Vampirism: Becoming a Vampire or Hunter
Vampirism lets you become a blood-drinking vampire or a vampire hunter, each a full progression path. This guide covers choosing and starting a side.
Becoming a vampire
You turn into a vampire after being bitten by one or by injecting vampire blood, which gives the Sanguinare Vampiris effect that eventually transforms you. As a vampire you gain speed, strength and night power but suffer in sunlight and no longer eat normal food — instead you drink blood to sustain yourself.
Becoming a hunter
Alternatively, you can take up the role of a vampire hunter and fight the mod's vampires instead of joining them. Hunters gain their own skills and equipment geared toward slaying the undead.
Levels and skills
Both paths progress through levels, unlocking a skill tree of powers suited to your role — vampiric abilities and weaknesses to manage on one side, hunting tools and combat perks on the other. Getting started means picking a side, then advancing your level to grow into the fantasy. Vampirism is a full RPG faction system layered onto survival, so choose the path that fits how you want to play.
The hunters get their own bench
Vampirism splits its crafting by faction, and the numbers show which side is larger:
- Crafting — 166 recipes on 1.21.1, 157 on 1.20.1
- Shaped Crafting at the weapon table — 39 and 31, plus 2 shapeless on both
- Alchemical Table — 19 on both
Alchemical Cauldron — 12 on both- Stonecutting — 43 on both, Smelting — 4, Blasting — 2
The weapon table is the hunter's, the alchemical blocks are shared, and the weapon-table list grew by eight recipes on the newer build. A repair category with 4 recipes exists only on 1.20.1, so tiered hunter gear is maintained differently between versions.
Nine structures, and their spacing marks the factions
Hunter and vampire content generate at very different rates:
- Hunter Camp — spacing 9, separation 6: the most common thing in the mod
- Vampire Hut — spacing 32, separation 10; Crypt — 32 and 8; Vampire Altar — 32 and 15
- Hunter Outposts — four biome variants (plains, desert, badlands and vampire forest), all on spacing 45, separation 25
- Mother — spacing 48, separation 6, the rarest
Camps are everywhere; outposts are a journey. That difference is the early game — you will meet hunters long before you find anywhere to progress as one.
Quarrels do specific things
The crossbow ammunition is not cosmetic. A
Spitfire starts an alchemical fire where it lands, a
Teleport Quarrel moves the shooter to the impact point, and a
Vampire Killer Quarrel kills low-level vampire NPCs outright.
Version note
The 1.20.1 build is 1.10.16 and the 1.21.1 build is 1.10.12 — the older game line carries the later patch, so the 1.20.1 version is not the neglected one.
Alchemical Fire
Vampire Blood
Quarrel