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.