. If you're level 4 you will get attacked by NPCs, pretty much everyone hates you.

Something else which hasn't been mentioned is any alterations you want to make to your character appearance. I'm the kind of person who likes to make occasional small changes to my character's appearance [hair/warpaint] via Galathil in Riften. When you become a vampire you get glowing red eyes all the time, and I felt that these didn't go well with my look, so I wanted to make changes to my character's physical appearance to match them. However, if you go to Galathil after becoming a vampire she will say she cannot make changes on the undead. Even the 'showracemenu' console hack will not work. Additionally, your appearance will become more haggard the longer you don't feed. If you're the kind of person who cares about your character's look, these things can bug the hell out of you.

It also comes down to whether you want to play weapon-based as part of a faction for the better of Skyrim, or magic-based for the betterment of your own personal cause, and how well these tie in with the kind of character you're playing [though you can mix and match, of course] and what they would do.

Choosing Dawnguard is not the end of your potential as a vampire. You get the opportunity to become a vampire again in the Chasing Echoes quest, you can also switch between vampirism/lycanthropy if you ask Aela when the questline is over. You can still become a vampire Lord after completing the main questline by asking Serana to turn you, as long as you have not cured her of vampirism first. Either way, you will still get endless radiant quests for either side.

Sours: https://gaming.stackexchange.com/questions/35257/what-are-the-advantages-and-disadvantages-of-becoming-a-vampire

Effects skyrim vampire

While vampirism was always in Skyrim, the Dawnguard DLC completely changed how it worked. Some people might not want to become a vampire due to the side effects, but other players might not care about them.

How do you cure vampirism? If you’ve just been infected with vampirism, you can cure it within 3 days. After 3 days, you need to follow a questline which I’ll explain more about below.

In addition to telling you how to cure vampirism, I’ll give you a guide about everything you need to know about being a vampire in Skyrim.

Page Contents

How to become a vampire

Vampirism can be inflicted at any time when fighting vampires. They have a 10% chance of infecting you with the disease every hit they land on you, so the more they hit you, the more likely you are to be infected.

The disease you are first infected with is called Sanguinare Vampiris, which lasts for three days. After 3 days, you become a full-on vampire. While you did have some of the side effects during the 3 days, you’ll see the full effects after the disease has fully taken hold.

Being a vampire causes many side effects, some of which are good and others are bad. Players need to weigh the pros and cons of being a vampire, because it’s definitely not everyone’s playstyle.

Positive Side Effects

  • 100% Disease Resistance
  • 100% Poison Resistance
  • 25% Sneaking bonus
  • 25% Illusion Spell bonus

Negative Side Effect

  • Health, Magicka, and Stamina can’t regenerate in sunlight, and are limited more for each stage of vampirism.

Obviously, this means that vampires should travel by night to get the most out of their abilities. Traveling by day makes you a great target, though it’s less needed if you have Dawnguard installed.

Without Dawnguard, NPCs will attack you if you’ve reached the final stage of vampirism. Skyrim Special Addition players don’t have to worry about this, as Dawnguard is installed by default.

Curing vampirism

Like I said earlier, it’s much easier to cure if you haven’t had the disease for more than 3 days. If this is the case, it can be cured with a simple Potion of Cure Disease, or by praying at any shrine around the map.

For players who’ve gone full-on vampire, there’s a short questline you must follow to be able to cure it. Here’s are all the steps for the main cure:

  1. Go to the bar in any town and ask the bartenders about rumors.
  2. The bartender will direct you to a man named Falion in Morthal.
  3. Talk to Falion, and he tells you that you need to fill a Black Soul Gem, and gives you the option to buy an empty one from him.
  4. Fill the Black Soul Gem using whatever means you’d like
  5. Bring the filled Soul Gem back to Falion, and he’ll take it away

It’s pretty easy to do and can be repeated as many times as you’d like. The Black Soul Gems aren’t expensive, so you can simply buy more from Falion.

There’s an alternative means of curing vampirism, which actually makes you completely immune to it as well as any other diseases. However, it’s not appealing to everyone simply because it means becoming a werewolf.

  • Head to the Companions headquarters in Whiterun
  • Speak to everyone until you can start the Companions questline
  • Complete quests until you’re able to join the Companions
  • When you decide to join them, you’ll attend a ceremony in which you become a werewolf
  • Your vampirism will be completely removed

How to Become a vampire lord

The Dawnguard DLC (included in Skyrim SE) adds a ton of new vampire features to the game, including becoming a vampire lord. Being this higher level vampire will grant you greater abilities, and also just looks much cooler.

To become a vampire lord, you need to join Harkon the vampire lord during the Dawnguard questline. You have the option to either join him or the Dawnguard, though you can still become one even if you decide to join Dawnguard, so don’t worry about making choices right now.

However, at the end of the Dawnguard DLC, you have the option to cure Serena of her vampirism. If you do this, she will never be able to make you into a vampire lord. Consider whether or not you want to try being a lord before curing her.

How to feed as a vampire

Every time you feed, it slows down the infection and reverses it one level. You can feed on someone both when they are awake or asleep, though it’s harder to feed on random people when they’re awake.

There really isn’t any point to feeding though. You can honestly go the entire game without feeding and not have any issues.

Here are all the different ways to feed:

  • Command a companion or a spouse to go to sleep, then feed on them
  • Approach random sleeping people and pick pocket them to feed on them
  • Pickpocket conscious people to feed on them, though be sure to not get caught.

Since NPCs don’t attack vampires on sight in Dawnguard, it doesn’t matter that you feed anymore. Feeding will improve certain stats, but it’s not important enough to warrant nightly feedings.

How to you know if you’re a vampire

To check and see if you’re a vampire, go to your magic tab and look under the active effects. Sanguinare Vampiris will appear if you’ve just contracted the disease.

The first day you are infected, you’ll see the following message at night, “You feel a strange thirst as the sun sets.” Then, you’ll receive this message at dawn, “You feel weaker as the sun rises.”

These messages are the first indicators that you’re turning into a vampire. If you see them for the first time, you’ll know that you have 3 days to cure it.

You can tell if NPCs are vampires by their glowing red eyes. Somehow, the friendly NPCs don’t notice red eyes on anyone, but it works to your advantage when you’re a vampire.

Sours: https://gamevoyagers.com/why-vampire-skyrim-how-cure-it/
Skyrim Special Edition Mods: Better Vampires

Contracting Vampirism[]

Facing those that feed on the blood of the living presents a number of perils. In addition to their terrifying visage, zombified Thralls, and skill at both melee and magical combat, Vampires have a unique Drain Life ability. Not only can this rapidly sap your health while restoring theirs, each time it strikes you, you have a ten percent chance of contracting the disease Sanguinare Vampiris, a disease that will eventually cause you to join their ranks.

After any battle with Vampires, check your Active Effects list. If you see Sanguinare Vampiris, quickly drink a Potion of Cure Disease or make haste to a Shrine for healing. As the diseases run its course, you'll receive a message at twilight that reads, "You feel a strange thirst as the sun sets," and a second notification the following dawn; "You feel weaker as the sun rises." After three days of this, the disease takes over complete, and you transform into a Vampire!

Stages of Vampirism[]

As a Vampire, you must feed on human blood! Vampirism has four distinct stages, based on how long it has been since you last fed. The more time has elapsed, the more severe the advantages and disadvantages of this condition become. In order to survive as a Vampire, it is worth knowing exactly what these benefits and drawbacks are:

Advantages

  • Immune to Disease: You are completely immune to disease. Any diseases you had upon becoming a vampire are instantly cured.
  • Immune to Poision: You are completely immune to all forms of poison.
  • Champion of the Night: Illusion spells that you cast are 25% more powerful.
  • Nightstalker's Footsteps: You are 25% harder to detect while Sneaking.
  • Resist Frost: The stage of your Vampirism adds to your Frost Resistance:
    • Stage 1 Vampirism: Resist Frost 25%.
    • Stage 2 Vampirism: Resist Frost 50%.
    • Stage 3 Vampirism: Resist Frost 75%.
    • Stage 4 Vampirism: Resist Frost 100%.

Disadvantages

  • Hatred: Stages 1, 2, 3 Vampirism: Citizens of Skyrim and guards will not recognize you as a Vampire, but may (25% of the time) remark that you're looking distinctly "pale" or "hungry."
  • Hatred: Stage 4 Vampirism: All citizens and guards within a settlement will recognize exactly what you are, and attack you on sight.
  • Weakness to Sunlight: When outdoors between the hours of 5am and 7pm, your Health, Magicka, and Stamina will not regenerate. Their maximum values are also reduced:
    • Stage 1 Vampirism: Health, Magicka, and Stamina are reduced by 15 points.
    • Stage 2 Vampirism: Health, Magicka, and Stamina are reduced by 30 points.
    • Stage 3 Vampirism: Health, Magicka, and Stamina are reduced by 45 points.
    • Stage 4 Vampirism: Health, Magicka, and Stamina are reduced by 60 points.
  • Weakness to Fire: The stage of your Vampirism also gives you a Weakness to Fire:
    • Stage 1 Vampirism: Weakness to fire 25%.
    • Stage 2 Vampirism: Weakness to fire 50%.
    • Stage 3 Vampirism: Weakness to fire 75%.
    • Stage 4 Vampirism: Weakness to fire 100%.

Powers As your Vampirism progresses, you gain an increasingly powerful set of additional abilities:

  • Stage 1 Vampirism:
    • Vampire's Sight: For one minute, you can see better in dark environments. This Power can be used as often as you like and has no cost.
    • Vampiric Drain: A special Destruction spell, Vampiric Drain absorbs 2 Health per second from your target.
    • Vampire's Servant: Once per day, you can reanimate a dead creature to fight for you for 60 seconds. Only works on creatures of level 6 or less.
  • Stage 2 Vampirism:
    • All powers from Stage 1, plus:
    • Vampire's Seduction: Creatures and people up to level 8 won't fight or flee for 30 seconds.
    • Vampiric Drain: Increases to 3 Health drained per second.
    • Vampire's Servant: Now affects creatures of level 13 or less.
  • Stage 3 Vampirism:
    • All powers from Stages 1 and 2, plus:
    • Vampiric Drain: Increases to 4 health drained per second.
    • Vampire's Servant: Now effects creatures of level 21 or less.
  • Stage 4 Vampirism:
    • All powers from Stages 1, 2, and 3, plus:
    • Embress of Shadows: Once per day, you can invoke this power to gain Vampire's Sight and Invisibility for 3 minutes.
    • Vampiric Drain: Increases to 5 Health drained per second.
    • Vampire's Servant: Now effects creatures of level 30 or less.

Maintaining Vampirism: Feeding[]

As a Vampire, the only way you can continue to function in normal society is to feed. Feasting on the blood of the living can be tricky: you must find a sleeping human (citizens and guards tend to be the easiest, though a sleeping soldier, bandit, or warlock will work as well), then activate them to feed on their blood. Doing so reverts your disease back to Stage 1.

Life as a Vampire[]

Aside from the panic and hostility you spread as a Stage 4 Vampire, the main problems you encounter are your weaknesses to sunlight and fire. Minimize these risks here by exploring subterranean catacombs and dungeons during the daytime, and prowl the countryside at night. You may also want to draw on the power of the Lady Stone, which helps to offset the lack of normal Health or Stamina regeneration during daylight.

If you plan to let your disease progress, trading will become difficult. Learn to craft your own potions and equipment, and try to become as self-sufficient as possible. When you must interact with others, slip into a remote settlement to feed, then continue on to the nearest city to trade before your disease advances once more.

Feeding is achieved by sneaking up on sleeping or inattentive targets and using the "Feed" option in the same manner as you would the "Pickpocket" option.

As a Vampire, you receive a number of bonuses that improve your stealth abilities, making Vampirism a blessing for Thieves, Archers, and Assassins. You will also find it significantly easier to explore Falmer Hives (since you're immune to the poisons that they, their Chaurus, and their Spiders use), Nordic Ruins (since the Draugr use Frost Magic almost exclusively), and Vampire Lairs (since you no longer need fear contracting the disease). You also have a dramatic advantage when fighting frost-breathing dragons, though a corresponding weakness to fire-breathing dragons. Keep some potions of Fire Resistance on hand, just in case!

Curing Vampirism[]

There are but three ways to cure yourself of this affliction.

During Disease Progression:

  • Visit any on the Temples to cure all diseases and Receive a Blessing in the process.

After Stage 1 Sets in:

  • Contract Lycanthropy. The blood ritual that transforms you into a werewolf will cure any diseases you have, even full-blown Vampirism. Of course, you now have other, more hairy problems to contend with...
  • Or, you can visit the mage named Falion in Morthal, the Hold Capital of Hjaalmarch, and complete Rising at Dawn (Find and fill a Black Soul Gem for him).


Note: Vampirism can be caught more than once.

Sours: https://skyrim.fandom.com/wiki/Vampirism

You will also like:

Skyrim:Vampirism

A male Nord: normal, non-Dawnguard vampire, and Dawnguard vampire

This article is about the disease Vampirism, in particular the effects it has on the player. For NPCs who are vampires, see Vampire.

Vampirism in Skyrim is a disease that transforms players infected with Sanguinare Vampiris into vampires: feared, blood-drinking creatures of the night. If the Dawnguardadd-on is installed, and you have been granted vampirism from Serana or Lord Harkon, you will be able to transform into a powerful Vampire Lord with a lesser power.

Sanguinare Vampiris is contracted from encounters with vampires: whenever a vampire casts Vampiric Drain on you, there is a 10% chance for you to be infected with the disease. Initially, this is a normal disease that reduces your total health by 25 points and can be easily cured with a potion of Cure Disease, a Vigilant of Stendarr, or by visiting a shrine. At sunrise of the first day after contracting Sanguinare Vampiris, a message will appear saying "You feel strangely weakened by the sunrise". At sunset of that day, "You feel a strange thirst come over you". If the disease is not cured within three days, it will progress to full vampirism, and the effects can no longer be reversed with a normal cure (see below).

If Dawnguard is installed, you can also gain vampirism by letting Lord Harkon infect you during the Bloodline quest. Alternatively, you can activate the Bloodspring in Redwater Den or let Serana infect you, either at the end of the Chasing Echoes quest or after the core Dawnguard questline is complete.

Vampirism takes a toll on its victims' appearances; when a human or elf becomes a vampire, their eyes become black with reddish irises, their skin pales, they grow fangs, and their faces become gaunt. Argonians and Khajiit eyes will have slitted pupils upon transformation. Argonians will have two sets of fangs, and Khajiit will have fangs like a sabre cat. Argonians and Khajiit will have paler scales and fur. With Dawnguard installed, vampire eyes will glow yellow-orange. Some vampire faces also appear more "bat-like" or monstrous, with a slit running through their lip and a bat-like nose. Argonian and Khajiit vampires look the same with or without Dawnguard.

Vampires are hated and feared by the general population and stage four vampires will be attacked on sight. The four major joinable factions will not be hostile toward stage four vampires so long as you join before you reach stage four and are not caught feeding on any of their members. With Dawnguard installed, NPCs will only attack you if you are in Vampire Lord form.

Stages of Vampirism[edit]

Full vampirism is made up of four distinct stages, starting at stage one and progressing to stage four. You advance one stage for every 24 hours you go without feeding on a sleeping NPC. Feeding always returns you to stage one.

As a vampire, you will experience both beneficial and detrimental changes depending on your current stage. The longer you go without blood, the more extreme these changes will become. In addition, as you progress through the stages you gain several unique powers and spells, some of which will grow more powerful with each stage. Returning to stage one will remove the higher level powers and reset the remaining ones to their original strength.

Stage OneStage TwoStage ThreeStage Four
Resistances and Weaknesses

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 25% (DG: 20%)
• Weakness to Fire 25% (DG: 20%)

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 50% (DG: 30%)
• Weakness to Fire 50% (DG: 30%)

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 75% (DG: 40%)
• Weakness to Fire 75% (DG: 40%)

• Resist Disease 100%
• Resist Poison 100%
• Resist Frost 100% (DG: 50%)
• Weakness to Fire 100% (DG: 50%)

Active Effects

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-15 to all attributes)

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-30 to all attributes)

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-45 to all attributes)

• Champion of the Night
• Nightstalker's Footsteps
• Weakness to Sunlight
   (-60 to all attributes)

Abilities

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight
• Vampire's Seduction

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight
• Vampire's Seduction

• Vampiric Drain
• Vampire's Servant
• Vampire's Sight
• Vampire's Seduction
• Embrace of Shadows

Active Effects and Abilities[edit]

Champion of the Night
A permanent active effect you gain from stage one onward that increases the potency of your Illusion spells by 25%.

Nightstalker's Footsteps
A permanent active effect you gain from stage one onward that makes you 25% harder to detect while sneaking.

Weakness to Sunlight
While outside during the day, health, magicka, and stamina are reduced, and the regeneration for each of these stats is reduced by 100%. The reduction increases with each stage of vampirism, as indicated in the table above. Day begins at 5am and ends at 7pm regardless of the visibility of the sun.

Vampiric Drain
Vampiric Drain is a unique Novice Destruction spell that continuously absorbs a small amount of health from a single target and adds it to your own. While Vampiric Drain can be dual-cast with the corresponding Destruction skill perk, its cost is not reduced by any Destruction proficiency perks and using it does not train your Destruction skill. However, equipment and apparel reducing Destruction skill costs will still have effect, making it possible to cast Vampiric Drain for free. Unfortunately, this spell is not as powerful as the version cast by vampire NPCs (which can reach up to over 20 HP per second), but it can be useful to damage an enemy while healing yourself, especially at lower levels, avoiding the inconvenience of having to switch to individual spells.

If Dawnguard is installed, Vampiric Drain can drain health, magicka, and stamina from the target if a Volkihar optional quest is completed and the Bloodstone Chalice is used.

  • Stage 1: Drains 2 health per second. Costs 6 magicka per second.
  • Stage 2: Drains 3 health per second. Costs 10 magicka per second.
  • Stage 3: Drains 4 health per second. Costs 13 magicka per second.
  • Stage 4: Drains 5 health per second. Costs 17 magicka per second.

Vampire's Servant
This power allows you to reanimate a dead body to fight for you for one minute, once per day. It increases in power with every stage of vampirism. Note that servants raised with this power may not always disintegrate to ash as with the standard Conjuration spells (they retain normal form when the timer runs out, but if they are killed in combat, or if you fast travel/change instance, they will disintegrate).

  • Stage 1: Reanimate a weak dead body for 60 seconds.
  • Stage 2: Reanimate an average dead body for 60 seconds.
  • Stage 3: Reanimate a strong dead body for 60 seconds.
  • Stage 4: Reanimate a very strong dead body for 60 seconds.

Vampire's Sight
Vampire's Sight is a lesser power giving you Night Eye for 60 seconds.

Vampire's Seduction
This power is similar to the Calm spell and can be used once a day. Once the Dawnguard add-on is installed, Vampire's Seduction will allow you to feed on NPCs at any time, regardless of whether they are sleeping. If you do not possess this power during the vampire version of the quest ProphetDG, you will temporarily receive it in order to enthrall Dexion Evicus, only to have it disappear after use.

Embrace of Shadows
Embrace of Shadows is a power similar to the Invisibility spell that can be used once per day. While this power is active, you will be invisible and have Night Eye for 180 seconds. Interacting with the environment or attacking will make you visible again.

Feeding[edit]

In order to remain at, or return to, the first stage of vampirism, you must feed on a sleeping NPC. To do this press "Use" while crouching or standing over them and select "Feed". Feeding should be done with caution, as witnesses will immediately become hostile. You can feed on almost any NPC that sleeps in a bed, including all races and even ghosts and other vampires, but not children. A sleeping NPC may become hostile if they wake while feeding and detect one of your followers. This can be avoided by having your follower wait outside or providing them with a muffle enchantment. The most effective and safe way to feed is to use an Invisibility effect from either a potion, spell, or the Embrace of Shadows ability, since feeding is one of the few actions that does not cancel the effect. Followers can be fed on with total impunity, so long as there are no other witnesses. The Vampire Cattle(DG) are free to use for feeding.

Curing Vampirism[edit]

If you contract Sanguinare Vampiris during battle with a vampire, you won't become a vampire yourself for three days. Until then, you can rid yourself of the disease with a Cure Disease potion, any blessing, or by consuming Hawk Feathers.

After the first three days of infection, or if you obtained your vampirism from Lord Harkon or Serana, the task of finding a cure becomes more complex. While visiting any inn, talk to the innkeeper, or talk to one of the members of the Dawnguard (if you have the Dawnguard dlc installed) will suggest you speak with Falion in Morthal, but contracting lycanthropy is another option. Ask them for rumors and they will send you to Morthal to speak to a man named Falion. This will start the quest Rising at Dawn. However, if you are in the last stage of vampirism (and do not have Dawnguard installed), the innkeepers may attack you on sight, so you may need to feed in order to lessen the effects of your vampirism, making NPCs friendly again.

You can also cure your vampirism by becoming a werewolf through the Companions faction. However, once you contract lycanthropy, you gain a 100% resistance to disease and cannot be re-infected with Sanguinare Vampiris by normal means while a werewolf.

With Dawnguard installed, if you were previously a werewolf at some point prior to becoming a vampire, then you can ask Aela to restore your lycanthropy once, which will cure your vampirism (by making you into a werewolf).

Related Quests[edit]

World Interactions[edit]

Comparison Gallery[edit]

MaleFemale
Altmer

A male Altmer, before and after becoming a vampire

A female Altmer, before and after becoming a vampire

Argonian

A male Argonian, before and after becoming a vampire

A female Argonian, before and after becoming a vampire

Bosmer

A male Bosmer, before and after becoming a vampire

A female Bosmer, before and after becoming a vampire

Breton

A male Breton, before and after becoming a vampire

A female Breton, before and after becoming a vampire

Dunmer

A male Dunmer, before and after becoming a vampire

A female Dunmer, before and after becoming a vampire

MaleFemale
Imperial

A male Imperial, before and after becoming a vampire

A female Imperial, before and after becoming a vampire

Khajiit

A male Khajiit, before and after becoming a vampire

A female Khajiit, before and after becoming a vampire

Nord

A male Nord, before and after becoming a vampire

A female Nord, before and after becoming a vampire

Orc

A male Orc, before and after becoming a vampire

A female Orc, before and after becoming a vampire

Redguard

A male Redguard, before and after becoming a vampire

A female Redguard, before and after becoming a vampire

Notes[edit]

  • You can obtain Auriel's Bow through the Dawnguard questline to block out the sun and counter its effects.
  • Vampirism and lycanthropy cannot co-exist in Skyrim; one cannot be both a werewolf and a vampire at the same time. After becoming a werewolf, a vampire is cured of Sanguinare Vampiris. Because lycanthropy provides total disease immunity, this prevents you from becoming infected with Sanguinare Vampiris while the Beast Blood ability is present. Note that you can, however, cure lycanthropy (just as you can cure vampirism), so you will be able to become a vampire again should you choose to forgo your Beast Blood.
  • Becoming a vampire will flag you as undead, so the effects of the Restoration perk Necromage will affect you too. Shouts, spells, and equipment will all receive boosts to their magnitudes (25% to power and 50% to duration). Taking the Necromage perk before taking both Atronach Perk and Atronach Stone can give you a permanent 100% Spell Absorption, thus making you immune to all spells affected by Spell Absorption. Curing vampirism after obtaining the Necromage perk does not remove these bonuses, nor does it remove bonuses to enchantments, as long as they are not unequipped afterwards.
    • The following perks will also receive a 25% bonus to their power: Steady Hand, Power Shot, Quick Shot, Fists of Steel, Quick Reflexes, Dual Flurry, Wind Walker, Muffled Movement, Extra Pockets, Recovery, Avoid Death, Magic Resistance, Atronach.
    • PC Only This issue has been addressed by version 1.2.3 of the Unofficial Skyrim Patch; Necromage no longer boosts the power of perks, spells, and enchantments used on a vampire player.
  • Necromage also increases Health, magicka and stamina reduction penalties by 25%, thus increasing stage 4 vampire stat reductions to 75. This effect will first take place only after reverting from Vampire Lord form.
  • With the vampiric power Champion of the Night, you can effectively raise the cap for Illusion spells to over level 70, provided you have all relevant perks and the spell is dual-cast. This can make almost every opponent susceptible to Calm, Fear, and Fury spells. Note that Master level Illusion spells do not gain the power increase of dual-casting, and therefore will not affect higher level enemies.
  • Though vampirism gives 100% resistance to poison, the actual poison resistance is capped at 85% and will not protect you from the poison gas in Calcelmo's Laboratory (the poison damage is scripted and cannot be resisted).
  • Drinking the blood of an NPC that you know to be a werewolf will not infect you with lycanthropy and does not provide you with any special benefits.
  • If you are a vampire and have Hearthfire installed, you can add a coffin to use for sleeping in the cellar of Heljarchen Hall, Lakeview Manor, and Windstad Manor.
  • Vampirism is considered an individual race in the game. It is evidently visible when an NPC would comment based on the player's race, would not choose the correct racial option. Examples are: Bolund in Falkreath and Vulwulf Snow-Shod in Riften. They will think the player is not a Nord if he/she is a Nord Vampire.
  • Master of the Mind is also used by the Vampire's Seduction calm effect.

Bugs[edit]

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  • At stage three of vampirism, the stunted regeneration effect while in sunlight has a magnitude of 75%, even though all other stages have a magnitude of 100%.
    • This bug is fixed by the Official Skyrim Patch.
    • The fix was reverted by Dawnguard; with the add-on installed, your health, magicka, and stamina regeneration are damaged only 75% at stage three vampirism.
  • When playing as a female vampire, quitting the game and reloading the vampire save can result in a burnt or dirty face effect that does not go away on its own. The visual bug is different than the normal facial changes that occur when becoming a vampire.
    • The problem is caused by a texture issue that occurs if the character was created using eye liner. If you plan on becoming a vampire, you should make sure that the eye liner setting is set all the way to the left so that it is disabled.[verification needed — Needs source/CK confirmation]
    • If the problem has already occurred to you and a return to a save game is not possible, it can be corrected with the following procedure.
      1. Finish the Rising at Dawn quest to cure vampirism and become a normal human.
      2. Go to the Face Sculptor in Riften to edit your character's appearance. The Face Sculptor will not operate on vampires, which is why you must become human first.
      3. In the customization screen, disable the Eye Shadow by pushing the slider all the way to the left.
      4. Become a vampire again through any of the normal methods.
    • Note that if you have already joined the Volkihar vampires, you will not be able to rejoin them after becoming human again.
    • This can also be done through console commands so the player doesn't have to leave Volkihar Vampies.
      1. To become human use 'player.setrace Xrace' (replace X with whatever race the player is e.g. nordrace).
      2. Use 'showracemenu' to remove the eye liner.
      3. 'player.setrace Xracevampire' to switch back to vampire (Works with vampire lord)
  • Attempting to feed on an NPC sleeping in a bed with something next to it (such as a table or chest) can cause the feeding sequence to not animate correctly. The screen will still glow red and you will revert to stage one vampirism, but your character will be stuck in place, unable to move.
  • Becoming a vampire will reset your skin tone to the default for your race.
  • Both ebony and Blades shields become invisible when equipped as a vampire.
  • Nords will not get the glowing yellow eyes that all other races get when becoming a vampire after Dawnguard is installed; they instead get a glowing version of their old vampire eyes.
  • Khajiit will not get the glowing yellow eyes that the other races get when becoming a vampire after Dawnguard has been installed. Their appearance remains that of a regular Khajiit vampire: pinkish eyes, light fur, and saber cat-like fangs.
  • Sometimes if you drink a potion of blood, which can be obtained if you side with the vampires during the Dawnguard questline, you turn into a stage four vampire. ?
  • As a vampire, you may be unable to feed off NPCs affected by the Vampire's Seduction power in Dawnguard; clicking "Feed" has no effect.
  • While a vampire, sometimes wearing the Blackguard's Hood, Thieves Guild Hood, or Guild Master's hood makes the top of your head bald and the hood doesn't show. This enables vampires to equip those hoods together with other headgear. A vampire can thus wear up to three pieces of headgear simultaneously: the Thieves Guild or Guild Master's hood; any circlet or dragon priest mask; and a Penitus Oculatus helmet, Falmer helmet, or the Jagged Crown. Note that version 1.2 of the Unofficial Skyrim Patch will prevent you from wearing circlets or dragon priest masks with other headgear.
  • Sometimes, you will be made a vampire and have all the effects, but the game will not recognize it and you will be unable to feed or cure vampirism.
    • PC To fix this, use the console command (e.g., ).
    • It may be possible to cure yourself by becoming a vampire lord or werewolf.
    • Simply being a werewolf will not prevent you from contracting this bugged version of vampirism. A Necklace of Disease Immunity (with 100% immunity bonus) will, however, prevent it.
  • Falion's cure when applied to Volkihar vampires does not set their faction (xx003376) to -1. As a result any NPCs remaining in Fort Dawnguard will attack on sight even though you have been "cured" of vampirism. ?
    • PC To fix this, use the console command .
  • The 100% disease immunity does not prevent contracting diseases from traps due to a script oversight.

See Also[edit]

For more information about vampirism in the Elder Scrolls universe, see the lore article.

Sours: https://en.uesp.net/wiki/Skyrim:Embrace_of_Shadows


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