

Many aspects of the game are configurable. The controlling faction will have benefits in the village like fog to prevent sun damage or better trades. Villagers can be captured and controlled by vampires or hunters. Vampirism (slightly) increases the density and size of villages in the world. Villages play an important role in Vampirism, since there are many blood-rich villagers there. If you suck all of a creature's blood it might also turn into a vampire version. In the vampire forest there are vampire versions of the vanilla mobs. They do not like other powerful vampires in their territory, so they attack vampire players and other barons.

They are very strong and grow fangs when angered. Vampire barons appear in the vampire forest. They also spawn in different levels and sometimes there is an advanced hunter in the camp. They hunt vampires, but usually stay close to their tent. Vampire hunter spawn in small camps generated around the world. They are named after people who contributed to this mod. Moreover, there are advanced vampires, which are even stronger, but drop better loot. Their level is chosen based on the levels of nearby players when they are spawned. The basic vampires have different levels which affect their health as well as damage. They also occasionally suck blood from animals. They are night active and hunt for non-vampire players.

Vampire mobs spawn in the same biomes zombies spawn. There are small features, adjustments or tweaks which are not mentioned here (advancements, loot generation, mob interaction and much more). The following is supposed to give you a quick overview over the major features of Vampirism.
