Vlad von CarsteinThrough life, death, and Undeath, the first and greatest of the Vampire Counts pursues the throne; it is his by right!
Vlad von Carstein was the first and greatest of the Vampire Counts of Sylvania. A master swordsman and skilled general with no small aptitude in the magical arts, it was he who tainted the aristocracy of Sylvania with the curse of vampirism, and in doing so, created an Undead kingdom at the heart of the Empire. Count Vlad was a towering figure, with a mane of long hair and piercing eyes. Those who met him and survived described him as possessed of a "feral charm", but with an evil temper that could turn into a berserk fury if he was thwarted in his endeavours. It is said that at such times, only his wife, Isabella, could calm him without blood being spilled. No records tell of Vlad's origins before his coming to Sylvania. Even the Vampires of that realm know nothing of his life before that fateful night in Drakenhof, and Vlad certainly never recounted or wrote down his personal history. That he knew much about the workings of the Empire, and its internal division at the time of his arrival, attests to knowledge of the dealings of mortal men for many years.
Unit NameVlad von Carstein
Main Unit Keywh_dlc04_vmp_cha_vlad_von_carstein_0
Land Unit Keywh_dlc04_vmp_cha_vlad_von_carstein_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost1100
├ Melee Weaponwh_main_vmp_sword_hero_lord
├ Melee Damage Base310
├ Melee Damage Ap170
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence50
└ Shield Defence0
├ Armour Defence90
└ Shield Armour0
├ Man Entitywh_dlc04_infantry_very_fast_hero_blood
├ Man Speed40
├ Man Health8
└ Bonus Hit Points5488
Leadership (Base Morale)85
- Master of Beguilement
This Vampire Lord feints and shades, confounding their enemy into missteps and errors.
- Aura of Dark Grandeur
Vlad motivates his devoted followers with his majestic presence; the Lord of Undeath is without peer.
- Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
- The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.