Vampires revamped
Posted: Tue Aug 23, 2011 2:29 am
***EDIT: updated. Additions in italics***
I picked up, and agree with sentiments among players that vampires (NPC, and let's not forget the elder vampire summon from the CoD) are not as menacing as they should be.
Playing as a Doomed, I really felt that the Doomed skills have a vampire feel to them.
So my first suggestion is quite simple: make the Doomed skills available to the various types of vampire NPCs
And ofcourse, vampires could do with a nice racial tree, and intrinsics as well.
I gave it some thought in the past week, and here's what I've come up with. I did my best, when creating the racial talent tree, to keep balance in mind, as well as the possibilty of vampires becoming a playable race (since they are mentioned with the description of undead, at the character creation screen). Please, discuss
Perks and Intrinsics
- Vampires thrive on blood. So, let's give them a race-specific resource bar: Blood.
Blood is the resource used for the vampire's racial talents, see below. The Blood resource is simply filled by killing living (warmblooded) creatures. A normal kill would add one Blood to the pool. Elites would add 2 Blood, and uniques would add 10 Blood. The Blood pool's max is equal to the vampire's level, starting at 1, and naturally maxing out at 50 for PCs, no max for NPCs (ofcourse, egos/artefacts could be added that increase the max for PCs)
- Creature of the Night: The hated rays of the Sun will cause grieveous damage to a vampire. It starts with -50% light resistance.
- Hydrophobia: Vampires hate water. With good cause, for they will be damaged by it, by 4*(AircapacityMax-AirCurrent) per turn, for 1 turn.
Talent Tree: Vampire
1) Blood Rush (Sustain):
- Everytime you are damaged for more than 25% (at talent level 1) to 5% (at talent level 5) of your max HP, your global speed will increase by 5% for the next 3 turns. (Cumulative, it stacks). Also, a random talent will have it's cooldown counter reduced by 1.
- Also, as long as Blood Rush is sustained, you can freely swap between your current and backup weapon. Special courtesy to certain people I overheard wishing that other classes besides timewardens could do that
- Cost: 1 blood per turn at talent level 1, to 5 blood per turn at talent level 5. More power is more costly here!
- Cooldown: about 10 turns
2) Form of the Bat (Activation):
- your size category is reduced by 2 (this is beneficial for your defense, right?)
- your movement speed is increased by 100+(20*talent level)%
- you gain a bonus to infravision (sonar), power 2*(talent level)
- at talent level 5, you can smell blood from afar: gain telepathy:living creatures
- you cannot use your weapons or talents in Bat Form. Instead, you can Bite your victim, damaging it for 5% of it's max health blight damage (victim's resistances will reduce damage).
- Living creatures killed with a Bite multiply the Blood gain by your talent level. Finish off those uniques in Bat Form 5/5 to instantly replenish your Blood!
- you cannot use runes in Bat Form. Infusions are allowed
- Cost: 5 Blood
- Duration: (talent level) turns
- Cooldown: about 50 turns
3) Form of Mist (Sustain)
- upon activation, removes one negative status effect from the caster
- grants pinning resistance. Scales with talent level
- allows you to walk in walls. However, for every tile of wall/obstacle passed, you lose HP equal to 25% of your max HP. Note that even this self-damage has it's benefits, when Blood Rush is sustained
- you cannot attack, or use talents in Mist Form
- your HP cannot be reduced below 1 in Mist Form
- You cannot use runes in Mist Form. Infusions are allowed
- Cost: 10 Blood per turn (quite a lot, but hey, it makes you immortal, with the ability to use infusions to heal up)
- Cooldown: about 40 turns
4) Coven Call (Activation)
- Summons a levelled vampire to your aid. Has a small chance to summon a second vampire. Chance scales with Willpower and talent level.
- Cost: 20 Blood
- Duration (summons): 2*(talent level) turns
- Cooldown: about 100 turns
I picked up, and agree with sentiments among players that vampires (NPC, and let's not forget the elder vampire summon from the CoD) are not as menacing as they should be.
Playing as a Doomed, I really felt that the Doomed skills have a vampire feel to them.
So my first suggestion is quite simple: make the Doomed skills available to the various types of vampire NPCs
And ofcourse, vampires could do with a nice racial tree, and intrinsics as well.
I gave it some thought in the past week, and here's what I've come up with. I did my best, when creating the racial talent tree, to keep balance in mind, as well as the possibilty of vampires becoming a playable race (since they are mentioned with the description of undead, at the character creation screen). Please, discuss

Perks and Intrinsics
- Vampires thrive on blood. So, let's give them a race-specific resource bar: Blood.
Blood is the resource used for the vampire's racial talents, see below. The Blood resource is simply filled by killing living (warmblooded) creatures. A normal kill would add one Blood to the pool. Elites would add 2 Blood, and uniques would add 10 Blood. The Blood pool's max is equal to the vampire's level, starting at 1, and naturally maxing out at 50 for PCs, no max for NPCs (ofcourse, egos/artefacts could be added that increase the max for PCs)
- Creature of the Night: The hated rays of the Sun will cause grieveous damage to a vampire. It starts with -50% light resistance.
- Hydrophobia: Vampires hate water. With good cause, for they will be damaged by it, by 4*(AircapacityMax-AirCurrent) per turn, for 1 turn.
Talent Tree: Vampire
1) Blood Rush (Sustain):
- Everytime you are damaged for more than 25% (at talent level 1) to 5% (at talent level 5) of your max HP, your global speed will increase by 5% for the next 3 turns. (Cumulative, it stacks). Also, a random talent will have it's cooldown counter reduced by 1.
- Also, as long as Blood Rush is sustained, you can freely swap between your current and backup weapon. Special courtesy to certain people I overheard wishing that other classes besides timewardens could do that

- Cost: 1 blood per turn at talent level 1, to 5 blood per turn at talent level 5. More power is more costly here!
- Cooldown: about 10 turns
2) Form of the Bat (Activation):
- your size category is reduced by 2 (this is beneficial for your defense, right?)
- your movement speed is increased by 100+(20*talent level)%
- you gain a bonus to infravision (sonar), power 2*(talent level)
- at talent level 5, you can smell blood from afar: gain telepathy:living creatures
- you cannot use your weapons or talents in Bat Form. Instead, you can Bite your victim, damaging it for 5% of it's max health blight damage (victim's resistances will reduce damage).
- Living creatures killed with a Bite multiply the Blood gain by your talent level. Finish off those uniques in Bat Form 5/5 to instantly replenish your Blood!
- you cannot use runes in Bat Form. Infusions are allowed
- Cost: 5 Blood
- Duration: (talent level) turns
- Cooldown: about 50 turns
3) Form of Mist (Sustain)
- upon activation, removes one negative status effect from the caster
- grants pinning resistance. Scales with talent level
- allows you to walk in walls. However, for every tile of wall/obstacle passed, you lose HP equal to 25% of your max HP. Note that even this self-damage has it's benefits, when Blood Rush is sustained
- you cannot attack, or use talents in Mist Form
- your HP cannot be reduced below 1 in Mist Form
- You cannot use runes in Mist Form. Infusions are allowed
- Cost: 10 Blood per turn (quite a lot, but hey, it makes you immortal, with the ability to use infusions to heal up)
- Cooldown: about 40 turns
4) Coven Call (Activation)
- Summons a levelled vampire to your aid. Has a small chance to summon a second vampire. Chance scales with Willpower and talent level.
- Cost: 20 Blood
- Duration (summons): 2*(talent level) turns
- Cooldown: about 100 turns