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Vampirism (Daggerfall)

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This The Elder Scrolls II: Daggerfall article or section is in need of immediate attention because: Yellowattentionicon 03
Paraphrased from UESP. Should be reworded more.
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For other uses, see Vampirism.

Vampirism is a feature in The Elder Scrolls II: Daggerfall. Upon becoming one, the Hero of Daggerfall can join specific vampire Factions, including Vraseth and Thrafey. There are nine factions in all.'

Curing VampirismEdit

It is doable for one to be cured of vampirism. This does not "reset" the character as acquiring vampirism will, however just take away each the advantages and penalties of being a vampire from the character. Since order membership isn't affected, any "lost" possibilities at Thieves guild or Dark Brotherhood stay "lost"; i.e. the character could solely belong to either of these guilds once and one time, and acquiring vampirism irrevocably ejects the character from those guilds if the character was a member of these guilds. If the character was never a member of these guilds he's still eligible to hitch, and just should trigger the invited events. Likewise, if the character were admitted to those guilds once changing into a vampire then the character retains their status after curing. Being "cured" of vampirism doesn't impact order membership at all.

Gained attributes when contractedEdit


  • Gain +20 to the following attributes:
    • Personality
    • Willpower
    • Strength
    • Luck
    • Endurance
    • Agility
    • Speed
  • Gain +30 to the following skills:
    • Climbing
    • Stealth
    • Hand-to-Hand
    • Critical Strike
    • Running
    • Jumping
  • Gain the following spells:
    • Calm Humanoid
    • Charm Humanoid
    • Levitate
  • Gain the following immunities:
    • Steel Weapons
    • Iron Weapons
    • Disease



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