Vampire Lord should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Greater Life Drain: Vampire Lord restores health equal to 20% of damage dealt to a living enemy. This is a higher proportion than Vampire, rather than healing from every possible target.
Out of Time: After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.
Might damage
14–16
Magic damage
—
Might protection
35 %
Magic protection
28 %
Health
95
Initiative
50
Combat movement
5
Ranged reach
—
Morale
—
Luck
9
Reference growth
5
Cost per creature: 450 gold
Abilities and limitations
Greater Life Drain
Vampire Lord restores health equal to 20% of damage dealt to a living enemy. This is a higher proportion than Vampire, rather than healing from every possible target.
Out of Time
After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Vampire Lord · reference values before bonuses
Creatures
Total cost
Base health
1
450 gold
95
5
2,250 gold
475
10
4,500 gold
950
Reading this profile correctly
Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.