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Can I Become a Vampire Lord Again if I Cure Myself

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

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

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

Sanguinare Vampiris is contracted from encounters with vampires: whenever a vampire casts Vampiric Drain on you, there is a 10% gamble for you to be infected with the disease. Initially, this is a normal affliction that reduces your total wellness by 25 points and tin can be easily cured with a potion of Cure Disease, a Vigilant of Stendarr, or by visiting a shrine. At sunrise of the commencement day after contracting Sanguinare Vampiris, a message will announced saying "You feel strangely weakened by the sunrise". At sunset of that day, "You feel a strange thirst come over you". If the affliction is non cured inside three days, information technology volition progress to full vampirism, and the effects can no longer be reversed with a normal cure (see beneath).

If Dawnguard is installed, you lot can besides gain vampirism by letting Lord Harkon infect y'all during the Bloodline quest. Alternatively, you can activate the Bloodspring in Redwater Den or permit Serana infect you, either at the cease of the Chasing Echoes quest or after the cadre Dawnguard questline is complete.

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

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

Contents

  • one Stages of Vampirism
    • ane.i Active Furnishings and Abilities
  • 2 Feeding
  • iii Curing Vampirism
  • four Related Quests
    • 4.i World Interactions
  • 5 Comparison Gallery
  • 6 Notes
  • seven Bugs
  • 8 Run across Also

Stages of Vampirism [edit]

Total vampirism is made upwardly of four singled-out stages, starting at stage 1 and progressing to stage four. You advance one stage for every 24 hours y'all go without feeding on a sleeping NPC. Feeding always returns you to stage ane.

As a vampire, you will experience both beneficial and detrimental changes depending on your current stage. The longer you lot become without blood, the more extreme these changes volition become. In add-on, as you progress through the stages you proceeds several unique powers and spells, some of which will grow more than powerful with each stage. Returning to phase ane will remove the college level powers and reset the remaining ones to their original strength.

Phase One Phase Ii Stage Three Stage Four
Resistances and Weaknesses

• Resist Affliction 100%
• Resist Poison 100%
• Resist Frost 25% (DG: 20%)
• Weakness to Burn down 25% (DG: 20%)

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

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

• Resist Affliction 100%
• Resist Poisonous substance 100%
• Resist Frost 100% (DG: 50%)
• Weakness to Fire 100% (DG: 50%)

Active Effects

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

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

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

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

Abilities

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

• Vampiric Bleed
• Vampire'due south Servant
• Vampire's Sight
• Vampire's Seduction

• Vampiric Bleed
• Vampire'south Servant
• Vampire's Sight
• Vampire's Seduction

• Vampiric Bleed
• Vampire's Retainer
• Vampire's Sight
• Vampire's Seduction
• Embrace of Shadows

Active Furnishings and Abilities [edit]

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

Nightstalker'southward Footsteps
A permanent active result you proceeds from stage one onward that makes you 25% harder to detect while sneaking.

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

Vampiric Drain
Vampiric Bleed is a unique Novice Devastation spell that continuously absorbs a modest amount of health from a single target and adds it to your ain. While Vampiric Drain tin be dual-cast with the respective Destruction skill perk, its cost is not reduced by whatsoever Devastation proficiency perks and using it does not train your Devastation skill. Even so, equipment and apparel reducing Destruction skill costs volition still accept upshot, making it possible to cast Vampiric Bleed for free. Unfortunately, this spell is not as powerful as the version bandage by vampire NPCs (which can attain upward to over 20 HP per second), simply it can be useful to harm an enemy while healing yourself, peculiarly at lower levels, fugitive the inconvenience of having to switch to individual spells.

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

  • Stage one: Drains two health per second. Costs 6 magicka per second.
  • Stage 2: Drains three health per 2d. Costs 10 magicka per second.
  • Stage three: Drains 4 health per second. Costs 13 magicka per second.
  • Stage iv: Drains 5 health per second. Costs 17 magicka per second.

Vampire's Servant
This power allows you to reanimate a expressionless body to fight for you for one minute, once per twenty-four hour period. It increases in ability with every stage of vampirism. Note that servants raised with this power may non always disintegrate to ash every bit with the standard Conjuration spells (they retain normal form when the timer runs out, just if they are killed in gainsay, or if you fast travel/change instance, they will disintegrate).

  • Stage 1: Reanimate a weak dead body for lx seconds.
  • Phase 2: Reanimate an average dead trunk for lx seconds.
  • Stage three: Reanimate a stiff dead body for 60 seconds.
  • Stage 4: Reanimate a very potent dead body for 60 seconds.

Vampire'due south Sight
Vampire's Sight is a lesser power giving you Nighttime Eye for 60 seconds.

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

Embrace of Shadows
Encompass of Shadows is a power similar to the Invisibility spell that can be used in one case per twenty-four hours. While this power is active, yous will be invisible and have Dark Heart for 180 seconds. Interacting with the surround or attacking will brand you visible again.

Feeding [edit]

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

Curing Vampirism [edit]

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

Later on the commencement three days of infection, or if you lot obtained your vampirism from Lord Harkon or Serana, the task of finding a cure becomes more complex. While visiting whatever inn, talk to the innkeeper, or talk to ane of the members of the Dawnguard (if you have the Dawnguard dlc installed) volition suggest you speak with Falion in Morthal, but contracting lycanthropy is some other pick. Inquire them for rumors and they will send y'all to Morthal to speak to a man named Falion. This will start the quest Rising at Dawn. Still, if you are in the final stage of vampirism (and do not have Dawnguard installed), the innkeepers may set on you on sight, so you may need to feed in club to lessen the furnishings of your vampirism, making NPCs friendly once more.

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

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

[edit]

World Interactions [edit]

  • Dawnguard vs Role player Vampire DG

Comparing Gallery [edit]

Male Female
Altmer

A male Altmer, before and after becoming a vampire

A female Altmer, before and after becoming a vampire

Argonian

A male Argonian, before and after becoming a vampire

A female Argonian, before and after becoming a vampire

Bosmer

A male Bosmer, before and after becoming a vampire

A female Bosmer, before and after becoming a vampire

Breton

A male Breton, before and after becoming a vampire

A female Breton, before and after becoming a vampire

Dunmer

A male Dunmer, before and after becoming a vampire

A female Dunmer, before and after becoming a vampire

Male Female
Imperial

A male Imperial, before and after becoming a vampire

A female Imperial, before and after becoming a vampire

Khajiit

A male Khajiit, before and after becoming a vampire

A female Khajiit, before and after becoming a vampire

Nord

A male Nord, before and after becoming a vampire

A female Nord, before and after becoming a vampire

Orc

A male Orc, before and after becoming a vampire

A female Orc, before and after becoming a vampire

Redguard

A male Redguard, before and after becoming a vampire

A female Redguard, before and after becoming a vampire

Notes [edit]

  • Y'all can obtain Auriel's Bow through the Dawnguard questline to block out the sun and counter its effects.
  • Vampirism and lycanthropy cannot co-exist in Skyrim; one cannot exist both a werewolf and a vampire at the aforementioned time. Afterward becoming a werewolf, a vampire is cured of Sanguinare Vampiris. Because lycanthropy provides total disease immunity, this prevents you lot from condign infected with Sanguinare Vampiris while the Brute Blood ability is present. Note that you tin, still, cure lycanthropy (just as you can cure vampirism), and then y'all will be able to become a vampire again should yous choose to forgo your Beast Blood.
  • Condign a vampire will flag y'all as undead, and so the effects of the Restoration perk Necromage will bear on you likewise. Shouts, spells, and equipment volition all receive boosts to their magnitudes (25% to ability and 50% to duration). Taking the Necromage perk before taking both Atronach Perk and Atronach Rock can give you a permanent 100% Spell Assimilation, thus making you immune to all spells affected past Spell Absorption. Curing vampirism afterwards obtaining the Necromage perk does not remove these bonuses, nor does it remove bonuses to enchantments, as long as they are not unequipped afterwards.
    • The following perks volition as well receive a 25% bonus to their power: Steady Mitt, Ability Shot, Quick Shot, Fists of Steel, Quick Reflexes, Dual Flurry, Air current Walker, Deadened Motion, Extra Pockets, Recovery, Avoid Expiry, Magic Resistance, Atronach.
    • PC Only This effect has been addressed by version ane.2.3 of the Unofficial Skyrim Patch; Necromage no longer boosts the power of perks, spells, and enchantments used on a vampire thespian.
  • Necromage also increases Wellness, magicka and stamina reduction penalties by 25%, thus increasing stage iv vampire stat reductions to 75. This result will starting time take identify only after reverting from Vampire Lord class.
  • With the vampiric power Champion of the Nighttime, y'all can effectively raise the cap for Illusion spells to over level 70, provided y'all have all relevant perks and the spell is dual-cast. This can make almost every opponent susceptible to Calm, Fear, and Fury spells. Note that Principal level Illusion spells do not gain the ability increase of dual-casting, and therefore volition not bear on higher level enemies.
  • Though vampirism gives 100% resistance to poison, the actual poison resistance is capped at 85% and will non protect you from the poison gas in Calcelmo's Laboratory (the poison damage is scripted and cannot be resisted).
  • Drinking the blood of an NPC that you lot know to be a werewolf volition non infect you lot with lycanthropy and does not provide y'all with any special benefits.
  • If you are a vampire and have Hearthfire installed, you can add a coffin to use for sleeping in the cellar of Heljarchen Hall, Lakeview Manor, and Windstad Manor.
  • Vampirism is considered an individual race in the game. It is evidently visible when an NPC would annotate based on the player's race, would non choose the right racial option. Examples are: Bolund in Falkreath and Vulwulf Snow-Shod in Riften. They will think the player is not a Nord if he/she is a Nord Vampire.
  • Master of the Mind is also used past the Vampire's Seduction calm effect.

Bugs [edit]

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  • At stage three of vampirism, the stunted regeneration consequence while in sunlight has a magnitude of 75%, even though all other stages have a magnitude of 100%.
    • This issues is stock-still by the Official Skyrim Patch.
    • The fix was reverted by Dawnguard; with the add together-on installed, your health, magicka, and stamina regeneration are damaged simply 75% at stage three vampirism.
  • When playing every bit a female vampire, quitting the game and reloading the vampire save tin can result in a burnt or dirty face effect that does not get abroad on its own. The visual problems is different than the normal facial changes that occur when becoming a vampire.
    • The problem is caused by a texture issue that occurs if the character was created using middle liner. If you program on becoming a vampire, you lot should make sure that the eye liner setting is set all the way to the left then that it is disabled.[verification needed — Needs source/CK confirmation]
    • If the problem has already occurred to you and a return to a save game is not possible, it can exist corrected with the following procedure.
      1. Finish the Rising at Dawn quest to cure vampirism and become a normal human being.
      2. Go to the Confront Sculptor in Riften to edit your character'due south appearance. The Face Sculptor will non operate on vampires, which is why yous must become human first.
      3. In the customization screen, disable the Centre Shadow by pushing the slider all the way to the left.
      4. Go a vampire again through any of the normal methods.
    • Note that if yous accept already joined the Volkihar vampires, yous will not exist able to rejoin them later becoming homo once again.
    • This can also be done through console commands so the actor doesn't have to leave Volkihar Vampies.
      1. To go human apply 'player.setrace Xrace' (supervene upon 10 with whatever race the player is e.g. nordrace).
      2. Employ 'showracemenu' to remove the center liner.
      3. 'player.setrace Xracevampire' to switch dorsum to vampire (Works with vampire lord)
  • Attempting to feed on an NPC sleeping in a bed with something next to information technology (such as a tabular array or chest) can crusade the feeding sequence to not animate correctly. The screen will even so glow red and you lot will revert to stage one vampirism, but your grapheme will be stuck in place, unable to movement.
  • Becoming a vampire volition reset your skin tone to the default for your race.
  • Both ebony and Blades shields become invisible when equipped every bit a vampire.
    • PC Only This bug is fixed by version 1.0 of the Unofficial Skyrim Patch.
  • Nords volition non become the glowing yellowish optics that all other races get when condign a vampire after Dawnguard is installed; they instead get a glowing version of their onetime vampire eyes.
  • Khajiit will non get the glowing yellow eyes that the other races get when becoming a vampire after Dawnguard has been installed. Their advent remains that of a regular Khajiit vampire: pinkish eyes, light fur, and saber cat-like fangs.
  • Sometimes if you drink a potion of blood, which tin be obtained if you side with the vampires during the Dawnguard questline, you turn into a stage 4 vampire. ?
  • As a vampire, yous may be unable to feed off NPCs affected past the Vampire'south Seduction power in Dawnguard; clicking "Feed" has no effect.
  • While a vampire, sometimes wearing the Blackguard'southward Hood, Thieves Order Hood, or Social club Master's hood makes the top of your head bald and the hood doesn't show. This enables vampires to equip those hoods together with other headgear. A vampire can thus wear up to 3 pieces of headgear simultaneously: the Thieves Gild or Social club Main'due south hood; any circlet or dragon priest mask; and a Penitus Oculatus helmet, Falmer helmet, or the Jagged Crown. Notation that version 1.two of the Unofficial Skyrim Patch will prevent you lot from wearing circlets or dragon priest masks with other headgear.
  • Sometimes, you will be made a vampire and have all the effects, only the game will non recognize it and yous volition exist unable to feed or cure vampirism.
    • PC To fix this, utilize the console command histrion.setrace [playerrace]racevampire (east.k., actor.setrace highelfracevampire).
    • It may exist possible to cure yourself by condign a vampire lord or werewolf.
    • Merely being a werewolf volition not prevent yous from contracting this bugged version of vampirism. A Necklace of Affliction Immunity (with 100% immunity bonus) will, however, prevent information technology.
  • Falion's cure when practical to Volkihar vampires does non fix their faction (xx003376) to -1. As a issue whatever NPCs remaining in Fort Dawnguard will attack on sight even though you have been "cured" of vampirism. ?
    • PC To ready this, use the console command addfac xx003376 -one.
  • The 100% illness amnesty does not forbid contracting diseases from traps due to a script oversight.
    • PC Only This bug is stock-still past version 2.0.v of the Unofficial Skyrim Patch.

See Besides [edit]

For more information virtually vampirism in the Elder Scrolls universe, see the lore commodity.

petersonhoust1940.blogspot.com

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

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