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''A helpful introductory pamphlet to the nightlife of Hell.''
''A helpful introductory pamphlet to the nightlife of Hell.''


'''So you're thinking about joining the undead'''
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.


Vampires in HellMOO are quite unlike the creatures in other sources of fiction.
== Effects ==


* You can still get sick.
This mutation grants:
* You still age.
* You still need to breathe. (i.e. you can still drown)
* You spontaneously combust in the sun.


What does this mean? It means you want to think very carefully before becoming a vampire, and definitely should not take vampirism as a first mutation.
    +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


== Advantages ==


== Basics ==
* '''+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.
So you're a vampire, or considering becoming one. Perhaps you got bitten 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:
* '''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.


* You get a bonus of +1 - +4 to to [[Brawn]], [[Cool]], [[Endurance]] and [[Senses]] and a corresponding -1 - -4 penalty to [[Brains]]. If you are a permanent vampire (you got the mutation) the bonuses and the penalty will always be +/-4. Note that your raw stats are ''not'' affected, even if you have the mutation, only your full stats are.
== Disadvantages ==


* You are able to heal by feeding (sucking blood) from people or monsters (see below).
* '''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.


* Normal food will not provide sustenance, only taking blood from others will.
== Temporary Vampirism ==


* '''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 (note that bit players take double the sun damage those who chose the vampire mutation do). See below for details on how to live with this.
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.''


* You will suffer a tremendous weakness to wooden stakes, no matter where they hit you. A hit to the chest with a wooden stake will be an instant kill, regardless of soaks. 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.
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.  


* Vampire hunters, wielding wooden stakes, will attack you on sight. They will also track you around the city, so be careful not to hang around too long in the areas they patrol. The list of vampire hunters is:
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}}.
** [http://en.wikipedia.org/wiki/Buffy_the_Vampire_Slayer Buffy] (has really high reflexes and weapon skill, the second strongest hunter)
** [http://en.wikipedia.org/wiki/Blade_(film) Blade] (one of the weaker hunters)
** [http://en.wikipedia.org/wiki/'Salem's_Lot Callahan] (has deceptively good to hit)
** [http://en.wikipedia.org/wiki/I_Am_Legend Neville] (middling, he's the one you'll see the most since he patrols FC alot)
** [http://en.wikipedia.org/wiki/Castlevania Tyrone Belmont] The newest, and strongest, of the hunters. Wanders around whereever he pleases (including all of Freedom City, the Sewers and occasionally the Crater Rim). Uses a 'Vampire Killer' whip as his weapon instead of a stake. Unlike the other hunters the police will attack him should he try to kill a vampire in the city.


* You will be able to infect others with vampirism via feeding.
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.


== Getting vampirism ==
== 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.


Acquiring vampirism (in order to get the mutation, or just for kicks) is as simple as asking a vampire you know to bite you, or, if you have neither friends nor acquaintances, asking in tradenet or chatnet. Few people will turn down a free lunch, but if you're really repugnant then at least nobody turns down a lunch ''they get paid to eat''. In the event that people would rather spit on you than take your money, or you just hate everybody with a visceral passion, Boozer under the Crack House's porch (in [[Gangland]], not to be confused with the [[Crack Mansion]]) will be more than happy to bite you if you attack him. Be sure to {{cmd|diagnose}} yourself after being bitten to ensure you have the disease, it's not a sure thing.
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.


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


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 that can be made.
== 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 ===
 
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 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.


If your vampirism was gained via the mutation, it is nigh-permanent, just like all other mutations. Deal with it, you pansy.
* 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.


== Feeding ==
* 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.
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 two points per heartbeat - the more you feed at one time the higher the healing).


Feeding works a lot like sex in that you will 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 you are either holding, or have received permission from, a target, you use {{cmd|feed from <x>}}. Note that, in contrast to sex, you ''cannot'' feed from a dead or unconscious target.
* Feeding damages the target, and usually applies a bleed. It won't kill anyone outright unless they're at really low health.


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 mechanics ===


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.
{{cmd|feed}} has a few peculiarities:


It is also possible to feed by {{cmd|taste}}ing blood spills, but the chances of getting sustenance is rather low.
* 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}}.


== Dealing with the weaknesses ==
== Strategy ==
Vampire bestows great benefits, but you will gain proportionally significant weaknesses. They are so significant that it is important to deal with them intelligently.
Vampire bestows great benefits, but you will gain proportionally significant weaknesses, which need to be dealt with intelligently.


=== Loss of Brains ===
=== Loss of Brains ===
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]] or [[Empath]] mutations (see [[Mutations]]). This is probably the least significant weakness, but you should not expect a vampire character to be strong in skills that rely on 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.
 
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!


=== Unable to eat food ===
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.
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 {{cmd|hold}} causes rather severe stress, even when successful, stress is often a problem for the vampire in the field. Fotunately, feeding will reduce your current stress by 75 points. Other ways to reduce your stress levels include being able to have frequent sex, or raising your cool via jewelry. 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.


===  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.  


The weakness to wooden stakes extends to harpoon guns. Luckily, they're pretty rare at the moment.
=== 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.


=== Vampire hunters ===
=== Vampire hunters ===
They mostly hunt in [[Gangland]], [[Freedom City|FC]], and [[Slagtown]]. They use wooden stakes and are programmed to instantly attack you, and stakes are coded to do double damage to you anyway, but they used to do 1-10 stab where as now it's been reduced to 1-7 stab. If you do not have over 23-ish to hit on your weapon forget about fighting them, as they will parry your attacks and kill you. Buy levels of dodge from Ghost Dog, or a player so you can run away reliably. {{cmd|Look}}-ing ahead and using the sewers as much as possible (see below) is a good idea when traveling above ground in the city during dark hours. You should in general try to avoid them rather than defeat them - a high dodge is essential for escaping from scrapes with the tougher hunters, unless you're able to run right past before the fight has begun.  
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.
 
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 {{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. It is active until 8:00 PM and comes up at 7:00 AM everyday, and is weakest during the morning around 7 until late toward 8 and is strongest around noon. While sun damage does set you on fire it does not in fact inflict burn damage; instead it simply detracts from your HP so any vampire will slowly die in the sun regardless of gear or mutations. A single hit from the sun can cause anywhere up to the low 20s in damage, not including the subsequent 'on fire' status.  
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.
 
It is still quite possible to move about FC and go to your favorite hunting grounds during the day, however. Some strategies for doing this include:


* Trauma kits heal using the same timer that sun damage uses, thus negating some (if not all), of your sun based damage when used. By keeping trauma kits you can strategically avoid the sunlight and even never take damage while out in the day if you move quickly and find cover from place to place.
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.


* The sewers offer easy cover from the sun while in FC and give you access to the areas around it by finding the manholes which lead to them. You can get to slagtown, gangland, and the crater rim just from the sewers, and a manhole is accessible in Corpclave that allows one way travel to the FC sewers. However the FC area sewers are infested with several types of alligators which will murder you. Strongest are Crocodiles, then Alligators, then Caimen. Each is strong enough to kill any newbie, even a newbie vampire. Also note the red tile in the upper left FC sewer area, this is the bug queen's lair and she is a boss-like enemy, but isn't particularly tough if you aren't a newbie.
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!


* [[Endocrines|Endocrine booster modules]] (sold in [[Corpclave]], [[Botany Bay]], and [[Maas Neotek]]) sell for $4500 - $5000 and may increase your HP max when used, but the chance for his happening decreases the higher your HP total is. They are one of the few ways a vampire can really become harder to kill (besides gear and skills like dodge, which are essential) and will keep you alive longer in the sunlight by giving you more HP. 50 max HP is better than 30!
It's still possible to run errands and get stuff done during the day, however. Some strategies for doing this include:


* The [[Phaser]] and to a lesser extent [[Blink]] mutations are a good choice for Vampires who want to travel during the day. Simply set your memorized 'phase' location to the spot you wish to travel to during the day (for example, right outside the Mine or outside your apartment) and step in as soon as you've phased. The disadvantages of this are a moderate focus requirement (somewhere in the mid-teens for reliable phasing), mutual exclusivity with [[Medium]] and [[Leapfrog]], and the fact that you can only phase to your one memorized tile on the map. Blink will allow you to travel to any area, but has a much steeper focus requirement, is far less accurate in terms of where you wind up, and will frequently result in 'tele-fragging' or blinking to the completely wrong area.  
* 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.


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.
* 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.


== Susceptibility to mental illness ==
* 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.


Vampires who become hungry (once the hunger bar turns red instead of yellow, approx. 75 points) are prone to accruing mental illnesses. For this reason it pays to be well fed at all times, even if that means breaking off from what you're doing in order to feed. It's also advisable to have a friend with high medic skill (20+ is alright, 25+ is perfect) in case you do forget to keep track of your hunger and wind up with the crazies.  
* 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 some 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 several main entrances and exits from the sewers that are useful:


* South of the [[Orphanage]].
* [[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.
* North East of [[Vice City]]
* South-West of [[Sharpton Projects]].
* South-East of [[Bradbury]].
* North-East of the [[Rough Trade]].
* North-West of [[Nukem Academy]]
* At the bridge to the eastern outside areas.
* To the south, in the Crater Rim. (Note that there are two exits into the Crater Rim, one at the Juicer Camp and another via zipline that comes out at the Crater Rim Helipad. The latter is one-way.)
* To the Wasteland, in the South-East section of the Sewers.


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.
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!


== Adamant Canyon ==
{{MutationsListbox}}
Adamant Canyon Depths is where the vampire mutation is located - it is advisable to be reasonable at climb (15+ total) to get to the mutation, and that's assuming you plan to either die or be rescued by a friend once you have it. You will have to pass through the very cold [[Weezer Dam]] area to reach the Canyon, and at night the Canyon itself is pretty chilly. This means it's wise to bring either warm clothing from [[Austen's Furriers]] or else take the [[Yeti Skin]] mutation. There are two thirty meter climbs into the Canyon from the East side, both of which are 'trivial', and two more of approximately 15 meters to the depths. Your ropes will not persist for long down there, and the later climbs are considerably harder to make it back up than the first two. Either learn to throw, bring a friend to drop you ropes, be exceptionally fast, or kill yourself once you have the mutation. The mutation spot itself is located on a small island out in the Depths' river, you will have to swim to the North-East corner of the island to walk onto the shore and then head around it until you come to a {{cmd|down}}. At the bottom of this crypt is the mutation spot. You will need to dodge or otherwise deal with potentially hostile rock leeches and ghosts on your way to the mutation.


'''Full progression of the vampirism disease is required to get the mutation''' - this means -4 to Brains and +4 to Senses, Endurance, Brawn and Cool. Expect to wait about half an in-game day for this to happen.
[[Category:Guides]][[Category:Mutation]]
[[Category:Needs work]] [[Category:Guides]]

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