Twilly

Vampire Slayer Quest

The Vampire Slayer armor is available at Yulgar's Inn for 600 gold with a level requirement of 5.

To become a Vampire Slayer, you would have to talk to Vampire Hunter E and complete his quest to kill Khyte the Vampire. If you switch your class away from Vampire Slayer (such as to become a Dragon Slayer), you can still return to Vampire Hunter E in the future to regain your status as a Vampire Slayer.


Initialization

"You have accepted the quest to find and slay the Vampire named Khyte. If you are successful you will become a Vampire Slayer and begin your training in the art of night hunting. Fail... and you will become a blood donor for the Vampires blood bank." -- Vampire Hunter E.

To kick off the quest, you would have to fight a random monster (see below for description) and then pass a dice roll of 50 with Luck/5 bonus. If the roll succeeds, you will encounter Khyte in one of his two forms:

 
Khyte the Vampire Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Vampire Warrior 20 100 50 150 130 100 100 80 100 100 170 80
Vampire Warrior 50 200 75 450 140 100 100 80 100 100 180 80

Characters below level 50 will encounter the Khyte as a lvl 20 Vampire Warrior while those above will meet Khyte as a lvl 50 Vampire Warrior.


Random Encounters

For subsequent levels, you will first have to fight a series of 4 random monsters with only 3 rests in between. The monster you face is dependent on which range of character levels your character belong to. Characters below level 50 will meet a random monster from one selection group, whereas characters 50 and above will meet random monsters from a different and much stronger selection.

A list of the monsters you may meet in the random encounters for levels 50+ can be found in the appendix.


Boss Battle

 
Vamp Slayer Level
0
1
2
3
4
5
6
7
8
9
10
Required Dice Roll
50
20
45
55
55
60
60
65
65
70
80

After completing the series of battles, you would have to check if you have found the vampire boss by making a dice roll with a luck/5 bonus based on the requirements above. If the roll is successful, you will face a random vampire boss of one of the following four types:

 
Boss Types Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Vampire Warrior 50 200 75 500 140 100 100 80 100 100 180 80
Vampire Lord 60 500 300 400 150 100 100 80 100 100 200 80
Vampire 70 875 300 800 120 150 90 90 130 90 150 30
Vampire Lord 90 700 450 800 150 100 100 80 100 100 200 80

Upon the defeat of the vampire boss, your Vampire Slayer level will be increased by 1 and you will unlock a special ability on the Vampire Slayer armour. Adventurers, however, are restricted to a maximum level of 5 as compared to Guardians who can attain the full 10 levels.

 

Vampire Slayer Stats

 

Vampire Slayer

  Fire
95%
  Melee
25
  Water
95%
  Ranged
25
  Wind
105%
  Magic
25
  Ice
95%
     
  Earth
88%
     
  Energy
105%
     
  Light
115%
     
  Darkness
88%
     

 

 

Skill Breakdown

1. Vampire Strike (40 MP)

A triple attack piercing technique that does 2x or more damage to Vampires, Zombies and the Undead.

 
  base random stats
First Hit 100% 100% 100%
Second Hit 100% 100% 100%
Third Hit (kick) 1 6 100%

As you might see, each of the first two hits is like a full damage single hit and its third hit is a mediocre 1-6 damage plus stats bonus. This brings the damage potential very close to and even exceeding that of WWF against vampires and undeads except when you are using a weapon with exceptional base damage (like Bludrut Blade).

The keywords used is also more flexible than 100k, as it works on "zombie", "vampire", "undead" and "lich", possibly even a few others.

2. Evil Proof Aura

Increased defense! +5 vs Melee, +5 vs Magic and +5 vs Ranged attacks against Vampires, Undead and Werewolves.

3. Hunter's Eye

Increase your chances of successfully landing an attack of any kind against Vampires, Undead and Werewolves by 10%.

Not sure how this would work for spells, but this would be an overall decent innate bonus to have. Extra bonus to-hit never hurts anyone.

4. Werewolf Strike (40 MP)

A triple attack piercing technique that does 2x or more damage to Werewolves.

 
  base random stats
First Hit 100% 100% 100%
Second Hit 100% 100% 100%
Third Hit (kick) 1 6 100%

Same as Vampire Strike, each of the first two hits is like a full damage single hit and its third hit is a mediocre 1-6 damage plus stats bonus. This brings the damage potential very close to and even exceeding that of WWF against vampires and undeads except when you are using a weapon with exceptional base damage (like Bludrut Blade).

5. Lift Curse

Gain the ability to cure yourself or another of Vampirism or Lycanthrope if you ever become infected.

Currently not too useful but it is expected to be valuable during the Vampires vs Werewolves where you might get stuck in some cursed form and would need to lift the curse in order to switch armor or cast spells or whatever. No one will know the value of this innate skill until the war actual starts.

6. Summon Huntragon (90 MP)

Summon a Vampragon that was trained from birth to fight Vampires and Werewolves.

 
  dmg type effexts
Normal Attack 4 to 14 Fire -
Special Attack 4 to 24 Light heals 5 HP/5 MP

Damage are experimentally-determined estimates only and may not reflect the true values.

While not the highest damage of guests, the Huntragon is still quite a useful companion to have around, especially when you need some damage and a bit of healing at the same time. Best of all, once it is out, you do not need to worry about lacking the mana to maintain it in combat.

7. Stake and Shake (200 MP)

The ultimate slaying strike. This nearly unblockable technique gives you a bonus of +100 to hit Undead and Werebeasts with a triple attack.

 
  base random stats
First Hit 100% 100% 100%
Second Hit 100% 100% 100%
Third Hit (kick) 1 6 100%

The same three hit attack as before, just that this time you will virtually not miss due to the extra +100% bonus to hit. Not worthwhile for normal attacks due to the inhibitive mana cost, it still makes for a very good finisher.

8. Ultra Strike

Unlocks a 20% chance of using the triple hit ability on all monsters when performing a normal attack.

 
  base random stats
First Hit 100% 100% 100%
Second Hit 100% 100% 100%
Third Hit (kick) 1 6 100%

A nice innate bonus to have but nowhere near a replacement for the usual multihit armour. 20% chance of the triple hit is nice but generally it would be far more effective to just use a multihit armour. Still nice for low levels though who do not have access to such armor.

Too bad there is no charging ability on Vampire Slayer armour unlike the Call Forth Fire Dragon on Dragon Slayer. Otherwise, this could prove to be a real sweet ability.

9. Turn Undead (75 MP)

Scare the daylights (literally) out of the undead inflicting heavy damage with this light based spell.

 
  base random total
Initial Hits (x5) 4 2 4 to 6
Final Hit 12 24 12 to 36

Damage are experimentally-determined estimates only and may not reflect the true values.

With 150 Int bonus on each hit, this can equate to 5 hits of 4-24 plus an extra hit of 12-54 for a total of 32-174 (average 103). Since this ability works on all monster, it becomes a very decent replacement for Sunburst and in fact has better average damage with maxed Int bonuses. It costs less mana too.

10. Vampire's Blood (100 MP)

One can only fight the vampires so long before their life stealing powers are revealed. Works on non-undead only.

This abillity does a normal single hits and heals you for half the damage done. Similar in nature to Dragon Blood from Dragon Slayer but cost a huge 100 MP and is generally not viable at all. You're better putting that mana to other more effective uses.

 

Conclusion

The Vampire Slayer skills are interesting and very effective against Undeads and Werewolves.

The two class-specific triple hit attacks (Vampire and Werewolf Strike) are very powerful and rivals even standard multihit armour like WWF although the high mana costs could be inihibitive for warriors with only a small mana pool. Among the five guardian abilities, the Huntragon makes a rather useful guest with good damage and minor healing for free. Turn Undead has also become a force to be reckon with since it is now extended to affect all monsters... in fact, it has better damage potential than even Sunburst at a lower mana cost and is only disadvantaged by its slower animation time.

The rest of the skills are fairly average but would have been more useful if the mana costs for Stake 'n Shake and Vampire's Blood had been significantly lowered. The 20% Ultra Strike probability also makes it not as useful since multihit armour would do much better. If there was a charging ability on the Vampire Slayer armor like Call Forth the Fire Dragon on the Dragon Slayer armour, that extra chance of multiple hits would have been much more valuable. Too bad this was not the case.

 

Appendix

 
Level 50+ Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Treasure Chest
0
0
0
500
100
100
100
100
100
100
100
100
Undead Giant
35
400
40
600
230
80
80
80
80
80
150
90
Lesser Droag
40
800
200
250
130
100
70
70
120
130
140
50
Demon Spectre
44
350
75
400
140
90
100
80
90
100
130
0
Undead Mage
45
200
90
300
110
115
110
100
100
40
120
40
Phleeb
46
337
150
650
100
50
100
80
50
100
100
80
Moglin Freak
50
200
60
250
120
80
120
120
80
80
120
80
Sprat
50
280
200
440
80
80
100
100
80
100
120
80
Franken-Moglin
50
400
150
880
120
110
60
60
70
70
120
70
Greater WarBeast
50
500
70
550
60
100
100
100
100
60
110
110
Berserker
53
575
150
750
90
100
140
90
90
120
100
100
Ghoul
54
250
150
750
120
80
130
130
80
100
120
80
Undead Basher
58
500
200
650
110
100
100
70
100
100
130
50
Abomination
59
500
210
750
120
80
80
120
80
120
120
80
Big BURP
60
440
200
550
100
100
100
100
100
100
100
100
Minotaur Prime
60
625
300
720
130
100
140
100
80
100
100
90
Undead Wolf Master
61
650
200
1000
100
100
100
100
100
100
120
0
Behemoth
65
625
200
900
90
90
200
90
70
180
90
90
Death Knight
66
800
150
500
60
50
60
50
80
60
100
-100
Undead Horse
68
825
150
750
110
100
100
80
75
130
120
-100
Zombie Dragon
70
1250
500
1700
120
90
70
90
90
120
120
60
Dracolich Rider
75
900
400
2500
130
80
100
70
100
130
150
50
Darkness Dragon
75
1000
300
1600
80
80
0
80
80
80
150
-200
Dark Djinni
87
1200
435
1600
100
110
60
90
100
120
130
40
Kharssal
88
1200
750
1700
120
90
60
100
70
120
130
-10
VorpalZard
90
2000
400
2000
200
200
200
200
200
200
200
200
Right Hand
93
950
450
1600
20
110
130
130
20
90
90
90
Supreme Darkshifter
94
2300
250
1100
110
120
100
110
100
130
-20
-20
Modrak, Undead Dragon
300
1000
700
1000
250
100
100
100
250
100
300
-300
Average (28)  
752.0
254.6