The appearance is based on your hair colour and whether your face is male or female. 
 	 
 DESCRIPTION 
 Draw upon your inner strength and transform into a Vampire! - Vampire Transformation 
 Serving Queen Safiria proudly in the battle against the Werewolf King and his army. - Vamp 
 Serving Queen Safiria proudly in the battle against the Werewolf King and his army. This armour is only usable by players who have properly unlocked it by completing the advanced vampire quest. - Advanced Vamp 
  
 [img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Subrace%20Vamp/Vampire%20Transformation%20M.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Subrace%20Vamp/Vampre%20Transformation.jpg[/img]
 
  
 Skills
 
  
 [img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Subrace%20Vamp/Vamp%20Skill%20Tree.jpg[/img]
 
  
 Level 1: Blood-Letting - Toggle 
 Time to spill some blood! This skill empowers your weapon attacks and spells to cause your foe to start bleeding from their wounds! This costs «» per turn to maintain. 
 Toggle. At the end of your turn, you pay the listed SP cost and your opponent starts Bleeding (0.2*[Hits connected]/[Hits attempted] power). It counts all your weapon attacks and spell hits. [MainStat] is determined based on the last applicable hit.  Your opponent can resist with a save at a +0 bonus. 
 Level: PowLvl vs MonsterLvl 
 Major: MainStat vs MonsterEND 
 Minor: YourLUK vs MonsterLUK
	Lvl	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	150G
	SPCost	9	11	12	13	14	16	17	18	20	21	22	39	51	72	84	98
 
 Level 2: Drink - Passive Guardian Only 
 Now that you got your opponent's blood flowing, it's time for a sip! This ability lets you heal HP equal to 25% of the damage inflicted by the Bleed Status 
  When your opponent takes damage from bleeding, you heal HP equal to 25% of the damage. 
 Level 3: Alluring Pressence - Toggle 
 Vampires have a certain mystique about them, making them seem unearthly and liminal and other fancy words. You can now draw upon your vampire powers to enhance your CHA at the cost of a small MP upkeep. 
 Boosts Charisma for the listed MP cost per turn
	Lvl	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	150G
	CHA	15	15	20	20	25	25	30	30	35	35	35	45	45	45	50	50
	MP	10	10	14	14	17	17	21	21	24	24	24	42	42	42	47	47
 
 Level 4: Mesmerize - Active Guardian Only 
 Gaze at your opponent and convince them to attack themself! This quick-cast skill doesn't take a turn to cast. This skill is only usable twice per turn 
 Quick-cast skill. Does not use a turn. Maximum of 2 casts per turn. Pay the listed SP to inflict Control on your opponent (1.0982 Turns). The opponent can resist with a save at +20 bonus. 
 Level: PowLvl vs MonsterLvl 
 Major: YourCHA vs MonsterCHA 
 Minor: YourLUK vs MonsterLUK
	Lvl	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	150G
	SPCost	19	21	24	26	28	31	34	36	39	42	45	77	102	144	168	196
 
 Level 5: Children of the Night - Active 
 Call forth a swarm of bats to battle by your side! The bats costs a bit of mana every turn to keep under your control and can leave your foe Blinded, Vulnerable, and Bleeding! 
 Summons a  Bat Swarm as a Guest. Use the skill again to dismiss the Swarm. Summoning or dismissing it will not use a turn.
 Level 6: Mist Form Guardian Only 
 Temporarily transform yourself into a cloud of mist to heal yourself! Then, leave a cloud of mist over the battlefield, enhancing your blocking! 
 Heals you for the listed amount. Afterwards, you gain a Defence Boost (3 rounds, +20.238 defence)
 	Lvl	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	150G
	Damage	4-12	5-14	5-16	6-18	7-21	8-23	8-25	9-28	10-30	11-33	12-35	22-66	30-91	44-133	53-157	63-188
	Stat	58.1	65.03	71.96	78.89	85.82	92.75	99.68	106.61	113.54	120.47	127.4	196.7	242.9	312.2	346.85	388.43
	SPCost	19	21	24	26	28	31	34	36	39	42	45	193	255	360	419	490
 
 Level 7: Eldritch Attunement - Passive 
 Your connection to the mystical grows stronger, letting you gain a bit of MP each round. 
 Every turn, regenerate the listed MP per round. 
	Lvl	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	150G
	MPHeal	2.5	2.8	3.1	3.5	3.8	4.1	4.5	4.9	5.2	5.6	6	10.3	13.6	19.2	22.3	26.4
 
 Level 8: Ancient Wisdom - Toggle Guardian Only 
 Vampires are immortal, barring any mistakes. That old age lets you draw on eldritch secrets, granting you a boost to your INT for a small MP upkeep.  
 Boosts Intellect for the listed MP cost per turn
	Lvl	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	150G
	INT	15	15	20	20	25	25	30	30	35	35	35	45	45	45	50	50
	MP	10	10	14	14	17	17	21	21	24	24	24	42	42	42	47	47
 
 Level 9: Nightfall - Active 
 Call forth the powers of the night to cast this spell, inflicting high Darkness damage to your foe! 
 Darkness SPell that deals the listed damage. Does not respect your weapon special. 
Element:	Darkness
 Hits: 1	Level	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	150G	
SPCost	Magic	47	53	59	65	71	78	84	91	98	105	112	193	255	360	419	490	
	Mel/Ran	38	42	47	52	57	62	67	73	78	84	90	154	204	288	335	392
	Damage	3-11	4-12	5-13	5-16	6-17	6-20	7-22	8-24	9-25	11-34	12-39	80-241	111-335	170-508	207-618	234-703	
	Stat%	186.75	209.03	231.3	253.58	275.85	298.13	320.4	342.68	364.95	466.81	509.76	716.49	898.47	1192.85	1367.67	1451.9	
	BTH	2	3	4	4	5	6	7	7	8	9	10	17	22	30	33	38	
 
 Level 10: Evolve - Toggle Guardian Only 
 [image]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Subrace%20Vamp/Evolved%20Vamp%20Skill%20Tree.jpg[/image]
 
 Draw upon secret necrotic energies to transform yourself! This transforms you into a more powerful form, increasing your damage at the cost of your defences. You also pay « » MP and « » SP per turn to further buff your damage and heal HP based on the damage inflicted! 
 Armour becomes fully-offensive ( Armour Lean x1.25).  
 If you have the listed MP/SP Cost, your armour attacks deal the listed damage. Melee/Ranged Specials deal 1.75x damage, Magic Specials deal 2x damage. Spells cast in this form gain +37.5% non-LS damage. You lose access to all Active Abilities. Normal attacks become: 
HITS: 4
 Type: «As Weapon» 
 Element: «As Weapon» 
 	Mel/Ran								Magic
	PowLvl	40	70	90	120	135	150G		PowLvl	40	70	90	120	135	150G
	BR%	110	155	185	230	252.5	279.5		BR%	82.5	116.25	138.75	172.5	189.38	209.63
	Stat%	91	140.5	173.5	223	247.75	277.45		Stat%	91	140.5	173.5	223	247.75	277.45
	BtH	5	8	11	15	16	19		BtH	5	8	11	15	16	19
	MPCost	30	51	68	96	112	131		MPCost	30	51	68	96	112	131
	SPCost	45	77	102	144	168	196		SPCost	45	77	102	144	168	196
Bonus Stat damage is increased to STR/4 for Melee, STR/5+DEX/10 for Ranged, and INT/4 for Magic. Your attacks take -12.5% (Melee/Ranged) or -25% (Magic) additive damage. This does not affect LS damage; not factored into the numbers above. All damage dealt in this form deal a further *7/8 damage (This includes Spells). You heal HP = 1/8 of the damage dealt. If you do not have enough MP/SP, then it does a normal 2 Hit attack instead.  
  
 [image]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Subrace%20Vamp/Vamp%20Transformation%20Evolved%20M.jpg[/image][img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Subrace%20Vamp/Vampire%20Transformation%20Evolved.jpg[/img] 
  
 Numbers thanks to In Media Res. Evolved Male Image thanks to Zeldax. Vamp Female Image thanks to mega000200.  
 
 
 Analysis 
  
 Starts off as a standard armour attack: 
 ClassLv	0	1	2	3	4	5	6	7	8	9	10	10	10	10	10	10
PowLvl	10	13	16	19	22	25	28	31	34	37	40	70	90	120	135	153
BR%	130	139	148	157	166	175	184	193	202	211	220	310	370	460	505	559
Stat%	166	185.8	205.6	225.4	245.2	265	284.8	304.6	324.4	344.2	364	562	694	892	991	1109.8
BTH	1	1	2	2	2	3	3	3	4	4	5	8	11	15	16	19
With two equally powerful hits, each hit does *1/2 damage. 
 Lvl. 10: The SP-Costing attack deals *2 BR%. When used with a Magic weapon, it takes *0.75 BR%. With four equally powerful hits, each hit does *1/4 damage. 
  
 Lvl. 6 and Lvl. 9 start out as standard skills: 
 ClassLv	6	7	8	9	10	10	10	10	10	10
PowLvl	28	31	34	37	40	70	90	120	135	153
Damage	24-72	31-94	29-86	31-94	34-101	63-189	86-259	127-380	150-448	179-537
Stat%	284.8	344.2	324.4	344.2	364	562	694	892	991	1109.8
BTH	7	9	8	9	10	17	22	30	33	38
EleComp	N/A	N/A	N/A	1.20552	1.24483	1.27490	1.29463	1.33728	1.38009	1.27490
Lvl. 6: Deals *0.85 as an auto-hit penalty. Takes -50% additive damage to pay for the Defence Boost. 
 Lvl. 9: Multiplied by the listed EleComp. 
 
 
 Updates 
  
 November 19, 2004: The armour was released as the Vamp armour. 
 October 20, 2017: The armour was updated