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Elder Vampire

Elder Vampire begins at 80 blood potency.

Reference
Potency rangeAt least 80 and below 100 potency.
Maximum blood110 blood. Reaching a higher capacity does not fill the extra space.
Blood from a completed sleeping feed28 blood at this rank’s starting potency. Every 10 potency adds 1 blood to a completed feed, up to 30 at potency 100. Restoration stops at your current blood maximum.
Sleeping target wake chance10 percentage points lower than the same feed below 20 potency. The final wake chance stays at least 1%. Other feeding risks and concealment still apply.
Extra Bat Form upkeepIn solo play, adds 1 blood loss every 20 world turns while in Bat Form. The ordinary drain and any sunlight drain can also apply.
Sun burn multiplier75% of the burn after the exposure ladder and weather are considered, rounded to whole damage with at least 1 before later fire protection. The current turn applies no separate tree-canopy reduction. This does not stop the separate sunlight blood drain.
Clock in co-opScheduled vampire effects are checked when your own body receives its turn update. The idle-player pass skips vampires, so a partner’s turn does not replay these effects for you or make up a missed check.
Growth from timeIn solo play, gain 1 potency every 500 world turns since this transformation, up to 100.
Growth from sleeping feedsA completed sleeping feed grants 1 potency. It grants 6 instead when the settlement’s vampire awareness is Fortified or Purging.
Growth from hunter killsKilling a Vampire Hunter through your ordinary attack damage grants 10 potency, up to 100.
Blood statePotency and blood state are separate. Gorged still begins at 80 blood, Sated at 50 and Hungry at 20.
People and appearanceWhile Starving, eligible settlement traders can refuse an interaction because of your appearance. Daytime appearance comments can also occur at any blood state. Guard Charm still needs Gorged blood.

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