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HomeHome / Total War: WARHAMMER II / Sylvania (Mortal Empires) / Units / Helman Ghorst
Helman Ghorst Sylvania (Mortal Empires)Sylvania (Mortal Empires) Command

Helman Ghorst

What 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.

Helman Ghorst

Unit Name

Helman Ghorst

Main Unit Key

wh_dlc04_vmp_cha_helman_ghorst_0

Land Unit Key

wh_dlc04_vmp_cha_helman_ghorst_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

450

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

30

Weapon Strength (Weapon Damage)

340

├ Melee Weapon

wh_main_vmp_staff_hero_kemmler

├ Melee Damage Base

220

├ Melee Damage Ap

120

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

13

Melee Defence

44

├ Base Defence

44

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_leather_15

├ Armour Defence

15

└ Shield Armour

0

Health

4608

├ Man Entity

wh2_dlc16_infantry_standard_hero_blood_low_kb_resist

├ Man Speed

34

├ Man Health

8

└ Bonus Hit Points

4600

Leadership (Base Morale)

70

Abilities

  • 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.
  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Encourage
    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.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Regeneration
    flaming attacks will cause more damage to units with Regeneration.