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''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''
'''Vampires''' are bloodsucking [[undead]] monsters, much feared and hunted by adventurers everywhere even though they make formidable adventurers themselves. They straddle the line between the living and the restless dead; the longer they go without blood, the more exaggerated (and monstrous) their undead traits become. When they are well-fed, however, they take on the semblance of life, regenerating rapidly but losing their undead abilities. They also gain a variety of vampiric quirks and powers with experience. Their aptitudes favor [[Stealth]], [[Dodging]], [[Hexes]] (currently they are the best in the game with an incredible +4 aptitude), [[Charms]], [[Necromancy]], and [[Short Blades]] over heavy melee or ranged combat.
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{{flavour|Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.}}
 
 
Vampires cannot actually starve to death, but being completely bloodless will halt all natural healing (including the [[Regeneration]] spell), posing a threat to their survival all the same.
 
  
 
==Innate Abilities==
 
==Innate Abilities==
*[[See Invisible]]: Vampires have supernaturally acute eyesight.
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*'''[[Acute Vision]]:''' Vampires can [[see invisible]].
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus [[Unarmed Combat]] melee attack.  
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*'''[[Fangs|Fangs 3]]:''' Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if Thirsty or less. Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).
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* Vampires can change blood level (Alive or Bloodless) at will. See below for more details.
*Vampires can use weapons of [[vampiricism]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack when striking opponents that leave clean corpses (as well as a small amount of satiation if the target is clean, contaminated, or poisonous).
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*Vampires are [[undead]], which results in the following traits ''even when Alive'':
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], or [[the Shining One]].
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**Vampires may not worship [[Zin]], [[Elyvilon]], or [[the Shining One]]. The holy wrath brand will not function on weapons they wield.
*Vampires are vulnerable to [[holy wrath]]-branded weapons, as well as the [[Sunray]] and [[Dispel Undead]] spells.
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**Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]]. (However, Dispel Undead will never be used against the player when alive due to how monsters check vulnerability).
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].
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**Vampires can never cast [[Borgnjor's Revivification]] or [[Death's Door]], nor can they enter [[Death Form]].
*At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced.
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**Vampires cannot become [[Cause Fear|afraid]].
 +
**Vampires may still [[mutate]], regardless of blood level.
  
[[File:Bat Form.png]]{{flavour|?}}
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Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].
*At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.
 
  
[[File:Bottle Blood.png]]{{flavour|?}}
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===Blood-Dependent Stats===
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[[File:Exsanguinate.png]] [[File:Revivify.png]] Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 [[aut]]s (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the [[Frail]] [[mutation]] (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain [[experience]].
  
==Hunger-Dependent Stats==
 
 
{| border = "1"  class="wikitable"
 
{| border = "1"  class="wikitable"
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''
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! || Alive || Bloodless
|-
 
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None
 
 
|-
 
|-
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None
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| '''[[Regeneration rate|Regeneration]]''' || Fast (+0.2HP/turn) || None while monsters are visible
 
|-
 
|-
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)
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| '''HP Modifier''' || None || -20% HP
 
|-
 
|-
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None
+
| '''[[Stealth]] Boost''' || None || +100 to [[Stealth#Stealth Score|Stealth Score]]
 
|-
 
|-
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune
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| '''[[Vampiric]] [[Auxiliary attack|Bite]]''' || No || Yes
 
|-
 
|-
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2
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!colspan=3 align="center"| ''Resistances''
 
|-
 
|-
| '''Negative Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment
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| '''[[Poison]] Resistance''' || No || Immune
 
|-
 
|-
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never
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| '''[[Cold]] Resistance''' || None || 2
 
|-
 
|-
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None
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| '''[[Negative Energy]] Resistance''' || None || 3
 +
|-
 +
| '''[[Torment]] Resistance''' || No || Yes
 +
|-
 +
!colspan=3 align="center"| ''Transformations''
 
|-
 
|-
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved
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| '''[[Bat Form]]''' ability || No || Yes (level 3)
 +
|-
 +
| '''Other [[Transformation]]s<br> and [[Berserk]]''' || Yes || No
 
|}
 
|}
  
When Satiated or below, vampires:
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Bloodless vampires also have the following properties:
*Cannot go [[berserk]].
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*Lacking blood: [[Sublimation of Blood]] is unavailable, and [[skyshark]]s do not benefit from bloodzerk.
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.
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*[[Unbreathing]]: Immune to [[water elemental|drowning]] damage and to [[ballistomycete spore|spore confusion]].
 
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*Cannot be put to [[sleep]].
When Thirsty or below, vampires:
 
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.
 
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.
 
*Can use the [[Bat Form]] ability.
 
 
 
When completely Bloodless, vampires:
 
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.
 
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.
 
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
Vampires prefer to become [[Monk]]s, [[Assassin]]s, [[Skald]]s, [[Enchanter]]s, [[Stalker]]s, [[Summoner]]s, [[Necromancer]]s, and [[Ice Elementalist]]s.
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*'''Warriors:''' [[Gladiator]], [[Brigand]]
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*'''Warrior-mages:''' [[Enchanter]]
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*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]
  
Due to their undead nature, vampires are prohibited from becoming [[Priest]]s or [[Healer]]s.
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==Level Bonuses==
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*+1 [[dexterity]] or [[intelligence]] every 5th level.
 +
*Average [[hit points]].
 +
*+4 [[willpower]] per level.
 +
*[[File:Bat form.png]] Starting at level 3, vampires can change to [[Bat Form]] at will when Bloodless.
 +
**This allows movement at [[spriggan]] speed (6 auts instead of 10) and increases your base [[dexterity]] by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your [[amulet]], prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides [[flight]] for the extent of the transformation.
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{{flavour|Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.
  
==Level Bonuses==
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While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.}}
*Vampires gain +1 to a stat of your choice every 3 levels.
 
*Vampires have average HP and MP.
 
*Vampires gain 4 [[magic resistance]] per level.
 
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Vampires start with the skills and equipment listed for their background, with the following exceptions:
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Vampires start with all the skills and equipment listed for their background.
*Vampires start with potions of blood instead of rations.
 
*Vampires start with 1 level of [[Unarmed Combat]] if their background does not normally include that skill.
 
  
 
==Difficulty of Play==
 
==Difficulty of Play==
{{Moderate}}
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{{Hard}}
  
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well. Bat Form is a decent means of escape when dealing with melee opponents, and while a vampire's Spellcasting aptitude is nothing special, they are outstanding at Hexes and do well with Necromancy, Charms, and Transmutations (though this last one requires careful hunger management and use of bottled blood). Couple their Hexes proficiency with their exceptional Stealth (especially when Bloodless) and you have an unparalleled sneaky stabber.
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As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the [[Enchanter]] background.
  
{{aptitudes
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{{species_aptitudes|Vampire}}
|arm = -2
 
|ddg = +1
 
|sth = +4
 
|stb = +1
 
|shd = -1
 
|t&d = 0
 
|inv = -2
 
|evo = -1
 
|exp = 150 
 
|fgt = -1
 
|sbl = +1
 
|lbl = 0
 
|axs = -1
 
|m&f = -2
 
|pla = -1
 
|stv = -2
 
|u_c = +1
 
|thr = -2
 
|slg = -2
 
|bws = -2
 
|crb = -2
 
|spc = 0
 
|coj = -3
 
|hex = +4
 
|cha = +1
 
|sum = 0
 
|nec = +1
 
|trl = -2
 
|trm = +1
 
|fir = -2
 
|ice = 0
 
|air = 0
 
|ear = -1
 
|poi = -1
 
}}
 
  
 
==Strategy==
 
==Strategy==
Used wisely, your adjustable undead nature can give you a wide variety of crucial immunities as you need them; used poorly, you end up unable to heal and eaten by [[yak]]s. Early on you'll likely want to keep your levels high enough to maintain your faster-than-average HP regeneration, dipping into Thirsty for [[poison resistance]] and the boost to Stealth as needed. Depending on your skill selection and the branches you explore, you may find these undead advantages become more and more desirable the deeper you get. A Bloodless vampire is one of the stealthiest characters possible, letting you stab your way through most challenges. [[The Lair]] is much easier when you're poison resistant and stealthy, and provides significant [[XP]] and loot early on. Immunity to negative energy and [[torment]] can make [[the Tomb]] and [[the Crypt]] much more manageable. Exploration of the [[Hell]]s also benefits here, even moreso when braving [[Cocytus]] thanks to your two ranks of [[cold resistance]].
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Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).
  
Beyond that, the lack of a food clock means that you can spam high-level spells, hunger-inducing [[MP]] [[channeling]], and powerful [[rod]]s without fear. Since your Spellcasting aptitude isn't anything special, this makes playing a caster much more affordable. The exception to this is vampire [[transmuter]]s, who will have to keep themselves at least satiated in order to cast much of anything.
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Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.
  
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.
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Your innate escape ability, [[Bat Form]], is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.
  
You can cope with the loss of HP regeneration while Bloodless in a number of ways.
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You can cope with limited HP regeneration while Bloodless in a number of ways:
* Reusable options available regardless of god choice include [[Stabbing]] corpse-providing enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiricism]] branded weapon. A [[wand of healing]] is nice for emergency healing, as are [[potion]]s (though these only function at half power).
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*Reusable options available regardless of god choice include stabbing living enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiric]]-branded weapon. Unfortunately, these methods are of almost no use in the [[Crypt]], [[Pan]], [[Hell]]s, or [[Tomb]], which are dominated by unholy creatures that provide no health in this way.
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered almost anywhere to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand (as opposed to most of the other options that all require the presence of enemies), and the disadvantage of wasting time as you hunger back down to an undead state.  
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*In an emergency situation, [[potion]]s can still be used.
*Worshipers of [[Yredelemnul]] can use his Drain Life ability to steal HP from all enemies in your [[line of sight]], but this doesn't effect demons, the undead, plants, constructs, or holy opponents.  
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*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills.   
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.   
 
  
Fun Fact: Makhleb also provides another benefit for vampires. Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. While Bat Form is normally only used to escape dangerous situations, this allows you to [[kite]] opponents, spamming them with summoned demons or blasting them with bolts of random destructive energy. Just bear in mind that your [[AC]] is minimal in this form, and ranged or [[smiting]] enemies will still take shots at you.
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==Trivia==
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Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.
  
This wiki also contains [[Drwhat's Vampire Conjurer guide]].
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==History==
 +
*Prior to [[0.27]], vampires were explicitly [[unbreathing]].
 +
*Prior to [[0.24]], vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using '''e''') or bottle the blood into [[potion of blood|potions]] (using '''c''') to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.
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*Prior to [[0.22]], vampires could not use wands while in bat form.
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*Prior to [[0.19]], vampires had six distinct satiation states instead of four.
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*Prior to [[0.17]], vampires did not gain a stat every 5th level.
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*Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.
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*Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.
 +
*Prior to [[0.13]], vampires could not cast [[Cure Poison]], even when they had blood.
  
[[Category:Species]]
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{{species}}

Latest revision as of 03:42, 2 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

This article covers the player species. For the monster, see Vampire (monster). For a list of all monstrous vampires, see List of vampires.

Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.

Innate Abilities

  • Acute Vision: Vampires can see invisible.
  • Fangs 3: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.
  • Vampires can change blood level (Alive or Bloodless) at will. See below for more details.
  • Vampires are undead, which results in the following traits even when Alive:

Vampires have a base Strength of 7, Intelligence of 10 and Dexterity of 9 (before Background modifiers) and have normal base magic points.

Blood-Dependent Stats

Exsanguinate.png Revivify.png Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 auts (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the Frail mutation (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain experience.

Alive Bloodless
Regeneration Fast (+0.2HP/turn) None while monsters are visible
HP Modifier None -20% HP
Stealth Boost None +100 to Stealth Score
Vampiric Bite No Yes
Resistances
Poison Resistance No Immune
Cold Resistance None 2
Negative Energy Resistance None 3
Torment Resistance No Yes
Transformations
Bat Form ability No Yes (level 3)
Other Transformations
and Berserk
Yes No

Bloodless vampires also have the following properties:

Preferred Backgrounds

Level Bonuses

  • +1 dexterity or intelligence every 5th level.
  • Average hit points.
  • +4 willpower per level.
  • Bat form.png Starting at level 3, vampires can change to Bat Form at will when Bloodless.
    • This allows movement at spriggan speed (6 auts instead of 10) and increases your base dexterity by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your amulet, prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides flight for the extent of the transformation.
Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.

While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.

Starting Skills and Equipment

Vampires start with all the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the Enchanter background.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting -1 Armour -2 Spellcasting -1
Dodging 1
Maces & Flails -2 Shields -1 Conjurations -3
Axes -1 Stealth 5 Hexes 4
Polearms -1 Summonings 0
Staves -2 Invocations -1 Necromancy 1
Unarmed Combat 1 Evocations -1 Translocations -2
Throwing -2 Shapeshifting 0 Alchemy 1
Fire Magic -2
Short Blades 1 Ice Magic 0
Long Blades 0 Air Magic 0
Ranged Weapons -2 Experience -1 Earth Magic 0

Strategy

Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).

Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.

Your innate escape ability, Bat Form, is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.

You can cope with limited HP regeneration while Bloodless in a number of ways:

  • Reusable options available regardless of god choice include stabbing living enemies, casting the Vampiric Draining spell, or wielding a vampiric-branded weapon. Unfortunately, these methods are of almost no use in the Crypt, Pan, Hells, or Tomb, which are dominated by unholy creatures that provide no health in this way.
  • In an emergency situation, potions can still be used.
  • Makhleb provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills.

Trivia

Unlike most other attack options, many combat-oriented Invocations are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.

History

  • Prior to 0.27, vampires were explicitly unbreathing.
  • Prior to 0.24, vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using e) or bottle the blood into potions (using c) to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.
  • Prior to 0.22, vampires could not use wands while in bat form.
  • Prior to 0.19, vampires had six distinct satiation states instead of four.
  • Prior to 0.17, vampires did not gain a stat every 5th level.
  • Prior to 0.16 vampire characters couldn't bottle up blood from the beginning.
  • Prior to 0.15 thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.
  • Prior to 0.13, vampires could not cast Cure Poison, even when they had blood.
Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy