“ | Descended from Neferata, thought to be the very first Vampire, Lahmians are alluring, seductive, and deadly in equal measure. | „ |
Lahmian Vampire Lord is a Vampire Counts Lord unit introduced in Total War: Warhammer II with Aye-Aye! Patch.
Recruitment[ | ]
- Selecting any Settlement and recruiting them in the Lord Recruit tab after awakening the Lahmian bloodline through the Bloodlines mechanic
Description[ | ]
As a Vampire ages, his powers increase. He becomes physically stronger and faster, until he is able to tear a man in half and move as fast as the wind. He is able to call upon a host of powers, the nature of which vary from Vampire to Vampire. Some can call forth creatures such as wolves and bats to assail the armies of the living, and sometimes they can even learn how to change into these forms. Others are able to mesmerise weak-willed mortals with barely a glance. If the Vampire has a strong affinity for magic, then his necromantic abilities expand both naturally and through study. Despite these awe-inspiring powers, however, there is a terrible price to pay. As the decades become centuries, many Vampires lose their minds, sliding inexorably into madness.
Attributes[ | ]
- Wizard
- ▲ Spellcaster: This unit can cast spells.
- ▲ Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
- ▲ Dodge: This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.
Spells[ | ]
- The Enfeebling Foe
- Invocation of Nehek
- Raise Dead
- The Penumbral Pendulum
- Okkam's Mindrazor
- Wind of Death
Unit Abilities[ | ]
Active Abilities[ | ]
Campaign only[ | ]
Passive Abilities[ | ]
Campaign only[ | ]
Item Abilities (Multiplayer)[ | ]
Mounts[ | ]
Talent Tree[ | ]
Strategy[ | ]
The Lahmian Vampire Lord can provide a strong return-on-investment in the player's Blood Kiss economy, since this Lord strongly supports hero action success and one of the most renewable ways to produce Blood Kisses is to perform hero-assassinations with Banshees. Her abilities even hint at this, named "Queen Bee." Keep her lurking and screening along contested borders with a couple of leveled Banshees and deploy them to assassinate any heroes in sight with your Lahmian Lord in the same territory. Keeping a stack of free skeletons on the Lord and gathering the Banshees into the stack to take easy battles is another way to build up their experience quickly, but once they are sufficiently leveled they can stay occupied as a permanent assassination squad.
The Lahmian Vampire Lord, though it has slightly less health than the normal VL and its Von Carstein Bloodline counterpart (-100) and not carrying a shield, it has Dodge, meaning that unlike most Lords and Heroes getting 15% Missile Resistance, it has 20% Physical Resistance. It's a bit more defensive hero choice, having 15 less Melee Attack and 15 more Melee Defense instead.
The two unique skills the Lahmian Lord can learn at level 10 are: Hive Mind (+10% Campaign Line of Sight and -50% cost and -1 turns construction for the local Vampire Lair building chain), Queen Bee (locally, -50% Hero action cost, +50% Hero success chance and -25% Enemy Hero success chance)
Once she gets to level 10 her unique skill tree likewise opens:
- Deathly Vigour (Perfect Vigour)
- Innocence Lost (+25 bonus vs. infantry)
- Seduction Hex battle ability
In the standard combat capabilities yellow line, the Lahmian lord gets Lightning Reflexes instead of Blood Lust, which is ultimately upgraded to Transfix instead of Red Fury.
In the spell tree, half of her spells come from the Lore of Shadows (also available to Vampire Heroes) instead of the Lore of Vampire.
- Instead of Vanhel's Dance Macabre, she gets The Enfeebling Foe, which she also starts with
- Instead of the Gaze of Nagash she has access to The Penumbral Pendulum
- In place of the Curse of Years she gets Okkam's Mindrazor
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