Origins: Wild Thing
A primal reimagining of vampirism focused on the process of hunting and stalking, as opposed to being an immortal tank. Includes three different variants, each focused on a different aspect of the hunt. The wild things, however, hunt best in packs...
The in-game tooltips are incredibly important, there is a lot of vital information in them that isn't in this description. I would highly recommend going and reading those as well.
BASE POWERS (SHARED BY ALL VARIANTS)
When all had been attained, every need met, every debt paid, I found that I had forfeited all excuses to feel. Desire gave way to boredom, and boredom gave way to a new kind of hunger. They feel it too- I know they do. They are idiots. They will die as fools on their thrones, but I will be more. I will be so much more.
⚪Scarlet Appetite: Now that you have tasted it, there is no turning back. Common food no longer satiates you; nothing can replace fresh blood. Drinking blood fills a reserve that will automatically drain to fill your hunger, allowing you to store a much higher amount of food (alongside slower exhaustion) at the cost of health regeneration speed.
🔲Tracking: Your eyes have been opened - and your other senses have followed suit. You are vulnerable to damage while tracking, but you are able to detect the scents of nearby entities. By moving your cursor onto their position, you are able to track mobs, marking them once you have tracked them for long enough.
⚪Hunter's Reward: After tracking your targets, you may at last feast. Melee attacks against marked entities will tap them, causing them to bleed profusely. You are able to deal double melee damage to tapped entities, and they act as your main source of blood, alongside the large blood pools they create upon death.
⚪Attuned Instincts: Every beat of their hearts, every breath in their lungs... your awareness of these sounds is enough to drive one mad. Fortunately, however, these things can be silenced. Your ability to hear the heartbeats of nearby players can be useful when hunting.
"ERRANCE" VARIANT
Elsewhere, elsewhen, it flutters its wings and dances in the moonlight. You'll never catch it, but maybe that isn't so bad. Maybe you just wanted to flee. They'll find you here, but you don't intend on staying.
🟥Retch: Unhinging your jaw, you may spit out a bloody projectile at the cost of one blood bar. These projectiles will create smaller blood pools upon contact with a block or mob, and mobs that they hit will become bloodied, restricting their movement.
🔴Dive: You may now dive into any blood pools (large or small). Doing so will teleport you to the other nearest pool.
"TORMENT" VARIANT
It bursts from the seams that you have so meticulously torn. It drips down their legs like tar, staining the floor beneath with the dark ichor of bittersweet finality. You stay to watch every moment of it.
⬛Blood Snare: Formed of sinew and wire pulled from your mouth, imprinted upon the world at the cost of one blood bar. Snares will lie in wait inside the blocks you place them on, detonating upon contact with an entity or item. Upon detonation, snares deal damage and immediately tap entities they hit.
âš«Primal Chase: They can run, they can plead, they can hide, but once you've marked them as your own, you'll always find your way back to them. While tracking, you are able to teleport to any tapped entities at the cost of one blood bar, ignoring blocks.
"SYMBIOSIS" VARIANT
It feeds you, and you feed it. That same familiar prick on your skin brings it closer, and closer still. But you aren't enough to satiate it; it wants more. It knows you will not displease it.
🟪Inject: Detaching from the bone, crawling ever upward until it meets the surface of your skin... it hurts in all the right ways. Use one blood bar to shoot a block-piercing blood needle that only sheds its casing upon first contact with a block. If the casing is shed before it makes contact with an entity, it will be injected with a blood parasite, otherwise the casing will merely stun the entity.
Entities hosting blood parasites will never lose their tracking progress, ensuring they stay marked indefinitely. Targets can rapidly press sneak to eject parasites, or alternatively, use shears while sneaking to cut them out at the cost of health.
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