Vampirism
This section is copied straight from the last version of my guide, because I haven't anything to add yet. I hope, eventually, to get around to doing the
vampire quests.
Vampirism is one of Morrowind's more unique, and confusing, features. To become a vampire you must let a Vampire hit you with weapons or fists (not spells)
until you receive a message saying you have caught a disease called Porphyric Hemophilia, roughly translating as 'changing blood' (thanks JudgeFX). You will
get a fatigue restoring icon in the bottom right, with the name of this disease, as well. Three days later you will become a fully fledged vampire. You will know
this because of a strange dream message. You cannot become a vampire if you have had corprus cured as part of the main quest, and it will be hard to catch if
you have a natural disease resistance. You can create a spell to lower your resistance if you wish to combat this. To increase your chances of being infected,
do not damage the vampire as it fights you, or it will use its vampiric touch spell to heal itself. This spell cannot infect you, so it just makes the job
harder.
There are three kinds of vampire: Berne, Aundae, Quarra. Joining a clan is automatic. The vampire you are bitten by will be a member of one of these three
clans, and you will gain their skill bonuses when you are infected. This means that you must be careful what you are bitten by if you wish to join a specific
clan. Each clan has its headquarters, and in addition, can be found in several ancestral tombs. This table should give enough information to allow you to be
infected by the hideous undead fiend of your choice.
CLAN |
TYPE |
TOMB 1 |
TOMB 2 |
TOMB 3 |
HEADQUARTERS |
Aundae |
Mages |
Sarethi: NW of Dagon Fe |
Aralen: N with a tiny bit of E from Falensarano |
Dulo: Near lava in Molag Amur, W of Erabenimsun Camp |
Ashmelech: Island SW of Dagon Fel and SE of Ald Redaynia |
Berne |
Thieves |
Raviro: W of Molag Mar |
Andrethi: Over the hills W of Balmora |
Othrelas: North of the Hlaalu canton in Vivec |
Galom Daeus: Near lava in Molag Amur,
W of Erabenimsun Camp |
Quarra |
Fighters |
Foot of the mountains, East of Ald Velothi |
Hleran: West of Ald’Ruhn, edge of the mountains |
Serano: Near lava in Molag Amur, W of Erabenimsun Camp. N of Galom Daeus |
Drushcashti: East of Khuul, over the mountains |
Note that although vampires are found in tombs, their headquarters are Dwemer ruins. It is not advisable to be infected in the ruins, as you may end up
killing members of your clan-to-be.
When you become a vampire, you gain a set of skill and stat bonuses. Note that the skill bonuses are added on, not classed as bonus points, so although they
can go over 100, you cannot increase the skills any more if they are put up to 100 by the vampire bonuses. In other words, these bonuses will limit your
level-ups because they can stop you increasing your skills. If you want to get to the top level, it is best to wait until your skills are very high before
becoming a vampire.
STAT |
BONUS |
Strength |
20 |
Willpower |
20 |
Speed |
20 |
In addition to these basic stat bonuses, there are clan bonuses:
CLAN |
STAT |
BONUS |
Audae |
Willpower |
20 |
Berne |
Agility |
20 |
Quarra |
Strength |
20 |
SKILL |
BONUS |
Sneak |
30 |
Athletics |
30 |
Acrobatics |
30 |
Hand-to-Hand |
30 |
Unarmored |
30 |
In addition to these basic skill bonuses, there are clan bonuses:
CLAN |
SKILL |
BONUS |
SKILL |
BONUS |
SKILL |
BONUS |
Audae |
Short Blade |
20 |
Mysticism |
20 |
Destruction |
20 |
Berne |
Sneak |
20 |
Unarmored |
20 |
Hand-to-Hand |
20 |
Quarra |
Blunt Weapon |
20 |
Hand-to-Hand |
20 |
Heavy Armor |
20 |
To be cured of vampirism, go to the shrine of Molag Bal, which is Bal Ur, North of Suran. There is a book called Vampires of Vvardenfell part II which will
tell you this. Talk to the giant statue, and you will start a quest to cure yourself of vampirism.