Helman GhorstWhat is death but an obstacle to be overcome? There is no true death beneath the eternal night.
Helman Ghorst was once a man, yet that life was ripped from him by the uncaring vicissitudes of fate. The loss of his father and brothers to plague sent Ghorst into an obsessive madness; he began studying the black arts in the hope of returning his lost kith to life. Inevitably, he drew the attention of the Witch Hunter, von Kordon, and so abandoned Templehof and fled to Vargravia, taking the corpses of his brothers and father with him, determined to find a way to return them to life through Necromancy. It was here, forsaken in a corrupted land, that he attracted the attention of Mannfred von Carstein. Rather than killing Ghorst, the Count revealed further dark secrets to him, transforming Helman into something beyond the grief-maddened man from Templehof. Now, he is carried through the night on a bone-ridged cart, pulled not by horses, but by the brothers he so desperately wished to save – each a once-handsome farrier restored to a mockery of life, forced to stumble along at the head of their kin’s unloving host.
Unit NameHelman Ghorst
Main Unit Keywh_dlc04_vmp_cha_helman_ghorst_0
Land Unit Keywh_dlc04_vmp_cha_helman_ghorst_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost450
├ Melee Weaponwh_main_vmp_staff_hero_kemmler
├ Melee Damage Base220
├ Melee Damage Ap120
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence44
└ Shield Defence0
├ Armour Defence15
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_hero_blood
├ Man Speed34
├ Man Health8
└ Bonus Hit Points4600
Leadership (Base Morale)70
- Magical Animus
With an arcane cry, all around rally to fight in battle once more.
- Master of the Dead
Necromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
This unit can cast spells.
flaming attacks will cause more damage to units with Regeneration.