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Adding other strains of vampirism to the game?

MornaBaine
MornaBaine
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So we all know that Noxiphilic Sanguivoria, the type of vampirism available to players in ESO, was developed FOR an MMO format. Apparently they could not duplicate any of the forms of vampirism known from previous ES games. Nor could or would they attempt to adapt any of the other strains that lore describes. So instead we got something completely new...and that does NOT exist in the future and that there are NO RECORDS OF in the future despite there being a vast wealth of knowledge of MANY other vampire strains. Because, remember, ESO takes place IN THE PAST from the other games. So they've created a really annoying anomaly for the lore junkies and sticklers out there.

My ardent hope is that one day there will be an expansion that, at least in part, focuses on doing something to fix this. I would like to see other strains of vampirism become available via new skill lines and/or spellcrafting and I would like those strains to be derived from actual ES lore and not just "because MMO." Now granted, they WILL have to be adapted for an MMO format. And I am fine with that.

Standard Disclaimer: This is NOT something I am saying "DO NOW ZOS!" This is speculation and forecasting of player desire for the future of the game, a game I HOPE to be playing for several years from now.

So this is where you come in. I have used http://www.uesp.net/wiki/Lore:Vampire to copy the descriptions of known vampire strains and will post them below. Please look them over. Then tell us what strains YOU would like to see added to the game and, most importantly, how they should work bearing in mind that this IS an MMO. So, here they are:

Black Marsh
The Whet-Fang vampires of Black Marsh are known to capture victims alive and keep them in a magicka-induced coma, allowing the vampires to extract blood at their own leisure. The Order vampires of Cyrodiil believe the Whet-Fang vampires to show "signs of enlightenments", regarding them as more intelligent than the other "barbaric" tribes. For this reason, the Order considers them a possible threat to their dominance in Cyrodiil.[21]

Cyrodiil
Only one known tribe exists in Cyrodiil; they are experts of concealment, and their true name has been lost to history. Much like the Imperials, they ousted their competition. Indistinguishable from the living if well-fed, these Cyrodiilic Vampires are cultured and more civilized than vampires of other provinces, using their stealthy abilities to feed on the sleeping and unaware.[4] Calling themselves the Order, these vampires follow the Daedric Prince "Kin-father" Molag Bal, like many other vampires, but they also consider Clavicus Vile their patron. Members are bound never to reveal themselves or the Order, and to procure power, stature, and wealth whenever possible.[21]

Iliac Bay
The Iliac Bay region hosts nine bloodlines of vampires, each with their own special abilities: the Anthotis, Garlythi, Haarvenu, Khulari, Lyrezi, Montalion, Selenu, Thrafey, and Vraseth.[1] The clans inhabit their own regions, and a strong sense of rivalry is present. At least some vampires, however, became soldiers in an army of undead which ruled over the Barony of Dwynnen around 3E 253.[22]

The Glenmoril Wyrd vampires live in the Breton cities of High Rock, though no information about their abilities or feeding habits is known. It is known, however, that they are one of the tribes considered more intelligent (and threatening) by the Order vampires of Cyrodiil; possibly implying that, like the Order, they live disguised among the normal population as stealthy manipulators.[21]

Morrowind
The Dunmer are strongly opposed to any form of necromancy, thus vampires are largely unknown in their land of Morrowind.[2][23][24] The Tribunal Temple has some control over the public knowledge of vampires, but cannot keep it completely unknown. In the past, Ordinators and Buoyant Armigers were in charge of eradicating vampires, leading to their supposed extinction.[24] Thus, the hunting orders that exist in the western Tamriel are unknown.[2]
The vampires of Morrowind are typically in one of three bloodlines, which differ in accordance to their "approach to prey". The Quarra are aggressive and fierce when it comes to hunting, while the Berne clan prefer a stealthier approach. The Aundae bloodline consist of vampiric mages, who use the dark powers associated with vampirism to entrap prey. These vampires not only have their own strongholds, but are also dispersed amongst the Daedric shrines and abandoned Dunmer and Dwemer strongholds.[23] Ironically, these clans show great hostility to new-born vampires, considering them abominations as their living counterparts do.
In the Red Mountain, the Ash Vampire was an immortal magical being of vast power. They were close kin and loyal lieutenants of Dagoth Ur,[25] and thus partook of his supernatural vitality, but they were not related to true vampires - in fact, they are not even undead.[2][24] Near the end of the Third Era, the number of vampires began to rise in Morrowind, leading to renewed calls to exterminate them.[23][24]

Skyrim: The Volkihar vampires of eastern Skyrim live under haunted, frozen lakes and only leave their dens to feed. They have the power to freeze their victims with icy breath, and can reach through the ice of their frozen lake dens without breaking it.[4] They are the earliest known vampire coven in Tamriel. The Volkihar vampires are relatively similar in appearance to those of Cyrodiil and they share some similar powers such as night vision, the ability to turn invisible and the ability to seduce others. Certain Volkihar vampires however appear more monstrous than their Cyrodiilic counterparts- some of them have large brow ridges, slits running through their lips, and bat-like noses, and they have powers which aren't shared by the vampires of Cyrodiil—they can reanimate dead bodies and do not burn when in sunlight (although they are weakened by it). The Volkihar have been known to employ Death Hounds as guardians.[26]

Some of the more ancient Volkihar vampires such as those of the court at Castle Volkihar are pure-blooded and can even transform themselves into a more monstrous form: the large, winged Vampire Lords which were blessed by Molag Bal himself. This gift grants further powers such as the ability to summon gargoyles.[19] It is said that Potema, the Wolf Queen, relied upon vampiric generals in the latter days of the War of the Red Diamond.[27]

Tsaesci
The Tsaesci are the "vampiric Serpent Folk" native to Akavir who, according to legend, long ago ate all the men of that land. It is unknown if their reputation as "vampire snakes" is literal or metaphorical, though like conventional vampires, they are purportedly immortal.[28][29]

Valenwood
In northern Valenwood, there are the Bonsamu vampires which are indistinguishable from normal Bosmer unless seen by candlelight, the Keerilth who can disintegrate into mist, the Yekef who swallow men whole, and the Telboth who prey on children, take their place in the family, and eventually murder all of the family members.[4]
PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • MornaBaine
    MornaBaine
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    Hmmmm... so either there is zero player interest in seeing other strains of vampirism incorporated into the game or I've not done a good job of explaining myself. In case it's the latter I'll give an example here myself and see if folks pick up on it.

    As my main is a Breton vampire I would be VERY interested in gaining access to this form of vampirism:
    The Glenmoril Wyrd vampires live in the Breton cities of High Rock, though no information about their abilities or feeding habits is known. It is known, however, that they are one of the tribes considered more intelligent (and threatening) by the Order vampires of Cyrodiil; possibly implying that, like the Order, they live disguised among the normal population as stealthy manipulators.

    Okay so how would that work? It's primary feature would be a new Passive called something like Mortal Guise. Yes, this would give your vampire the ability to look just as they did BEFORE contracting vampirism. The visible changes among the Stages would no longer apply. EXCEPT for Stage 4. Upon reaching Stage 4 the illusion of being a normal mortal would break and your vampire would revert to the Stage 4 appearance and incur all associated Justice System penalties/reactions from NPCs.

    Now this is all we "know" about these High Rock vampires but for each strain to be distinct from the others I feel a couple more abilities/passives would be necessary. Since these vampires are supposed to be stealthy and live among the mortal population I would suggest a different feeding mechanic from the NS vampires we have now. Thus, in order to feed, these vampires would need to "Charm" their victims, with a percentage chance of failure. Failing to charm a potential victim could result in either aggro or the potential victim fleeing. But if the Charm is successful (say as it should be 75% of the time) then the victim stands still and the vampire closes with them and bites them on the neck. The victim then remains dazed and unresponsive for up to 15 seconds, leaving the vampire ample time to get away clean.

    A new Active Ability would also be of the Charm variety, a combat root. What would be different about this root is that it could be used in order to escape combat. Once in effect, if all opponents are rooted, the vampire can leave combat and if they gain sufficient distance from their opponents then aggro is broken and the NPCs return to their start point and do not pursue the vampire. Against PCs it would simply be a normal root.

    Invisibility. Similar to the Night Blade ability but can only be entered into half as often...but lasting twice as long as the NB Invisibility.

    The Down Side: These vampires take sun damage. It can be mitigated by potions and perhaps even special armor sets. But it cannot be done away with entirely. However, it would have no effect indoors or in dungeons or any underground area...essentially anywhere that is protected from the sun would be "safe."

    New Ultimate: Summon Giant Bat. This could be similar to the Atronach Ultimate we currently have.

    The above, combined with the NS abilities of existing vampires, would give us the vampires of the High Rock Glenmoril Wyrd.

    Okay hopefully that gives you an idea of what I'm talking about. What other Strains would YOU like to see and how would you implement them?
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

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