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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 -- no skin-sparkling for you.


What does this mean? It means you want to think very carefully before becoming a vampire, and <s>definitely</s> probably 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


== Basics ==
== Advantages ==
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, or perhaps you chose to permanently mutate (see [[Mutations]]) into a creature of the night. Let's summarize the basic effects of vampirism:


* Players with the vampirism disease get bonuses ranging from +0.5 to +2 in [[Brawn]], [[Cool]], [[Endurance]] and [[Senses]] and a corresponding -0.5 - -2 penalty to [[Brains]]. The further the vampirism disease has progressed, the greater the bonuses and penalties. The disease can progress either from successive infections (i.e. multiple vampire bites) or from growing naturally on its own. Diseased vampires also take twice as much sun damage than mutant vampires.
* '''+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.


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


* 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 and therefore contributes to the buff cap on those stats.
* '''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.


* You are able to heal by feeding (sucking blood) from people or monsters. This caps out at +5 HP per heartbeat.
== Temporary Vampirism ==


* Normal food will not provide sustenance, only taking blood from others will. You <b>do</b>, however, still need to deal with thirst as you normally would, but drinking blood does cure some thirst.
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.''


* '''The sun will hurt you, and set you on fire'''. This is the most significant and obvious penalty. The sun can deal out big damage, and if you are set on fire (which is likely), you will continue to take damage until the fire goes out.
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.  


* You will suffer a weakness to wooden stakes and harpoon rifles and pistols. Their damage is simply multiplied against you, and is especially nasty on chest shots, which are a guaranteed crit. However, stab armour is very effective at mitigating this, which is why you don't see many wooden stakes in PvP.
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}}.


* Vampire hunters will attack you on sight. Be very careful, vampire hunter are now quite strong! All of them are confined to the greater Freedom City area, except for Tyrone Belmont, who only rarely goes beyond Crater Rim.
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 and losing 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 is as simple as asking a vampire you know to bite you, or asking in tradenet or chatnet. Few people will turn down a free lunch. Failing that, 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, as will the vampire bats deep in the underground mine.
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.


However you go about it, make sure to check that you've actually been infected, and optionally stick around for multiple bites to speed the process up. If you have the medic skill, you can {{cmd|diagnose}} yourself to ensure that you have the disease (biting does not guarantee infection). You can also check {{cmd|@buffs}}, where you will find vampirism's buffs listed if the disease has progressed enough to at least give you +/- 1.
Once you're a fully mutated vampire, you can naturally pass on the vampirism disease to other prospective vampires.


However, 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 in disease form, it can be cured with a black hypo by a competent medic. Neither are uncommon, so just ask on tradenet. If you're a mutant vampire, however, your vampirism is as permanent as any other mutation, and you'll have to take a costly trip to [[Stormfront Island]] to rid yourself of it.
== 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.


== Choosing the Vamp Life ==
=== How to feed ===
Acquiring permanent vampirism in its full mutation form is slightly more involved. First, you ''must'' have the full progression of the disease before you can mutate to vampire. The easiest way to know if you have the full progression is to just check your {{cmd|@buffs}} for those +/-2 brain status effects. The infection itself is otherwise acquired normally; find a friendly vampire, visit Boozer, or take a trip to the underground mine. If you're mutating earlier in the game and don't have access to a friendly vamp (it's not a terribly popular mutation), the vampire bats in the mine are often the safest bet assuming you can handle the mobs there safely; you won't have to worry about stepping out of the crack house and instantly getting blasted by Tyrone or something.


Once you've got the infection and have either bided your time until it reaches maximum progression (watch out for the sun!) or been bitten over and over until you're capped out, it's time to take a visit to Adamant Canyon. You'll want about 17 climb to make it down to the mutation safely, plus some cold weather gear in the winter months. Watch out for the apparitions and rock leeches on the way if you're a lower-level player. The mutation spot is located in the depths of the canyon, on the island at east side of the river, not to be confused with the [[Lithodermis]] spot which is on the west side. You'll know you're in the right spot when you spot a ghost called Mother Dao. She's not aggressive like [[Clairvoyance]]'s Zhobelia, or even notable in any way at all, so just ignore her and mutate.
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>}}.


You may be misled into thinking that because the Canyon is pitch-black at night, it's a safe spot to be a vampire outside. Sadly, this is not the case, so make sure you skedaddle promptly after testing out your super cool new feed on one of the rock leeches on the way out!
=== Feeding and fullness ===


Once you're a fully mutated vampire, you can naturally pass on the vampirism disease to other prospective vampires. Getting the full progression alone is a pain in the butt by comparison, so be a cool guy and help out anyone who asks for the succ on tradenet.
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 ==
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.
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. It's also a fairly complex mechanic by HellMOO standards, so buckle up.


=== How to feed ===
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 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>}}. It is helpful to create an alias for this command, such as {{cmd|feed <x>}} or similar, to reduce how much you have to type whenever you feed. You'll be doing it a lot.


=== Feeding problems ===
=== Feeding problems ===


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. 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. Incidentally, most mobs are not immune to vampirism unless they have an in-built resistance to it. This means you can create vampiric dinosaurs and other scary shit if you really want to. Come sunrise, they'll die in the sun like any vampire would.
* 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. The chance is in superclot's favour. If superclot succeeds in blocking the feed, that feed will grant no heal, stress heal or fullness to the biter; otherwise the feed will work as normal. The same blocking will occur if you try to feed from any vampire, so be mindful of chain-feeding on a mob that's vulnerable to infection; you'll just end up stressing yourself out with grabs. Some players and mobs also just don't have blood, which will result in you not being able to feed at all. Examples of this include zombies and shoggoths, along with a great deal of other things. Some mobs also just can't be grabbed (such as treemen), so you're locked out of feeding on them. However, you ''can'' feed from mobs that have a blood-like substance, which is why vampires can live off of giant ant hemolymph and sewer beetle ichor. You can also feed from freaks, but if you can't work out why that's a bad idea, perhaps Vampire is not the mutation for you.
 
On top of all that, do note that feeding from a player or mob will damage them and probably give them a bleeding status effect of varying strength. It won't kill anyone outright unless they're at really low health, but it is annoying.


=== Feeding and fullness ===
* 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 will fill you up, reducing hunger and possibly giving you fullness debuffs depending on how full you are. Finally, feeds will heal you every heartbeat, to a maximum 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. It's possible to be very hungry and still be getting max heals from blood.
* 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.


The amount that a given feed heals you and fills you up scales with a few things, including how much health the mob has, what percentage of the mob's health is remaining, and what XP value the mob or player has (and maybe some other stuff). This is why feeding from a sewer beetle barely gives you anything, while feeding from a large dinosaur or nullianac can fill you up so much that you instantly spew vomit all over yourself.  
* 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.


Every successful feed you enact will also reduce your thirst by a small amount and heal 75 stress.
* Feeding damages the target, and usually applies a bleed. It won't kill anyone outright unless they're at really low health.


=== Feeding mechanics ===
=== Feeding mechanics ===


The process of actually using {{cmd|feed}} has a few peculiarities. Firstly, you cannot feed on an unconscious target (unlike the {{cmd|fuck}} verb, for instance). This is very annoying if you're feeding from a mob and they pass out halfway through the feed, because your feed will be cancelled, so watch out for that. Secondly, {{cmd|feed}} takes quite a long time to perform, meaning that it can be interrupted if you're not careful. Thirdly, cancelling {{cmd|feed}} is subject to some very strange behaviour. If you have grabbed a mob in order to feed from it and then decide that you want to stop feeding halfway through, you will need to input {{cmd|stop}} twice. The first {{cmd|stop}} will cancel the grab, and then the second will cancel the feed. This means that if you grab someone and start feeding from them, you can't stop the feed and go back into a regular grab without letting go and grabbing again, so pick your moment carefully!
{{cmd|feed}} has a few peculiarities:


As well as this, if either you cancel the grab but not the feed or the mob breaks out of your grab before you're finished feeding, they will be able to attack/do regular actions as normal, but your feed will not be cancelled. This means that you can complete the feed without actually having them in your grip, which can be a good thing or a bad thing. On the one hand, if you're locked up in a feed and forget to cancel it yourself when the mob breaks out, you might end up dead by their attacks. On the other hand, if you're feeding from a mob that hasn't aggro'd you and they break out of your grip, you can wait out the rest of the feed in relative safety and still get a free heal. Combined with {{cmd|musk}}, this is a great way to feed from basilisks and the like on the go without having to worry about how brawny they are.
* 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, which need to be dealt with 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 ===
Most (but not all!) vampires are not brains-focused builds, so not being able to craft mediguns as a vampire generally isn't such a big deal. However, this will sting your utility skills a bit: -2 to pilot and -4 to medic are very significant debuffs. The good news is that vampires have their own built-in sustain package with {{cmd|feed}}. While +5 hp per heartbeat isn't ''quite'' as good as a trauma kit from a good medic, it's not miles off the pace. Also note that as a vampire, you cannot take hyperimmune and therefore stand to gain a lot more by using nanite healers.
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.


Low brains can also be problematic in combat, where you may end up getting hit by a {{cmd|feint}} for an obnoxiously long time. This can be countered through frenzying, which increases resistance to feints, and the [[Hooligan]] mutation, which gives a 35% stun resistance that will reduce the length of feints.
=== 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!


=== Hunger and stress ===
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.
Because {{cmd|grab}} causes significant stress and is a requirement for feeding on most mobs, stress is often a problem for the vampire in the field. Feeding helps to offset this, and other ways around it include wearing bling to buff your cool and using scrimshaws to destress. Having a buddy to feed from is also helpful, since you don't have to stress yourself by grabbing them.


Hunger can be a huge problem for vampires if it gets out of hand. Starting at 50 hunger, vampires have increasing chances of gaining a [[Mental_illness|mental]], which can be dangerous and difficult to cure. This is why it's so important that vampires stay well fed. 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 a terrible mutation in practise 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 ===
=== Deathgear and diseases ===
Vampires cannot take [[Hyperimmune]], which means that using the deathsuit and deathshead requires a lot more care to watch your buffs and make sure you don't kill yourself with ATP. High endurance helps with this. Don't fall for the myth that vampires are locked out of using deathgear, however; it's perfectly viable to use in short, measured bursts as long as you're not lazy or careless.
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.
 
As a vampire, you're also vulnerable to any other disease that you might come across, again subject to your endurance. Since your medic skill is also debuffed by your brains penalty, it's wise to be cautious and bring preventative gear where you're worried about infection, like taking a towel to a zombie fight.


=== Vampire hunters ===
=== Vampire hunters ===
They mostly hunt in [[Gangland]], [[Freedom City|FC]], and [[Slagtown]]. Tyrone Belmont hunts all through [[Corpclave]], as well, and 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}}. Most of them are very dodgy, and all of them have high damage potential, wielding stakes and other hard-hitting weapons. 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.
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. Bear in mind that Tyrone will sometimes go out of his way to deliberately track you down to a point.
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:
Here's a full list of the hunters:
* Buffy uses a stake, is very dodgy and has okay to-hit. One of the weaker hunters; a gun or a solid {{cmd|headbutt}} will take her out very quickly.
* Buffy uses a stake and is very dodgy. A gun or a solid {{cmd|headbutt}} will take her out very quickly.
* Blade is somewhat soaky and has a fair amount of health, comparable to a bootlegger. He also uses a harpoon pistol, which halves your dodge.
* 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 maximum debuff, so watch out for the damage ticks and to-hit reductions. Infamous for occasionally getting zombie rot and becoming a horrendously tanky zombie.
* 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, but Neville frequently dies first. Whenever this happens, Samantha will sit on the tile where Neville died until something either moves her or kills her, and will continue to aggro any vampires that come on to her tile. 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 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 commemorative railway fire axe. Similar to a very buffed-up fireman.
* 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 is the tracker, and the face of the hunters. Uses a 'Vampire Killer' whip as his weapon instead of a stake, which is very fast and PC3. 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. Also tracks down vampires and moves in on them. He's also not restricted to the greater FC area, and will traipse around the sewers and occasionally go as far out as Lurleen to find vampires.
* 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 here: pastebin.com/y2NxSS9q. To check whether the sun is gonna bake yo' ass before going outside, use the {{cmd|time}} command and check what it says. 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 in damage 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, instead inflicting its own unsoakable damage type that can't be resisted. Being in the sun will also debuff your stats quite heavily.
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:


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're unfortunate enough to step outside shortly before a heartbeat, you'll get double-tapped by sun damage, so try to keep an eye on heartbeats before you step outside.
* 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.


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:
* 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.


* Trauma kits heal using the same timer that sun damage uses (heartbeats), thus negating some of the damage. 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 same logic applies to healing from feeding or [[Iron Liver]].
* 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.


* 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.
* 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.


* The best counterplay to the sun (aside from just not standing in it!) is having lots of health. [[Fibrocartilage]] is great for this, as is using lots of endocrine modules to cap out your HP at 60.
* [[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.


* [[Firewalker]] is a very strong mutation that will block most of the fire damage from the sun setting you on fire. It is also the only way to soak damage from being on fire in general, which is great for ants, PvP, Callahan-dodging, and a whole bunch of other stuff.
* [[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.


* The [[Phaser]] and [[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, 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!


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. Good luck finding sunscreen though!
{{MutationsListbox}}


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