Vampirism

**Vampirism** functions the same as it does in regular Morrowind except for the notable addition of Vampire Masteries**.** With significant investment, players can remove the greatest downsides of Vampirism: Sun Damage and the inability to speak to most NPCs. This makes it possible to enjoy the exceptional physical and intellectual prowess associated with Vampirism while retaining the ability to play the rest of the game normally.

## **Feeding**

The main mechanic of vampires exclusive to Nerevarine Prophecies is the feeding system. By using the 'Feed' power on other humanoids, vampires can acquire Units of Blood that be used to cast very powerful vampiric powers. Units of blood will disappear from the vampire upon being logged out for an extended period of time. Vampires can only hold **40** Units of Blood at one time. Feed powers can be accessed from the Masteries Menu and can be purchased like any other mastery.

## **Other Masteries**

There are four vampire masteries not related to the feeding mechanic. Ancient Bloodline requires Daywalker before it will appear in the mastery list. Although the perks carry massive weaknesses to Magicka and Fire, weaknesses can not be lower than -85%.

 Daywalker
 Ancient Bloodline
 Vampiric Form

* Note on Eltonbrand: you must begin Sirlonwe's quest to have someone killed before you take the Ancient Bloodline perk, or after acquiring (and using) the Vampiric Form mastery. This is because the option to take that quest is contingent on having the vampirism effect, which Ancient Bloodline removes.

## Offsetting Weaknesses

It requires a grand total of 155 Mastery Points to unlock the four non-feeding masteries. You must also complete the full questline of your vampire clan. With these, you will have removed the major downsides of vampirism at the cost of extreme weakness to fire and magicka. As a result, the game becomes fundamentally different for Vampires. Your physical power, speed, and magical capacities are almost sure to exceed that of any non-Vampire. At the same time, you now have two very abusable weaknesses in the form of taking nearly double fire damage (the cheapest offensive spell per damage in the game) and being twice as susceptible to magicka (drain and damage HP, Mana, and Fatigue, for example). Offsetting these weakness will prove extremely difficult, although a few good options exist:

* The Dragonbone Cuirass grants 100% Fire Resistance. This will, at the very least, nullify your weakness to flames.
* Dark Elves possess innate fire resistance an an additional 25% resistance via a Racial Class Mastery**.**
* Unfortunately, with your total of -150 Magicka Resist, you are likely to be locked at the cap of -85 Magicka Weakness. Overcoming this is possible but not viable.
* With your massive bonus to Mysticism, consider investing in a powerful dispel spell. Alternatively, you can use alchemy to make potions of dispel. You can then hotkey your dispel in order to cleanse fire or magicka-based damage and effects.

## Choosing a Clan

Berne bloodline members will enjoy a massive +50 to Sneak and +40 Agility along with the most even distribution of bonus stats. This synergizes well with any stealth-oriented classes or monks.

Aundae Vampires receive +50 to Destruction and Mysticism on top of +40 Willpower. Thus, an Aundae Vampire will be able to consistently cast 200+ magicka cost destruction spells and exceed 1,000 damage on a single spell with ease.

Quarra Vampies Receive a massive +40 to their Strength.

## Cleansing Vampirism

Players can cleanse themselves of Vampirism as they would in single player Morrowind. Doing so will refund any Class Mastery points you have spent, but keep in mind that cleansing yourself of Vampirism is permanent, and you will never be able to become a vampire again on a cleansed character nor access the Vampire Class Masteries