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An item like the Amulet of Infections Charm is also a big help, especially for characters with high disease resistance such as an Argonian or someone with Corpus.
Would also note that there are 3 different types of vampirisim you can get, with their own clans and quests, so who infects you matters.
Corpus gives you complete immunity to all diseases. With the exception of Lycanthropy, which you contract as part of the Solsthiem's quest chain.
ALSO: It's worth mentioning that the bonuses you get from being a vampire do not scale after you complete the transformation. As such, it is actually beneficial to wait until you are a higher level before turning yourself into a vampire.
If you've increased the clan's associated stats to 100 already, then your transformation bonus will push them beyond the cap, making you way more powerful than you could normally achieve.
However, if your stats are below 100, even after you transform, their level will still be capped at 100 like normal.
There's actually 4 different vampirism. The 3 clans, and the rogue vampires (clanless). If you become a clanless you can't do any of the clans, but other rogue vampires will be non hostile. And you can still do some quests, like that vampire lord dude by red mountain.
Corpus gives you 100% resistance - it's not actually immunity. If you counteract that 100% resistance with a weakness (such as the mentioned amulet), you can still catch diseases.
You're scripted to catch Lycanthropy during Bloodmoon's main quest, but it can still be caught through the normal method - fighting or interacting with werewolf corpses.
Gonna need some citation on that. As far as I'm aware, all the 'clanless' are still part of one the 3 bloodlines, they just aren't in the factions.
No, Lycanthropy has not had different strains since Daggerfall, when you could become either a Werewolf or a Wereboar in that game.
As for the vampirism, it depends on which clan you're infected by.
Universal:
+20 Strength, Willpower and Speed.
+30 Sneak, Athletics, Acrobatics, Hand-to-Hand, Unarmored, Mysticism, Illusion and Destruction.
Immune to Paralysis and Common Disease
+50% resistance to Normal Weapons
Vampire Touch spell, which absorbs 10-20 points on touch, with 100% success rate.
Aundae Clan: +20 Willpower, Short Blade, Mysticism and destruction
Berne Clan: +20 Agility, Sneak, Unarmored and Hand-to-Hand
Quarra Clan: +20 Strength, Blunt Weapon, Hand-to-Hand and Heavy Armor
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It is possible through the effects of Vampirism to boost your skills and abilities beyond the 100 cap and become way stronger than a mortal character should be.
However, once you've invested 100 points into a skill or attribute, the game won't let you pump anymore into it through legitimate methods. So if you're going to become a vampire, it is advised that you wait until you've already maxed out whatever skills and attributes you plan to specialize in.