
How to use this creature in practice
Melee core and holding approaches
Vampire 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 4 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Life Drain: Vampire restores health equal to 15% of damage dealt to a living enemy. Nonliving targets do not provide the same recovery.
- 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
- 13–14
- Magic damage
- —
- Might protection
- 29 %
- Magic protection
- 23 %
- Health
- 80
- Initiative
- 45
- Combat movement
- 4
- Ranged reach
- —
- Morale
- —
- Luck
- 9
- Reference growth
- 4
Cost per creature: 360 gold
Abilities and limitations
Life Drain
Vampire restores health equal to 15% of damage dealt to a living enemy. Nonliving targets do not provide the same recovery.
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.
Heroes connected to this creature
Specific specialty effect (6)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
LudmillaVampires gain +10 Might Defense and +10 Magic Defense.
VeinVampires gain +10 Might Defense and +10 Magic Defense.
ZakeraVampires gain +10 Might Defense and +10 Magic Defense.
LeilaVampires gain +10 Might Defense and +10 Magic Defense.
CorlagonVampires gain +10 Might Defense and +10 Magic Defense.
MerikhVampires gain +10 Might Defense and +10 Magic Defense.