Vampire

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Version 0.13: This article may not be up to date for the latest stable release of Crawl.

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: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.

Innate Abilities

Hunger-Dependent Stats

Alive Full Satiated Thirsty Near Bloodless Bloodless
Metabolism Very fast Fast Fast Normal Slow None
Regeneration Very fast Fast Normal Slow Slow None
Stealth Boost None (18) None (18) None (18) Minor (19) Major (20) Large (21)
Spell Hunger Full Full Full Halved None None
Poison Resistance No No No Yes Yes Immune
Cold Resistance None None None 1 2 2
Negative Energy Resistance None None 1 2 3 3 + Torment
Rot Resistance No No No Yes Yes Yes
Mutation Chance Always Often Sometimes Never Never Never
Non-Physical Mutation Effects Full Capped Capped None None None
Potion Effects Full Full Full Halved Halved Halved

When Satiated or below, vampires:

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

Due to their undead nature, vampires are prohibited from becoming Healers.

Level Bonuses

  • No additional stat gain.
  • Average HP.
  • Average MP.
  • +4 magic resistance per level.
  • Bat Form.png 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.
Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low.
  • Bottle Blood.png At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later..
At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on. Doing so requires the capability of wielding your knife, as is the case for butchering.

Starting Skills and Equipment

Vampires start with the skills and equipment listed for their background, with the following exceptions:

  • 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

SimpleIntermediateAdvanced

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.

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

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 get eaten by yaks. 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 Hells also benefits here, even moreso when braving Cocytus thanks to your two ranks of cold resistance.

Beyond that, the lack of a food clock means that you can spam high-level spells, hunger-inducing MP channeling, and powerful rods without fear. Since your Spellcasting aptitude isn't anything special, this makes playing a caster much more affordable. The exception to this is vampire transmuters, who will have to keep themselves at least satiated in order to cast much of anything.

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.

You can cope with the loss of 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 potions (though these only function at half power).
  • 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.
  • 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.
  • 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.

Guides

History

As in 0.13 Vampires are able to cast Cure Poison whenever they have blood.