Vampirism Mechanics in Mortal Online 2

boogis

Active member
Nov 15, 2020
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Vampirism Mechanics in Mortal Online 2

Introduction

A common question in the community is: "If the punishment for player killing is so severe, who would want to do it?" And this is a valid point. People rarely act without motivation—if they are not pushed towards something, they may choose a safer path. That is why we propose a new mechanic that not only justifies PvP gameplay with negative karma but also makes it deeper and more meaningful.

The Concept of Vampirism

Players who deliberately engage in player killing often act like "vampires." They enjoy dominating and causing suffering, which can even be seen in the names they choose, like "TearsDrinker." These players have already found their path, and our goal is to integrate it into a full-fledged gameplay mechanic that does not merely punish them but makes their playstyle an essential part of the world.

Becoming a Vampire

Mortal Online 2 already has a title system: players who kill 400 criminals become Grand Lords. We propose an inverse system for evil players:

  • Killing 400 innocent players grants the title of Dread Lord/Lady.
  • After obtaining this title, the player can become a Vampire Lord by using a Vampire Lord’s Elixir.
  • This elixir is a rare, extremely expensive resource, only craftable through advanced alchemy. The server can have only one such elixir, allowing the first Dread Lord to become a vampire without being turned by another.
Thus, there are two ways to become a vampire:

  1. By committing murders and using the rare Lord’s Elixir.
  2. By being turned by another vampire through a ritual bite.

The Turning Mechanic

A Vampire Lord can turn other players into vampires. To do this, before dealing a final blow, they must drink a Turning Elixir and perform a final bite.

  • A newly turned vampire will experience all the effects of the curse:
    • Fear of sunlight (weakened stats in daylight).
    • Weakness to silver and garlic (silver weapons deal increased damage, garlic reduces vampiric abilities).
    • Forbidden entry into blue cities (NPC guards attack on sight).
    • Bloodthirst—without player kills, they gradually weaken and die.

Curing Vampirism

A player who no longer wishes to be a vampire must:

  1. Drink a Cleansing Elixir (crafted using silver and garlic).
  2. Perform a final kill with a ritual bite on an innocent player.
  3. After this action, the vampire status is removed, but the bitten player becomes a vampire instead.
After this, the vampirism effect disappears, but karma and criminal status remain. To fully redeem themselves, players must undertake a long path to reform.

Vampire Hierarchy and Power Pyramid

The vampirism system is built on hierarchy and dominance. Every vampire receives a power buff, depending on how many followers they have turned:

  • The more vampires below you, the stronger your buffs.
  • A Vampire Lord receives the most powerful enhancements, as their entire network strengthens them.
  • Players can create their own pyramids or join existing ones, reinforcing their Vampire Lord’s rule.
This means that players choosing this path do not just become criminals—they can build a true vampire empire, forming factions and organizing large-scale PvP conflicts.

Why is this Important?

This system gives malevolent players a structured and motivated gameplay loop:

  • They gain a new role-playing niche, making their actions meaningful.
  • Vampires become an organized force rather than scattered individuals.
  • Bounty hunters receive worthy adversaries, making the battle between good and evil more compelling.

Conclusion

We do not seek to punish evil players. Instead, we offer them an engaging, multi-layered, and rewarding system where being evil is a strategic choice, leading to power, influence, and new opportunities.

Will you rise to the top of the vampire pyramid? Or will you dedicate yourself to hunting them down and ridding the world of their curse? The choice is yours.
 

Teknique

Well-known member
Jun 15, 2020
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What problem does this seek to solve?

Access to red towns and a greater weakness for reds? If that’s the case I think the system shouldn’t be voluntary. Sunlight would probably just be annoying.

I don’t however hate the idea of vampirism and think it could be cool and fun.
 

MortalEnjoyer42069

Active member
May 4, 2024
203
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What problem does this seek to solve?

Access to red towns and a greater weakness for reds? If that’s the case I think the system shouldn’t be voluntary. Sunlight would probably just be annoying.

I don’t however hate the idea of vampirism and think it could be cool and fun.
Remember when in MO1 you could only play during the day and you just logged off when night came. Yeah I 'member. It was ass
 

Teknique

Well-known member
Jun 15, 2020
1,956
1,445
113
Remember when in MO1 you could only play during the day and you just logged off when night came. Yeah I 'member. It was ass
That was before my time actually but I remember it in mo2 alpha. I like the idea in terms of immersion and survival mechanics but yeah actual material effect was just log off for night time unfortunately. Not to mention gamma and esp. cool in concept but L idea overall
 
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