Vampire Lord
From Heroes of Might and Magic: Olden Era Official Wiki
Vampire Lord |
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Faction |
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Tier VII |
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Base growth +2 |
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Squad value 3276 |
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| Stats | |||
Health 175
Base: 150 Increase: +25 |
Attack 22
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Defense 26
Base: 20 Increase: +6 |
Damage 30
Base: 25 Increase: +5-30 Base: 25 Increase: +5 |
Morale 0
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Luck 0
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Initiative 13
Base: 11 Increase: +2 |
Speed 8
Base: 6 Increase: +2 |
| Other Info | |||
Dwelling |
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| Related Units | |||
Upgrade A Vampire Lord |
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| Internal ID | |||
| vampire_upg | |||
Vampire Lords are upgraded tier-VII units of the Necropolis faction. They can be recruited from Chateau of Feasts II.
They are one of the upgrades of the Vampire, the other being the Vampire Scholar.
Description
Vampires tend to thrive in aristocratic circles rather than among commoners. It seems only logical — eternal life surrounded by opulence is far more spectacular.
The decadence of nobles fuels their midnight ascension into darkness.
The decadence of nobles fuels their midnight ascension into darkness.
Abilities
| Creature Type Undead | |
A creature or person whose life has been prolonged by unnatural means.
Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle. | |
| Attack Type Melee Attack | |
Can only attack adjacent enemies. Enemies do not counterattack.
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| Movement Type Flying | |
Movement ignores obstacles and traps.
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| Passive Ability Swift Strike | |
Enemies do not counterattack.
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| Passive Ability Vampirism | |
Each attack restores 40% of Damage dealt as HP to this creature. This can revive fallen units.
Does not affect Undead, Embodiments, or Constructs | |
Laws
This unit is specifically affected by following Faction Laws:


