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(5.13) Vampirism ---------------- Weapons and other items that you can equip may be 'vampiric' (see (5.8)), meaning that they drain life from your target. Mimics who use a vampire form and players of 'Vampire' race will also get a vampiric 'brand' on their melee attacks (see (7.7)). Vampirism does not work with magic, only with physical attacks. Vampiric life draining heals you with a part of the damage you afflicted on your target, almost each hit! The more damage you deal and the more attacks per round you have, the more life you will leech back. There's a maximum amount of HP which you can leech per round, which isn't reached until your character deals quite a lot of damage. In short: Leeching is based on a fraction of your damage dealt. Exact formula for melee: The amount of HP you heal is 1d2 + 2d(damage/16) on each hit, however it caps at a maximum amount of 50 HP divided by your BpR, per attack (rounding errors are handled so you don't lose anything if that's not a clean division). Example: If you have 8 BpR and deal 64 damage each hit and have average dice rolls in the formula, you'd try to leech 52 HP during that turn, saturating the cap pretty well. Exact formula for ranged: The amount of HP you heal is 1d2 + 2d(damage/16) on each hit, however it caps at a maximum amount of 10 HP per shot. Example: If you have deal 128 damage each hit and have average dice rolls in the formula, you'd try to leech 10 HP during that turn, saturating the cap exactly. Vampirism does not work on all types of monsters. From some it is not possible to drain life force. Those immune to vampirism are: - undead monsters - nonliving monsters - in general, all elementals ('E'), golems ('g') and vortices ('v'). Although demons and angels don't really 'live', vampirism is able to drain the powers that allow them to exist, and so vampirism works against those too. The best case is to have vampiric flag on a weapon, that will drain at maximum efficiency. However, it will only drain if you hit the monster with that particular weapon. If you use other vampiric equipment, like gloves, they will be a bit less efficient than an actual vampiric weapon, meaning that you will leech less frequently (the amount of leeched life per hit is not penalized though) but in turn it will work with any weapon you use (ranged too). For ranged weapons it doesn't matter whether the bow or the ammunition is vampiric. It won't increase your over all life leeching if both are vampiric either. Note that vampirism gained from mimicked forms only works on melee combat. Vampires (real ones as well as mimicked ones) usually only are half efficient at vampiric leeching, compared to vampiric weapons, due to half of vampires' attacks being normal hits and the other half being biting (which does the actual leeching). Last but not least some items might be 'Chaotic'. This means there are a few specific things that can happen on striking an enemy. One of them is vampiric life drain, which (together with 'confusion') is actually the most common one. When it procs (which isn't that common) it will have the same effect for that particular hit as if your weapon was actually vampiric. It does not stack with Vampirism in any way and also cannot really replace the reliable, continuous effect of 'real' vampirism (For more details on the CHAOTIC flag, see (5.8).) In general, vampiric flags don't stack from multiple sources! Just the source that fits the situation best (usually weapon/ammo) overrides the weaker ones (usually non-weapons). Here is a table of priority - as was just explained, only the most powerful source is applied, the rest is ignored: Vampirism source priority table (from best at the top to worst at the bottom) The best source overrides all weaker ones, which simply get ignored: | Melee | Ranged | ----------------------------------------------------------------------------- | Weapon 100% | Ranged weapon 50% | | Vampire bat/mist form 100% | Ammunition 50% | | 'Chaotic' effect (proc) 100% | | | Vampire character race 50% (*) | | | Other vampiric forms 50% | | | Non-weapons (gloves) 50%/100% (**)| Non-weapons (gloves) 33% | | Fruit bat (native only) 50% | | | Fruit bat (potion only) 33% | | (Mimicked fruit bats don't get vampirism.) (*) Training Necromancy and Traumaturgy schools can increase this further, see the skills' descriptions for details. (**) 100% if on gloves and fighting without weapon and shield (Martial Arts), 50% otherwise.
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