vampires!

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vampires!

Postby eggmceye » Sat Sep 01, 2012 7:15 am

You can now become a vampire!

Available all servers. Suggested level 70+ but no restrictions, other than having done the Mon Ferrato guard quests.
Hint: if you need to know where to start who does Theresa ask you to go and kill?

Spells:
vampyric drain - drains the life out of a target slowly and kills it and regens your HP, and also feeds you - 10 min cooloff
glamour - charm any humanoid
graveyard healing - can dig up a grave mound tile (or any tile south of a gravestone or cross) to sleep in it and restore HP very quickly
bat form - can polymorph into bat and fly

and one of, depending which coven you join
bloodlust - deal an extra 20% dmg for 60 seconds, 10 min CO
preservation - reduce damage taken by 20% for 60 seconds, 10 min CO

perks/feats
- all attacks are vampyric in the same manner as vamp weapons / black drag pud etc
- you take massive damage in sunlight! 3% per second
- you are undead, so are immune to poison, drown, choke, disease, lycan, etc
- mani and vas mani damage you! you cannot heal this way
- unlike skeletuns, you do get hungry but can only be sated by your vampyric drain ability
- normal food does not satisfy hunger (but gives bonuses still)
- wearing &/or eq silver will be painful

Maps
Since sunlight damage is massive there are 2 underground towns you can bind to, as part of the 2 covens. Both have shops and banks and res areas.

Anyone can do the quest chain but conversion is optional.

Once you convert to a vampire no amount of gp, begging or even US dollars will get you converted back!
If in doubt, make a dedicated vampire char on PD/NG


Massive thanks to
Severian: Quest ideas, dialogue, scripting
Lord Mortiferus: Maps, scripting
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Re: vampires!

Postby mud » Sat Sep 01, 2012 7:27 am

Berry interesting.

Does Regenerating status work if you're a vamp, out of curiosity? Will have to see if I wanna convert any of my chars.
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Re: vampires!

Postby Lemonope » Sat Sep 01, 2012 1:28 pm

hmm! The Cons outweigh the Pros on a scale of 5:2 in the perks/feats.

Other than the vampyric attacks and immunity, the rest of the points makes me think twice.

Might be cool though, but I rather wait until other players have become vampire themselves, them find out its popular or not.
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Re: vampires!

Postby eggmceye » Sat Sep 01, 2012 2:21 pm

yeh the cons are meant to be massive and if more than 2 out 5 players converted I'd be worried
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Re: vampires!

Postby Catherine » Sat Sep 01, 2012 9:44 pm

I foresee a lot of Troll vampires wearing regen rings ~ unless I'm incorrect, I think this gives more than 3% regen / tick, which offsets the sun damage?

Also, is sun damage limited to the continent view, or is it applicable within maps? i.e. will you still take sun damage if you're in Mino Halls during the day?
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Re: vampires!

Postby †Sweetie† » Sun Sep 02, 2012 7:05 am

are housing towns (or our personal house tiles) immune to the "sunlight" rule? :/
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Re: vampires!

Postby eggmceye » Sun Sep 02, 2012 8:43 am

regen+vamp: I might nullify it - good point, sun dmg should really override everything

sun damage applies whereever you see the sun bar and the sun is out - including basements I believe - it would be nice if basements were either fully underground and you could buy better lighting - that would be ideal fix

outdoor houses: yes sun damage should apply, it's not like all your chars are going to go vamp
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Re: vampires!

Postby Zzapp » Sun Sep 02, 2012 8:49 am

Buy a "crypt" instead of a basement? The light idea would kinda ruin the creepy feel of a vampire home that you would expect. Maybe do like the trailer parks and add a graveyard? Strictly for Vampire chars only? Just spit balling ideas here.
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Re: vampires!

Postby Flamesoffire » Sun Sep 02, 2012 5:03 pm

Basements are underground already. No sun bar, So i dont think sun damage applies in basements.


Also, Krugendurg or whatever (Would spell it correctly if i wasnt to lazy to find it again), Seems to have to reload anytime you use ladders or go in the random hole in the center of the hold. Atleast it does for me. Not sure if this is everyone.
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Re: vampires!

Postby Lemonope » Mon Sep 03, 2012 12:16 am

Do vampire's alts flash or have some tint? Or can you only find out if a player is a vampire by asking them?
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Re: vampires!

Postby SanJorge » Mon Sep 03, 2012 4:43 am

Got a skeletun vampire on PD now (char: Thorgrim) , it seems damage from sun is bugged in skeletun form but works as bat. I dont get hunger (maybe not a bug :) ) .

For some reason everything worked when i was hunting on minos.
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Re: vampires!

Postby Turtle » Mon Sep 03, 2012 9:15 am

Does sun damage count when you're invis?
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Re: vampires!

Postby eggmceye » Mon Sep 03, 2012 10:37 am

cat: post again after your pd death-rage has dissipated , because that was just plain rude and pointless
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Re: vampires!

Postby LordMortiferus » Tue Sep 04, 2012 4:01 am

I realized that the trap rooms of Murnau are probably a pain on PD. Sorry for any inconvenience, there is a save way to get through though.

@fof: script changes map tiles which will result into reload of the map when you use a ladder.

Just updated btiles27.32.png, which can be found here.
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Re: vampires!

Postby Mackey » Mon Sep 10, 2012 9:54 pm

Vampyric drain is kind of a hassle. Might work better with lower cooldown time and/or no rage requirement?
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Re: vampires!

Postby KoRnAGAIN » Tue Sep 11, 2012 3:22 am

Hmmm, this idea sounds fun. I'll have to give it a shot on PD :geek:

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Re: vampires!

Postby brentoboy » Tue Sep 11, 2012 7:05 am

Here are my first impressions on being a vampire....

Seems like I should be allowed to wear cursed stuff without suffering from the curse. (Perhaps, even should be required to curse stuff in order to use it).

Seems like I ought to have decent nightvision, and suffer extreme vision impairment when outside during daylight.

Instead of eating food for buffs, I should be required to vamp a monster that normally drops meat, to get the same buff (hydra -> electric / green dragon -> poison, etc) Would be really cool if various monster bloods had various side effects (I mean buffs)

Would be really cool if vamp-towns had their own player merch chairs. kind of ... "clan" merchents, where we can sell stuff to other vamps, and get to our merch at night.

So far though, I'm enjoying having a vampy character. Its a good twist.
PD: Duncan
Reg: Zen / Natasha
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Re: vampires!

Postby Eclips » Tue Sep 11, 2012 7:53 am

I really like the Murnau map and the AI attached to the mosters!
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Re: vampires!

Postby eggmceye » Tue Sep 11, 2012 8:24 am

I'm all for tweaking and making vamps better so keep posting
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Re: vampires!

Postby mud » Tue Sep 11, 2012 8:25 am

Eclips wrote:I really like the Murnau map and the AI attached to the mosters!


Yeah, that map is great, I enjoyed that quest part much more than I should have. Really nice job whoever did that map (Mort?)
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