» Sun Jun 03, 2012 4:38 am
After thinking about it quite a bit, i do believe there is actually two seperate Vampire Clans in Skyrim now. The "Sanguinare", which the player is able to become and is similar to Cyrodiil's Vampires. The other clan, is the "Volkihar" of lore. One way to be certain, is to spawn a "normal" Vampire Master along with a Volkihar Vampire, and see if they attack each other. If they do, then they're of opposing factions with a negative reaction modifier to each other, which would clearly indicate that they're two entirely different clans.
The "Sanguinare" can mostly be found in or near towns, while the "Volkihar" are found way out in the wilds.
One DLC/Mod idea, would be to make it to where the player can contract the strain of Vampirism that the Volkihar has, and gain a massively different kind of vampire playstyle. The Volkihar Vampires are not a "social" type of Vampire. They are very brutal and monstrous, and their abiliites reflect this. If the "Sanguinare" is similar to Cyrodiil's "Order, then the "Volkihar" are similar to Morrowind's "Quarra".
Baseline, the "Volkihar Vampiris" strain would have 100% Disease and Poison Resist, 50% increased damage/duration for Frost Breath/Ice Form shouts (Similar to "The Fire Within" from Paarthurnax) , 25% increased damage with Frost spells (Similar to the "Augmented Frost" perk), Water Breathing, and have Frost Resist. However, the "Volkihar Vampiris" strain is Weak to Fire, would actually cause you to take damage and burn in the sun at any Lvl of Vampirism (Which can be cut to 1/4 damage when wearing full robes with hood), and NPCs would almost always have a negative reaction to the PC. Guards will attack you on sight, while alot of "civilian" NPCs recieve a lowered disposition with you, and some are terrified of you (These can be overcome with Calm spells). However, you recieve a bonus to "Intimidation" checks during dialogue (Similar to the "Intimidation" perk in Speech). "Volkihar Vampiris" PCs are able to feed in combat through Vampire specific finishers, and become more powerful the more they feed. Every 3 NPCs killed with the "Feed Finisher" increase your Vampirism Level by 1, up to Lvl 4. You lose 1 Lvl of Vampirism for every 12 Hours you go without feeding.
At Lvl 1 Vampirism, you have 25% Resist Frost, 50% Weakness to Fire, the "Vampiric Drain" spell (Revamped for better mana-damage efficiency for both strains), a "Vampire Sight" Lesser Power, and the "Icy Touch" Greater Power that deals 25 Frost Damage while Paralyzing for 3 seconds.
At Lvl 2 Vampirism, you have 50% Resist Frost, 75% Weakness to Fire, an improved "Vampiric Drain" spell, +25% Health and Stamina Regeneration, and the "Fear Aura" Greater Power that functions like a "Cloak" spell for 120 seconds that causes all enemies 5+ levels below you to cower or run in terror from you for 30 seconds.
At Lvl 3 Vampirism, you have 75% Resist Frost, 100% Weakness to Fire, a further improved "Vampiric Drain" spell, -25% Damage Taken from Iron/Steel Weapons, and the "Icewalker" Power with a 5 minute cooldown, which allows you to create a solid Wall of Ice in front of you which enemies/arrows/spells cannot pass through, but you can. It lasts for 30 seconds.
At Lvl 4 Vampirism, you have 100% Resist Frost, 125% Weakness to Fire, a powerful "Vampiric Drain" spell, +35% Weapon Damage and the "Frost Spit" Power with a 3 minute cooldown, that "vomits" forth a freezing liquid that deals 10 Frost Damage per second for 5 seconds (Similar to the "Vomit" ability of the Afflicted), and sticks to the ground for 10 seconds, acting similar to a "Wall of Frost", dealing 10 Frost Damage per second that the enemy remains in it.