About this mod

Immortal Blood is an improved and expanded version of my previous vampirism overhaul, Enhanced Vampirism. It aims to be lore-friendly, balanced and minimalistic. It also offers various customization to the player, including the option to reverse stage progression.

Permissions and credits
Changelogs
Features
  • Stronger Vampiric abilities and powers.
  • Deadlier Vampiric weaknesses.
  • Expanded Vampire Lord perk tree.
  • New ways to feed.
  • New Blood Magic spells.
  • New Blood Points mechanic, which controls the transformation into a Vampire Lord.
  • Optional MCM to set the mod to your liking, including options to reverse stage progression, disable sun damage, or the ability to transform into a Vampire Lord at will like vanilla.

Vampiric Abilities
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  • Resist Frost: Your Vampiric blood gives you 20%-50% resistance to Frost. (Based on stage)
  • Resist Normal Weapons: Your Vampiric blood gives you 5%-20% resistance to Normal Weapons.
  • Regenerate Magicka: Your Vampiric blood makes Magicka regenerate 20%-50% faster.
  • Regenerate Stamina: Your Vampiric blood makes Stamina regenerate 20%-50% faster.
  • Supernatural Strength: Vampires do 25% more attack damage and inflict 25% more stagger.
  • Champion of the Night: Illusion spells cast by a Vampire cost 20% less and last 50% longer.
  • Nightstalker's Footsteps: Vampires are 10% harder to detect and move 15% faster when sneaking.
  • Unnatural Movement: Vampires move 10% faster automatically become invisible after continuously sprinting for 4 seconds.
  • Vampirism: Your Vampiric blood gives you 100% resistance to poison and disease and the ability to breathe underwater.

  • Weakness to Fire: Your Vampiric blood gives you 20%-50% weakness to Fire.
  • Weakness to Sunlight: Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by 15-60 points. Stage 4 vampires take 8 damage per second. (Based on stage. Regeneration is reduced so much in sunlight that regen enchantments won't have effect.)
  • Reduced Health Regen: Your Vampiric blood makes Health regenerate 25%-100% slower. (Based on stage)
  • Inability to heal with healing spells.
  • Inability to receive blessings from divine shrines. Attempting to interact with a divine shrine will blind and damage you. Note that, with Survival Mode enabled, the "Make offering" prompt will still appear. However, you will still get damaged, and making the offering won't give you the blessing anyway. Just don't interact with divine shrines unless you enable divine blessings.
  • Blood-starved vampires are hated and feared.
  • Additional damage received from silver and Dawnguard weapons.


Vampiric Powers:
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  • Vampiric Drain: Absorb 10 points of Health per second from the target. (Cost: 28/s)
  • Hunter's Sight (Lesser Power): Improved night vision. Nearby living creatures, but not undead, machines or daedra, can be seen through walls. (Toggleable)
  • Vampire's Seduction (Greater Power): Creatures and people up to level 10-50 won't fight for 60 seconds. (You can feed on people affected by Vampire's Seduction. Available at stage 2)
  • Reign of Terror (Greater Power): Creatures and people up to level 10-50 flee from combat for 20 seconds.
  • Embrace of Shadows (Greater Power): Caster is invisible for 60 seconds. Activating an object or attacking will break the spell. (Available at stage 4)


Alternate Feeding
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  • Combat Feeding: You can now feed on enemies that are bleeding out, killing them instantly. This doesn't necessarily sate your blood thirst; when you combat feed, you gain points equal to the target's level; when these points reach 10/15/20/25/30 (based on your level), your blood thirst is sated.
  • Sneak Feeding: You can now feed on enemies that are not detecting you while sneaking with weapons drawn, doing 100 points of damage to them. Similar to combat feeding, but you gain points equal to half the target's level; when these points reach the same threshold, your blood thirst is sated.
  • Note that the vanilla feeding animation is buggy and may sometimes teleport you. This is not a bug caused by Immortal Blood.


Blood Magic
  • These new Blood Magic spells are Restoration spells that mostly deal magic damage and absorb Health, and are mainly present to allow vampires to gain Blood Points without relying completely on Vampiric Drain.
  • The spells are sold by Ronthil. Apprentice spells are always available, Adept, Expert and Master spells become available when other Adept and Expert Restoration spells become available.
  • All of these spells also absorb Magicka and Stamina when affected by Blood of the Ancients.
  • List of spells:
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Novice

  • Blood Transfusion: Convert 25 points of Blood into Health per second. (Cost: 0)

Apprentice
  • Blood Spike: A spike of blood that does 10 points of damage and absorbs 10 points of Health. (Cost: 60)
  • Blood Rune: Cast on a nearby surface, it explodes for 25 points of damage and absorbs 25 points of Health when enemies come near. (Cost: 246)
  • Blood Boil: Kills the target by boiling their blood from within, but returns 200% of the damage inflicted upon the caster. Does less damage if this would kill the caster. (Cost: 161)

Adept
  • Blood Spear: An exploding spear of blood that does 20 points of damage and absorbs 20 points of Health. (Cost: 171)
  • Blood Cloak: For 60 seconds, opponents in melee range take 10 points of damage per second. Heals the caster for 50% of the damage done. (Cost: 338)
  • Blood Surge: Nearby opponents take 10 points of damage and have 10 points of Health absorbed per second. Stop casting to expel a blood nova that does 3x damage. The nova's damage is increased by 2% per point of Health absorbed from opponents. (Cost: 78/s)

Expert
  • Blood Wave: A wave of blood that does 30 points of damage and absorbs 30 points of Health. (Cost: 334)
  • Wall of Blood: Sprayed on the ground, it creates a wall of blood that does 15 points of damage and absorbs 15 points of Health per second. (Cost: 117/s)
  • Blood Plague: Target takes 15 points of damage per second for 10 seconds. If target dies while afflicted with the plague, it will jump to nearby enemies. (Cost: 344)

Master
  • Blood Tide: A flood of blood that does 40 points of damage and absorbs 40 points of Health. (Cost: 551)
  • Blood Storm: A torrent of blood that does 60 points of damage and absorbs 60 points of Health per second. (Cost: 289/s)

Notes
  • Blood Boil's damage percentage that is returned to the caster is inversely proportional to spell magnitude. This means that dual casting and perks such as Potent Blood will decrease the damage percentage returned to you, making the spell more effective, but note that the description will not change. The reverse is true; if a target has magic resistance, the damage returned will be higher than 200%. If the damage needed to kill the target is higher than your current Health, they won't die; you will be left with 1 point of Health, and the target will take a percentage of the damage you took.
  • Blood Surge has a minimum of 1 second delay before the nova, in order to prevent cheesing.
  • Note that Blood Boil and Blood Plague do damage enemies, but don't absorb Health, therefore they cannot be used to gain Blood Points.


Blood Points
  • New in Immortal Blood is the Blood Points mechanic. It is a value Vampire Lords possess which has a maximum of 150 points. You are required to have at least 30 points in order to transform into a Vampire Lord
  • When you become a Vampire Lord, there's a passive active effect you get called Vampire Lord, with the following description: "You can transform into a Vampire Lord when you possess 30 Blood Points. Gain Blood Points by killing the living with Blood Magic. Current Blood Points is X"
  • While transformed, Vampire Lord form costs 1 point of Blood per second. When you are out of Blood Points, you'll revert form automatically.
  • Gain Blood Points by killing the living with Blood Magic, including Vampiric Drain, Blood Spike, Blood Spear, etc. Each kill with Blood Magic gives you Blood Points equal to the victim's level.
  • You don't have to directly kill a living enemy with Blood spells in order to gain Blood Points; a Blood spell marks them for 5 seconds; if they die from any source during that period, you gain Blood Points.
  • You also gain Blood Points while in Vampire Lord form regardless of what you kill enemies with, allowing you to further extend the duration before you revert.
  • The Blood Points mechanic can be disabled completely; you can choose whether to have it, revert to the vanilla way of transforming whenever you wish, or make it have a fixed duration of 150 seconds and once per day. Note that Vampire Lord form in this mod is balanced around being limited.

Vampire Lord Abilities
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  • In Vampire Lord form, you now gain all the advantages and disadvantages of being a stage 4 Vampire, such as the faster Magicka and Stamina regen and 50% weakness to Fire.
  • Drain Life now does 20-60 points of damage, absorbs 20-60 points of Health and costs 50 points of Magicka. Compared to vanilla, this means it does overall lower damage but absorbs a higher amount than in vanilla (15-25). This change was also done to ensure that Drain Life now heals for 50% of its damage regardless of level. The Serana bug is also fixed.
  • Base unarmed damage is now 20, up from 10. Bonus unarmed damage changed to 10-50, based on level.
  • Melee kills give lifeblood for perk progression.
  • Power attacks stagger.
  • Power attack biting counts as feeding.
  • 10%-50% magic resistance based on your level.
  • Bats power now staggers opponents in your path.
  • If you were wearing Vampire Royal Armor before transforming, you will now equip Harkon's crown and cape (Females will equip the crown only as they don't have the cape mesh). This is cosmetic only.
  • You will now turn into an ash pile if you happen to die as a Vampire Lord.


Vampire Lord Perks
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  • Power of the Grave (2): 25%/50% extra Health, Magicka and Stamina as Vampire Lord.
  • Blood Ritual: Able to infect a person with Sanguinare Vampiris. You can have a maximum of 20 vampire progeny.

  • Vampiric Grip: Blood Magic: Can pull a target to you from a distance, and choke it once it's close, absorbing its Health. Costs 50 Magicka per second.
  • Conjure Gargoyle: Blood Magic: Summons a Gargoyle for 60 seconds. Costs 150 Magicka.
  • Corpse Curse: Blood Magic: Targets that fail to resist are paralyzed for 5 seconds. Costs 200 Magicka.
  • Shadow Shield: Blood Magic: Negates all damage. Costs 100 Magicka per second.

  • Vampiric Wail: Night Power: Targets flee for 10 seconds. Costs 50 Magicka.
  • Mist Form: Night Power: Transform into an invulnerable mist, while Health, Magicka, and Stamina regenerate 400% faster for 10 seconds. Costs 75 Magicka.
  • Supernatural Reflexes: Night Power: Everything slows down for 10 seconds. Costs 100 Magicka.
  • Pull of Darkness: Night Power: Pulls nearby enemies to you and reduces their armor rating by 500 points and Magic Resistance by 50% for 3 seconds. Costs 125 Magicka.

  • Potent Blood (2): Blood Magic spells do 0.1%/0.2% more damage for each point of Health you have.
  • Blood-bathed: Overhealing from Blood Magic spells is added to maximum Health for 45 seconds, up to 300% more.
  • Drain Power: Drain Life reduces attack damage by 30% for 10 seconds while increasing yours by 15% for each target affected.
  • Hemomancy: When Magicka is depleted, you may continue casting Blood Magic spells by reducing your Health by 120% of the Magicka cost.

  • Undeath (2): Reduces your damage taken by up to 15%/30% based on your missing Health.
  • Eviscerate: As Vampire Lord, power attacks do 33% more damage and hit all targets in front of you.
  • Blood Feast: Killing a person with a power attack bite restores 100% more Health. When this restores Health in excess to your maximum, the excess is granted over 5 seconds.
  • Poison Talons: Claws inflict a poison that does 100% poison damage over 10 seconds and weakens the victim to magic by 25%.

  • Night Cloak: In combat, you are surrounded by a cloud of bats that feed on enemies within melee range.
  • Unearthly Will: Completely restores Health and knocks back nearby enemies when you receive fatal damage. This effect can occur once every hour.

Notes:

  • Each subsequent perk now requires 1 more kill, down from 2, to compensate for the increased number of perks.
  • For the purpose of the "Vampire Mastered" achievement (if you have Achievements Mods Enabler), you'll need to unlock the whole perk tree to get the achievement.
  • Vampiric Grip and Night Cloak's damage is based on your level. Each 10 levels increase their damage by 1 tier, up to level 40
  • Vampiric Grip absorbs 30/45/60/75/90 Health per second.
  • Night Cloak absorbs 5/7.5/10/12.5/15 Health per second. It can be optionally available in humanoid form as long as another cloak spell is not active and you are not sneaking.
  • Conjure Gargoyle summons a Gargoyle at level < 25, Gargoyle Brute at level 25-44, Gargoyle Sentinel at level > 44.
  • Potent Blood also affects lesser Blood Magic spells.
  • Insatiable Thirst's Health increase stacks, and the amount increased is equal to the absorb amount of Drain Life, which increases as your level increases, but is affected by the target's magic resistance. It synergizes nicely with Potent Blood, as bonus maximum Health means more Blood Magic damage, and more Blood Magic damage means more absorb that means more bonus maximum Health, and so on.


Vampire Lord Artifacts

  • Rings of Blood Magic no longer have overpowered generic enchantments, and Amulets of Night Power no longer benefit Vampire Lord form only.
  • Rings of Blood Magic now focus on improving Blood Magic, and Amulets of Night Power focus on improving Night Powers. They also have a generic enchantment that affects humanoid form only.
  • List of artifacts and their changes:
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  • Ring of Undead Confederate: Raise Dead reanimates up to 9 additional corpses in an area. Increases Magicka by 50 points.
  • Ring of Bloody Grip: Targets killed by Vampiric Grip explode for 200% of their maximum Health as damage to surrounding enemies. Restoration spells cost 25% less to cast.
  • Ring of the Gargoyle: Conjured Gargoyles do 50% more damage and also heal you whenever they absorb Health from an enemy. Magicka regenerates 50% faster.
  • Amulet of Devouring Bats: Bats power has an extra charge and absorbs Health from opponents in your path. Increases your Health by 50 points.
  • Amulet of Death Wail: Vampiric Wail instantly kills targets with 25% or less Health. Illusion spells cost 25% less to cast.
  • Amulet of the Mistwalker: When you take more than 15% of your maximum Health in damage within 1 second, the cooldown on Mist Form is reset. Health regenerates 50% faster.
  • Amulet of Supernatural Celerity: Supernatural Reflexes no longer slows you down and lasts 50% longer. You move 12% faster.

Notes:

  • Amulet of Devouring Bats now makes Bats absorb more Health, since it no longer makes Bats knock down targets and Bats now stagger by default.


Blood Ritual
  • When you obtain the Blood Ritual perk, you will gain a new option "Turn" when feeding on sleeping people or people mesmerized by Vampire's Seduction.
  • Upon selecting that option, you'll feed on the target, and they'll immediately turn into a vampire.
  • They'll become a follower, potential marriage candidate, and will be an undead vampire (e.g affected by Detect Dead, not Detect Life)
  • They'll gain the following abilities: 30% increased attack damage, 50% Frost Resistance, 50% Weakness to Fire, 100% Poison Resistance, 100% Disease Resistance and Weakness to Sunlight.
  • If their One-handed skill is equal to or greater than their Two-handed skill, they'll get a version of Vampiric Drain based on their level.
  • They'll also gain 50 bonus points to Health, Magicka and Stamina.
  • Additionally, when low on Health or when afraid, they'll turn invisible. If you have the Mist Form perk, they'll turn into mist and regenerate attributes.
  • When speaking to them, you can select a new option "I need you to "cure" your condition" if you have at least 1 filled Black Soul Gem. Upon selecting this option, they'll take the Black Soul Gem, stop becoming a follower, travel to Falion at Morthal, and will be cured of vampirism. If they were a follower before being infected, they'll return into a follower again after the cure.
  • Note that you can only cure one person at a time (Falion won't appreciate that many visitors)

MCM
  • Requires SkyUI (The mod itself can work without SkyUI; you just won't have access to MCM, but you can use console commands instead)
  • List of options:
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  • Stage 4 Hated and Feared: When enabled, bypassers will attack you on sight at stage 4 of vampirism. (Default: Enabled)
  • Sun Damage: Set at which stage the sun will directly damage your Health. (Default: Stage 4 only)
  • Restoration Healing: When enabled, you can heal with Restoration spells while being a vampire. (Default: Disabled)
  • Limited Transformations: Set whether Vampire Lord becomes a lesser power that requires Blood Points, a lesser power that doesn't require Blood Points with infinite duration, or a greater power with limited duration. (Default: Blood Points)
  • Divine Blessings: When enabled, you can receive divine blessings while being a vampire. (Default: Disabled)
  • Drain Lifeblood in humanoid form: When enabled, you can drain lifeblood (for Vampire Lord perks) using Vampiric Drain and other Blood Magic spells without having to transform into a Vampire Lord. (Default: Disabled)
  • Vampire Lord power bite counts as feeding: When enabled, power attack biting as a Vampire Lord will sate blood thirst. (Default: Enabled)
  • Blood Magic kills count as feeding: When enabled, killing the living with Blood Magic will add points equal to 1/4 the victim's level, eventually sating blood thirst when these points reach 10/15/20/25/30 (based on your level; the higher the level, the higher the threshold) (Default: Disabled)
  • Weakness to Silver: When enabled, you will receive 20 extra damage from silver weapons while being a vampire. (Default: Enabled)
  • Weakness to Dawnguard: When enabled, you will receive 5 extra damage from Dawnguard weapons while being a vampire. (Default: Enabled)
  • Reverse Stage Progression: When enabled, you will become stage 4 upon feeding and decrease in stage with each passing day that you don't feed (Default: Disabled)
  • Night Cloak in humanoid form: When enabled, Night Cloak will activate even when not in Vampire Lord form as long as you're a vampire. Note that it will disable if you have another cloak spell active or when sneaking (Default: Disabled)

  • If you don't have SkyUI, you can use the following console commands:
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  • set VampireShunnedGlobal to 0: Disables being attacked on sight at stage 4 (Default value: 1)
  • set VampireSunDamageGlobal to 0: Disables sun damage completely (but sun attribute and regen debuffs still apply) (Default value: 1)
  • set VampireSunDamageGlobal to 2: Enables sun damage for stage 3 (Default value: 1)
  • set VampireSunDamageGlobal to 3: Enables sun damage for stage 2 and stage 3 (Default value: 1)
  • set VampireCanHealGlobal to 1: Enables healing with Restoration spells (Default value: 0)
  • set VampireLordInfiniteTransformationsGlobal to 1: Makes Vampire Lord infinite (Default value: 0)
  • set VampireLordInfiniteTransformationsGlobal to 2: Makes Vampire Lord a greater power with 150 seconds duration (Default value: 0)
  • set VampireCanBeBlessedGlobal to 1: Enables receiving divine blessings from shrines (Default value: 0)
  • set VampireDrainBloodPointsInHumanoidFormGlobal to 1: Enables receiving Blood Points without having to be a Vampire Lord (Default value: 0)
  • set VampireLordPowerBiteFeedGlobal to 0: Disables feeding when power attack biting in Vampire Lord form (Default value: 1)
  • set VampireBloodMagicFeedGlobal to 1: Makes Blood Magic able to feed you with enough kills (Default value: 0)
  • set VampireWeaknessToSilverGlobal to 0: Disables additional damage received from silver weapons (Default value: 1)
  • set VampireWeaknessToDawnguardGlobal to 0: Disables additionial damage received from Dawnguard weapons (Default value: 1)
  • set VampireReverseProgressionGlobal to 1: Reverses stage progression (Default value: 0)
  • set VampireNightCloakInHumanoidFormGlobal to 1: Enables Night Cloak in humanoid form (Default value: 0)


Lite Version
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  • This version lacks an MCM, has reverse progression enabled, lacks blood magic spells and lacks alternate feeding options.


FAQ
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  • Q: Where NPCs?
  • A: A mod in the near future, part of a series of mods called "Scourge of Skyrim", which focuses on overhauling enemies, will overhaul vampire NPCs using spells and powers from this mod. It will also add fully functional enemy Vampire Lords.

  • Q: Why is there no Vampire Lord gliding?
  • A: I'm always against gliding or any sort of ability that affects vertical travelling; Skyrim wasn't intended for that as you can get to places you shouldn't be able to get to.

  • Q: Why is there no vampire aging system?
  • A: Most vampire overhauls add that already. I don't really like that idea for my mod as (1) scaling with level is more vanilla-friendly and (2) you could just keep waiting to rank up.

  • Q: Why was Detect All Creatures removed?
  • A: Because the buffed Hunter's Sight power now makes it redundant.

  • Q: Why is there no ability/power/artifact to protect from sunlight?
  • A: Because that defeats the main point of vampire weaknesses. Plus, Bloodcursed Elven Arrows already exist. If you really don't want to fear the sun, just don't be a vampire.

  • Q: Magicka costs for lesser blood magic spells are not really balanced around vanilla Magicka costs.
  • A: Yes, because they're balanced around my upcoming spell mod instead, which changes many spells' costs. Same goes for the nerf to Magicka regen (20%-50% from 40%-100%) and my upcoming enchantment mod.

  • Q: X ability is unbalanced/redundant.
  • A: Feel free to comment about anything regarding gameplay balance. I'm always open to suggestions for my mods.

  • Q: Does this mod affect unused actor values?
  • A: Yes. To be specific, the player's FavorsPerDay and FavorPointsBonus actor values are temporarily used by the Insatiable Thirst perk. Shouldn't significantly affect compatibility though.

Compatibility
  • Incompatible with other vampirism overhauls.

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Feel free to discuss this mod on my discord server!