* Removed Possession, Possessed Armor, Spooks, & Graveyards.
* Vampires now spawns naturally within Dark Forest biomes.
* Vampires can now despawn.
* Added Ebonsteel Mirror.
* Improvements to Plasmastone.
* Removed Possession, Possessed Armor, Spooks, & Graveyards.
* Vampires now spawns naturally within Dark Forest biomes.
* Vampires can now despawn.
* Added Ebonsteel Mirror.
* Improvements to Plasmastone.
* Updated Compat with Kobolds.
* Removed "Ritual" DamageType.
* Updated DamageTypes in mood to use vanilla system for death messages.
* Updated death messages from this mod's DamageTypes.
* Fixed Spells always going off 20 ticks into casting them.
* Revenant Sacrifice Spellcasting Time buffed down to 3 seconds, from 6 seconds.
* Revenants that spawns after breaking a Revenant Spawner or Revenant Vault should automatically target the player breaking them.
* Updated Compat with Kobolds.
* Removed "Ritual" DamageType.
* Updated DamageTypes in mood to use vanilla system for death messages.
* Updated death messages from this mod's DamageTypes.
* Fixed Spells always going off 20 ticks into casting them.
* Revenant Sacrifice Spellcasting Time buffed down to 3 seconds, from 6 seconds.
* Revenants that spawns after breaking a Revenant Spawner or Revenant Vault should automatically target the player breaking them.
* Fixed Ritual Candles.
* Removed Necromancer Mob.
* Added Necromancer Variant to Vampire.
* Added Nightmare DamageType.
* Added Checkmate DamageType (Unused).
* Vampires with the Necromancer Variant can summon Zombies/Skeletons.
* Vampires with the Necromancer Variant can NOT summon Vexes.
* Vampires & Wights now have a base damage of 1,going down from 3.
* Vampires now have a base speed of 0.3, going up from 0.25.
* Revenant's Sacrifice Spell now only works on Sleeping players instead of Sleeping & Starving players.
* Revenant's Sacrifice Spell now deals an insane amount of Nightmare DamageType instead of an insane amount of Ritual DamageType.
* Revenant's Sacrifice Spell casting time has been increased to 6 seconds, from 2 seconds.
* Scourge Spawn Egg is now in the Creative Tab, instead of being hidden content.
* Vampire Dust has been removed from the Plasmacrypt Structure's loot tables.
* Vampires now drop 1 to 2 Vampire Dust instead of 0 to 2.
* Vampires now have a small chance to drop a Tome of Rituals.
* Removed Necromancer Mob.
* Added Necromancer Variant to Vampire.
* Added Nightmare DamageType.
* Added Checkmate DamageType (Unused).
* Vampires with the Necromancer Variant can summon Zombies/Skeletons.
* Vampires with the Necromancer Variant can NOT summon Vexes.
* Vampires & Wights now have a base damage of 1,going down from 3.
* Vampires now have a base speed of 0.3, going up from 0.25.
* Revenant's Sacrifice Spell now only works on Sleeping players instead of Sleeping & Starving players.
* Revenant's Sacrifice Spell now deals an insane amount of Nightmare DamageType instead of an insane amount of Ritual DamageType.
* Revenant's Sacrifice Spell casting time has been increased to 6 seconds, from 2 seconds.
* Scourge Spawn Egg is now in the Creative Tab, instead of being hidden content.
* Vampire Dust has been removed from the Plasmacrypt Structure's loot tables.
* Vampires now drop 1 to 2 Vampire Dust instead of 0 to 2.
* Vampires now have a small chance to drop a Tome of Rituals.
* Grave Soil, Ebonsteel Block, Plasmastone Bricks, & Cut Plasmastone Bricks are now tagged for valid Sulfur Cube archetypes.
* Removed Arrows from Wight's Loot Table.
* Increased Plasma rate from 0-2 to 1-3 for Wights.
* Increased Plasma rate from 2-5 to 5-12 for Revenants.
* Removed "Ritual of Resurrection".
* Note: The removal of "Ritual of Resurrection" was a deeply debated decision by myself that I've finally made. The Ritual, itself, was potentially useful but very niche one due to it giving the player the ability to resurrect any slain entity, retaining most of it's data. This can be a Villager, a slain pet, or a slain monster that the player wants back. However, this Ritual was the source for many balance concerns and bugs that caused a lot of limits to other, and more commonly used, aspects of the mod. The following changes below were down specifically because I can do them now with the removal of this Ritual...
* Soultrapping enemies no longer stops them from dropping items & xp.
* Many entites are no longer tagged as having immunity to soultrapping, and other mechanics from this mod (ex. Ender Dragon is now a valid target for a vampire's blood effect and she is now a Grand soul if soultrapped).
* Tome of Rituals has lots more information.
* Maximum Light Level for Ritual Altar has been reduced by 1.
* Rituals done in Creative mode no longer consume items or candle light.
* Added two Events for Gothic Infusion & Rituals in general for other mods to use.
* & more minor fixes + QoL improves.
~Crypts of Plunder Update~
* Removed Anchorstones completely.
* Replaced "Ritual Compass" with "Ebonsteel Compass", the latter obtainable via a Revenant Vault...
* Added config option to change the chance of a Vampire replacing a Vindicator during night raids.
* Vampirism is no longer spreadable by direct attacks from any vampiric source.
* Vampire Illagers have a 15% chance to spread Vampirism (Config Option).
* Vampire Players can now bite valid sleeping targets.
* -Note: This requires right-clicking the target, not the bed that they are sleeping in.
* Biting has a 25% chance to deal damage to a valid target (Config Option).
* Biting spreads Vampirism to Players if the valid target takes damage.
* Both Bottle o' Blood & Biting can heal vampire players.
* If "Thirst Was Taken" is installed, biting can restore thirst based on Bottle o' Blood's thirst values.
* Bottle o' Blood config option is now default to true.
* Updated some baseline code for a future content expansion.
* Vampirism no longer ticks every tick and only ticks on the last tick for base effect strength.
* Vampire Players will now have Vampire V as a constant mob effect.
* Hunger bar is now invisible for Vampire Players.
* Added Bottle o' Blood item, which cannot be obtained normally and doesn't do anything.
* -Note: This item was added for potential future use or to help create Thirst related compatibilities.
* Hard clean-up of the mod where Artificer stuff got removed for not fitting well with the mod. The items moved to Salju's Quill.
* Some rebalances to Vampirism.
* Added a bit more details written on contracts to help explain things a tad better.
* Recipes are now properly unlocked after picking up a copper ingot & some grave soil.
* Made grave soil much more easily obtainable by reducing their resistances and making them mineable without an iron shovel.
* Added Iron Artificer support to Kobolds & Farmer's Delight.
* Bundles of Holding can now only be combined if both are empty.
* Bundles of Holding will now be renamed to Bundles of Vanishing if they have the Curse of Vanishing.
* Bundles of Holding can no longer be placed within containers unless they are a Bundle of Vanishing.
* Bundles of Vanishing now properly vanish any items placed within when right-clicked.
* Many fixes & balance changes that I cannot even remember everything...
* Creative Menu Soulgems can be used in Creative Mode to copy an entity's soul by right-clicking.
* Creative Menu Player Blood can be right-clicked to attach your own name to it.
* You can now right-click a ritual altar with candles to place the circle formation if there is room.
* Contracts now requires a power level (lit candles in the circle) when using them on a ritual altar.
* Added completed version of Lycanthropy.
* -Lycanthropy is obtainable via a Contract.
* -As a Lycan, you gain weakness to iron equipment, passive supernatural buffs, cannot sleep on a full moon, and can only eat meat items.
* -Lycans can provide their magical buffs and magical defense to nearby pets.
* Added completed version of Artificer.
* -Obtainable via crafting an Artificer's Core, powering it with a totem of undying, and creating a copper golem formation with a lightning rod on top & line of sight to the sky while thundering.
* -As an Artificer, you no longer need to eat and food gives health, passive supernatural buffs, gained damage reduction to vampires & lycans, and unlock crafting with the Artificer's Core.
* -A powered Artificer's Core can allow you to make basic and iron equipment unbreakable by right-clicking with iron ingots in inventory.
* -Iron or Copper ingots can be used on a powered Artificer's Core to craft cannonballs.
* -Blocks of Iron with redstone and an observer in your inventory can be used to craft an Artificer's Cannon.
* -Ender Pearl with Iron Ingots in your inventory can be used to craft a Magic Mirror.
* -Bundle with Obsidian and an Eye of Ender can be used to craft a Bundle of Holding.
* removed animal & villager blood bottles.
* Updated all rituals to use the ritual item within the block and to be right-clicked with the required soulgem.
* Added Transmutation rituals to turn copper ingot into iron ingot into gold ingot requiring 12 power & a soulgem of lesser or common.
* Updated vampire textures and added config for original.
* Updated vampire AI and rebalance their spells.
* Smite will now work on vampires.
* Updated code.
* Evokers now also can redirect damage to their own Vexes.
* Necromancers & Evokers can only redirect damage to Vexes that they summon instead of any Vexes.
* Cure is now Enchanted Golden Apple with an Totem of Undying in off-hand.
* Added immunity support for mobs from Alex's Caves & Alex's Mobs.
* Gothic Iron & Netherite helmets are now magnetic for Alex's Caves.
* Code Clean* Up & Improvements.
* Revamped the Necromancer's Boss Graveyard building.
* Adjusted Config (recommend to delete and regenerate the config).
* Grave Soil can now spawn Spooks & Vexes in Darkness instead of just at night.
* Vampire Players will no longer have Strength, Speed, & Haste.
* Vampire Players will now have a base +3 Attack Damage & 15% Movement Speed buffs directly instead.
* Vampire Illagers will no longer have buffs either.
* Vampire Players will have improved reaction to Sun Damage.
* Vampires will no longer take damage from an Angel's Aura.
* Removed Bleeding Effect.
* Removed Original Method of Obtaining Vampirism.
* Removed Original Method of Curing Vampirism.
* Player Blood is no longer drinkable.
* Player Blood can now be assigned.
* Animal & Villager blood buffed.
* Angels can now be Cursed.
* Added the "Ritual Altar" block.
* Added Soulgems.
*- Ritual Altars can capture the soul of a slain entity if it has an Amethyst Shard and make a Soulgem.
* Added Soul Enchanting.
*- Soulgems can be used on an "Ritual Altar" to perform enchanting on the held book or item within the altar. Requires Enchantment Level 30 or higher still.
* Added Vampiric Rituals.
*- A Vampire Player can perform a ritual using soulgems, specific items, and lit candles in the right placements around the Ritual Altar.
*- Added "Contract Ritual" which requires 28 power, a Grand Soul, and Totem of Undying.
*- Added "Blood Ritual" which requires 12 power, a Common Soul, and Totem of Undying as well as nearby animals & villagers.
*- Added "Grave Ritual" which requires 4 power, a Petty Soul, and some vampire dust to turn all soul sand/soil below the ritual altar area into grave soil.
*- Added "Cure Ritual" which only uses a Totem of Undying and the vampire player's original player blood to cure them of Vampirism.
* Added Contracts.
*- Any player can sign & burn a contract in the flames of the Ritual Altar as long as requirements are met.
*- Contracts can be signed by non* vampire players or using a bottle of Player Blood.
*- Added "Vampirism Contract" which requires a glass bottle and full health to give the player vampirism and a bottle of their own blood.
*- Added "Vexation Contract" which is a curse that gives the target Possession & Vexes to deal with. Requires Cake.
*- Added "Pumpkin Head Contract" which requires a carved pumpkin and is a curse that swaps the target's headgear with the pumpkin.
*- Added "Reanimation Contract" which requires a sacrifice to resurrect an entity from it's soulgem.
*- Added "Knowledge Contract" which requires an enchanted book in exchange for experience.
*- Added "Fortune Contract" which requires an enchanted golden apple in exchange for riches.
* & more stuff I probably forgot...
* Added French translation by Laglobule & Knost.
* Massive clean-up.
* Spooks & Possessed Armor are now Undefined and no longer considered enemies or undead.
* Possessed Armor specifically counts as a Golem Entity.
* If a Spook willingly leaves a player host, it will be 'friended' to that player.
* If a friended Spook possess a suit of armor then that Possessed Armor will be tamed to said player.
* Tamed Possessed Armor will no longer attack players and instead target enemies.
* Tamed Possessed Armor will have regen & can use Mending enchantment to repair itself.
* Spooks now target "Enemy" instead of "Monster + Slime"
* Possessed Slimes will no longer drop ectoplasm if their size is greater than 1.
* Possessed Slimes will no longer drop ectoplasm alongside with their normal loot drop (it's one or the other).
* Ectoplasm drop is now affected by Looting.
* Ectoplasm now returns a slimeball when used in crafting.
* Spooks are now considered a drop when an entity dies while Possessed (by default, this have no effect on normal gameplay).
* Moved the unused 1.20 code and assets into a zip file so the game will ignore them.
* Updated the crafting recipes for the Gothic Helmets to now actually use the Gothic Upgrade Template that can be found in Graveyards.
* Added a missing recipe to upgrade a Gothic Diamond Helmet to a Gothic Netherite Helmet.
* Added Armor Templates though they don't do anything for now.
* Added Ectoplasm back.
* Ectoplasm can be dropped by Slimes if they are Possessed & can be used with Mundane Potions to make Experience Potions.
* Spooks can now target Slimes.
* Reduce Spook damage by 85%.
* Updated all Graveyards with proper new loot tables and armor stands.
* You can now dye all Gothic Helmets.
* Vexes are back to UNDEAD MobType again.
* -By default, they are just Undefined but it makes so much more sense to put them back to Undead and allows me to keep Spook + Possessed Armor as Undead too for consistency.
* Vampires & Necromancers are ILLAGER again instead of UNDEAD.
* -While it makes sense to have them be marked as Undead, but a lot of core elements to Illagers do requires the ILLAGER MobType, especially for teaming properly.
* Necromancer Tweaks:
* -Most tweaks are small adjustments but will label a few major ones here.
* -The chance for a Necromancer to join a raid at night is now 15% instead of 35% per Evoker. Due to how powerful he can be against AI, he has potential to wipe a village on his own. So wanted to make him rarer.
* -Necromancer's Heal ability will now only be used when his max health is below 45% and now only deal 4 magic damage as it is unavoidable.
* -Necromancer's Lightning Strike ability will now summon two undead instead of one, and they have an improved targeting Goal now, fixing a bug and making them always target the Necromancer's target.
* Leeching Enchantment now also heals the vampire user by 0.5 per level and the cd reduction bleeding effect has been reduced from 200 ticks to 180 ticks.
* -This was actually requested and I wanted to buff the Necromancer's Leeching IV unique sword in a meaningful way.
* -This healing effect works for both the Player & Vampire mobs!
* Added a "is_Vampire" Entity tag and have the Vampire & Necromancer labelled. This tag will allow tagged entities to be considered vampires for taking or dealing damage. This does not enable sun damage.
* Vexes now can assign any Illager as an Owner though will prioritize Spellcasters still.
* Vexes now have their original MobType.
* Reduce Necromancer's Damage Reduction from 30% to 25%.
* Necromancer's Damage Reduction when Vexes are near is now 25% + 45% since Vexes takes 45% of the damage.
* Fixed Vexes not spawning from Grave Soil Blocks.
* Increase chance for Vex instead of Spook from 25% to 35%.
* Updated Grave Soil Blocks a little bit.
* Slightly adjusted arms and legs of the Possessed Armor entity to avoid z-fighting.
* Improved code for Gothic Helmets.
* Improved code for usage of sounds in the mod.
* Finished converting all generated procedures into handwritten code.
* Removed config temporally.
* -Note: It was causing some lag because I was still using generated code for the config system instead of making my own.
* A lot more clean-up and improvements made to the code as a whole.
* Changed the Anti-Spook tag from "forge:spiritual" to "supernatural:spook_no_possess" and added a bunch of vanilla animals to the tag to keep them focused on farm animals.
* A lot of code improvements to many elements in this mod and less MCreator generated code overall.
* Removed Ghosts Completely.
* Removed Ectoplasm but kept texture just in case for later.
* Temporally Disabled Merfolk (their code were lost due to a computer issue and haven't gotten to remaking them yet since they weren't doing much in the mod).
* -Might Rework when returned.
* Added Supernatural Config.
* -vampire_speed : true - Enables/Disables Vampire Speed Buff.
* -vampire_strength : true - Enables/Disables Vampire Strength Buff.
* -vampire_haste : true - Enables/Disables Vampire Haste Buff.
* -vampire_invis : true - Enables/Disables Vampire Invisibility while sneaking.
* -vampire_sun : true - Enables/Disables Vampire Sun damage.
* -vampire_sun_damage : 4 - Set the damage of Sun Damage.
* -vampire_wooden_death_req : 0.6 - Set the health requirement for triggering instant death to wooden swords (0.0 to disable. 1.0 is max).
* Added "Spook".
* -Note: Will be getting new sounds Soon#TM.
* -Replaces ghosts in Graveyards.
* -Can possess animals, or monsters if they don't have a Spook already in them or don't have the Glowing effect.
* -Can possess a full suit of armor from the armor stand.
* -Glowing effect will instantly remove a Spook from the target.
* -Spooks become persistent if they were inside of a player, animal, or the monster was persistent.
* -Possessed Armor now has the possession effect too and cannot live without it.
* Vex Changes
* -Now has 1.19.3 updated model and textures.
* -Will always have a lifetime of 100 seconds no matter how it spawns.
* -Will always have a home block position upon spawn.
* -Will always attempt to mark a nearby Spellcaster Illager as their owner, else just sets it to null.
* Vampirism can now be cured if the player was struck by lightning while having an Totem of Undying in their inventory.
* Merfolk will no longer drop tridents if they aren't carrying one.
* Removed vampires from raids so that the player doesn't have to worry about getting Vampirism when they don't want it.
* Bleeding is no longer a DOT effect and instead is a cooldown for vampires.
* Fixed Blood Bar not rendering & replacing Hunger Bar.
* Removed Invisibility from Vampire Illagers.
* Removed Johnny reference from Vampire Illagers.
* Vampire Illagers can now spawn randomly in raids if they happen at night.
* Updated base code.
* Removed "vampire_curse" & "vampire_cure" commands in favor of "vampirism" command.
* -Vampirism can give/cure vampirism to the targeted player and works as "/vampirism [action] [target]"
* -Giving Vampirism via command will remove Vampiris effect from the player if it is there.
* -Curing Vampirism via command will remove the Strength, Haste, and Speed effects now.
* Sun damage will now damage headwear on vampires. Unbreaking enchantment slows this down.
* Removed changes to vanilla Drowned (felt like that was a bit too forced and unnecessary).
* Improve code for Merfolk spawning.
* Improve code for Ghost possessing a suit of armor.
Note: The Folder textures for Entities, Effects, & Armor has all been updated and properly organized now so any resource packs will have to be updated accordingly.
* Ghosts:
* -Updated AI movement control.
* -Ghosts will now automatically float up if stuck within full blocks.
* -Removed Knockback Resistance.
* Added Merfolk
* -Three variations (Amethyst, Emerald, and Diamond).
* -Drops common loot base on variation.
* -All three can drop nautilus shells.
* -All three can drop tridents (even while trident attack is on cooldown).
* -Spawns in ANY Ocean tagged biome at y level 52 or below.
* -Note: Sounds not fully completed yet.
* Brought back the missing "Haunted Helmets" as "Gothic Helmets" and made them craftable this time around instead of being exclusive to Possessed Armor. Note: Possessed Armor will NOT convert your helmets into Gothic Helmets anymore either. This is merely just me bringing back these helmets as they fit the theme of the mod.
*Added Reworked Ghosts
* -Two Variations:
* -1. Ecto: Aggressive variation that deals 1 physical damage + 1 *(difficulty) magic damage, and attacks the living.
* -2. Spooky: Supportive variation that enjoys possession and debuffing the player. Only deals 1 physical damage and has much weaker health, which is why the spiritual energy is used up completely during possession.
* Added Possessed Armor
* -Spooky Ghosts can possess armor from an armor stand if it is a full set (otherwise would destroy armor stand in anger). Gaining the defense of whatever armor it has possessed. A shield and sword will be materialize as well, though the shield seems more decorative than actual useful.
* Grave Soil can now spawn ghosts.
* Ecto Ghosts can spawn naturally in the swamps and drops ectoplasm which can be used to make bottles of enchanting. Using an ectoplasm up will leave behind a slime ball too.
Note: This update reworked the mod as a whole and has a lot of changes, including temporally removal of ghosts, possessed armor, and other things that hasn't been reworked yet. A lot of this is due to the lower quality this mod felt like from before, especially for 1.18.2 version of Minecraft, and I want to fix up everything to a much better experience overall but this means I have to rework everything. I am just going to focus on vampires first to make sure everything feels right and balance them before adding back ghosts and potentially possessed armor, once I figure out how I want to adjust or change them that is. (and giving them a better overall use).
* Vampirism Changes:
* -Blood bar is back.
* -Blood is similar to hunger in that it does goes down naturally but it will not go down during healing or sprinting.
* -Support for "Forbidden Fruit" from Enigmatic Legacy mod where blood bar will be invisible if Fruit's effects are active (only works if fruit was consumed AFTER installing this mod though).
* -You can gather bottled blood by simply attacking animals, villagers, or other players while holding empty bottles in your off-hand.
* -You have all your passives in the daylight now.
* -Invisibility passive while sneaking only works when not in daylight though. Also doesn't work in Creative or Spectator mode.
* -ANY headgear can protect you from sun damage now.
* -Wooden Sword instant-kill threshold changed from 45% to 60%.
* -Vampire Slayer advancement now requires killing a vampire with a wooden sword to obtain.
* -Bats no longer spawn on vampire death but instead if a vampire is killed by a wooden sword.
* -Leeching now gives blood instead of health per hit.
* -All forms of gathering blood applies the bleeding effect and you cannot gather more blood from a target that is bleeding (this acts as a cooldown). Leeching has the lowest cooldown while collecting player blood has the highest.
* Graveyards:
* -Decrease height generation down by one (last update increased it by two and made them too high).
* Fixed Ghost Damage not changing base on difficulty.
* Fixed missing sounds for the Vampire mob.
* Removed abilities and blood for vampires.
* Leeching now heals the vampire's health as long as target isn't bleeding.
* Sneaking automatically now cloaks the vampire in invisibility.
* Hunger is completely disabled for vampires.
* Vampires no longer get a debuff from eating food.
* Vampires lose benefits in the sunlight.
* Vampires will NOT take damage in the sunlight if wearing a HAUNTED Diamond or Netherite Helmet.
Note: I honestly have no idea on how I wanna approach abilities and blood magic for vampires and this mod wasn't intended to be a vampire focus mod to begin with anyways. So instead, the benefits and negatives of being a vampire are all now passives instead. I also wanted to improve compatibility with other mods so that a vampire player doesn't feel too limited.
* Removed Ectoplasm (Was Useless).
* Removed Curse of Vampirism (Was Useless).
* Updated Back-End Code quite a bit.
* Added /vampire code to instantly turn yourself into a vampire (requires OP rank 4).
* Vampires no longer loses blood passively (only when using abilities).
* At full blood, Vampires have a slow regen effect.
* Increase Sun Damage for all vampires to 4.
* Sun damage now applies every 20 ticks instead of 30 ticks (every one second).
* Ghost experience increased to 8 due to removal of Ectoplasm.
* Ghosts now can only possess one thing and will despawn forever.
* Ghosts now do magic damage instead of setting non-possessable targets on fire.
* -Vampires are immune to a Ghost's magic damage.
* Updated Ghost visual effects and changed texture (name a ghost to "Classic" to see old version for comparison).
* Haunted Helms uses their respective ingots now for repairing due to removal of Ectoplasm.
* Fixed "Curse of Vampirism" being found as treasure loot.
* Vampire Illagers now properly uses the Illager Model instead of a mimic version I made.
* -Vampire Illagers will have their weapon hidden when not aggressive but will not have arms crossed.
* -Vampire Illagers will now only spawn with iron swords.
* -Vampire Illagers will now apply their deflect ability once aggressive.
* -Vampire Illagers will now have a 40% chance of using invisibility when a player target is nearby instead of when aggressive.
* -Vampire Illagers will boost their speed and strength when aggressive by default (no weapon requirement).
* -Vampire Illagers now have custom sounds.
* Updated Vampirism for the Player:
* -All Vampire abilities now requires a sword.
* -Invisibility activates when sneaking.
* -Buff to speed and strength activates when sprinting.
* -Deflect is the default right click activation.
* -Cost of deflect reduce from 2 to 1.
* Ghost Experience value reduced from 5 to 1.
* Removed Glowing Potions
* Ectoplasm can now be used to make experience bottles in the brewing stand instead. (Glowing potions was pretty useless).
* Removed Protection IV from Haunted Helmets dropped by Possessed Armor.
* Immunity to Ghost's fire now requires your helmet to have Curse of Vampirism instead of being a Haunted Helmet. Note: The Curse is only applicable to Haunted Helmets anyways.
* Vampires are now immune to the negative effect of Bleeding and Leeching should no longer work on Vampires.
* Decrease health threshold for wooden swords to instantly kill a vampire from 70% to 45%.
* Increased invisibility duration for vampires from 60 seconds to 150 seconds.
* Increased axe ability duration for vampires from 45 seconds to 120 seconds.
* Invisibility now requires the vampire to be sneaking to activate it.
* Added a new ability for the sword which allows the vampire to deflect common arrows, costing one blood droplet per arrow deflected.