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(New page: ''A helpful introductory pamphlet to the nightlife of Hell.'' == Basics == So you're a vampire, or considering becoming one. Perhaps you got bit by some jerk in the orphanage, perhap...)
 
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''A helpful introductory pamphlet to the nightlife of Hell.''
''A helpful introductory pamphlet to the nightlife of Hell.''


== Basics ==
Vampire is a very powerful mutation, but it's also one of the less noob-friendly racials because of how much micromanagement it requires. It's best to hold off on going vamp until you've got some experience with the game.


So you're a vampire, or considering becoming one. Perhaps you got bit by some jerk in the orphanage, perhaps one of your corporation comrades bit you in order to feed, perhaps you chose to permanently mutate (see [[Mutations]]) into a creature of the night. Well, there are some things you need to know in order to get the most out of your new fangs. Let's summarize the basic effects of vampirism:
== Effects ==


* You get a +3 bonus to to Brawns, Cool, Endurance and Senses and a -3 penalty to Brains. If you are a permanent vampire (you got the mutation) the bonuses will be +4 and the penalty will be -4. Note that your raw stats are ''not'' affected, even if you have the mutation, only your full stats are.
This mutation grants:
* You are able to heal by feeding (sucking blood) from people (see below).
* Normal food will not provide sustenance, only taking blood from others will.
* '''The sun will hurt you, and set you on fire'''. This is the most significant and obvious penalty. The sun will deal out a large amount of sun damage, and if you are set on fire (which is likely), you will continue to take damage until the fire goes out. See below for details on how to live with this.
* You will suffer a tremendous weakness to wooden stakes, no matter where they hit you. The exact damage multiplier is not important, but it's high enough that a vampire will usually be vanquished extremely quickly in any battle with a competent spear-user wielding a wooden stake.
* Vampire hunters, wielding wooden stakes, will attack you on sight. A list of vampire hunters is:
** '''Blade''', who usually haunts Gangland.
** '''Buffy''', who is most often found in Slagtown.
** '''Neville''', who spends most of his time in Slagtown but occasionally wanders into Freedom City.
** '''Callahan''', who wanders around northern Slagtown, particularly around the Bradbury.
* You will be able to infect others with vampirism via feeding.


Note that, contrary to what you might expect, vampirism is ''not'':
    +4 brawn
    +4 senses
    +4 endurance
    +4 cool
    -4 brains
    {{cmd|feed}} command: suck the blood of others to restore and feed yourself
    Night vision
    High hunger will cause mental illness
    Bleeding increases hunger
    Damaged by sunlight
    Hunted by vampire hunters
    +5°C body temperature
    Incompatible with: Hyperimmune, Hideous Freak, Zombie, Chud, Billygoat, Chromemouth


* Unlife, so you will still need to breathe and you can drown.
== Advantages ==
* Immortality, so you will still be susceptible to diseases.
* Immunity to anything but a stake through the heart. In fact, you do not gain any damage resistances at all, you merely gain a severe weakness to stakes in particular.
* Something that turns you into an automatic superman. You get _only_ what is listed above, if you want to have other powers associated with fictional vampires (flight, angst, etc) you will need other mutations. See [[Mutations]] for a list.


== Getting rid of vampirism ==
* '''+4 brawn, senses, cool, endurance.''' All these buffs are like three mutations rolled into one. +4 brawn allows you to reach crazy strength numbers for weapon damage or gun speeds, +4 senses is on par with [[Hideous Freak]], and +4 cool is completely unmatched; [[Enigma]] only gives half as much.
* '''Great heal packages.''' Vampires can get +5 HP per heartbeat using their special {{cmd|feed}} command, which can stack with trauma kits and [[Iron Liver]] heals. This gives a theoretical max heal of over 15 HP per heartbeat. Since they can't take Hyperimmune, Vampires can also use nanites more effectively.
* '''Perfect night vision, 24/7.''' Like a permanent rhodopsin implant, vampires can see perfectly no matter the light conditions, which also helps with flying planes at night. Your vision remains perfect even if you take [[Xray Vision]].
* '''+5°C body temperature.''' This is just for quality-of-life. Vampires spend most of their time walking around at night, and it's cooler at night than it is during the day, so this helps to offset that.


Sometimes you just don't feel that fangs are right for you. That's okay, weaklings have rights too, provided they don't interfere with their bloodsucking, albino overlords.
== Disadvantages ==


If your vampirism is a disease, which it is if you were infected by a bite from another vampire, you can get rid of vampirism by dying. See above for a list of vampiric weaknesses that can be exploited to cause your death. Even if you update your clone, you will lose all diseases upon recloning, and since vampirism is a disease for you, you will lose this too. If you do not wish to die, there is a vampire cure below the Bradbury past all the zombies.
* '''THE SUN THE SUN THE SUN''' Vampires get spanked by the sun if they go outside past their bedtime. Sunlight can do 20+ damage, set you on fire, and also debuffs your stats.
* '''-4 brains.''' Not a good choice for many brainy builds. Even for non-brainies, this hurts your utility skills. Getting {{cmd|feint}}ed in combat is also a problem. This can be countered with [[Bleeder]], but see below...
* '''Hunger gives mentals.''' If vampires get too hungry (50+), they have a chance to get a [[Mental illness|mental]]. Hunger must be micromanaged. THC also becomes less attractive.
* Among these mental illnesses are Satanist Dementia, which is completely incurable.
* '''Bleeding makes you hungry,''' and therefore drives you crazy if you're not careful. Any bleeding wounds must be dealt with promptly, and [[Bleeder]] requires even more micromanagement to use.
* '''+4 Endurance isn't as good as it looks.''' Non-vampires can get the same number by taking [[Hyperimmune]] and [[Billygoat]], while vamps are locked out of both, so there's a net gain of zero. If you just want to max Endurance, vampire isn't worth it - try [[Zombie]] or [[Chromemouth]] instead.
* '''Can't take Hyperimmune,''' which means vampires are always vulnerable to sickness. They also have a much harder time using powerful deathgear armors.
* '''Vampire hunters will beat you up,''' or at least try. Some of them are quite strong; all of them can roll low-level players. One may try to hunt you down across large portions of the map.
* '''Poor [[Flight]] synergy.''' Flying makes you hungry, and vampires go crazy if they get hungry. You can work around this, but it's a pain and there are better choices.
* '''+5°C body temperature.''' This makes daytime runs a little bit hotter, and adds a small additional penalty to hot indoor areas.


If your vampirism was gained via the mutation, it is nigh-permanent, just like all other mutations. Nearly no way back, deal with it.
== Temporary Vampirism ==
 
Vampirism comes in two forms. One is a temporary infection that can be cured. Temporary vampirism differs from the mutation: it only gives +2 Brawn, Senses, Cool and Endurance, and -2 Brains. Disease vampires also take double sunlight damage, which is a ''lot.''
 
Infections can be acquired by asking on tradenet. Vampires can infect non-vampires, though you may have trouble finding an active vamp. Getting hit by Boozer under the Crack House in [[Gangland]] or the vampire bats in the [[Mine]] will also work.
 
Once you're bitten, make sure to check that you've actually been infected. You can {{cmd|diag}} to see if you've got fangs poking out of your mouth. If you sustain multiple bites, the disease will reach max progression faster. If not, you can just wait until it fully progresses, which takes a hell-day or two. You'll know you have max progression when you see those +2s and -2 on {{cmd|@buffs}}.
 
If you don't feel that the fangs are right for you, ask on tradenet for a cure. You'll need a black hypo and a competent medic. Neither are uncommon. Mutant vampires can't get rid of the mutation this way, however, and will need to take a costly trip to [[Stormfront Island]] to demutate.
 
== Permanent Vampirism ==
Acquiring permanent vampirism in its full mutation form is more involved. First, you ''must'' have the full progression of the disease before you can mutate. Check {{cmd|@buffs}} for those +/-2 status effects.
 
The mutation spot is at the bottom of the [[Adamant Canyon]]. The area's climbs require about 17 climb, and it's cold in the winter. Watch out for the apparitions and rock leeches on the way if you're a lower-level player. The tile is on an island at the east end of the river.
 
Once you're a fully mutated vampire, you can naturally pass on the vampirism disease to other prospective vampires.


== Feeding ==
== Feeding ==
Not only is feeding by sucking blood from living creatures the only way that vampires can eat (so to speak), it also lets them heal faster.
=== How to feed ===
Feeding works a lot like sex in that you have to {{cmd|hold}} an unwilling target, while friends or gullible fools can permit you to feed freely by using {{cmd|allow suck from <x>}}. Once ready, use {{cmd|feed from <x>}}.
=== Feeding and fullness ===


Not only is feeding by sucking blood from living creatures the only way vampires can eat (so to speak), it also lets them heal faster, approximately as if they had used a trauma kit.
Feeding will reduce hunger and grant a heal-over-time effect, to a max of +5 per heartbeat for the blood and an extra +1 for being full. Being full and being healed by a past feed are not the same thing, which means that you can {{cmd|vomit}} to a level where you aren't getting debuffed by fullness but still retain your big +5 heals. Feeding will also reduce thirst by a small amount and heal 75 stress, which can offset the stress of grabbing.


Feeding works a lot like sex in that you will have to <tt>hold</tt> an unwilling target, while friends or gullible fools can permit you to feed freely by using <tt>allow suck from</tt>. Once you are either holding, or have received permission from, a target, you use <tt>feed from</tt>. Note that, in contrast to sex, you ''cannot'' feed from a dead or unconscious target.
Feeding from healthy mobs will fill you more. Total XP of the player or mob also seems to come into it. Common sense will (mostly) steer you true: feeding from a sewer bettle will barely fill you, while feeding from a full-health nullianac can fill you up so much that you instantly vomit.


Whenever you feed on someone you will have an automatic chance of infecting them with vampirism, whether you are a permanent (mutant) vampire or got your fangs through disease, but the resulting vampires will always be disease vampires. You cannot infect a permanent vampire with the vampirism disease.
Feeding from any mob will restore a minimum of 40 hunger. This is the standard amount granted by unremarkable mobs like crackheads and pirates.


When you feed on someone, you also have an automatic chance of being infected with whatever diseases they had, or being affected by whatever drugs were in their bloodstream. This is another good reason to try to feed from hyperimmune people when possible.
=== Feeding problems ===


It is also possible to feed by <tt>taste</tt> ing blood spills.
* Feeding has a chance to infect the bloodbag with vampirism. The vamp also has a chance of being infected with any diseases they had, or being affected by any drugs in their bloodstream.


== Dealing with the weaknesses ==
* Feeding ''can'' be stopped by [[Superclot]], but has an RNG chance to succeed and ignore superclot. If superclot blocks the feed, it will grant no heal, stress heal or fullness to the biter. If your fangs win, the feed will work as normal.


Vampirism bestows great benefits, but you will gain proportionally significant weaknesses. They are so significant that it is important to deal intelligently with them, however.
* Feeding on vamps will always fail. Most mobs can be infected, which means you can't chain-feed on the same mob forever unless you have a vampirism cure ready.
 
* Some mobs don't have blood, like zombies and shoggoths. Vampires can't feed on them. Other mobs can't be grabbed (such as treemen), and they're not about to allow suck, so you're locked out of feeding on them too. Feeding ''does'' work on vampires with a blood like substance, such as ant hemolymph, sewer beetle ichor and (if you are very dumb) [[Hideous Freak]] blood.
 
* Feeding damages the target, and usually applies a bleed. It won't kill anyone outright unless they're at really low health.
 
=== Feeding mechanics ===
 
{{cmd|feed}} has a few peculiarities:
 
* You cannot feed on an unconscious target (unlike the {{cmd|fuck}} verb). This is very annoying if you're feeding from a mob and they pass out halfway through the feed, because your feed will be canceled.
* {{cmd|feed}} takes quite a long time to perform, meaning that it can be interrupted if you're not careful.
* If you started your {{cmd|feed}} from a grab, your grab will be broken when the feed completes or is canceled, so you can't chain-feed people to death.
* Mobs can break out of your grab, but not your feed. If you grab a mob and start to feed, but the mob breaks out, you'll keep right on feeding unless the mob leaves your tile. The feed will still succeed, too, though you can cancel it with {{cmd|stop}}.
 
== Strategy ==
Vampire bestows great benefits, but you will gain proportionally significant weaknesses, which need to be dealt with intelligently.


=== Loss of Brains ===
=== Loss of Brains ===
Most vampires are not brains-focused builds, but -2 pilot and -4 medic are significant debuffs. Fortunately, vampires have their own built-in sustain package with {{cmd|feed}}. +5 hp per heartbeat isn't ''quite'' as good as a trauma kit from a good medic but it's not miles off the pace. Nanites are also helpful.


Dealing with your loss of [[Brains]] can be done simply by grinding the stat back up in the usual ways or by taking the [[Swollen Brain]] mutation (see [[PlayerMutations]]). This is probably the least significant weakness, but you should not expect a vampire character to be strong in skills that depend on Brains.
Getting feinted in combat can be countered by the [[Hooligan]] mutation, which gives +35% stun resistance, and frenzying, which increases feint resistance.


=== Unable to eat food ===
=== Hunger ===
The mentals from vampire hunger have a lot of RNG to them; you can have 200+ hunger and get no mental, or you can instantly get one at 80 hunger. Best not to take chances!


You derive no sustenance from ordinary food (though you can eat it) and have to feed on blood to survive. See above for the mechanics of feeding. Because <tt>hold</tt> causes rather severe stress, even when successful, stress is often a problem for the vampire in the field. Bringing joints, or being able to have frequent sex, is a good way to counteract this. The sewers under [[Freedom City]] and [[Slagtown]] are filled with relatively weak monsters that are excellent for feeding, but ideally you will feed from someone in your corporation who has hyperimmune.
If you do end up with a mental, a strong medic can cure most of them (the sooner after you get them, the better). In theory, [[Empath]]s can also cure all mentals (and are your only option if you have [[Enigma]]), but Empath is an extremely unpopular mutation in practice and you'll find few or no Empath players in-game.


===  Weakness to stakes (and harpoons!) ===
Bleeding substantially increases a vamp's hunger every heartbeat on top of doing damage. If you're too dumb to use a suture kit, you can use improvised rolls of bandages well into the negative medic skill totals to stop bleeding. Ask a crafter for the bandages, they tend to pile up and get in the way anyway.


Due to the massive damage multiplier given to stakes against you, there is very little you can do to mitigate this weakness. Getting a high dodge, and trying to avoid getting hit at all, is your best bet. Ideally, you will send your friends to fight stake-wielding vampire hunters, because wooden stakes are quite poor weapons when used on anything but vampires.  
=== Deathgear and diseases ===
Vampires using the deathsuit and deathshead must be cautious about [[Drugs|ATP]]. High endurance helps with this. It's perfectly viable to use in short, measured bursts as long as you're not lazy or careless. Vampires are also vulnerable to any other disease that you might come across, again subject to your endurance. Bring preventative gear to potential infection sites - towels to a zombie fight, for instance.


The weakness to wooden stakes extends to harpoon guns. Luckily, they&#39;re pretty rare at the moment.
=== Vampire hunters ===
These guys mostly hunt in [[Gangland]], [[Freedom City|FC]], and [[Slagtown]]. Tyrone Belmont can wander as he pleases, occasionally ending up as far as [[Lurleen]]. All vampire hunters will attack you on sight, and none of them respect {{cmd|musk}}. They've all got their own annoying quirks,, and all of them have high damage potential.. Aside from a single kill journal for killing any hunter, there is little reward to killing any of them, although some of them do drop trophies.


=== Vampire hunters ===
For all these reasons, the best strategy for vampire hunters is often to simply avoid them. Don't linger around the greater Freedom City area and you won't run into them too much.


The vampire hunters that attack you on sight (Buffy, Neville, Blade, Callahan), are primarily dangerous because they are skilled spear-wielders with wooden stakes. <tt>Look</tt>-ing ahead and using the sewers as much as possible (see below) is a good idea when travelling above ground in the city during dark hours. You should in general try to avoid them rather than defeat them.
Here's a full list of the hunters:
* Buffy uses a stake and is very dodgy. A gun or a solid {{cmd|headbutt}} will take her out very quickly.
* Blade is mildly tanky, comparable to a bootlegger. He also uses a harpoon pistol, which halves your dodge.
* Callahan has a ton of health and heaps of focus, and will often open with a {{cmd|carrie}} and {{cmd|feint}}. The carrie has a good chance of hitting you for the max debuff, so watch out for the damage ticks and to-hit reductions.
* Neville and Samantha are a team duo. Neville uses a harpoon rifle, which halves your dodge, but he has a tiny healthpool and no soaks. Samantha is a gulfbitch that screeches a lot, as well as being quite soaky. Neville frequently dies first. Whenever this happens, Samantha will sit on the tile where Neville died until something moves her or kills her.
* Abe, the president, can {{cmd|feint}}, and hits very hard with his own special fire axe. Similar to a very buffed-up fireman.
* Tyrone Belmont uses a 'Vampire Killer' whip as his weapon, which is the second-fastest weapon in the game (right behind Guru). It's also PC3 and does unsoakable damage. His dodge is terrible and he has no brawn, however, so he's very vulnerable to grabs ''if'' you can land them before he stun-locks and kills you. Unlike the other hunters, the police '''won't''' attack him should he try to kill a vampire in the city. He tracks down vampires and moves in on them, sometimes quickly. He's not restricted to the greater FC area, but will tend to linger around there anyway.


=== Weakness to the sun ===
=== Weakness to the sun ===
The sun is your biggest enemy in game. Its active hours vary depending on the time of year. You can find a listing of the vampire-friendly times for each month [[Time#Daylight Hours|here]]. To check whether the sun is gonna bake yo' ass, use the {{cmd|time}} command. Vampires are only safe from dusk until dawn, so if it says morning or evening, keep your shit indoors.
The sun's damage is hugely variable, and can hit anywhere from the low 20s to no damage at all. It tends to hit hardest towards noon, or when it's not cloudy outside. Sun damage does often set you on fire, but it does not inflict burn damage; sunlight damage is unsoakable. Being in the sun will also nuke your stats.
Sun damage can hit you in two ways. First, you will always take a hit from it upon first entering the sun ''unless'' you are already under the influence of the sun debuff when you step outside. Second, every heartbeat that you are still in the sun will result in you taking another hit from the sun. This means that if you step outside shortly before a heartbeat, you'll get double-tapped by sun damage!
It's still possible to run errands and get stuff done during the day, however. Some strategies for doing this include:
* Trauma kits heal using the same timer that sun damage uses (heartbeats), thus negating some of the damage. The same logic applies to healing from feeding or [[Iron Liver]]. Nanite spam keeps you going too.
* Use a plane if you need to cover longer distances. This is by far the most practical way to get around, but you'll still have to go a short ways on foot to get to shops and stuff.


This weakness is the hardest one to circumvent because you are affected by it every time you go outside during the day. Remember that you are safe from the sun during the dusk, night and dawn, and take half damage during morning and evening. You can check the time with the <tt>time</tt> command, which is very important to you as a vampire.  
* Sewage systems offer cover from the sun if you want to cover longer distances and don't have a plane. [[Freedom City]], [[New Clearwater]], [[Weezer Dam]] and the [[Necropolis]] all have sewer systems that you can use to navigate around town. FC's sewage network is particularly well-developed: you can get to [[Slagtown]], [[Gangland]], [[Shoreline]], [[Crater Rim]], the [[Subway Tunnels]] and even the [[Wasteland]] with it, and still have time to bash the [[Kraken]] before dusk. Tyrone will hunt you in the FC sewers though.


In practice, the sun damage is rarely instantly lethal to a fully healed vampire, even in the middle of the afternoon, and it is often possible to make quick outside runs without taking damage at all. The sun deals out sun damage, which is highly variable -- and good luck finding sunscreen! It secondarily causes fire damage, which means you can use appropriate clothing to protect yourself, as well as taking the [[Firewalker]] mutation to get fire resistance, but you are still vulnerable to the primary sun damage.
* Having lots of health is the best counterplay to direct sun exposure (aside from just not standing in it!). Grab [[Fibrocartilage]] and use endocrine modules to get yourself to 60 HP.


== Getting around via the sewers ==
* [[Firewalker]] is a very strong mutation that's generally considered a vampire essential. It's the only way to soak damage from being on fire, which makes the sun way less gay to deal with.


The sewers cannot take you everywhere, and the northern parts are not yet fully developed, but they are essential to evading both the sun during the day and vampire hunters during the night. There are six main entrances and exits from the sewers that are useful:
* [[Phaser]] and [[Blink]] can be a huge help. Simply set your memorized 'phase' location to the spot you wish to travel to during the day (for example, outside your apartment) and step in as soon as you've phased. This does require a bit of focus, and is mutually exclusive with [[Clairvoyance]] and [[Leapfrog]]. Blink allows you to travel vast distances very quickly without memorizing, but is a lot less precise than Phaser.


* South of the orphanage.
In practice, the sun damage isn't instantly lethal to a fully healed mutant vampire, even in the middle of the afternoon. It's often possible to make quick outside runs without taking damage at all. Good luck finding sunscreen though!
* South-west of [[Sharpton Projects]].
* South-east of [[Bradbury]].
* North-east of the [[Rough Trade]].
* At the bridge to the eastern outside areas.
* To the south, in the crater rim.


Go through the sewers and make sure you understand how to get to each of these, and how to find them from outside. There are a few more entrances, but the ones listed above are the most useful.
{{MutationsListbox}}


[[Category:Needs work]] [[Category:Guides]]
[[Category:Guides]][[Category:Mutation]]

Latest revision as of 01:17, 19 October 2019

A helpful introductory pamphlet to the nightlife of Hell.

Vampire is a very powerful mutation, but it's also one of the less noob-friendly racials because of how much micromanagement it requires. It's best to hold off on going vamp until you've got some experience with the game.

Effects

This mutation grants:

   +4 brawn
   +4 senses
   +4 endurance
   +4 cool
   -4 brains
   feed command: suck the blood of others to restore and feed yourself
   Night vision
   High hunger will cause mental illness
   Bleeding increases hunger
   Damaged by sunlight
   Hunted by vampire hunters
   +5°C body temperature
   Incompatible with: Hyperimmune, Hideous Freak, Zombie, Chud, Billygoat, Chromemouth

Advantages

  • +4 brawn, senses, cool, endurance. All these buffs are like three mutations rolled into one. +4 brawn allows you to reach crazy strength numbers for weapon damage or gun speeds, +4 senses is on par with Hideous Freak, and +4 cool is completely unmatched; Enigma only gives half as much.
  • Great heal packages. Vampires can get +5 HP per heartbeat using their special feed command, which can stack with trauma kits and Iron Liver heals. This gives a theoretical max heal of over 15 HP per heartbeat. Since they can't take Hyperimmune, Vampires can also use nanites more effectively.
  • Perfect night vision, 24/7. Like a permanent rhodopsin implant, vampires can see perfectly no matter the light conditions, which also helps with flying planes at night. Your vision remains perfect even if you take Xray Vision.
  • +5°C body temperature. This is just for quality-of-life. Vampires spend most of their time walking around at night, and it's cooler at night than it is during the day, so this helps to offset that.

Disadvantages

  • THE SUN THE SUN THE SUN Vampires get spanked by the sun if they go outside past their bedtime. Sunlight can do 20+ damage, set you on fire, and also debuffs your stats.
  • -4 brains. Not a good choice for many brainy builds. Even for non-brainies, this hurts your utility skills. Getting feinted in combat is also a problem. This can be countered with Bleeder, but see below...
  • Hunger gives mentals. If vampires get too hungry (50+), they have a chance to get a mental. Hunger must be micromanaged. THC also becomes less attractive.
  • Among these mental illnesses are Satanist Dementia, which is completely incurable.
  • Bleeding makes you hungry, and therefore drives you crazy if you're not careful. Any bleeding wounds must be dealt with promptly, and Bleeder requires even more micromanagement to use.
  • +4 Endurance isn't as good as it looks. Non-vampires can get the same number by taking Hyperimmune and Billygoat, while vamps are locked out of both, so there's a net gain of zero. If you just want to max Endurance, vampire isn't worth it - try Zombie or Chromemouth instead.
  • Can't take Hyperimmune, which means vampires are always vulnerable to sickness. They also have a much harder time using powerful deathgear armors.
  • Vampire hunters will beat you up, or at least try. Some of them are quite strong; all of them can roll low-level players. One may try to hunt you down across large portions of the map.
  • Poor Flight synergy. Flying makes you hungry, and vampires go crazy if they get hungry. You can work around this, but it's a pain and there are better choices.
  • +5°C body temperature. This makes daytime runs a little bit hotter, and adds a small additional penalty to hot indoor areas.

Temporary Vampirism

Vampirism comes in two forms. One is a temporary infection that can be cured. Temporary vampirism differs from the mutation: it only gives +2 Brawn, Senses, Cool and Endurance, and -2 Brains. Disease vampires also take double sunlight damage, which is a lot.

Infections can be acquired by asking on tradenet. Vampires can infect non-vampires, though you may have trouble finding an active vamp. Getting hit by Boozer under the Crack House in Gangland or the vampire bats in the Mine will also work.

Once you're bitten, make sure to check that you've actually been infected. You can diag to see if you've got fangs poking out of your mouth. If you sustain multiple bites, the disease will reach max progression faster. If not, you can just wait until it fully progresses, which takes a hell-day or two. You'll know you have max progression when you see those +2s and -2 on @buffs.

If you don't feel that the fangs are right for you, ask on tradenet for a cure. You'll need a black hypo and a competent medic. Neither are uncommon. Mutant vampires can't get rid of the mutation this way, however, and will need to take a costly trip to Stormfront Island to demutate.

Permanent Vampirism

Acquiring permanent vampirism in its full mutation form is more involved. First, you must have the full progression of the disease before you can mutate. Check @buffs for those +/-2 status effects.

The mutation spot is at the bottom of the Adamant Canyon. The area's climbs require about 17 climb, and it's cold in the winter. Watch out for the apparitions and rock leeches on the way if you're a lower-level player. The tile is on an island at the east end of the river.

Once you're a fully mutated vampire, you can naturally pass on the vampirism disease to other prospective vampires.

Feeding

Not only is feeding by sucking blood from living creatures the only way that vampires can eat (so to speak), it also lets them heal faster.

How to feed

Feeding works a lot like sex in that you have to hold an unwilling target, while friends or gullible fools can permit you to feed freely by using allow suck from <x>. Once ready, use feed from <x>.

Feeding and fullness

Feeding will reduce hunger and grant a heal-over-time effect, to a max of +5 per heartbeat for the blood and an extra +1 for being full. Being full and being healed by a past feed are not the same thing, which means that you can vomit to a level where you aren't getting debuffed by fullness but still retain your big +5 heals. Feeding will also reduce thirst by a small amount and heal 75 stress, which can offset the stress of grabbing.

Feeding from healthy mobs will fill you more. Total XP of the player or mob also seems to come into it. Common sense will (mostly) steer you true: feeding from a sewer bettle will barely fill you, while feeding from a full-health nullianac can fill you up so much that you instantly vomit.

Feeding from any mob will restore a minimum of 40 hunger. This is the standard amount granted by unremarkable mobs like crackheads and pirates.

Feeding problems

  • Feeding has a chance to infect the bloodbag with vampirism. The vamp also has a chance of being infected with any diseases they had, or being affected by any drugs in their bloodstream.
  • Feeding can be stopped by Superclot, but has an RNG chance to succeed and ignore superclot. If superclot blocks the feed, it will grant no heal, stress heal or fullness to the biter. If your fangs win, the feed will work as normal.
  • Feeding on vamps will always fail. Most mobs can be infected, which means you can't chain-feed on the same mob forever unless you have a vampirism cure ready.
  • Some mobs don't have blood, like zombies and shoggoths. Vampires can't feed on them. Other mobs can't be grabbed (such as treemen), and they're not about to allow suck, so you're locked out of feeding on them too. Feeding does work on vampires with a blood like substance, such as ant hemolymph, sewer beetle ichor and (if you are very dumb) Hideous Freak blood.
  • Feeding damages the target, and usually applies a bleed. It won't kill anyone outright unless they're at really low health.

Feeding mechanics

feed has a few peculiarities:

  • You cannot feed on an unconscious target (unlike the fuck verb). This is very annoying if you're feeding from a mob and they pass out halfway through the feed, because your feed will be canceled.
  • feed takes quite a long time to perform, meaning that it can be interrupted if you're not careful.
  • If you started your feed from a grab, your grab will be broken when the feed completes or is canceled, so you can't chain-feed people to death.
  • Mobs can break out of your grab, but not your feed. If you grab a mob and start to feed, but the mob breaks out, you'll keep right on feeding unless the mob leaves your tile. The feed will still succeed, too, though you can cancel it with stop.

Strategy

Vampire bestows great benefits, but you will gain proportionally significant weaknesses, which need to be dealt with intelligently.

Loss of Brains

Most vampires are not brains-focused builds, but -2 pilot and -4 medic are significant debuffs. Fortunately, vampires have their own built-in sustain package with feed. +5 hp per heartbeat isn't quite as good as a trauma kit from a good medic but it's not miles off the pace. Nanites are also helpful.

Getting feinted in combat can be countered by the Hooligan mutation, which gives +35% stun resistance, and frenzying, which increases feint resistance.

Hunger

The mentals from vampire hunger have a lot of RNG to them; you can have 200+ hunger and get no mental, or you can instantly get one at 80 hunger. Best not to take chances!

If you do end up with a mental, a strong medic can cure most of them (the sooner after you get them, the better). In theory, Empaths can also cure all mentals (and are your only option if you have Enigma), but Empath is an extremely unpopular mutation in practice and you'll find few or no Empath players in-game.

Bleeding substantially increases a vamp's hunger every heartbeat on top of doing damage. If you're too dumb to use a suture kit, you can use improvised rolls of bandages well into the negative medic skill totals to stop bleeding. Ask a crafter for the bandages, they tend to pile up and get in the way anyway.

Deathgear and diseases

Vampires using the deathsuit and deathshead must be cautious about ATP. High endurance helps with this. It's perfectly viable to use in short, measured bursts as long as you're not lazy or careless. Vampires are also vulnerable to any other disease that you might come across, again subject to your endurance. Bring preventative gear to potential infection sites - towels to a zombie fight, for instance.

Vampire hunters

These guys mostly hunt in Gangland, FC, and Slagtown. Tyrone Belmont can wander as he pleases, occasionally ending up as far as Lurleen. All vampire hunters will attack you on sight, and none of them respect musk. They've all got their own annoying quirks,, and all of them have high damage potential.. Aside from a single kill journal for killing any hunter, there is little reward to killing any of them, although some of them do drop trophies.

For all these reasons, the best strategy for vampire hunters is often to simply avoid them. Don't linger around the greater Freedom City area and you won't run into them too much.

Here's a full list of the hunters:

  • Buffy uses a stake and is very dodgy. A gun or a solid headbutt will take her out very quickly.
  • Blade is mildly tanky, comparable to a bootlegger. He also uses a harpoon pistol, which halves your dodge.
  • Callahan has a ton of health and heaps of focus, and will often open with a carrie and feint. The carrie has a good chance of hitting you for the max debuff, so watch out for the damage ticks and to-hit reductions.
  • Neville and Samantha are a team duo. Neville uses a harpoon rifle, which halves your dodge, but he has a tiny healthpool and no soaks. Samantha is a gulfbitch that screeches a lot, as well as being quite soaky. Neville frequently dies first. Whenever this happens, Samantha will sit on the tile where Neville died until something moves her or kills her.
  • Abe, the president, can feint, and hits very hard with his own special fire axe. Similar to a very buffed-up fireman.
  • Tyrone Belmont uses a 'Vampire Killer' whip as his weapon, which is the second-fastest weapon in the game (right behind Guru). It's also PC3 and does unsoakable damage. His dodge is terrible and he has no brawn, however, so he's very vulnerable to grabs if you can land them before he stun-locks and kills you. Unlike the other hunters, the police won't attack him should he try to kill a vampire in the city. He tracks down vampires and moves in on them, sometimes quickly. He's not restricted to the greater FC area, but will tend to linger around there anyway.

Weakness to the sun

The sun is your biggest enemy in game. Its active hours vary depending on the time of year. You can find a listing of the vampire-friendly times for each month here. To check whether the sun is gonna bake yo' ass, use the time command. Vampires are only safe from dusk until dawn, so if it says morning or evening, keep your shit indoors.

The sun's damage is hugely variable, and can hit anywhere from the low 20s to no damage at all. It tends to hit hardest towards noon, or when it's not cloudy outside. Sun damage does often set you on fire, but it does not inflict burn damage; sunlight damage is unsoakable. Being in the sun will also nuke your stats.

Sun damage can hit you in two ways. First, you will always take a hit from it upon first entering the sun unless you are already under the influence of the sun debuff when you step outside. Second, every heartbeat that you are still in the sun will result in you taking another hit from the sun. This means that if you step outside shortly before a heartbeat, you'll get double-tapped by sun damage!

It's still possible to run errands and get stuff done during the day, however. Some strategies for doing this include:

  • Trauma kits heal using the same timer that sun damage uses (heartbeats), thus negating some of the damage. The same logic applies to healing from feeding or Iron Liver. Nanite spam keeps you going too.
  • Use a plane if you need to cover longer distances. This is by far the most practical way to get around, but you'll still have to go a short ways on foot to get to shops and stuff.
  • Having lots of health is the best counterplay to direct sun exposure (aside from just not standing in it!). Grab Fibrocartilage and use endocrine modules to get yourself to 60 HP.
  • Firewalker is a very strong mutation that's generally considered a vampire essential. It's the only way to soak damage from being on fire, which makes the sun way less gay to deal with.
  • Phaser and Blink can be a huge help. Simply set your memorized 'phase' location to the spot you wish to travel to during the day (for example, outside your apartment) and step in as soon as you've phased. This does require a bit of focus, and is mutually exclusive with Clairvoyance and Leapfrog. Blink allows you to travel vast distances very quickly without memorizing, but is a lot less precise than Phaser.

In practice, the sun damage isn't instantly lethal to a fully healed mutant vampire, even in the middle of the afternoon. It's often possible to make quick outside runs without taking damage at all. Good luck finding sunscreen though!


Mutations
Racial Mutations AbominationChromemouthChudEmpathGenetic PurityHideous FreakVampireZombie
Focus Mutations CarrieChillerFuck MachineSalamanderScreechWrithing Smoke
Movement Mutations LeapfrogPhaserClairvoyance
FlightBlinkMedium
Soak Mutations High DensityFirewalkerRubberskinSnakeskinYeti Skin
LithodermisSolar SpongeSilicone SkinEelskinYeti Fur
Miscellaneous Mutations BillygoatBleederBloodhoundBrainslugBrute StrengthCamelfatEnigmaFibrocartilageHooliganHyperimmuneIron LiverJunkratMuleNimble FingersPlant WhispererRipperStenchTwitchy NervesSuperclotXray Vision
Joke Mutations Cat Ears • Caucasian • Third Nipple
Defunct Mutations Jammer