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[1.4][Royalty][Biotech] "Rim of Madness - Vampires" - Bloodlines Guide
Автор: Unexpected Katz
Easy to access, up-to-date guide about vampiric bloodlines from mod "Rim of Madness - Vampires".
Comments and donations are always welcome (everything from donations will support my higher education dream).
You can support me at: ko-fi[ko-fi.com]
My other guides.
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Introduction
I'm always confused when launching EdB Prepare Carefully and want to pick specific bloodline for my colonists. I couldn't find any guide like that here on Steam, so i created one myself. Enjoy.

Guide is mostly ready, but i'm tweaking it all the time. When you come to see it again, some things may seem a bit different.

If you want to find something specific, remember about CTRL+F (find option).

All vampires used in guide were 5th generation (unless specified otherwise). If you are using lower generation (like 7th, or 11th), you should take to consideration they will be weaker (in terms of stats; abilities are the same, even for ghouls).

This guide also does not take into consideration synergy in between mods other than Rim of Madness - Vampires (unless specified otherwise). All content you will see here is based on Vanilla Rimworld, Royalty DLC, Biotech DLC and mod itself. If you would like to give us some info about relations between mods just write in comments, i'll make another section for that purpose.

Some screenshots were taken before DLC release, and you may see a bit different GUI in some places, but it does not changes anything about mod itself. Also, some screenshots may have a lot of content not seen in vanilla rimworld - don't care about it.
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BOUNTY! - Dead or alive $0.00
If you know about something listed here, please share that info in the comments as it will benefit us all.
Lexicon of basic terms that may be unknow to casuals
CC (crowd control) - ability that control other pawns. This could be single/multiple target ability. They hardly ever do any significant damage. Example: sleep.
AoE (area of effect) - ability that does thing (damage/buff/crowd control) on area bigger that 1x1 square. Deliberately used to hit as many targets as possible. Example: explosion.
Summon (term not really used in guide, but it is basic nonetheless) - thing summoned by allied (or enemy) pawn, as another entity that sometimes has their own Ai and can't be controlled, other times controlled only by you (like draft mode pawn). Example: Spirit Wolf
Global - ability with range so long, it can do something at any point of map regardless of casting point. Example: Herd.
Cd (cooldown) factor that reduces/increases time of something or time between something (ability/attack).
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GUI (Graphical user interface)
Section dedicated to all additional buttons that comes along with Rim of Madness - Vampires, so Rimworld newcomers and fresh vampires won't feel lost.

Mod settings: This screen will welcome you after creating new colony. You can also access it in main_menu/mod_settings/rim_of_madness_vampires.
All options can be changed mid-game without troubles.

EVENTS ONLY - will restrict vampires creation ONLY to events (like ancient crypt). You won't see vampires anywhere else with this setup.

STANDARD - Vampires can be present anywhere (slavers, enemies, allies). Events are turned on, and highest generation is something around 7th.

CUSTOM - You can tweak a lot of options here:

-Global % of vampirism will change propability of how often pawn with vampirism will be generated (for balanced game don't set it higher than 10%);
-Lowest active generation will generate wider population of vampires. Vampires might start with much more different generation, it all depends on your settings. You won't get stronger vampires than lowest set here (you can get stronger in events, but they doesn't work with custom settings - some bug i suppose). I would also advice to never set lowest gen to 4th. Generations stronger than 5th are buggy and might not work at all;
-Sun Dimm % will reduce the maximum natural light level on the all maps. Watch out as it will make plants grow drastically slower and solar power generators less efficient.



ABILITIES: To acess ability trees you have to go into your pawn BIO window, and click vampire/ghoul icon in top right corner of that window. All abilities are there. To go back just click the same icon again.

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SUNLIGHT POLICY: It is option to set default vampire behavior in the sunlight. You can access it in the same place where vampiric abilities are. BIO tab, vampire/ghoul icon and it will be in the middle of the screen, a bit on the right side.

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VITAE/BLOOD BAR: To check vitae/blood (aka hunger) you have to go to pawn NEEDS tab. It is in the top left corner.

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BLOOD FEED MODE: To set blood feed mode for vampires (ghouls don't have this ability) you have to go to pawn NEEDS tab. It is in the top left corner.
This option is used to restrict what prey/items vampires can use to replenish their vitae.

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VAMPIRISM: To check info about your vampire generation and bonuses just go to pawn HEALTH tab. It will always be specified under Ghoul/Vampirism line at "Whole Body" section.

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Bloodlines preview
1.Gangrel


2.Gargoyle


3.Lasombra


4.Nosferatu


5.Pijavica


6.Tremere


7.Tzimisce


8.Ventrue
Vampirism
Feed on vampire (aka blood bond) It boosts social stats between 2 pawns.

Embrace (give vampirism) - simple as that. You target non-vampire pawn (could be ghoul) with a vampire and sip some of it's blood. And boom, you have vampire of the same bloodline(skills) as blood-giver but 1 generation lower (weaker). Thinbloods and ghouls can't use embrace (kinda logical, since their vampire blood part is too weak to do anything in that matter).
Items. Buildings and Feeding
Vampires need blood to replenish their vitae with blood. They can consume blood on few ways:
-drinking from living target ((animal/pawn/prisoner/ghoul) can be modded);
-consuming blood vial/pack/wine;
-suck environment blood with abilities (only few skills can do that).

To start sucking blood from living target vampire has to succesfully grapple a target (if target is asleep, or has no limbs it will insta-success).
Success of grapple checks (for feeding/sipping blood) is dependant on vampire generation and strength of the target.

Blood vial/pack/wine:


All types shares the same texture, but their name/description is different.
You can extract all of them from living creatures. Blood wine can be extracted only if target is drunk.

Blood packs (except for animal blood pack) gives 3 points of blood.
Every animal blood gives 1 point of blood to drinker (even blood pack).
All blood vials gives 1 point of blood to drinker.
All blood wine types have the same "drug stats", and all of them gives 1 point of blood to drinker.

Coffins (beds):

Nifty beds for your colonists to use. They have the same purpose as normal beds and coffins combined.
Healing/Ressurection
Vampiric Healing & Regenerate Part & Heal Scars:
-Vampiric Healing costs 1 vitae point per use, and is responsible for treating your wounds (kinda like medical patching but better). It doesn't heal everything at one use (especially if you have 100000 bruises and scratches) but can stop bleeding.

-Heal Scars cost 1 vitae per use and make scars disappear. Any scar on any part. 2-3 scars healed per use.

-Regenerate Part cost 2 vitae per use, and it is just like insta-transplant (always successful) without need for medicine and time period afterwards, when you have to rest unconscious.
Amazing ability when you face a lot of opponents at once, and don't care if your beast will wake up from low vitae.


Instant Ressurection - Every allied vampire has ability to be ressurected as long as it's body is intact (dead vampire has 2 points of HP, so collateral damage can hurt). Using it will make vampire awaken from it's dormant state without loss of any stats or abilities. But be careful, since ressurected vampire will be without ANY vitae in instant beast mode(frenzy). It will attack anything close by just to get blood. Vampires that died from sunlight can't be ressurected.
Corpses of dead vampires will burn in sunlight, and disappear permamently after 1h of sun exposure.
*note* There are no limits of how many times one vampire can ressurect, as long as its cause of death lets him to be ressurected, and his body is +/- intact afterwards (so sunlight death, or diablerie will end that wheel of fortune; butchering, rotting and collateral damage like explosions as well). If you worry about body, you can put it into grave/coffin/cryptosleep casket, and put it out when you are ready to ressurect it.
Rotschreck/Awaken
Rotschreck/Awaken It is name for too much sunlight exposure, and it's devastating effects on vampires (it starts from ~60% of natural light intensivity, artificial light above that won't hurt vampire). When rotschreck occurs (1h-2h in game) your vampire will get into knocked state and it should be your priority to send someone before he fries to dust. Before it occurs, any vampire will most likely run under nearest roof, or dig into dirt(screen below) to prevent its own death.
You can mitigate rotschreck by carrying knocked vampire. When rotshrecked vampire is carried sun exposure is not growing, that is why it is advised to send someone for knocked vampire ASAP (preferably not other vampire) - as it can still be saved.


If you are unsuccessful in rescuing vampire, you'll get notified with sound and "Final Death" letter:


Awaken ability is available when your (colonist only) pawn dug into dirt, and you can awaken him with cost of 1 vitae. It can cause beast mode, if it dug into dirt with low enough vitality. You can also open 'provisional grave' with other pawn without cost of vitae.
Diablarere
Diablarere (or something) is a ritual where lower tier vampire can benefit from consuming higher tier. It won't change his abilities, but it's stats will be buffed up to generation of victim (diablerie can overcome more than 1 gen at once).

Process is risky, as your vampire has to drink whole remained blood from victim, making victim a beast in the process from lack of blood. 1v1 without good gear or spells is pointless, since weaker vampire will always lose in honorable fight. After all blood is sipped from higher tier, and it is already dead, it still take a moment to make your vampire permamently stronger. Don't draft your vampire just because your victim died. As i said, It takes one more moment after death. You will get notified (top left corner) and your victim will turn into dust.

Succesful diablarie will give your vampire great mood boost (+30) for 3 days. It can stack up to 3 times (lower bonus with every next successful diablerie - it is ~70 with x3).


Diablerie won't work on dead vampires, this means you can't pre-kill higher tier vampire and then consume his corpse. Na-ah! If you want power, you have to get it hard way.
There are no benefits of consuming same or lower generation vampire (except maybe mood bonus).
*note* After process is done, drained vampire won't be able to be ressurected, as his body will perish into dust.
Royality and Quests
As far as my testing goes, vampires behave the same way as normal pawns in terms of royal titles. They demand proper clothes, bedroom, throne room and quality food. They might demand higher quality blood but i still need to test it.

In terms of quests, when enemy attacks your base and there is vampire in their ranks, they tend to dig holes to evade sun-rays (as every vampire). It can possibly make quest endless, by that i mean it will be active forever without rewarding you*. Also, soldiers that was sent to help you, will be in your base forever (you'll need to feed them, heal them and attacking them with your pawns/turrets will anger faction that sent them, but you can send them to battle without any repercussions, as it was their duty from the beginning).
*Workaround to that is to dig-up enemy vampires and kill them/make them flee/imprison them. Sometimes it is hard to spot "odd dirt patch" but if your quest is still active, I am almost sure there is at least one on the map left with enemy vampire inside.
(you can use mods that search up map for things)

Same mechanic might prevent "call royal aid" ability. You need to dig up 'leftover' guests, and hope they will leave immedietly or they will be already dead.


Titles:
If vampire is dead, but can be ressurected (not soul-sucked/his body wasn't destroyed) then it will hold a royal title it had at the time of death.

If vampire is dead permamently, he will pass the titles like any other pawn would do (vanilla rules apply here, unless you have some mod that changes them).

If vampire was perma-dead and passed (or lost) the title, and will be ressurected through some other mods - it won't give back his/her title, that vampire will be a commoner without any title.
Biotech
Toxicity from pollution or wastepacks can buildup in vampires too, causing unpleasant effects as in every other living creature (which is progressive lowering of consciousness and death when it reaches 100%). I believe vampire can be ressurected if it died from toxic buildup unless body is rotten (which happens often in that case).

Vampires have no issues with being mechanitors. Watch out tho if you are planning solo vampire mechanitor experience in extreme biome, as you still need to consume vitae either from pawns or animals - mechs have no vitae (and in such environment living beings are rare).

Yes you can be double vampire. Vitae and hemogen are 2 different resources and needs to be satiated separately ("feeding on" interaction won't increase hemogen, just vitae). While modded vampirism doesn't require coffin for anything (maybe daylight caravans), Biotech DLC hemogenic vampires needs deathrest casket to rest or else they'll get deathrest exhaustion which will make them much weaker.

In terms of xenotype/genes all rules apply the same as to normal pawns, altough some genes (like horns) can be invisible on nosferatu/gargoyle due to their vampiric form taking priority (it is just visual tho).

Vampires can bond to and take care of gauranlen trees.
Ghouls
Ghouls (ghoulism) works as a blood vending machines for your vampires. They have abilities of vampire whom created them (so it matters which clan creates ghoul). Ghouls possess both blood (as humans) and vitae (as vampires). They produce more blood than consume vitae - that's why i named them vending machines.
You can make ghouls both from your co-colonists and prisoners (maybe even enemies, but this is pointless until they are your prisoners). They get mood bonus when feeding them with vitae, and most likely don't care (in terms of mood) if their blood is sipped (masochists can even get some joy). Ghoul can be a vampire if embraced, but vampire can't be a ghoul if he/she is already a vampire.
As soon as human (or other modded race) become ghoul, they become addicted to vitae.
Ghouls can lost their abilities when they are without vitae, but can regain them after next vitae consumption - such thing will most likely remove his all abilities and make him unbounded again. This can possibly give you opportunity to change clan of ghoul if its abilities doesn't suit your actual demand.

Ghoul is unbonded at 1st sip and 2nd sip. Ghoul will blood bond with his master at stage 3 (thrall) which will give him some small bonuses to base vanilla stats (like hearing and manipulation).
Sips refer to amount of times, which ghoul consumes one point of it master vitae. Ghoul can 'upgrade' from taking vitae of vampire. When its "Thirst for Vitae" is 29% or lower(to prevent spam) - you can see one vertical line on that bar. When blue bar is whole on the left side of that black line, then you can upgrade it by vitae.


Ghouls don't age, but unlike vampires can get both sick and infected. They are vulnerable to temperature AND they need to rest, but they are immune to sunlight and have minor buffs (lower than thinblood). All vampires (even 14th gen Thinbloods) can make ghouls. Ghouls can't make ghouls.
Generation Stat Comparison
All stats were shown without any bonuses. I believe gen 3 is the lowest you can obtain without dev mode, but if you are aiming for balanced gameplay i recommend gen 5th as highest active generation - higher than 5th has exceptional combat abilities due to soak damage.

1st gen (First Vampire; First Murderer)
Pain x1%
Senses +66666%
Vigor +66666%
Soak All 2000
Soak Blunt 3000
Max Vitae 80
Extra Damage: +100 Scratch

2nd gen (Childe of Caine)
Pain x20%
Senses +350%
Vigor +350%
Soak All 40
Soak Blunt 40
Max Vitae 70
Extra Damage: +41 Scratch

3rd gen (Antediluvian)
Pain x35%
Senses +200%
Vigor +200%
Soak All 70
Soak Blunt 24
Max Vitae 24
Extra Damage: +25 Scratch

4th gen (Methuselah)
Pain x30%
Senses +70%
Vigor +70%
Soak All 35
Soak Blunt 35
Max Vitae 50
Extra Damage: +100 Scratch

5th gen (Methuselah)
Pain x45%
Senses +70%
Vigor +70%
Soak All 12
Soak Blunt 12
Max Vitae 40
Extra Damage: +100 Scratch

6th gen (Elder)
Pain x50%
Senses +30%
Vigor +30%
Soak All 6
Soak Blunt 6
Max Vitae 30
Extra Damage: +6 Scratch

7th gen (Elder)
Pain x50%
Senses +30%
Vigor +30%
Soak All 6
Soak Blunt 6
Max Vitae 20
Extra Damage: +6 Scratch

8th gen (Elder)
Pain x50%
Senses +30%
Vigor +30%
Soak All 6
Soak Blunt 6
Max Vitae 15
Extra Damage: +6 Scratch

9th gen (Ancillae)
Pain x80%
Senses +20%
Vigor +20%
Soak All 3
Soak Blunt 3
Max Vitae 14
Extra Damage: +4 Scratch

10th gen (Ancillae)
Pain x80%
Senses +20%
Vigor +20%
Soak All 3
Soak Blunt 3
Max Vitae 13
Extra Damage: +4 Scratch

11th gen (Neonate)
Pain x90%
Senses +15%
Vigor +15%
Soak All 2
Soak Blunt 2
Max Vitae 12
Extra Damage: +3 Scratch

12th gen (Neonate)
Pain x90%
Senses +15%
Vigor +15%
Soak All 2
Soak Blunt 2
Max Vitae 11
Extra Damage: +3 Scratch

13th gen (Neonate)
Pain x90%
Senses +15%
Vigor +15%
Soak All 2
Soak Blunt 2
Max Vitae 10
Extra Damage: +3 Scratch

14th gen (Thinblood)
Pain x95%
Senses +8%
Vigor +8%
Soak All 1
Soak Blunt 1
Max Vitae 11
Extra Damage: +2 Scratch

Ghoul (All types)
Pain -
Senses -
Vigor -
Soak All 1
Soak Blunt 2
Max Vitae 7
Animalism (beckoning/nightwisp ravens/spectral wolf/communion)
ANIMALISM
Available to: Gangrel; Nosferatu; Tzimisce.


Beckoning
Spawn some random animals (animals from other mods as well).


Nightwisp Ravens
Single target stun. Attacking "sleeping" target will end it prematurly.


Spectral Wolf
Tanky animal(summon) with short life span. Small explosion after death.


Communion
Three bats(summons) to effectively split aggro from you. They have their own AI, and you can't control them apart from picking zone they should "live" in. They will hunt pawns or animals and steal blood from them for the caster. Allied pawns can also be targeted which may lead to aggro'ing guests. Small explosion after death. They don't need to go back to caster to give him/her blood - it is kinda wireless.
Auspex (heightened senses/crocodile tongue/reveal illusion/read Mind)
AUSPEX
Available to: Tzimisce; Tremere;


Heightened Senses
Self explanatory.


Crocodile Tongue
Self explanatory.


Reveal Illusion
No clue what it does.


Read Mind
It makes you dodge attacks easier against target of this ability. Good only for 1v1.
Blood (hunger/purge/stem-tide/unstoppable tide)
BLOOD
Available to: Pijavica.


Hunger
Vaccum cleaner for hospital wing. Sucks nearby blood from the floor.


Purge
"Failed operation simulator".


Stem-tide
"Succesful patching simulator".


Unstoppable tide
It spawns short lived goo, that moves and attack. After death it gives you blood. At least i think so...
Dominate (mesmerise/sleep/suicide/possesion)
DOMINATE
Available to: Lasombra; Tremere; Ventrue.


Mesmerise
Single target short stun for non violent capturing mad colonists and prisoners. It will remove any temporary psychotic state from your colonists, animals or guests(like tantrum).


Sleep
Single target sleep(CC).


Suicide
Insta kill 1 target. Amazing for capturing dead vampires of high generation.


Possesion
Almost like suicide, but before death target fight for you for some time.
Flight (lightweight/wing buffet/short flight/sky fall)
FLIGHT
Available to: Gargoyle.


Lightweight
Can't move over deep water or impassable terrain. Just more carry capacity and less body weight.


Wing buffet
Single target not-so-short CC.


Short Flight
"Fly you fools!" Vampire will be untargetable while in flight, for both enemies and you.


Sky Fall
Stun single target and does a little of dmg (mostly bruises).

Obfuscation (hide/invisibility/conceal other/hidden force)
OBFUSCATION
Available to: Nosferatu.


Hide
"Stay a while and listen." Because you can't do anything else. Stalky, stalky.


Invisibility
You can move now, and deal more dmg when attacking someone while invisible. 50% more. Good for eliminating high threat single targets. Viable but not so crazy.


Conceal Other
Same as Invisibility, but casting to someone else. Now you can form Spec Ops.


Hidden Force
Same as invisibility, but damage boost is 300% not 50%.
Obtenebration (arm of the abyss/metamorphosis/tenebrous form/enter the abyss)
OBTENEBRATION
Available to: Lasombra.


Arm of the Abyss (tentacle)
It has very limited life time expectancy, but it is best tanker in game. You can't kill tentacle unless it decides to die. Also it makes small explosion in place of its death.


Metamorphosis
Additional 1dmg soak is always great to have.


Tenebrous form
You can move in that form, but you can't do anything.



Enter the Abyss
It teleport you but you need line of sight.
Protean (bat form/feral claws/mist form/war form)
PROTEAN
Available to: Gangrel; Gargoyle; Pijavica.


Bat form
BATMAN! You are bat - 1/3 hp and different model(asset?). Never use in fights.


Feral claws
Rawr - me scary, me dangerus.


Mist form
Kinda like tenebrous form.


War form
Much more HP. Just like Zulo form.

Do you remember Jacky, our cute Pijavica volounteer vampire?

Now she looks like that! Kids never do drugs. And always remember about leg day. And arm day. Or you'll end like that...
Thaumaturgy (blood strike/blood shield/blood salvo/blood boil)
THAUMATURGY
Available to: Tremere.


Blood Strike
"Blood for blood!" "Just blood - yours to be precise." Cost 1, drains 2 and gives you 2 blood. Works only on biological targets.


Blood Shield
Shield - just shield.



Blood Salvo
Same as blood strike, but with more pew-pews. Does not work on animals.


Blood Boil
Insta kill + 4sq radius explosion. Works only on biological targets.
Vicissitude (perfect form/corrupt form/shape monstrosity/zulo form)
VICISSITUDE
Available to: Tzimisce.


Perfect Form
As you see.


Corrupt Form
"Come here lil' Iguana. I won't hurt you. Oups..." Cripples target a bit.


Shape Monstrosity
Our volounteer Iguana has only soul of Iguana left. Monstrosity will be always created as tamed animal with good dps and same look. Advanced trainability.


Zulo Form
MORE HP! Just like War From.
Fortitude (fortitude)
FORTITUDE
Available to: Ventrue; Pijavica; Gargoyle; Gangrel.


Fortitude
Guarantee to shrug 1 dmg off per level. It stacks but every lvl gives only 1 point, so on level four it's 4 points not 10.
Potence (potence)
POTENCE
Available to: Nosferatu; Lasombra.


Potence
Every level gives 3 melle bonus and manipulation by 10%. Also at level 4 it gives small knocback/explosion to your melle hits.
I would highly suggest to not buy level 4 of this ability, as it can hurt allies and unfortunately make them your enemies or aggro some animals you don't want to fight right now.
Presence (presence)
PRESENCE
Available to: Ventrue.


Presence
Level 3 makes your enemies attack less often(higher cooldown between attacks).
Level 4 is insane. Forces every enemies on map to insta-flee. (sadly prisoners as well). Bloodlust makes your colonist fight much longer lowering their pain multiplier.
Additional info
1. If you struggle in recognizing vampires in your colony (too many colonists), you can book names for vampires starting with "V" letter only (next section might help you with that).
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2. Every bloodline have 3 ability trees - with 4 abilities each. Every tree costs 10 points (1,2,3,4 points per ability, counting from left). You need in total 18600exp to get to level 30 - 620exp per level.
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3. Vampires doesn't care about temperature, aging, diseaseas and infections as long there is no sunlight. It makes them amazing pioneers for your colonies. They also benefit from Night Owl trait since they are always tired at daytime.
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4. Damage that particular vampire can soak depends on it's generation.
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5. Vampires/ghouls can get drunk after consuming alcohol or drinking blood of drunk pawn/animal/ghoul.
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6. Zulo and War-form has same 300% health boost from metamorphosis, but different body scaling and textures.
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7. With all mechanics in mind you should be able to amputate healthy limbs/organs from vampire to later sell them off, and regen them instantly after surgery with Regenerate Part. Healthy lung/kidney for 2 vitae? Sign me in! But watch out for mood loss... :<
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8. Generation 1 vampire can use all abilities from all 13 trees.
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9."Vampire only caravans will travel at night. If a number of non-vampires is greater in a caravan, they will travel in the day, otherwise, if the number of vampires is greater, the caravan will travel at night."
This implies that vampires can travel in caravans in 2 different ways:
-travel only in night time (between 18:00-06:00);
-packed in coffin, carried by fellow pawns at daytime.
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10. Vampires don't age, but some can be generated with Rapid Aging 'disease'. It really does not do anything (even if it tells you, that it gets frail back), but it will spam you with messages about vampire birthday(~15 letters per in game day). I recommend mod RuntimeGC to close all letters with 3 clicks.

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11. Passive abilities can overcome in-game limit for one of 2 abilities. With level 20 vanilla ability and level 4 of one of two passive abilities can get you even up to level 32 of melle/social.
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12. Good way to level up your vampire is to diablarie on prisoners (every blood sip gives 15xp), or use melle weapons that has very fast attack speed on weak wild animals.
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13. Blood Wine can be equipped as a weapon.
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14. If you have a vampire that you don't care about, you can make a childer (1-generation lower vampire that in lore would be its "student"), and then use that childer to diablare on its sire. Unwanted pawn will be permamently gone, and colonist of your choice will be a 1 generation higher than it could be if they both would be alive.
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15. When dimming Sun option is set to 0.4 (or even closer to 100%), it will make vampires safe from sunlight 24/7. It should also make caravans (with vampires) safe even at daytime. (plants will take much longer to grow tho)

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16. Vampires should be equipped with bionics sparingly, as using "Vampiric Healing" will remove them from vampire.
Check this if you never played MMO in which your character name was already taken...
As for tip #1 from section "Additional Info" "If you struggle in recognizing vampires in your colony (too many colonists), you can book names for vampires starting with "V" letter only. Rest of colonists shouldn't use "V" as their name starter."

No creativity? Want name starting with V? Here we go (some names might have some meaning in other languages, but it is hard to keep track of that):

V (how creative)
Vadav
Vaddned
Vadim
Vami
Vamira
Vamte
Vasad
Vaxim
Veben
Vecen
Vehel
Vehemenem
Vehhlim
Vehimi
Velux
Velvet
Vemheim
Vemin
Ven
Venrim
Venti
Vercent
Verechett
Veritasund
Vermati
Vermung
Vert
Verulo
Verux
Vesel
Vetundo
Veve
Vex
Vi
Viceroy
Vilama
Vilura
Vimanow
Vimitide
Vimm
Vincent
Vinten
Vitort
Vittenbach
Vixen
Vladimir
Vlatan
Vlen
Vligg
Vlug
Volan
Voliti
Vomg
Von
Voo
Vopoton
Vord
Vrimti
Vring
Vring
Vrintel
Vritt
Vrolin
Vu
Vuche
Vuchen
Vulur
Vurd
Vurden
Vuxar
Vyt
Vzwi
EXP Table
Here you can view what interaction gives how much exp:

Every one blood Sip: 15exp

Every melle hit that did damage: 1exp

Every pass(give) of vitae point: 15exp (for vampire who is giving vitae, not for one who is receiving)
Exploits/bugs
This guide is more or less work of a one person. Which means a lot of things can be overlooked by not/playing certain way. For more insight about bugs go here: mod discussion.

1. When you use Nyarlathotep "Chaos Theory" from mod "Call of Cthulhu - Cults" on ghoul, it will bug itself preventing any further progress in sipping vitae, and negating all bonuses from it.

2.Vampire generation 1 to 4 tends to be glitchy (at least up to v1.2).

3.Loading game can sometimes reset all cooldowns on vampiric abilities making it an exceptional exploit for mass using bloodlust.

4. With enough artificial roof on map (every 20 squares or so) should be sufficient to let vampires be functional in daytime relatively normal, even with restricted sunlight policy.

5. When you buy vampire from orbital trader it can drop with 0 vitae which will make it unleash the beast. In this situation you should have something to stun such vampire (psychic shock lance or other vampire with sleep or mesmerise) It will gain full vitality in few game hours. I don't think it is a bug, but some of you may search for it here.

6. When you use Ceasefire on enemy wave that is approching due to quest (like Paid Attack), quest might never be done and will be active forever without rewarding you properly.

7. Enemy/allied vampires might dig holes to evade sun even if you dimmed it enough to not hurt them. It is coded that way - i believe they have set "evade sun" policy as default which checks time of the day and if their actual position is roofed/unroofed. To remove this just set sun policy to "NO AI". Works only on your pawns tho. There is no workaround for enemies/allies - you can dig them up if you want, but watch out for blood meter. Dip up/claim/destroy orders might be helpful in searching for them. You can also use mods like RimSearch to search for them without fuzz.

8. I am not sure if this mod causes it, but i had some troubles with monuments. Sarcophagus to be precise is the problem here. Whenever i built monument, there is alert about -you guessed it- sarcophagus. It is built, but game does not recognizes it and spam messages about "monument will be considered destroyed in x hours".

Happily it does not fail quest, it just sends another monument marker. Quest time is counted properly when monument is not "destroyed", so you can end quest with a little more effort by placing marker over and over again every time it is sent to you. When quest is done, you can destroy monument and marker safely, but make sure quest is in "historical" TAB, not "active".
Monuments can still be considered destroyed when enemy will damage it, and this time it will fail the mission.
As one reader suggest, possible workaround for that is to fill problematic sarcophagus with body.

9. Targets that will die from Thaumaturgy spells, can sometimes insta-rot.

10. You can heal/regen enemy vampires like they are your own. Yes it will deplete their vitae which can be exploited to make them frenzy and attack their allies.

11. Sometimes frenzy message (with sound) activates for deceased vampires.
Curiosities
Mod were based on Vampire The Masquerade Tabletop RPG[en.wikipedia.org] from 1991.
We'll get another release from that franchise "soon" (not sponsored tho): https://store.steampowered.com/app/532790/Vampire_The_Masquerade__Bloodlines_2/
Mod changelog
If anybody is curious what change with each update, you can find original mod changelog here: Changelog
Sharing is carrying but be respectful - intellectual property speech
Words on intellectual property:
If you want to copy this guide somewhere else for free just for sharing purpose - just add link to my steam account at the end of it with postscript, that I was a creator.
There is no permission from me of any kind to share this anywhere for profit.
If sharing it, you'll agree to not change anything of this guide - just copy it as it is.
For any other purpouse, ask me for permission.

Link to my Steam profile: http://steamcommunity.com/profiles/76561198018122414/

You can support me at: https://ko-fi.com/sh33p_2587

Thank you for reading, and have a nice day.
-Sincerely,
Sh33p.
Courtesy
Thanks Tynan Sylvester (and his 'gang') for creating amazing game - which is RimWorld.
Thanks to creator and developers of brilliant "Rim of Madness - Vampires" mod.
Thanks to Microsoft[www.microsoft.com] for Snipping Tool.
Thanks to GIMP development team for GIMP[www.gimp.org]
Коментарів: 30
Unexpected Katz  [автор] 13 листоп. 2023 о 6:46 
Right now, none.
But back in 2019 when i've made this guide, i was using almost all available in workshop. Just go to workshop, write "hairstyle" or "hair" and you should bump into it pretty easily. I believe it was a pack of few different hairstyles. No idea if they are ported to current version of rimworld.
pipe 12 листоп. 2023 о 14:11 
nice guide, btw what hair mods are you using ?
Unexpected Katz  [автор] 9 серп. 2023 о 18:13 
I believe this mod was created around time when unmodded rimworld had no support for breeding humanoids (so no ghoul kiddos) and revenants were sometimes present. Maybe nowadays they are created that way, hard to tell. Maybe someone will check that out for us. Also, thanks for the lore info, always nice to learn something new. :lunar2019piginablanket:
RRT 8 серп. 2023 о 17:20 
aparently by lore, not of the mod but of the vampire the masquerade, revenants are created by breeding ghouls, it also specifies they are tzimisce ghouls, make of it what you will but it may take a while for me to get this checked out
Unexpected Katz  [автор] 22 квіт. 2023 о 15:04 
There was something like that, but I couldn't find much info about it. Probably something related more to lore than gameplay itself. I'll try to search for it next time when i'll play Rimworld (which might be around next DLC).
ryu.kenji.cruz 17 квіт. 2023 о 13:22 
by the way if when i said "when looking at the ghoul blood/vitae" i was unclear, what i meant was the description of the status bar in the needs tab (along with the others, such as food, sleep, ect.)
ryu.kenji.cruz 17 квіт. 2023 о 6:18 
When looking at the ghoul blood/vitae it says there is a type of ghoul called a revenant, and i dont see a mention of it in this guide. does anyone know what this is? by the way, 2nd gen vampires can use all trees if i am remembering correctly.
Unexpected Katz  [автор] 5 січ. 2023 о 17:49 
I think i mentioned something about this in guide, not sure tho.
c4bombexpert 28 груд. 2022 о 21:57 
I'm pretty sure 4th tiers have like 35 soak (all) and 35 soak (each type) and so basically just are insane. Do you have any idea how to get the AI vampires to stop just suiciding at map edges when they spawn in? Idk if I need to dim the sunlight a specific amount and just say F it to growing crops or what. It's always been annoying, they _never_ seem to dig holes to stay safe. I also stuck roofs all over the map edges and they still just act like morons.
Unexpected Katz  [автор] 29 жовт. 2022 о 20:12 
It seems mod author updated mod to 1.4, which means i will start updating guide soon. :monsterwealthy: