Learn how to contract, survive, and potentially cure vampirism in The Elder Scrolls II: Daggerfall. Discover the significant advantages and drawbacks of becoming a creature of the night.
If you engage in combat with a vampire in The Elder Scrolls II: Daggerfall, you risk contracting vampirism. Each successful attack from a vampire carries a chance of infection. Upon resting, you will experience nightmares, signaling the presence of the disease. If left untreated within three days, the disease is fatal, leading to your rebirth as a vampire.
Upon rebirth, you will awaken in a dungeon with all your possessions. After escaping your crypt, you can freely roam at night and prey on the innocent.
As a vampire, you must be aware of several key aspects:
- Sunlight and Holy Places: You will take damage approximately every five seconds when exposed to sunlight or in holy places. Daylight hours are from 6:00 to 18:00. Fast travel is not possible during the day; however, traveling cautiously ensures arrival after sunset. Sun damage can also be mistaken for arrest by city guards, complicating escapes.
- Daily Feeding: You must feed once a day to avoid becoming weakened, which prevents resting until you harm or kill someone. This is easily managed in dungeons but can be inconvenient in towns, sometimes requiring you to provoke city guards.
- Vampire Hunters: You will occasionally be ambushed by vampire hunters, who may attack in groups.
- Guild Affiliations: All existing guild affiliations will be lost upon becoming a vampire. You can rejoin guilds, and your previous rank will be restored one month after rejoining. However, you cannot rejoin the Thieves Guild or Dark Brotherhood if you were not already a member before transformation, as they require invitations. To be a member of these guilds as a vampire, you must receive an invitation *after* your transformation.
Vampirism also comes with significant perks:
- Attribute Bonus: You gain +20 to all attributes except Intelligence, up to a maximum of 100. This is equivalent to leveling up 28 times.
- Skill Bonus: You receive a +30 bonus to Stealth, Running, Jumping, Climbing, Hand to Hand, and Critical Strike skills, which can exceed 100.
- Spells: You gain access to very cheap versions of Levitate, Charm Mortal, and Calm Humanoid spells. Additional spells may be granted based on the location where you contracted vampirism.
- Immunities: You are completely immune to disease and paralysis.
While being a vampire offers advantages, it also presents challenges, such as difficulties with daytime activities and certain guild relations. However, it opens up a new dimension of gameplay.
Getting Cured:
If you wish to be cured of vampirism, there are two methods:
- Vampire Hunter Quest: Sometimes, vampire hunters will offer a quest that includes a cure.
- Witch Coven Quest: A quest for the Witch Coven involves delivering a potion that can cure both vampirism and lycanthropy. You can consume this potion yourself for a cure.
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