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Vampire (Bravely Default)

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BDFF Vampire
Much like their blood-guzzling namesakes, Vampires drain HP and abilities from their foes.
—Official site's description

The Vampire is an optional job in Bravely Default. The vampire asterisk is held by Lord Lester DeRosso, Lord of the Vampire Castle to the northwest of Eternia.

The Vampire job is similar in nature to the classic Blue Mage, in that users can gain and wield the abilities of enemies. They can inflict some status ailments, namely Charm, and draining the stats and BP of their enemies. Monster abilities that can be obtained are referred to as Genomes, and are obtained when the Vampire is targeted by the attack. Once a Genome is obtained, any other Vampire can use the ability.

ProficiencyEdit

StatsEdit

HP MP STR INT DEX VIT MND AGI
B B B B C C C B

EquipmentEdit

Swords Axes Spears Rods Staves Daggers Bows Katanas Knuckles Shields Helms Armor
A B B S S S D E E A E E

AbilitiesEdit

The Vampire's Specialty is Genome Drain. Its Job command is Vampirism.

Ability Job Level Cost Description
Genome Ability 1 Varies by ability Use a monster's ability.
Absorb P. Damage 2 1 slot Restore HP equal to 30% of the damage taken from physical attacks. However, damage resulting in K.O. will not be healed.
Blood Thirst 3 Absorb from one target an amount of HP equal to the damage dealt by a conventional attack.
Bloodlust 4 1 slot Physical Attack, Magic Attack, Physical Defense, and Magic Defense rise by 25% for 5 turns each time you defeat an enemy with your own attack. The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
Charm 5 Has a 75% chance to place one target in the Charm state.
Magic Thirst 6 Absorb from one target an amount of MP equal to 10% of the damage dealt by a conventional attack.
Monster Ability Up 7 1 slot Raise the damage dealt by genome abilities to 1.25 times normal.
Battle Thirst 8 16 MP Absorb 1 BP from one target.
Subvert 9 20 MP Has a 50% chance to place all enemies in the charm state.
Self-Restore 10 1 slot Fully restore your HP at the end of battle.
Absorb Stats 11 20 MP Absorb the selected stat from one target.
Drain Attack Up 12 1 slot Raise the damage dealt by drain attacks to 1.5 times normal. (The BP drained by Battle Thirst will be doubled.)
Genome Drain 13 1 slot A character with this ability can learn certain enemy abilities when targeted by them.
Rise from Dead 14 1 slot If KOed, there is a chance of reviving at the end of the turn.

Genome AbilitiesEdit

Genome Ability Cost Description Location
Curse 12 MP Lowers a target's Physical Attack and Physical Defense by 25% for four turns. Chapter 4, Underflow West Side, just before entering Temple of Fire: Magician, Eisen Field, Night: Ghost.

Chapter 5, Open Sea: Specter Crescent / Moon Island: Magician.

Spray 5 MP Water physical attack on one target that does the same damage as a normal attack, but ignores Default's damage reduction. Chapter 4, Flor-Cheim Inner Sea: Deathfish.

Chapter 5, Open water: Marine Devil.

Venom 6 MP Attacks one target with the same damage as a normal attack, but has a 75% chance to Poison. Chapter 4, Underflow West Side, (or B8-Dimension's Hasp): Red Flan.
Wing Scales 6 MP Attacks one target with the same damage as a normal attack, but has a 75% chance to Confuse. Chapter 4, Vestment Cave 1F, (or B6-Dimension's Hasp): Great Moth.
Firestorm 24 MP Fire physical attack that does x1.25 the damage of a normal attack to all enemies. Also, lowers their physical defense for three turns. Chapter 5 and beyond, Underflow: Flame Moth.
Tornado 16 MP Wind physical attack that hits all enemies and does the same damage as a normal attack. Chapter 5 and beyond, Florem area: Rukh.
Blizzard Blast 16 MP Water physical attack that hits all enemies and does the same damage as a normal attack. Chapter 5, Eternia Central Command: Ice Golem.
Dual Attack 15 MP Two physical attacks that do x0.65 the damage of a normal attack each on random enemies. It will always hit one enemy when there is only one enemy. Chapter 4, Witherwoods, (or B6-Dimension's Hasp): Catamount.
Chomp 10 MP 50% chance to reduce one target's HP to 1. Does not work on bosses. Chapter 4, Eisenberg Region, any chapter, crescent island, (or B5-Dimension's Hasp): Valtora.
Blaster 20 MP 50% chance to Paralyze all enemies. Chapter 5 and beyond, Twilight Ruins: Zwart'.
Paralyzing Pollen 9 MP Hits one target with the same damage as a normal attack, but has a 75% chance to Paralyze. Chapter 4, Florem Region, (or B6-Dimension's Hasp): Alraune. (Note: if paralyzed by attack, Genome Drain will not trigger.)
Fireball 16 MP Does fire damage to one target, ignoring physical defense. Chapter 4, Witherwoods, (or B7-Dimension's Hasp): D'gon.

Chapter 7, Ominas Crowe fight: Bahamut.

Bone Crush 2 BP Does physical damage to all enemies equal to their max HP minus their current HP. Does not work on bosses. Chapter 5, Mythril Mines/Starkfort/Grandship: Bone Lancer.

Vampire Castle Boss: Lord DeRosso.

Withering Silence 8 MP Hits one target with the same damage as a normal attack, but has a 75% chance to Silence. Chapter 5 and beyond, Norende Ravine: Kobold.
Earthquake 30 MP Earth physical attack on all enemies that does x1.2 the damage of a normal attack. Chapter 4, Eisenberg Region, (or B5-Dimension's Hasp): Soil Eater.
Sandstorm 20 MP Earth physical attack on all enemies that has a 50% chance to Blind each target. Chapter 4. Harena Region, (or B2-Dimension's Hasp): Sand Worm.
Gastric Juices 20 MP Attack that hits all enemies with the same damage of a normal attack, but lowers their physical defense by 25% for 3 turns. Chapter 4, Everlast Tower, (or B8-Dimension's Hasp): Gastric Worm.
Rock Storm 16 MP Earth physical attack that hits all enemies and does the same damage as a normal attack. Chapter 5 and beyond, Everlast Tower: Megascolides.
Toxic Whirl 12 MP Attacks all enemies with a physical attack that does x0.75 the damage of a normal attack, but has a 50% chance to Poison each target. Chapter 5, Everlast Tower: Kaiser Cobra.
White Wind 40 MP Restores HP of all allies equal to the user's current HP. Chapter 4, Wind Temple, (or B7-Dimension's Hasp): Aero Lantern. (Must charm Aero Lantern so it uses White Wind on party.)
Lullaby 12 MP 50% chance to put all enemies to Sleep. All chapters, Florem Region: Treant.
Hellfire 30 MP Fire physical attack that does x1.25 the damage of a normal attack on all enemies. All chapters, Vampire Castle: Cerberus.

Chapter 5 and beyond, Wind Temple Boss: Orthros.

Deep Freeze 30 MP Water physical attack that does x1.25 the damage of a normal attack on all enemies. Chapter 5 and beyond, Wind Temple Boss: Orthros.
Aqua Regia 24 MP Water physical attack on one target that does x0.75 the damage of a normal attack. Also, lowers the target's physical defense to the minimum for four turns. The limit is 75% physical defense. Chapter 5 and beyond, Water Temple Boss: Rusalka.
Energy Burst 1 BP Physical attack that does x1.5 the damage of a normal attack to all enemies. Chapter 5 and beyond, Fire Temple Boss: Chaugmar / Vampire Castle Boss: Lord DeRosso.
Firaja 99 MP Spell that does tremendous Fire damage to all enemies. Norende Village Restoration: Belphegor.
Thundaja 99 MP Spell that does tremendous Lightning damage to all enemies. Norende Village Restoration: Asmodeus or Belphegor.
Blizzaja 99 MP Spell that does tremendous Ice damage to all enemies. Norende Village Restoration: Mammon or Belphegor.
Aeroja 99 MP Spell that does tremendous Wind damage to all enemies. Norende Village Restoration: Lucifer.

GalleryEdit

EtymologyEdit

[view  · edit  · purge]Vampires are mythological or folkloric beings who subsist by feeding on the life essence, generally in the form of blood, of living creatures. Although vampiric entities have been recorded in many cultures, and may go back to "prehistoric times", the term vampire was not popularized until the early 18th century.

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