I haven't found the drinks on any guild trader yet.tomofhyrule wrote: »The bloody Mara drinks and recipes are also found on guild traders. Especially with the Witches event happening so recently, they should be pretty cheap.
It is a good idea to have your crafter learn the recipes even if they are not a vampire. The drinks are not levelled so you can have your crafter churn them out for other characters.
Also most guild halls will have the Vampire furnishings available, so you don’t need to pay real money for them.
ZOS is trying to encourage players to socialize with others (this is nominally an MMO), so those would be the quickest way to get what you need.
freespirit wrote: »@InfinityIncarnate if you are on PC-EU you are welcome to use my house that has both the Thrall(increase stage) and the Basin of Loss(decrease stage).
I can supply you with a link to get there.
I also know both recipes so could help you out with the drinks too.
If you are not on PC-EU I am sure other people could help you out on your server!
Hmm, you may even be able to say it's a curse.
There are many crafthalls/guildhalls posted throughout the House Tours menu, and nearly every hall has the fountain available for use.
Post in any zone/guild and you'll most certainly have someone that is willing to sell or even craft/give you some of the drinks.
It's a minor inconvenience at best, I think.
How is it lore breaking? I admit I don't much pay attention to the lore but it seems from the bit of lore I know that the general population doesn't much care for vampires so merchants refusing to do business with one would fit. I also wouldn't call it game breaking but I agree it can be a major annoyance. It becomes a minor annoyance once you find a house with the basin.
And it becomes less of a hindrance as you level your characters skills. Until then the merchants in Cold harbor and Cyrodiil are vampire friendly.
InfinityIncarnate wrote: »I haven't found the drinks on any guild trader yet.tomofhyrule wrote: »The bloody Mara drinks and recipes are also found on guild traders. Especially with the Witches event happening so recently, they should be pretty cheap.
It is a good idea to have your crafter learn the recipes even if they are not a vampire. The drinks are not levelled so you can have your crafter churn them out for other characters.
Also most guild halls will have the Vampire furnishings available, so you don’t need to pay real money for them.
ZOS is trying to encourage players to socialize with others (this is nominally an MMO), so those would be the quickest way to get what you need.
This assumes you have a dedicated crafter - I don't, and I assume most don't either.
The drinks are indeed very level gated - it still requires AT LEAST 1 at that crafter level.
I have the recipe, just not the required ranks yet.
I haven't found these furnishing in guild halls yet.
Despite the fact that they MAY be available - they seem incredibly difficult to find.
..and while it's a commendable for ZOS trying to get players to socialize, it's an AWFUL way to do it, through gating remedies, something that used to be base mechanic for the actual skill line.
In my opinion, not only is it LORE-BREAKING, but also GAME-BREAKING.
It's beyond unreasonable to gate it this hard.
InfinityIncarnate wrote: »Hmm, you may even be able to say it's a curse.
There are many crafthalls/guildhalls posted throughout the House Tours menu, and nearly every hall has the fountain available for use.
Post in any zone/guild and you'll most certainly have someone that is willing to sell or even craft/give you some of the drinks.
It's a minor inconvenience at best, I think.
I get that Home Tours + crafthalls/guildhalls exist now, and that a lot of people are generous with their homes and drinks.
But that’s kind of my issue: the practical fixes are all either
– locked behind Crown Store furnishings like Basin of Loss / Soul-Sworn Thrall, or
– dependent on knowing about housing meta, Home Tours, and which random guild halls have those items set up.
For a returning or newer player who doesn’t know any of that yet (or doesn’t want to rely on other people’s paid furnishings), the “just use a fountain somewhere” answer isn’t obvious at all. From inside the game, what you actually see is:
– Hit Stage 4 very quickly,
– Merchants and some important NPCs won’t talk to you,
– The built-in way down is waiting out 4-hour stage timers, or using a rare event recipe that also needs maxed Provisioning to craft.
This means in practice, that the remedy is heavily gated.
I’m happy that veterans with housing setups can treat it as a minor inconvenience. My argument is more that the baseline design is punishing and unintuitive plus it breaks with established Elderscrolls lore, and it shouldn’t rely on Crown-Store furnishings and community workarounds to feel reasonable.
tomofhyrule wrote: »Remember, the big vampire overhaul happened in U26, so if you last played before that, you may want to read up on the 'new' vampires rather than just assuming that it all worked as it did five years ago. There were massive changes in that patch.
Here are the relevant notes:
https://forums.elderscrollsonline.com/en/discussion/comment/6779093/#Comment_6779093
and the UESP article about them:
https://en.uesp.net/wiki/Online:Vampire
Vampire (and werewolf) were always intended as a more "late game" activity, which is why the shrines are in the last zone of each respective alliance. It is possible, though not intended, that players take a curse right off the bat since it will necessarily make the game harder. As such, you are kind of expected to have a character who has Lv 50 provisioning (which can be levelled that far in less than 20 minutes if you have the ingredients) or guildmates by that point in the game.
The reason they swapped the vampire stages was a mechanical reason, not a lore-based one. Before, players could not do anything to get their stage higher without waiting, and your stage would advance while not playing. With the new system, unplayed characters are in stasis and you can quickly jump to your desired stage. That was 100% done because this is not a single-player game and as such it may need to differ from the mechanics of the single-player games since you can't just "rest 3 days" in 2 minutes when it's a real world. Also, as the in-game clock is on a 5:30 cycle, it does make it unfair to try to plan for times when time-of-day strength is needed.
Incidentally, another thing that people who lean on "lore-friendly" like to forget is that there are other games in the TES series than Skyrim. The Skyrim Vampire system came from Oblivion, and it's actually not appropriate since that strain of multi-stage vampirism was solely a Cyrodiilic strain and the Skyrim strain should only be a single strain of Volkihars who have ice breath and can phase through ice. The Dawnguard strain is completely invented for Dawnguard, including the Vampire Lords. In Daggerfall, a vampire is essentially an alternate character with zeroed guild ranks and reputations. The major disadvantage is just taking damage during the day or in temples and needing to kill something every day. You can even get reinfected after curing. Morrowind's strain is specifically like ESO's stage 4, where you are not able to interact with most NPCs and can't really do much at all, and it cannot be retaken once cured.
spartaxoxo wrote: »You can also buy the armory for free from the crown store. Save your build with vampiric abilities (it will save you have it) on slot 1.
Go get it cured and save that as slot 2.
Now you can just turn off vamp completely when you just want to do trader stuff
InfinityIncarnate wrote: »tomofhyrule wrote: »Remember, the big vampire overhaul happened in U26, so if you last played before that, you may want to read up on the 'new' vampires rather than just assuming that it all worked as it did five years ago. There were massive changes in that patch.
Here are the relevant notes:
https://forums.elderscrollsonline.com/en/discussion/comment/6779093/#Comment_6779093
and the UESP article about them:
https://en.uesp.net/wiki/Online:Vampire
Vampire (and werewolf) were always intended as a more "late game" activity, which is why the shrines are in the last zone of each respective alliance. It is possible, though not intended, that players take a curse right off the bat since it will necessarily make the game harder. As such, you are kind of expected to have a character who has Lv 50 provisioning (which can be levelled that far in less than 20 minutes if you have the ingredients) or guildmates by that point in the game.
The reason they swapped the vampire stages was a mechanical reason, not a lore-based one. Before, players could not do anything to get their stage higher without waiting, and your stage would advance while not playing. With the new system, unplayed characters are in stasis and you can quickly jump to your desired stage. That was 100% done because this is not a single-player game and as such it may need to differ from the mechanics of the single-player games since you can't just "rest 3 days" in 2 minutes when it's a real world. Also, as the in-game clock is on a 5:30 cycle, it does make it unfair to try to plan for times when time-of-day strength is needed.
Incidentally, another thing that people who lean on "lore-friendly" like to forget is that there are other games in the TES series than Skyrim. The Skyrim Vampire system came from Oblivion, and it's actually not appropriate since that strain of multi-stage vampirism was solely a Cyrodiilic strain and the Skyrim strain should only be a single strain of Volkihars who have ice breath and can phase through ice. The Dawnguard strain is completely invented for Dawnguard, including the Vampire Lords. In Daggerfall, a vampire is essentially an alternate character with zeroed guild ranks and reputations. The major disadvantage is just taking damage during the day or in temples and needing to kill something every day. You can even get reinfected after curing. Morrowind's strain is specifically like ESO's stage 4, where you are not able to interact with most NPCs and can't really do much at all, and it cannot be retaken once cured.
Thanks for the detailed reply and links – I have read the U26 notes and the UESP article, and I do understand what the “new” vampires are trying to do.
I don’t really dispute that they had MMO / mechanical reasons. I get that you can’t just “rest 3 days” like in Oblivion or Skyrim, and that they wanted stages to be something you actively manage.
My issue is more that they chose a solution that feels bad both mechanically and thematically, when there were other options.
In the single-player games that actually use a multi-stage system (Oblivion / Skyrim), the general pattern is:
– Not feeding for a while → you advance to a higher, more monstrous stage
– Feeding → you drop back down to a “milder” stage so NPCs will deal with you again
ESO has taken that model – 4 stages, stronger powers + worse penalties as you go up – and then flipped the core loop so that feeding now pushes you TOWARDS the “monstrous” stage, while starving yourself makes you more acceptable to society.
That’s what I mean when I say it feels lore-breaking: not “Skyrim is the only canon”, but that the way feeding & stages relate to each other is basically reversed.
On the “late game” point: in theory I agree, shrines are in the last alliance zones and the curse is meant to be a serious commitment. In practice though, the game itself:
– Lets you buy Vampirism / the Vampire skill line in the Crown Store at any time
– Lets other players bite you wherever, with no level gate to the receiving player
– Sells convenience tools like the Basin of Loss in a Crown furnishing pack
So from inside the game, it doesn’t really behave like a strictly late-game system.
A returning or newer player can easily get the curse long before they have Provisioning 50, guild infrastructure, or any idea that they “should” treat it as endgame content.
That’s where my frustration comes from: if you hit Stage 4 just by playing and feeding “like a vampire”, what you actually experience is:
– Merchants and some important NPCs no longer talk to you
– The built-in ways down are either waiting 4 hours per stage or a rare Witches Festival gold recipe that also expects high Provisioning
– The “easy” fixes (housing fountains, etc.) are Crown furnishings or depend on knowing the guild-hall / Home Tours meta
I’m not saying they shouldn’t change things for MMO reasons. I’m saying they could have achieved those goals without inverting feeding logic and hard-gating the basic ability to get back down from Stage 4 behind event items, high crafting, and paid housing toys.
That combination is what feels unnecessarily punishing and, to me, out of step with how TES vampirism has generally worked.
InfinityIncarnate wrote: »How is it lore breaking? I admit I don't much pay attention to the lore but it seems from the bit of lore I know that the general population doesn't much care for vampires so merchants refusing to do business with one would fit. I also wouldn't call it game breaking but I agree it can be a major annoyance. It becomes a minor annoyance once you find a house with the basin.
And it becomes less of a hindrance as you level your characters skills. Until then the merchants in Cold harbor and Cyrodiil are vampire friendly.
It breaks with lore and official ingame mechanics in previous Elderscrolls titles, in the way that feeding normally reduces vampirism, not increases it. And vampirism stages comes due to STARVATION - Not Feeding. It used to be lore-accurate, but now it's the opposite.
InfinityIncarnate wrote: »
spartaxoxo wrote: »You can also buy the armory for free from the crown store. Save your build with vampiric abilities (it will save you have it) on slot 1.
Go get it cured and save that as slot 2.
Now you can just turn off vamp completely when you just want to do trader stuff
InfinityIncarnate wrote: »I haven't found the drinks on any guild trader yet.tomofhyrule wrote: »The bloody Mara drinks and recipes are also found on guild traders. Especially with the Witches event happening so recently, they should be pretty cheap.
It is a good idea to have your crafter learn the recipes even if they are not a vampire. The drinks are not levelled so you can have your crafter churn them out for other characters.
Also most guild halls will have the Vampire furnishings available, so you don’t need to pay real money for them.
ZOS is trying to encourage players to socialize with others (this is nominally an MMO), so those would be the quickest way to get what you need.
This assumes you have a dedicated crafter - I don't, and I assume most don't either.
The drinks are indeed very level gated - it still requires AT LEAST 1 at that crafter level.
I have the recipe, just not the required ranks yet.
I haven't found these furnishing in guild halls yet.
Despite the fact that they MAY be available - they seem incredibly difficult to find.
..and while it's a commendable for ZOS trying to get players to socialize, it's an AWFUL way to do it, through gating remedies, something that used to be base mechanic for the actual skill line.
In my opinion, not only is it LORE-BREAKING, but also GAME-BREAKING.
It's beyond unreasonable to gate it this hard.
joshisanonymous wrote: »Also, if all this is inconvenient, just don't be a vampire. Being a vampire should come with cons. This is one of them.