0
- Becoming a vampire
Before becoming a vampire, it is recomended that you become a member of the Mages Guild, have access to the Arcane University, and either a member of the Dark Brotherhood or started the Order of Virtuous Blood quest.
Dark Brotherhood Story: Become a member of the Dark Brotherhood by killing an innocent person, going to sleep in an inn, traveling to the Inn of Ill Omen, and killing Rufio. Travel to the Sanctuary and talk to Vicente and finish all of his contracts. He will then ask if you wish to become a vampire. Say "Yes", then sleep on the slab. When you wake up, sleep again for twenty four hours three times. You are now a full-fledged vampire.
Order Of Virtuous Blood Story: It is not required to begin the quest, but if you do the vampires will be easier to kill. If you have not, travel along the river just to the east of Imperial City until you find a cave. Go in and you should find lots of vampires. Attack one and let it hit you a few times. Kill it, then go back to Imperial City. Get a room in an inn and sleep for twenty four hours three times. You are now a full-fledged vampire.
Use the following trick to become a vampire without doing quests. When you sleep outside frequenly, eventually you will wake up and a message will state that you have had a strange dream. After this you will have very strange dreams and will have all the attributes of a vampire. Be careful of being outside during the day.
- Benefits and weaknesses of being a vampire
Vampires get a boost in many of their stats and abilities. The increase in abilities of a vampire is not determined by how much he sleeps but by how much he goes without feeding. Not exactly, but for each day a vampire goes without feeding, he will get a 5 point increase to his vampire stats and skills. To recieve these increases the vampire must sleep or wait. The game will notify you of these stat boosts. If the vampire is well fed, light will not harm him, but he will have 25% weakness to fire. After the first stat boost (which boosts vampire stats from 5 to 10), he will loose this weakness to fire. By looking under the magic tab, then the last of the five tabs in the magic section, one can see all the current effects on his character. The first thing is a "vampire meter" that has a percentage of how much one is a vampire (25% increments, starting at 25% going up to 100 in four stages). Depending on how high that percentage is, the sun will do more or less damage to you, from Sun Damage 1 all the way to 8. Furthermore, the time of the day is also important for sun damage. At dusk and dawn the damage dealt is very small, even to a 100% vampire. However, noon is a very dangerous time for a full vampire as he will have just enough time to run from one house on one side of the street to the other (depending on how much life he has). The stats that being a vampire increases are: Vampire Stats, Strength, Speed, Willpower, Sneak, Mysticism, Illusion, Hand to Hand, Destruction, Athletics, Acrobatics, and Resist Normal Weapons. Depending on which stage of the vampire you are in, you will get from 5 to 20 points in each of these stats (25% vampire = 5 points; 25% vampire = base vampire, fully fed). Other special stats or skills get added depending on the vampire level. Vampire Skills that are always present are: Hunter's Sight (Nighteye and Detect Life), Resist Disease 100%, and Resist Paralysis 100%.
Vampire 25%
Weakness to Fire: 20
+5 to all of the vampire stats
Vamipre 50%
Vampiric Seduction (charm on touch)
+10 to all of the vampire stats
Vampire 75%
Reign of Terror (fear)
+15 to all of the vampire stats
Vampire 100%
Embrace of Shadows (Invisibility + Night Eye)
+20 to all of the vampire stats
Note: Most people and merchants will not talk to you in this form.
At base level you get +5 to Strength, Willpower, Speed, Acrobatics, Athletics, Destruction, Hand 2 Hand, Illusion, Mysticism, and Sneak. You also get a resistance to disease and paralysis, and a small resistance to normal weapons. For every day you go without feeding (up to a maximum of four days), your boosted skills will go up by an additional 5, as will your resistance to normal weapons. You also get a spell for each of the four days; on day one Hunter's Sight (Night Eye/Detect life), on day two Vampire's Seduction (Charm), on day three Reign of Terror (silence/demoralise area), and finally on day four Embrace of the Shadows (180 seconds Invisibliity, 90 seconds Night Eye). The weaknesses are, on day one (within 24 hours of last feeding) weakness to fire, you are safe from the sun; on day two (48 hours from last feeding), burn in sunlight; on day three (72 hours from last feeding), increased damage from sun; and on day four (over 96 hours from last feeding), everyone will recognize you as a vampire and most will not interact with you and there will be another increase in sun damage.
- Best weapons
1. For the bows you wont either the bow of weariness or the umbra bow they are about the same but the umbra bow is not magic
2.For the swords definetley the umbra sword but it is not magic so if you have access to the arcaine university you can put magic on it
3. The best heavy weapon is the elven warhammer it is very heavy but deals alot of damage when you hit an opponent this is not magic so go to the arcane university. | [jk]
- Bonuses from quest items retained
There is a quest in the Mage Guild that requires you to enter a Mage's dream name "Through A Nightmare, Darkly" for Henantier. As soon as you enter, the text states that you lost all your items but will keep your skill levels. However, if you have a quest item such as the Ring Of The Vipereye or Boots Of Springheel Jack, you will keep the bonuses, even after you get out of the dream and get your items back. The items will not be equipped but the skill bonus will still be there. You cannot re-equip the items, but you can equip other rings or boots and get their bonuses as well.
- Boots of Springheel Jak
Complete all the Thieves Guild quests until you get to the last one. The Gray Fox gives you the boots for an unknown reason. The reason is to fall down a fireplace without dying. If you are a high enough level, or have other strong boots, you will not die from this fall. Just as you are falling, take off the boots and put on your best pair. If you wear the boots of Springheel Jak and land, they will break and are unrepairable. If you are strong enough, you will not die from the fall and can keep these incredible boots which increase your acrobatics by 50.
- Completing the Brother Good Betrayed quest
When you are in Bruma, the house on the right behind the temple (coming from the east gate) will have a guard in front of it. The guard will tell you that someone has been murdered. Later when you go in, there will be a woman and two guards. One of the guards will allow you to have a dialogue menu so you can choose a response. You may have to bribe the guard to let you conduct your own investigation. After you talk to the woman, she will tell you that her husband was murdered by a vampire hunter (though she does not think he was a vampire). She will tell you to find out more by locating the vampire hunter. To find where he is you can just talk to innkeepers, but he will always be in the Sac And Tap to the left of the east gate. Do not bribe the owner of the Sac And Tap because he will never tell you where he is. To get him to give you the key to the vampire hunter's room, get the Charm spell in the basement of the house of the widow. Use it on the Sac And Tap owner and he will happily give you the key. When you go into his room in the back, there is a book behind a table. Take the book to the guard you talked to at the widow's house. He will then tell you to meet him outside the Sac And Tap. Once you do this, he will tell you that the vampire hunter has made a break for a cave beyond the town. You may find three guards in the fields killing each other. If you see this happening, you may want to wait it out and take their armor. There also may be one or two bandits on the way that are relatively easy to defeat. You will need a very high Acrobatic or Agility skill for the next part. Immediately after you see the vampire hunter stepping out of the side cave, shoot a fireball or snowball at him then run out of the cave. He should follow you. Keep running all the way back to Bruma. If you go in, he will follow and the guards will take him out. It is easier to get away from the vampire hunter if you jump as much as you can and quickly run in a zig-zag pattern. It will also be helpful if you cast healing or protecting spells on yourself during the sprint back to Bruma. If done correctly, you can finish the mission with very little skill or strength.
- Cure for vampiricy
You must first have acceess to Arcane University. Go in and talk to the mage and he will tell you to talk to a man in Skingrad. Do as he says and run errands for whoever you need to talk to. Eventually you will be allowed to get rid of your vampiricy.
If you have completed the main storyline and cannot re-enter Oblivion to get fresh Bloodgrass, check around the closed Oblivion gates. There will be Bloodgrass growing near the closed gates.
The Vampiricy cure does work, but if you have completed the game and closed all the Oblivion Gates, you will not have access to fresh Bloodgrass (which is needed for the cure). Also, if you buy it she will not take it. If you have completed the game, try to stay away from vampires.
The following is a temporary cure for vampirism. If you have found that the witch still refuses your Bloodgrass, there still is a cure. Go to the cave close to her home (Wenderbek Cave). Wait there until 5 a.m. then go directly to the witch's house (Drakelowe). She should be sleeping. While sneaking, go over to her and feed. Then, sneak out. You will find that you are in daylight. If you rest or sleep you will have to repeat the process.
- Different weapons in Taking Care Of Lex quest
While doing the "Taking Care Of Lex" quest for the Thieves Guild, you must scald the paper with Lex's seal. Just beside the desk where the seal is, you will see a chest. If you come in the door directly behind the chest, you will get an Elven longsword, Glass longsword, Orcish helmet, and a Mythril sheild. If you come in from the door upstairs, you will get an Elven longsword and Dwarven greaves. If you come in the exact entrance, you will not be able to open the chest.