******************************************************************************* Heroes of Might and Magic III Creature Strategy Guide version 1.3 Copyright 2005 Mark Walker AKA Kain50bc FAQ created: January 2005 ******************************************************************************* 1) Contents of FAQ 1) Here! *Waves to the reader* 2) Legal stuff 3) Version History 4) A Clear Description of this FAQ (I Hope!) 5) Creatures Statistics and Ideal Strategies 6) Contact Details 7) Credits Let's hop to it then. ******************************************************************************* 2) Legal Stuff This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Well, wasn't that fun? Onto the next section we go! ******************************************************************************* 3) Version History 1.0 - Guide created, Kain is praised for his patience by friends 1.1 - Info added on Sandwalk and Faerie Dragons, other minor changes 1.2 - More ability information added, other minor changes 1.3 - Version History section added, upgraded creatures now show differences with improvement, Spell Immuntiy bit added in some creature descriptions, other minor changes This guide can currently be viewed at: http://www.gamefaqs.com http://www.neogames.com http://www.nerologic.com If you find it anywhere other than the sites listed above, PLEASE email me. If you want to include this guide on your site, PLEASE email me. ******************************************************************************* 4) A Clear Description of this FAQ (I Hope!) In this guide, I am hoping to provide you with both facts straight from the game and my own opinion of what each creature's place should be in a battle. I will provide first the facts (Hit points, damage etc.) then my rating of the creature, then the ideal use for it (cannon fodder, archer attacker etc.) I will not include any calculations in this guide, I'll leave those to you if you really want to know them. Some of my strategies will not always work with some of yours, but these are what works best for me, so please do not directly contradict me if you have a differing opinion. Be calm and just explain your side of things if you do take offence from something I have mentioned. This might sound silly but there are people that do. Thanks! Right-o. To the main guide! ******************************************************************************* 5) Creature Statistics and Ideal Strategies Ok. This section will list the creatures in the following order a) 1st level units b) 1st level upgrades c) 2nd level units d) 2nd level upgrades e) 3rd level units f) 3rd level upgrades g) 4th level units h) 4th level upgrades i) 5th level units j) 5th level upgrades k) 6th level units l) 6th level upgrades m) 7th level units n) 7th level upgrades o) Neutral units - Expansion packs only, for elementals look for Conflux units Then, each unit type will be listed like so *unit name* upgrades to *unit name* or if upgraded version just *unit name* Attack: Defense: Shots (if applicable): Damage: Hit points: Speed: Special ability (if applicable): ... + description Units available per week: (Fort), (Citadel), (Castle), (Upgrade [if applicable, eg. Birthing Pools, Kennels]) Cost per unit: Cost for all units per week: (Fort), (Citadel), (Castle) ~ Can be purchased at: ... (+ refugee camps for all) Rating: (against other creatures of the same level) Strategy: *Description goes here* ~ not including upgrade price Units with Mind Spell immunity will be marked with a * . Mind spells include: - Blind - Hypnotize - Forgetfulness - Beserk (?) - Sorrow - Mirth Ok. Ready? Let's get into it. ------------------------------------------------------------------------------- 1st level Units Pikemen. Upgrades to Halberdiers Attack: 4 Defense: 5 Damage: 1-3 Hit Points: 10 Speed: 4 Units available per week: 14, 21, 28 Cost per unit: 60 gold Cost for all units per week: 840, 1260, 1680 Can be purchased at: Guardhouse Rating: 4th Strategy: Stand-in for Halberdiers/Defender. These units are too slow to be used for cannon fodder so keep them close to your archers and ward of faster enemies. Upgrade quickly. Centaurs. Upgrades to Centaur Captains Attack: 5 Defense: 3 Damage: 2-3 Hit Points: 8 Speed: 6 Units available per week: 14, 21, 28 Cost per unit: 70 gold Cost for all units per week: 980, 1470, 1960 Can be purchased at: Centaur Stables Rating: 2nd Strategy: Attacker/Cannon Fodder. Superior numbers are the key here. Somewhat fast and hardy troops that can decimate forces and remove retaliations for the sake of other attackers. Slightly expensive but worth it. Gremlins. Upgrades to Master Gremlins Attack: 3 Defense: 3 Damage: 1-2 Hit Points: 4 Speed: 4 Units available per week: 16, 24, 32 Cost per unit: 30 gold Cost for all units per week: 480, 720, 960 Can be purchased at: Workshop Rating: 9th Strategy: Cannon Fodder. Next to useless when not upgraded, these creatures can only be used to charge the enemy and get in the way of opposing forces. Imps. Upgrades to Familiars Attack: 2 Defense: 3 Damage: 1-2 Hit Points: 4 Speed: 5 Units available per week: 15, 22, 30, +8 (with Birthing Pools) Cost per unit: 50 gold Cost for all units per week: 750, 1100, 1500 Can be purchased at: Imp Crucible Rating: 8th Strategy: Cannon fodder. Only marginally better than Gremlins due to their whole 1 extra speed. Upgrade as soon as possible. Skeletons. Upgrades to Skeleton Warriors Attack: 5 Defense: 4 Damage: 1-3 Hit Points: 6 Speed: 4 Special Ability: Undead (Unaffected by Death Ripple spell and morale, raise with animate dead spell, not resurrection) Spell Immunities: Mirth, Sorrow Units available per week: 12, 18, 24, +6 (with Unearthed Graves) Cost per unit: 60 gold Cost for all units per week: 720, 1080, 1440 Can be purchased at: Cursed Temple Rating: 1st Strategy: Attackers/Cannon Fodder. Skeletons AKA the never-ending source of goodness. With the Necromancy skill you can keep these guys virtually forever. In large numbers they can overwhelm enemies, especially upgraded. Don't waste money on these, just raise them unless you need more urgently. Troglodytes. Upgrades to Infernal Troglodytes Attack: 4 Defense: 3 Damage: 1-3 Hit Points: 5 Speed: 4 Special Ability: Immune to Blinding Spell Immunities: Blind Units available per week: 14, 21, 28, +7 (with Mushroom Rings) Cost per unit: 50 gold Cost for all units per week: 700, 1050, 1400 Can be purchased at: Warren Rating: 5th Strategy: Cannon Fodder. Short of casting slow, these guys are hard to stop with blind immunity. Bit short on hit points but decent attack. Goblins. Upgrades to Hobgoblins Attack: 4 Defense: 2 Damage: 1-2 Hit Points: 5 Speed: 5 Units available per week: 15, 22, 30, +8 (with Mess Hall) Cost per unit: 40 gold Cost for all units per week: 600, 880, 1200 Can be purchased at: Goblin Barracks Rating: 7th Strategy: Defender. While faster than some, they don't do enough damage to charge, leave that to the wolf riders. Defend orcs with these. Upgrade. Gnolls. Upgrades to Gnoll Marauders Attack: 3 Defense: 5 Damage: 2-3 Hit Points: 6 Speed: 4 Units available per week: 12, 18, 24, +6 (with Captain's Quarters) Cost per unit: 50 gold Cost for all units per week: 600, 900, 1200 Can be purchased at: Gnoll Hut Rating: 6th Strategy: Attacker/Defender. Yes, I know that's a contradiction. What I mean is that by the time you put these guys forward, the enemy will come to you. They are a good attacking force but not fast enough. Pixies. Upgrades to Sprites Attack: 2 Defense: 2 Damage: 1-2 Hit Points: 3 Speed: 7 Units available per week: 20, 30, 40, + 10 (with Garden of Life) Cost per unit: 25 gold Cost for all units per week: 500, 750, 1000 Can be purchased at: Magic Lantern Rating: 3rd Strategy: Attacker/Cannon Fodder. Very cheap and produce high numbers. But very few hit points make this fast being cannon fodder, targeted mainly until you get firebirds. Upgrade fast. ------------------------------------------------------------------------------- 1st level Upgrades Halberdiers Attack: 6 (+2) Defense: 5 Damage: 2-3 (+1 base) Hit Points: 10 Speed: 5 (+1) Cost per unit: 75 gold Cost for all units per week: 1050, 1575, 2100 Can be purchased at: Upg. Guardhouse Rating: 4th Strategy: Defender. Good hit points can stop fliers from reaching your archers easily. Good numbers can make them pay for trying. A bit expensive though. Centaur Captains Attack: 6 (+1) Defense: 3 Damage: 2-3 Hit Points: 10 (+2) Speed: 8 (+2) Cost per unit: 90 gold Cost for all units per week: 1260, 1890, 2520 Can be purchased at: Upg. Centaur Stables Rating: 2nd Strategy: Attacker/Cannon Fodder. These guys are like Halberdiers, only faster. Use them to damage forces and use up the retaliation. Very expensive though. Master Gremlins Attack: 4 (+1) Defense: 4 (+1) Shots: 8 Damage: 1-2 Hit Points: 4 Speed: 5 (+1) Special Ability: Ranged Attacker (because it wasn't before) Cost per unit: 40 gold Cost for all units per week: 640, 960, 1280 Can be purchased at: Upg. Workshop Rating: 6th Strategy: Fast creature harasser. When the cavaliers/dragons etc get close use these to peg them down. Very cheap and useful at very high numbers. Defend well though. Familiars Attack: 4 (+2) Defense: 4 (+1) Damage: 1-2 Hit Points: 4 Speed: 7 (+2) Special Ability: Magic Channel (transfers Spell points to your hero when opposing hero casts, only works if unit alive) Cost per unit: 60 gold Cost for all units per week: 900, 1320, 1800 Can be purchased at: Upg. Imp crucible Rating: 7th Strategy: Cannon Fodder. When I play, these are usually targeted for spells, archers and fliers until I get Pit Lords. Use them to attract or to defend archers. Skeleton Warriors Attack: 6 (+1) Defense: 6 (+2) Damage: 1-3 Hit Points: 6 Speed: 5 (+1) Special Ability: Undead Spell Immunities: Mirth, Sorrow Cost per unit: 70 gold Cost for all units per week: 840, 1260, 1680 Can be purchased at: Upg. Cursed Temple Rating: 3rd Strategy: Attacker. Not a spectacular upgrade in this case but still useful. You can only use necromancy to raise these if you have full slots and only skeleton warriors in one of them. Infernal Troglodytes Attack: 5 (+1) Defense: 4 (+1) Damage: 1-3 Hit Points: 6 (+1) Speed: 5 (+1) Special Ability: Immune to Blinding Spell Immunity: Blind Cost per unit: 65 gold Cost for all units per week: 910, 1365, 1820 Can be purchased at: Upg. Warren Rating: 9th Strategy: Defender/Cannon Fodder. Again these fella's are targeted for death! Use them to guard archers. Hobgoblins Attack: 5 (+1) Defense: 3 (+1) Damage: 1-2 Hit Points: 5 Speed: 7 (+2) Cost per unit: 50 gold Cost for all units per week: 750, 1100, 1500 Can be purchased at: Upg. Goblin barracks Rating: 5th Strategy: Support Attacker/Defender/Cannon Fodder. Fast, strong, but hit point weak. Use them for pretty much anything, though they usually get decimated. Gnoll Marauders Attack: 4 (+1) Defense: 6 (+1) Damage: 2-3 Hit Points: 6 Speed: 5 (+1) Cost per unit: 70 gold Cost for all units per week: 840, 1260, 1680 Can be purchased at: Upg. Gnoll Hut Rating: 8th Strategy: Defender. Use 'em to stop the fliers and fast ones. Otherwise, fairly long lasting 1st level unit. Sprites Attack: 2 Defense: 2 Damage: 1-3 (+1 max) Hit Points: 3 Speed: 9 (+2) Special Ability: No Retaliation (from the enemy that is) Cost per unit: 30 gold Cost for all units per week: 600, 900, 1200 Can be purchased at: Upg. Magic Lantern Rating: 1st Strategy: Hit'n'Run attacker. Use these to wait, then after everything has moved, use them to fly in, attack and fly out again the next turn. Most effective against slow creatures. Extremely cheap, but very poor hit points. ------------------------------------------------------------------------------- 2nd level units Archer. Upgrades to Marksmen or Sharpshooter Attack: 6 Defense: 3 Shots: 12 Damage: 2-3 Hit Points: 10 Speed: 4 Units available per week: 9, 13, 18 Cost per unit: 100 gold Cost for all units per week: 900, 1300, 1800 Can be purchased at: Archer's tower Rating: 5th Strategy: Support archer. Shoot the fast creatures or opposing archers, then let other units eliminate them. Upgrade fast. Dwarves. Upgrades to Battle Dwarves Attack: 6 Defense: 7 Damage: 2-4 Hit Points: 20 Speed: 3 Special Ability: 20% magic resistance (20% chance of spell failure against dwarves) Units available per week: 8, 12, 16, +4 (with Miners Guild) Cost per unit: 120 gold Cost for all units per week: 720, 1200, 1440 Can be purchased at: Dwarf cottage Rating: 8th Strategy: Defender. They can't do anything else they are so slow! Plant 'em next to an archer and hold off the baddies. UPGRADE!!! Stone Gargoyles. Upgrades to Obsidian Gargoyles Attack: 6 Defense: 6 Damage: 2-3 Hit Points: 16 Speed: 6 Units available per week: 9, 13, 18, +4 (with Sculptor's Wings) Cost per unit: 130 gold Cost for all units per week: 1170, 1690, 2340 Can be purchased at: Parapet Rating: 2nd Strategy: Attacker. Plenty of hit points, charge them forward to hold back the enemy, or alternatively wait for them to move first so they don't get swarmed. Special note: Gargoyles are not affected by Vampire Lords' Drain Life ability, probably because they don't have blood. Gogs. Upgrades to Magogs Attack: 6 Defense: 4 Shots: 12 Damage: 2-4 Hit Points: 13 Speed: 4 Units available per week: 8, 12, 16 Cost per unit: 125 gold Cost for all units per week: 1000, 1500, 2000 Can be purchased at: Hall of Sins Rating: 6th Strategy: Stand-in for Magogs. Upgrade the buggers as soon as possible. Better than archers, but slow. Walking Dead. Upgrades to Zombies Attack: 5 Defense: 5 Damage: 2-3 Hit Points: 15 Speed: 3 Special Ability: Undead Spell Immunities: Mirth, Sorrow Units available per week: 8, 12, 16 Cost per unit: 100 gold Cost for all units per week: 800, 1200, 1600 Can be purchased at: Graveyard Rating: 9th Strategy: Defender. Hard to believe but these are worse than dwarves (due to the dwarves having magic resistance). UPGRADE!!! Harpies. Upgrade to Harpy Hags Attack: 6 Defense: 5 Damage: 1-4 Hit Points: 14 Speed: 6 Special ability: Strike and return (returns to original spot once attacked) Units available per week: 8, 12, 16 Cost per unit: 130 gold Cost for all units per week: 1040, 1560, 2080 Can be purchased at: Harpy loft Rating: 4th Strategy: Cannon Fodder Hit'n'Run. Upgrade these and they become so much better. Useful flying creatures to have though. Wolf Riders. Upgrades to Wolf Raiders Attack: 7 Defense: 5 Damage: 2-4 Hit Points: 10 Speed: 6 Units available per week: 9, 13, 18 Cost per unit: 100 gold Cost for all units per week: 900, 1300, 1800 Can be purchased at: Wolf Pen Rating: 7th Strategy: Cannon Fodder. The main target for the enemy. God knows why, I hate these things. Good numbers but very weak. Upgrade quickly. Lizardmen. Upgrades to Lizard Warriors Attack: 5 Defense: 6 Shots: 12 Damage: 2-3 Hit Points: 14 Speed: 4 Units available per week: 9, 13, 18 Cost per unit: 110 gold Cost for all units per week: 990, 1430, 1980 Can be purchased at: Lizard Den Rating: 1st Strategy: Support archer. While strong, not much good on their own. Let them weaken enemies before charging your other units. Air Elementals. Upgrades to Storm Elementals Attack: 9 Defense: 9 Damage: 2-8 Hit Points: 25 Speed: 7 Special Ability: Elemental (unaffected by morale), lightning and firestorm vulnerability (they get hurt more by these spells) Spell Immunities: Mirth, Sorrow Units available per week: 6, 9, 12 Cost per unit: 260 gold Cost for all units per week: 1560, 2340, 3120 Can be purchased at: Altar of Air, Air Elemental Conflux, Elemental Conflux, Summon Air Elemental Spell Rating: 3rd Strategy: Stand-in for Storm Elementals. These things are expensive but are an alright defensive option while you are waiting to upgrade. A lot more hitpoints than your average 2nd level unit as well. ------------------------------------------------------------------------------- 2nd level upgrades Marksmen. Upgrades to Sharpshooter Attack: 6 Defense: 3 Shots: 24 (+12) Damage: 2-3 Hit Points: 10 Speed: 6 (+2) Special ability: Shoots twice Cost per unit: 150 gold Cost for all units per week: 1350, 1950, 2700 Can be purchased at: Upg. Archer's Tower Rating: 3rd Strategy: Offensive Archer. Kill most immediate threat first, then all others. High numbers and two shots per turn make this unit worth every bit. Battle Dwarves Attack: 7 (+1) Defense: 7 Damage: 2-4 Hit Points: 20 Speed: 5 (+2) Special Ability: 40% magic resistance Cost per unit: 150 gold Cost for all units per week: 1200, 1800, 2400 Can be purchased at: Upg. Dwarf Cottage Rating: 7th Strategy: Defender. Much better than the normal dwarves. In large numbers, a very good companion defender to the dendroids. Obsidian Gargoyles Attack: 7 (+1) Defense: 7 (+1) Damage: 2-3 Hit Points: 16 Speed: 9 (+3) Cost per unit: 160 gold Cost for all units per week: 1440, 2080, 2880 Can be purchased at: Upg. Parapet Rating: 4th Strategy: Archer attacker. Cast Haste on your gargoyles then charge him up to meet the archers. Good in large numbers, though a bit expensive. Magogs Attack: 7 (+1) Defense: 4 Shots: 24 Damage: 2-4 Hit Points: 13 Speed: 6 (+2) Special Ability: Area damage (1 hex about the target is hit as well) Cost per unit: 175 gold Cost for all units per week: 1400, 2100, 2800 Can be purchased at: Upg. Hall of Sins Rating: 5th Strategy: Support Archer. Good for eliminating swarms around your other unit, though you can hurt your own units as well. Damn expensive. Zombies Attack: 5 Defense: 5 Damage: 2-3 Hit Points: 20 (+5) Speed: 4 (+1) Special Ability: Undead, Disease (diseased unit receives extra damage) Spell Immunities: Mirth, Sorrow Cost per unit: 125 gold Cost for all units per week: 1000, 1300, 2000 Can be purchased at: Upg. Graveyard Rating: 9th Strategy: Defender. So slow. Practically useless at anything else, but cheap and decent hit points make them powerful defenders in numbers. Harpy Hags Attack: 6 Defense: 6 (+1) Damage: 1-4 Hit Points: 14 Speed: 9 (+3) Special Ability: Strike and Return, No retaliation Cost per unit: 190 gold Cost for all units per week: 1520, 2280, 3040 Can be purchased at: Upg. Harpy Loft Rating: 1st Strategy: Hit'n'Run. Note they've lost the cannon fodder status. No retaliation is a beautiful thing and these, while very expensive, are so good at weakening numbers, especially when you have lots of 'em. A whopping 3 extra speed as well ensures that with the right tactics they can take out archers with ease (and numbers). Wolf Raiders Attack: 8 (+1) Defense: 5 Damage: 3-4 (+1 base) Hit Points: 10 Speed: 8 (+2) Special ability: Strikes twice (hit once, take retaliation [if any] then strike again) Cost per unit: 140 gold Cost for all units per week: 1260, 1820, 2520 Can be purchased at: Upg. Wolf Pen Rating: 2nd Strategy: Cannon Fodder, Attacker. These would be 1st if it wasn't for their horrible hit points. They are always targeted so you would best use them before they disappear. Need large amount of them, good thing they're cheap! Lizard Warriors Attack: 6 (+1) Defense: 8 (+2) Shots: 24 (+12) Damage: 2-5 (+2 max) Hit Points: 15 (+1) Speed: 5 (+1) Cost per unit: 140 gold Cost for all units per week: 1260, 1820, 2520 Can be purchased at: Upg. Lizard Den Rating: 6th Strategy: Support Archer. These guys are tough, but they only have one shot, so best used as support for your other units. Take out opposing archers. Storm Elementals Attack: 9 Defense: 9 Shots: 24 Damage: 2-8 Hit Points: 25 Speed: 8 (+1) Special ability: Ranged attacker, Elemental, Lightning and firestorm vulnerability), No melee penalty Spell Immunities: Mirth, Sorrow Cost per unit: 275 gold Cost for all units per week: 1650, 2475, 3300 Can be purchased at: Upg. Altar of Air Rating: 8th Strategy: Offensive archer. Shoot, shoot, shoot. Archer's or immediate threats first, everything else later. Bloody expensive. ------------------------------------------------------------------------------- 3rd level Units Griffins. Upgrades to Royal Griffin Attack: 8 Defense: 8 Damage: 3-6 Hit Points: 25 Speed: 6 Special Ability: Retaliates twice (strikes back when struck against two different attacks unless against monster with no retaliation ability) Units available per week: 7, 10, 14, +3 (with Griffin Bastion) Cost per unit: 200 gold Cost for all units per week: 1400, 2000, 2800 Can be purchased at: Griffin Tower Rating: 4th Strategy: Stand-in for Royal Griffin. These birds are too slow to be a decent flying creature. Use them for defense until you can upgrade. Wood Elves. Upgrades to Grand Elves or Sharpshooter Attack: 9 Defense: 5 Shots: 24 Damage: 3-5 Hit Points: 15 Speed: 6 Units available per week: 7, 10, 14 Cost per unit: 200 gold Cost for all units per week: 1400, 2000, 2800 Can be purchased at: Homestead Rating: 3rd Strategy: Stand-in for Grand Elves. The extra shot is so much more worth it. Just get these from homesteads and bring 'em back to upgrade. Stone Golems. Upgrades to Iron Golems Attack: 7 Defense: 10 Damage: 4-5 Hit Points: 30 Speed: 3 Special Ability: Spell damage reduced 50% Spell Immunities: Mind Spell* (see top for list) Units available per week: 6, 9, 12 Cost per unit: 150 gold Cost for all units per week: 900, 1250, 1800 Can be purchased at: Golem Factory (in tower and on world map) Rating: 5th Strategy: Defender. Stone golems AKA Stone shields. They can't move very far so they'll just hafta stay put next to your archers. Special note, like gargoyles, all Golem varieties are not affected by Vampire Lords' Drain Life ability. Hell Hounds. Upgrades to Cerberi Attack: 10 Defense: 6 Damage: 2-7 Hit Points: 25 Speed: 7 Units available per week: 5, 7, 10, +3 (with Kennels) Cost per unit: 200 gold Cost for all units per week: 1000, 1400, 2000 Can be purchased at: Kennels Rating: 6th Strategy: Cannon Fodder/Stand-in for Cerberi. Excellent attacker, but when you get them upgraded they'll do much more good for you. Wights. Upgrade to Wraiths Attack: 7 Defense: 7 Damage: 3-5 Hit Points: 18 Speed: 5 Special Ability: Undead, regenerating (remaining health of current unit restored to full) Spell Immunities: Mirth, Sorrow Units available per week: 7, 10, 14 Cost per unit: 200 gold Cost for all units per week: 1400, 2000, 2800 Can be purchased at: Tomb of Souls Rating: 9th Strategy: Support attacker. They are no good on their own, bring them in to either use up a retaliation up or to weaken already damaged units. Beholders. Upgrades to Evil Eyes Attack: 9 Defense: 7 Shot: 12 Damage: 3-5 Hit Points: 22 Speed: 5 Special Ability: No Melee Penalty (damage remains consistent either shooting or hand-to-hand) Units available per week: 7, 10, 14 Cost per unit: 250 gold Cost for all units per week: 1750, 2500, 3500 Can be purchased at: Pillar of Eyes Rating: 1st Strategy: Offensive archer. Blast 'em all and when you run out of shots or are swarmed you can charge them. Orcs. Upgrade to Orc Chieftains Attack: 8 Defense: 4 Shots: 12 Damage: 2-5 Hit Points: 15 Speed: 4 Units available per week: 7, 10, 14 Cost per unit: 150 gold Cost for all units per week: 1050, 1500, 2100 Can be purchased at: Orc Tower Rating: 7th Strategy: Support archer. Shoot until they get close and then send your other creatures after them. Very slow. Serpent Flies. Upgrade to Dragon Flies Attack: 6 Defense: 8 Damage: 2-5 Hit Points: 20 Speed: 9 Special ability: Dispels beneficial enchantments (target loses any good [green] enchantments) Units available per week: 8, 12, 16 Cost per unit: 220 gold Cost for all units per week: 1760, 2640, 3520 Can be purchased at: Serpent Fly Hive Rating: 2nd Strategy: Archer Attacker/Stand-in for Dragon Flies. Their speed is useful at their level and once in large numbers can harass enemies to no end. Water Elementals. Upgrades to Ice Elementals Attack: 8 Defense: 10 Damage: 3-7 Hit Points: 30 Speed: 5 Special Abilities: Ice immunity, Fire Vulnerability, Elemental Spell Immunities: Mirth, Sorrow, Ice Bolt, Frost Ring Units available per week: 6, 9, 12 Cost per unit: 300 gold Cost for all units per week: 1800, 2700, 3600 Can be purchased at: Altar of Water, Water Elemental Conflux, Elemental Conflux, Summon Water Elemental Spell Rating: 8th Strategies: Stand-in for Ice Elemental. I don't like water elementals very much. They're too slow for my liking and are better as archers. Upgrade fast. ------------------------------------------------------------------------------- Level 3 Upgrades Royal Griffins Attack: 9 (+1) Defense: 9 (+1) Damage: 3-6 Hit Points: 25 Speed: 9 (+3) Special abilities: Unlimited retaliations (except against creatures with no retaliation ability) Cost per unit: 240 gold Cost for all units per week: 1680, 2400, 3360 Can be purchased at: Upg. Griffin Tower Rating: 4th Strategy: Archer Attacker/Cannon Fodder. Slap Haste on these babies and there go the archers. No problems getting swarmed, they can strike back at most that can get them. Cheap. Grand Elves. Upgrades to Sharpshooter Attack: 9 Defense: 9 (+4) Shots: 24 Damage: 3-5 Hit Points: 15 Speed: 7 (+1) Special Ability: Shoots twice Cost per unit: 225 gold Cost for all units per week: 1575, 2250, 3150 Can be purchased at: Upg. Homestead Rating: 1st Strategy: Offensive Archer. Two shots each time is enough to take most things down with enough elves. Certainly enough to take out even a few archangels, dragons and other high level monsters. Just protect them with your Dendroids and Dwarves or watch them disappear. Iron Golems Attack: 9 (+2) Defense: 10 Damage: 4-5 Hit Points: 35 (+5) Speed: 5 (+2) Special ability: Spell damage reduced 75% Spell Immunities: Mind Spell* Cost per unit: 200 gold Cost for all units per week: 1200, 1800, 2400 Can be purchased at: Upg. Golem Factory, Golem Factory (on world map not in Town) Rating: 5th Strategy: Defender. The Stone Shields upgraded to Iron Shields. Very strong defenders, keep them close to your archers. Extremely cheap. Long lasting due to spell damage reduction. Cerberi Attack: 10 Defense: 8 (+2) Damage: 2-7 Hit Points: 25 Speed: 8 (+1) Special ability: 3-headed attack (3 hexes in front of attack are hit), no retaliation Cost per unit: 250 gold Cost for all units per week: 1250, 1750, 2500 Can be purchased at: Upg. Kennels Rating: 3rd Strategy: Attacker. I would list them as a Hit'n'Run unit but they are just a little too slow. Use them to knock down stronger units before bringing in support. Wraiths Attack: 7 Defense: 7 Damage: 3-5 Hit Points: 18 Speed: 7 (+2) Special abilities: Undead, Regenerating, Drains spell points (at beginning of each turn from opposing hero, only works if unit is alive) Spell Immunities: Mirth, Sorrow Cost per unit: 230 gold Cost for all units per week: 1610, 2300, 3220 Can be purchased at: Upg. Tomb of Souls Rating: 9th Strategy: Support attacker. The drain spell points ability is useful, especially when a long time into the game. Too weak to attack on its own still, best as support. Also, using the Wraith bomb tactic is a good defending strategy (buy a hero from the tavern, fill all of their creature slots with Wraiths and send them out to attack hero's going for your castle/other characters) Evil Eyes Attack: 10 (+1) Defense: 8 (+1) Shots: 24 (+12) Damage: 3-5 Hit Points: 22 Speed: 7 (+2) Special Ability: No melee penalty Cost per unit: 280 gold Cost for all units per week: 1960, 2800, 3920 Can be purchased at: Upg. Pillar of Eyes Rating: 6th Strategy: Offensive Archer. Same as Beholder strategy. Orc Chieftains Attack: 8 Defense: 4 Shots: 24 (+12) Damage: 2-5 Hit Points: 20 (+5) Speed: 5 (+1) Cost per unit: 165 gold Cost for all units per week: 1155, 1650, 2310 Can be purchased at: Upg. Orc Tower Rating: 8th Strategy: Offensive/Support Archer. Still too slow to do much but help other archers shoot enemies. But then again they come in large numbers being so cheap. Dragon Flies Attack: 8 (+2) Defense: 10 (+2) Damage: 2-5 Hit Points: 20 Speed: 13 (+4) Special ability: Dispels beneficial enchantments, Causes Weakness (targets attack power is lowered) Cost per unit: 240 gold Cost for all units per week: 1920, 2880, 3840 Can be purchased at: Upg. Serpent Fly Hive Rating: 2nd Strategy: Hit'n'Run/archer attacker/cannon fodder. You need a large number of these bugs to work for you. It will be the greatest investment you make, again and again. I hate when the computer targets the best. Use them to take out pesky archers or Silver Pegasi. Ice Elementals Attack: 8 Defense: 10 Shots: 24 Damage: 3-7 Hit Points: 30 Speed: 6 (+1) Special abilities: Ice immunity, Fire Vulnerability, Ranged Attacker, Elemental, Casts Protection from Water Spell Immunities: Mirth, Sorrow, Ice Bolt, Frost Ring Cost per unit: 375 gold Cost for all units per week: 2250, 3375, 4500 Can be purchased at: Upg. Altar of Water Rating: 7th Strategy: Support archer. Shoot the same things your Storm Elementals/other archers shoot. Too slow to stop faster enemies from reaching yours. ------------------------------------------------------------------------------- Level 4 Units Swordsmen. Upgrades to Crusaders Attack: 10 Defense: 12 Damage: 6-9 Hit Points: 35 Speed: 4 Units available per week: 4, 6, 8 Cost per unit: 300 gold Cost for all units per week: 1200, 1800, 2400 Can be purchased at: Barracks Rating: 6th Strategy: Stand-in for Crusaders/Defender. Gaining the resources to build the Upgraded Barracks can be annoying sometimes so you may get stuck with these. Defend your archers with 'em. Pegasi. Upgrades to Silver Pegasi Attack: 9 Defense: 8 Damage: 5-9 Hit Points: 30 Speed: 8 Special ability: Magic Damper (Makes enemy spells cost 2 points more [thanks to UtarEmpire]) Units available per week: 5, 7, 10 Cost per unit: 250 gold Cost for all units per week: 1250, 1750, 2500 Can be purchased at: Enchanted Spring Rating: 5th Strategy: Support attacker. These fella's are too weak to charge anything on their own. Upgrade as soon as you can. Magi. Upgrades to Arch Magi or Enchanters Attack: 11 Defense: 8 Shots: 24 Damage: 7-9 Hit points: 25 Speed: 5 Special ability: No melee penalty, Hero Spells cost less, Natural Precision (Fights as though Precision had been cast on them[thanks to Jon Tsagris]) Units available per week: 4, 6, 8 Cost per unit: 350 gold Cost for all units per week: 1400, 2100, 2800 Can be purchased at: Mage Tower Rating: 1st Strategy: Offensive archer. If you are playing with a tower you need these in your army as soon as possible. They are expensive but they are a great deal better than Master Gremlins and lower your spell cost which is very handy. Demons. Upgrades to Horned Demons Attack: 10 Defense: 10 Damage: 7-9 Hit points: 35 Speed: 5 Units available per week: 4, 6, 8 Cost per unit: 250 gold Cost for all units per week: 1000, 1500, 2000 Can be purchased at: Demon Gate Rating: 9th Strategy: Defenders. I hate demons. They're slow creatures and they rarely get used when in my army unless they're holding off some pesky flier after my archers. So I suppose that's what they are best at. Vampires. Upgrades to Vampire Lords Attack: 10 Defense: 9 Damage: 5-8 Hit points: 30 Speed: 6 Special ability: Undead, No retaliation Spell Immunities: Mirth, Sorrow Units available per week: 4, 6, 8 Cost per unit: 360 gold Cost for all units per week: 1840, 2560, 3680 Can be purchased at: Estate Rating: 2nd Strategy: Stand-in for Vampire Lords. Much, much, much better when upgraded. Don't bother buying these unless you are in an emergency. If you are then use these to knock down harder monsters before bringing in support. Medusa's. Upgrades to Medusa Queens Attack: 9 Defense: 9 Shots: 4 Damage: 6-8 Hit points: 25 Speed: 5 Special ability: No melee penalty, Stone gaze (chance that target will be turned to stone if melee attacked) Units available per week: 4, 6, 8 Cost per unit: 300 gold Cost for all units per week: 1200, 1800, 2400 Can be purchased at: Chapel of Stilled Voices Rating: 8th Strategy: Stand-in for Medusa Queens/Support Archer. These are the only archers I have troubles with in regards to shots running out. Four shots are hardly enough so get them upgraded fast. Ogres. Upgrades to Ogre Magi Attack: 13 Defense: 7 Damage: 6-12 Hit points: 40 Speed: 4 Units available per week: 4, 6, 8 Cost per unit: 300 gold Cost for all units per week: 1200, 1800, 2400 Can be purchased at: Ogre Fort Rating: 4th Strategy: Stand-in for Ogre Mage/Defender. I find that getting these upgraded is fairly easy so you shouldn't be stuck with these base units for long. Still very good defenders when not upgraded. Basilisks. Upgrades to Greater Basilisks Attack: 11 Defense: 11 Damage: 6-10 Hit points: 35 Speed: 5 Special ability: Stone Gaze Units available per week: 4, 6, 8 Cost per unit: 325 gold Cost for all units per week: 1300, 1950, 2600 Can be purchased at: Basilisk Pit Rating: 3rd Strategy: Stand-in for Greater Basilisks/Attacker. Good non-upgraded units. Their petrifying ability is useful when being swarmed; you just have to hope it works though. Upgrade for better speed. Fire Elementals. Upgrades to Energy Elementals Attack: 10 Defense: 8 Damage: 4-6 Hit points: 35 Speed: 6 Special ability: Elemental, Immune to fire, vulnerable to ice Spell Immunities: Magic Arrow, Mirth, Sorrow, Fire Spells Units available per week: 5, 7, 10 Cost per unit: 350 gold Cost for all units per week: 1750, 2450, 3500 Can be purchased at: Altar of Fire, Fire Elemental Conflux, Elemental Conflux, Summon Fire Elemental Spell Rating: 7th Strategy: Stand-in for Energy Elementals/Cannon Fodder. Like the demons, I just cannot find a use for these things. They aren't fast enough to charge with or good enough defenders. Distract the enemies with their pretty flames or support other attackers by using up a retaliation. ------------------------------------------------------------------------------- Level 4 Upgrades Crusaders Attack: 12 (+2) Defense: 12 Damage: 6-9 Hit points: 35 Speed: 6 (+2) Special ability: Strikes twice Cost per unit: 400 gold Cost for all units per week: 1600, 2400, 3200 Can be purchased at: Upg. Barracks Rating: 3rd Strategy: Attacker. I would have listed these as a defender again but their two strokes are too mighty to waste. Cast haste or prayer on these so they can keep up with the other attackers. Silver Pegasi Attack: 9 Defense: 10 (+2) Damage: 5-9 Hit points: 30 Speed: 12 (+4) Special ability: Magic Damper Cost per unit: 275 gold Cost for all units per week: 1375, 1925, 2750 Can be purchased at: Upg. Enchanted Spring Rating: 5th Strategy: Hit'n'Run/Cannon Fodder/Support attacker. Mostly first off the mark, strike archers or other slow units to weaken them or aid stronger creatures. Not strong enough on their own, they are mainly targeted by the computer. Arch Magi. Upgrades to Enchanters Attack: 12 (+1) Defense: 9 (+1) Shots: 24 Damage: 7-9 Hit points: 30 (+5) Speed: 7 (+2) Special ability: No melee penalty, Hero spells cost less, Natural Precision Cost per unit: 450 gold Cost for all units per week: 1800, 2700, 3600 Can be purchased at: Upg. Magi Tower Rating: 2nd Strategy: Offensive archer. My favourite archers next to the Sharpshooters, Enchanters and Titans. These just seem to do so much more damage than any other kind of archer I use. No fear of being swarmed with the no melee penalty. Still you should defend them. Don't lose any because they aren't cheap. Horned Demons Attack: 10 Defense: 10 Damage: 7-9 Hit points: 40 (+5) Speed: 6 (+1) Cost per unit: 270 gold Cost for all units per week: 1080, 1620, 2160 Can be purchased at: Upg. Demon Gate Rating: 9th Strategy: Defender. Same strategy as demons. The extra speed doesn't help them get into any battles but the extra health is good for their defender status. Vampire Lords Attack: 10 Defense: 10 (+1) Damage: 5-8 Hit points: 40 (+10) Speed: 9 (+3) Special ability: Undead, No retaliation, Drain Life (uses damage dealt to restore own hit points and can resurrect any that have been killed in that battle, doesn't work on undead, elementals, gargoyles or golem varieties) Spell Immunities: Mirth, Sorrow Cost per unit: 500 gold Cost for all units per week: 2000, 3000, 4000 Can be purchased at: Upg. Estate Rating: 1st Strategy: Attacker. Vampire Lords AKA the things you just cannot seem to get rid of. No retaliation and health drain means these guys can go after anything they want, other than the aforementioned units. Just watch out for throngs of archers. Oh, and towers. Medusa Queens Attack: 10 (+1) Defense: 10 (+1) Shots: 8 (+4) Damage: 6-8 Hit points: 30 (+5) Speed: 6 (+1) Special ability: No melee penalty, Stone gaze Cost per unit: 330 gold Cost for all units per week: 1320, 1980, 2640 Can be purchased at: Upg. Chapel of Stilled Voices Rating: 7th Strategy: Offensive archer. Using the right tactics, your Medusas won't run out of shots before the end of the battle unless you're fighting a large army without an ammo cart. These are pretty evenly matched with the Evil Eyes so use them both to aid fellow attackers. Ogre Magi Attack: 13 Defense: 7 Damage: 6-12 Hit points: 60 (+20) Speed: 6 (+2) Special ability: Spellcaster - Bloodlust (can cast Bloodlust on selected ally) Cost per unit: 400 gold Cost for all units per week: 1600, 2400, 3200 Can be purchased at: Upg. Ogre Fort Rating: 4th Strategy: Defender/Spellcaster. First go using these should be Bloodlust on a fast unit unless something is attacking your archers. These are the biggest and best upgrades you can purchase, with a whopping additional 20 hit point (matching the Thunderbirds the next level up) and Spellcaster ability. Greater Basilisks Attack: 12 (+1) Defense: 12 (+1) Damage: 6-10 Hit points: 40 (+5) Speed: 7 (+2) Special ability: Stone Gaze Cost per unit: 400 gold Cost for all units per week: 1600, 2400, 3200 Can be purchased at: Upg. Basilisk Pit Rating: 6th Strategy: Support Attacker. Basilisks are decent attackers, but for some reason just don't seem to last compared to the other Fortress units. Charge in once a retaliation has been used to preserve them. Energy elementals Attack: 12 (+2) Defense: 8 Damage: 4-6 Hit points: 35 Speed: 8 (+2) Special ability: Elemental, Immune to fire, Vulnerable to Ice, casts Protection from Fire on selected unit, Flying (it wasn't before) Spell Immunities: Magic Arrow, Mirth, Sorrow, Fire spells Cost per unit: 400 gold\ Cost for all units per week: 2000, 2800, 4000 Can be purchased at: Upg. Altar of Fire Rating: 8th Strategy: Support attacker. It's the same thing as before, even with the additional speed all the enemies seem to be gone once they reach them. They're too weak to attack on their own, so make them support. ------------------------------------------------------------------------------- Level 5 Units Monks. Upgrades to Zealots or Enchanters Attack: 12 Defense: 7 Shots: 12 Damage: 10-12 Hit points: 30 Speed: 5 Units available per week: 3, 4, 6 Cost per unit: 400 gold Cost for all units per week: 1200, 1600, 2400 Can be purchased at: Monastery Rating: 6th Strategy: Stand-in for Zealots. Too slow to be decent archers. Hurry up and upgrade them will you? Dendroid Guards. Upgrades to Dendroid Soldiers Attack: 9 Defense: 12 Damage: 10-14 Hit points: 55 Speed: 3 Special ability: Ensnare (when attacking, enemy may not move until dendroid moves or dies) Units available per week: 3, 4, 6, +2 (with Dendroid Saplings) Cost per unit: 350 gold Cost for all units per week: 1050, 1400, 2100 Can be purchased at: Dendroid Arches Rating: 3rd Strategy: Defender. The best defenders there are next to their upgrades, Battle Dwarves and Iron Golems. Plant these next to your archers (excuse the pun) and attack any who get close. 100% chance of binding so use them to keep enemies stuck while your fellow units annihilate them. Genies. Upgrades to Master Genies Attack: 12 Defense: 12 Damage: 13-16 Hit points: 40 Speed: 7 Special ability: Hates Efreet (will do 50% more damage when attacking Efreet) Units available per week: 3, 4, 6 Cost per unit: 550 gold Cost for all units per week: 1650, 2200, 3300 Can be purchased at: Altar of Wishes Rating: 9th Strategy: Stand-in for Master Genies/Support attacker. UPGRADE!!! Not often I say that first. I hate these unless they're upgraded. They suck and worse they look stupid. Fast though. Pit Fiends. Upgrades to Pit Lords Attack: 13 Defense: 13 Damage: 13-17 Hit points: 35 Speed: 6 Units available per week: 3, 4, 6 Cost per unit: 500 gold Cost for all units per week: 1500, 2000, 3000 Can be purchased at: Hell Hole Rating: 8th Strategy: Stand-in for Pit Lords/Cannon Fodder. Annoying until you upgrade them. Decent attacker but targeted too often and few hit points make this one cannon fodder. Liches. Upgrades to Power Liches Attack: 13 Defense: 10 Shots: 12 Damage: 11-13 Hit points: 30 Speed: 6 Special ability: Undead, Death cloud (damages all units 1 hex around targeted hex except undead, elementals and golem varieties) Spell Immunities: Mirth, Sorrow Units available per week: 3, 4, 6 Cost per unit: 550 gold Cost for all units per week: 1650, 2200, 3300 Can be purchased at: Mausoleum Rating: 1st Strategy: Offensive archer. The only Necropolis archer, and it's a good one! Death cloud is useful and these things are strong and easy to buy (Mausoleum only needs a Graveyard and a Mage Guild Level 1). Get loads of these and upgrade 'em too. Minotaurs. Upgrade to Minotaur Kings Attack: 14 Defense: 12 Damage: 12-20 Hit points: 50 Speed: 6 Special ability: Good Morale Units available per week: 3, 4, 6 Cost per unit: 500 gold Cost for all units per week: 1500, 2000, 3000 Can be purchased at: Labyrinth Rating: 2nd Strategy: Attacker. Awesome attacker. Good hit points, good morale, good damage. Upgrade these or not they are just a must have for a Dungeon army. Rocs. Upgrades to Thunderbirds Attack: 13 Defense: 11 Damage: 11-15 Hit points: 60 Speed: 7 Units available per week: 3, 4, 6 Cost per unit: 600 gold Cost for all units per week: 1800, 2400, 3600 Can be purchased at: Cliff Nest Rating: 4th Strategy: Stand-in for Thunderbirds/Attacker. As strong as these are now, you need the extra speed, so upgrade! Use these to attack enemies that get too close to your archers or haste them and get their archers. Gorgons. Upgrades to Mighty Gorgons Attack: 10 Defense: 14 Damage: 12-16 Hit points: 70 Speed: 5 Units available per week: 3, 4, 6 Cost per unit: 525 gold Cost for all units per week: 1575, 2100, 3150 Can be purchased at: Gorgon Lair Rating: 5th Strategy: Stand-in for Mighty Gorgons/Defender. Were these any faster I would have said attacker in an instant. 70 hit points! That's pretty good for a level 5 creature. They can take a beating so leave them defending for now. Earth Elementals. Upgrades to Magma Elementals Attack: 10 Defense: 10 Damage: 4-8 Hit points: 40 Speed: 4 Special Ability: Elemental, Vulnerability to Meteor Shower Spell Immunities: Mirth, Sorrow, Lightning Bolt Units available per week: 4, 6, 8 Cost per unit: 400 gold Cost for all units per week: 1600, 2400, 3200 Can be purchased at: Altar of Earth, Earth Elemental Conflux, Elemental Conflux, Summon Earth Elemental Spell Rating: 7th Strategy: Stand-in for Magma Elemental/Defender. These guys are like Dendroids, they can't go anywhere fast. Slap them next to your archers and fend off the baddies. ------------------------------------------------------------------------------- Level 5 Upgrades Zealots. Upgrades to Enchanters Attack: 12 Defense: 10 (+3) Shots: 24 Damage: 10-12 Hit points: 30 Speed: 7 (+2) Special ability: No melee penalty Cost per unit: 450 gold Cost for all units per week: 1350, 1800, 2700 Can be purchased at: Upg. Monastery Rating: 6th Strategy: Offensive/Support archer. It all depends on how many of these you have. If you only have a few then they're support, if more than offensive. Either way they are extremely good to have on your side. Dendroid Soldiers Attack: 9 Defense: 12 Damage: 10-14 Hit points: 65 (+10) Speed: 4 (+1) Special ability: Ensnare Cost per unit: 425 gold Cost for all units per week: 1275, 1700, 2550 Can be purchased at: Upg. Dendroid Arches Rating: 2nd Strategy: Defender. The ultimate defender in my opinion. Long lasting and with the ensnare ability you can keep enemies away from your archers. Make sure you have a lot and possibly anti-magic them because they are often a target for the blind spell. Master Genies Attack: 12 Defense: 12 Damage: 13-16 Hit points: 40 Speed: 11 (+4) Special ability: Hates Efreet, Beneficial spell caster (casts random beneficial spell on selected ally) Cost per unit: 600 gold Cost for all units per week: 1800, 2400, 3600 Can be purchased at: Upg. Altar of Wishes Rating: 7th Strategy: Spellcaster/Support attacker/Archer attacker. Now these are a lot better than they were before. 5 extra speed and the Spellcaster ability finally make them useful. Still too hit point weak to be an attacker, wait until a retaliation has been used or send them after archers. Pit Lords Attack: 13 Defense: 13 Damage: 13-17 Hit points: 45 (+10) Speed: 7 (+1) Special ability: Raise demons (Can raise a number of demons from dead ally) Cost per unit: 700 gold Cost for all units per week: 2100, 2800, 4200 Can be purchased at: Upg. Hell Hole Rating: 8th Strategy: Cannon Fodder/Attacker. No matter how many I have, these always seem to get targeted so I can't hold on to them for very long. If you do get the chance to attack then take it because these deal out a decent amount of damage. Raising demons is nothing spectacular though unless you want more cannon fodder. Power Liches Attack: 13 Defense: 10 Shots: 24 Damage: 11-13 Hit points: 40 (+10) Speed: 7 (+1) Special ability: Undead, Death cloud Spell Immunities: Mirth, Sorrow Cost per unit: 600 gold Cost for all units per week: 1800, 2400, 3600 Can be purchased at: Upg. Mausoleum Rating: 5th Strategy: Offensive archer. Same strategy as Liches. Minotaur Kings Attack: 15 (+1) Defense: 15 (+3) Damage: 12-20 Hit points: 50 Speed: 8 (+2) Special ability: Good Morale Cost per unit: 575 gold Cost for all units per week: 1725, 2300, 3450 Can be purchased at: Upg. Labyrinth Rating: 4th Strategy: Attacker. Did I say Minotaurs were good? Well these are even better. Cheap, strong and fast. Charge them in to lay waste. Thunderbirds Attack: 13 Defense: 11 Damage: 11-15 Hit points: 60 Speed: 11 (+4) Special ability: Thunderstrike (chance of casting Lightning Bolt on attacked enemy) Cost per unit: 700 gold Cost for all units per week: 2100, 2800, 4200 Can be purchased at: Upg. Cliff Nest Rating: 3rd Strategy: Archer attacker. Another upgrade for speed. 4 extra movement make these birds more useful than almost any other stronghold unit. Thunderstrike is also good at knocking a few more numbers off, plus it happens before retaliation. Mighty Gorgons Attack: 11 (+1) Defense: 16 (+2) Damage: 12-16 Hit points: 70 Speed: 6 (+1) Special ability: Death stare (chance of instantly killing more units in one group when attacking) Cost per unit: 600 gold Cost for all units per week: 1800, 2400, 3600 Can be purchased at: Upg. Gorgon Lair Rating: 1st Strategy: High-level unit attacker. That's right. Death stare works on anything and once I've taken out a group of black dragons with only a pack of them when it kicked in. They can't go fast enough to charge the enemy so if you want them in the front lines you better cast Haste, Prayer or Teleport. And even if it doesn't work they'll last a retaliation easily. Magma Elementals Attack: 11 (+1) Defense: 11 (+1) Damage: 6-10 (+2 base and max) Hit points: 40 Speed: 6 (+2) Special ability: Elemental, Can cast Protection from Earth, Meteor shower vulnerability Spell Immunities: Mirth, Sorrow, Lightning Bolt Cost per unit: 500 gold Cost for all units per week: 2000, 3000, 4000 Can be purchased at: Upg. Altar of Earth Rating: 9th Strategy: Defender. Poor hit points and speed means these are going to be left behind other Conflux units. Not a great unit to have unless you have a lot of them and Teleport. -------------------------------------------------------------------------------- Level 6 Units Cavaliers. Upgrades to Champions Attack: 15 Defense: 15 Damage: 15-25 Hit points: 100 Speed: 7 Special ability: Jousting Bonus (extra 5% damage dealt for every hex they move on the way to attack a creature [thanks to Jon Tsagris for correction]) Units available per week: 2, 3, 4 Cost per unit: 1000 gold Cost for all units per week: 2000, 3000, 4000 Can be purchased at: Training Grounds Rating: 5th Strategy: Stand-in for Champions/Attacker. I just like the champions better. They're much faster, so upgrade as soon as possible. If you are stuck with them for a while, wait for the opposition to move then charge. Unicorns. Upgrades to War Unicorns Attack: 15 Defense: 14 Damage: 18-22 Hit Points: 90 Speed: 7 Special ability: Blinding (when attacking may inflict Blindness upon enemy), Aura of Magic Resistance (adds an additional 20% magic resistance [cumalative with secondary skill] to all other friendly units [thanks to DTaeKim]) Units available per week: 2, 3, 4 Cost per unit: 850 gold Cost for all units per week: 1700, 2550, 3400
Can be purchased at: Unicorn Glade Rating: 6th Strategy: Stand-in for War Unicorns/Attacker. Virtually the same as cavaliers (except being 150 gold cheaper and a tad weaker). Upgrade. Nagas. Upgrades to Naga Queens Attack: 16 Defense: 13 Damage: 20 Hit Points: 110 Speed: 5 Special ability: No retaliation Units available per week: 2, 3, 4 Cost per unit: 1100 gold Cost for all units per week: 2200, 3300, 4400 Can be purchased at: Golden Pavilion Rating: 4th Strategy: Stand-in for Naga Queens. You might be thinking "Wow, that's a few stand-ins already. Well there's more coming. Speed is the main factor. Use these to weaken strong enemies with the no retaliation bonus. Efreet. Upgrades to Efreet Sultans Attack: 16 Defense: 12 Damage: 16-24 Hit Points: 90 Speed: 9 Special ability: Hates Genies, Immune to fire Spell Immunities: Magic Arrow, Fire spells Units available per week: 2, 3, 4 Cost per unit: 900 gold Cost for all units per week: 1800, 2700, 3600 Can be purchased at: Fire Lake Rating: 3rd Strategy: Archer attacker. Finally a decent level six unit. Charge them forward when all others have moved, because these guys don't last long. Note that they can still be hurt by Magog's explosive attack despite being immune to fire. Black Knights. Upgrades to Dread Knights Attack: 16 Defense: 16 Damage: 15-30 Hit Points: 120 Speed: 7 Special ability: Undead, Curse (when attacking may inflict Curse upon enemy) Spell Immunities: Mirth, Sorrow Units available per week: 2, 3, 4 Cost per unit: 1200 gold Cost for all units per week: 2400, 3600, 4800 Can be purchased at: Hall of Darkness Rating: 2nd Strategy: Stand-in for Dread Knights. Expensive and again not unlike cavaliers and unicorns. Upgrade. Manticores. Upgrades to Scorpicores Attack: 15 Defense: 13 Damage: 14-20 Hit Points: 80 Speed: 7 Units available per week: 2, 3, 4 Cost per unit: 850 gold Cost for all units per week: 1700, 2550, 3400 Can be purchased at: Manticore Lair Rating: 8th Strategy: Stand-in for Scorpicores/Cannon Fodder. I've never come across a more useless flying creature, save one. A mere 80 hit points and 13 defense is not a combination for long lasting life. Weak overall, at least they are cheap. Cyclopes. Upgrades to Cyclops Kings Attack: 15 Defense: 12 Shots: 16 Damage: 16-20 Hit Points: 70 Speed: 6 Special ability: Can attack castle walls (basic Ballistics) Units available per week: 2, 3, 4 Cost per unit: 750 gold Cost for all units per week: 1500, 2250, 3000 Can be purchased at: Cyclops Cave Rating: 7th Strategy: Support archer. Don't bother attacking the walls unless you feel like it. It's a waste of ammunition if you don't have an ammo cart, it's much better spent hurting things. I don't really like using Cyclopes but I suppose they aren't that bad. Wyverns. Upgrades to Wyvern Monarchs Attack: 14 Defense: 14 Damage: 14-18 Hit Points: 70 Speed: 7 Units available per week: 2, 3, 4 Cost per unit: 800 gold Cost for all units per week: 1600, 2400, 3200 Can be purchased at: Wyvern Nest, Dragon Fly Hive (won after battle) Rating: 9th Strategy: Stand-in for Wyvern Monarchs/Cannon Fodder. Did I say I hated Manticores? These things are even more pathetic. Upgrade them as soon as you can. Psychic Elementals. Upgrades to Magic Elementals Attack: 15 Defense: 13 Damage: 10-20 Hit Points: 75 Speed: 7 Special ability: Elemental, Mind spell immunity, No retaliation, hits all creatures 1 hex around it Spell Immunities: Mind Spell* Units available per week: 2, 3, 4 Cost per unit: 750 gold Cost for all units per week: 1500, 2250, 3000 Can be purchased at: Altar of Thought Rating: 1st Strategy: Stand-in for Magic Elementals/Attacker. Ahh, I love no retaliation. These guys are like hydra's except faster, cheaper and have less hit points. Upgrade them though because they only get better. ------------------------------------------------------------------------------- Level 6 Upgrades Champions Attack: 16 (+1) Defense: 16 (+1) Damage: 20-25 (+5 base) Hit Points: 100 Speed: 9 (+2) Special Ability: Jousting Bonus Cost per unit: 1200 gold Cost for all units per week: 2400, 3600, 4800 Can be purchased at: Upg. Training Grounds Rating: 4th Strategy: Attacker. I love these creatures. Once you accumulate enough you can wreak destruction almost anywhere. Add Haste/Prayer onto them and make them attack archers or just go for the biggest threat. War Unicorns Attack: 15 Defense: 14 Damage: 18-22 Hit Points: 110 (+20) Speed: 9 (+2) Special ability: Blinding, Aura of magic resistance Cost per unit: 950 gold Cost for all units per week: 1900, 2850, 3800 Can be purchased at: Upg. Unicorn Glade Rating: 5th Strategy: Support attacker. Yeah support. They just don't do enough damage to be incredibly useful as a full on attacker. Bring them in after waiting. Naga Queens Attack: 16 Defense: 13 Damage: 30 (+10) Hit Points: 110 Speed: 7 (+2) Special ability: No Retaliation Cost per unit: 1600 gold Cost for all units per week: 3200, 4800, 6400 Can be purchased at: Upg. Golden Pavilion Rating: 2nd Strategy: Attacker. No retaliation is such a sweet ability to have. Use these to weaken or kill the hardest monsters. Try to make them last because they are ridiculously expensive. Efreet Sultans Attack: 16 Defense: 14 (+2) Damage: 16-24 Hit points: 90 Speed: 13 (+4) Special ability: Hates Genies, Fire Shield (Fire Shield causes damage to attackers automatically), Immune to Fire Spell Immunities: Fire Spells, Magic Arrow Cost per unit: 1100 gold Cost for all units per week: 2200, 3300, 4400 Can be purchased at: Upg. Fire Lake Rating: 6th Strategy: Archer attacker/Cannon Fodder. There's no help for it. Once (if you have) Pit Lords are gone then these are next to go. But the 13 speed is damn useful for eliminating bad, nasty archers. Use wisely. Dread Knights Attack: 18 (+2) Defense: 18 (+2) Damage: 15-30 Hit points: 120 Speed: 9 (+2) Special ability: Undead, Curse, Double damage (chance of inflicting double damage) Spell Immunities: Mirth, Sorrow Cost per unit: 1500 gold Cost for all units per week: 3000, 4500, 6000 Can be purchased at: Upg. Hall of Darkness Rating: 3rd Strategy: Attacker. Haste and charge the archers or decimate forces that your vampires/other units have knocked about before these. Double damage and curse are wonderful things to have, but only when they work. Scorpicores Attack: 16 (+1) Defense: 14 (+1) Damage: 14-20 Hit points: 80 Speed: 11 (+4) Special ability: Paralysing Venom (may cause victim to become paralysed and unable to move or attack until attacked or venom wears off) Cost per unit: 1050 gold Cost for all units per week: 2100, 3150, 4200 Can be purchased at: Upg. Manticore Lair Rating: 7th Strategy: Archer attacker. Just wait before you send them in though. They have pretty weak hit points to be leading the charge against anything. The venom makes them pretty handy though, especially against high-level monsters. Cyclops Kings Attack: 17 (+2) Defense: 13 (+1) Shots: 24 (+8) Damage: 16-20 Hit points: 70 Speed: 8 (+2) Special ability: Can attack castle walls (Advanced Ballistics) Cost per unit: 1100 gold Cost for all units per week: 2200, 3300, 4400 Can be purchased at: Upg. Cyclops Cave Rating: 8th Strategy: Support archer. You aren't going to get enough of these to be able to do serious damage. Pretty much the same as Cyclopes but a little faster. Wyvern Monarchs Attack: 14 Defense: 14 Damage: 18-22 Hit points: 70 Speed: 11 (+4) Special ability: Venomous (Deals extra damage to envenomed creatures) Cost per unit: 1100 gold Cost for all units per week: 2200, 3300, 4400 Can be purchased at: Upg. Wyvern Nest Rating: 9th Strategy: Archer attacker/Cannon Fodder. A significant speed boost yet still pretty useless in terms of attacking. Get them to follow your Dragon Flies in and get in the way of potential dragonfly slayers. Hard to hold on to, usually targeted by towers and spells. But a bonus to these is that you can buy them early if you have enough wood, only requiring a Captain's Quarters and a Lizard Den. Magic Elementals Attack: 15 Defense: 13 Damage: 15-25 (+5 base and max) Hit points: 80 (+5) Speed: 9 (+2) Special ability: Elemental, No retaliation, Spell immunity (all spells), hits hostile creatures in immediate vicinity (1 hex about) Spell Immunities: All Cost per unit: 800 gold Cost for all units per week: 1600, 2400, 3200 Can be purchased at: Upg. Altar of Thought Rating: 1st Strategy: High-level creature attacker. How can I describe my love for this being? Well not love really, more like awe. Like chaos hydras, like I mentioned before. Charge them in and weaken the big monsters or groups of monsters along with your sprites. Cheap. Although spell boosting is unavailable for this beast. -------------------------------------------------------------------------------- Level 7 Creatures Angels. Upgrades to Arch Angels Attack: 20 Defense: 20 Damage: 50 Hit points: 200 Speed: 12 Special ability: +1 morale to army, Hates Devils Units available per week: 1, 1, 2 Cost per unit: 3000 gold and 1 gem Cost for all units per week: 3000 +1g, 3000 +1g, 6000 +2g Can be purchased at: Portal of Glory, Griffin Conservatory (win in battle) Rating: 3rd Strategy: Stand-in for Arch Angels/Support attacker. Nice to have but better upgraded. Otherwise they are easy meat (compared to some other level 7 creatures). Green Dragons. Upgrades to Gold Dragons Attack: 18 Defense: 18 Damage: 40-50 Hit points: 180 Speed: 10 Special ability: Spell immunity level 1-3, Breath attack (attack reaches 2 hexes in distance) Spell Immunities: Spell levels 1,2 and 3 Units available per week: 1, 1, 2 Cost per unit: 2400 gold and 1 crystal Cost for all units per week: 2400 +1c, 2400 +1c, 4800 +2c Can be purchased at: Dragon Cliffs Rating: 7th Strategy: Stand-in for Gold Dragons. Yuck. Upgrade these quickly. I don't know why I just don't like using these they just don't fit. Giants. Upgrades to Titans Attack: 19 Defense: 16 Damage: 40-60 Hit points: 150 Speed: 7 Special ability: Hates Red/Black Dragons, Mind spell immunity Spell Immunities: Mind Spell* Units available per week: 1, 1, 2 Cost per unit: 2000 gold and 1 gem Cost for all units per week: 2000 +1g, 2000 +1g, 4000 +2g Can be purchased at: Cloud Temple Rating: 9th Strategy: Stand-in for Titans. Upgrade as soon as possible. These things are really, really useless otherwise. They'll die before you even get close against a good army. Devils. Upgrades to Arch Devils Attack: 19 Defense: 21 Damage: 30-40 Hit points: 160 Speed: 11 Special ability: Hates Angels, No retaliation, -1 to enemy luck Units available per week: 1, 1, 2 Cost per unit: 2700 gold and 1 mercury Cost for all units per week: 2700 +1m, 2700 + 1m, 5400 +2m Can be purchased at: Forsaken Palace Rating: 1st Strategy: Attacker. Good, strong non-upgraded unit. I'm not sure why everyone bags the Inferno units, they really aren't too bad. Not too good either but not bad. Use them to start the charge. Upgrade if you want. Bone Dragons. Upgrades to Ghost Dragons Attack: 17 Defense: 15 Damage: 25-50 Hit points: 150 Speed: 9 Special ability: Undead, -1 to enemy morale Spell Immunities: Mirth, Sorrow Units available per week: 1, 1, 2 Cost per unit: 1800 gold Cost for all units per week: 1800, 1800, 3600 Can be purchased at: Dragon Vault Rating: 6th Strategy: Stand-in for Ghost Dragons. Not great. A little better than giants because of flying and their -1 to enemy morale (which is cool might I add hehehe). Upgrade quickly. Red Dragons. Upgrades to Black Dragons Attack: 19 Defense: 19 Damage: 40-50 Hit points: 180 Speed: 11 Special ability: Hates Giants/Titans, Spell Immunity levels 1-3, Breath attack Spell Immunities: Spell levels 1,2 and 3 Units available per week: 1, 1, 2 Cost per unit: 2500 gold and 1 sulfur Cost for all units per week: 2500 +1s, 2500 +1s, 5000 +2s Can be purchased at: Dragon Cave Rating: 4th Strategy: Stand-in for Black Dragons/Attacker. ~Grins~ If you have these you are one step closer to having one of the more invincible monsters in the game. Just watch out for the Implosion spell with these creatures. Perhaps cast Magic Mirror if you are worried, otherwise annihilate before they get the chance. Behemoths. Upgrades to Ancient Behemoths Attack: 17 Defense: 17 Damage: 30-50 Hit points: 160 Speed: 6 Special ability: Lowers targets defense by 40% Units available per week: 1, 1, 2 Cost per unit: 1500 gold Cost for all units per week: 1500, 1500, 3000 Can be purchased at: Behemoth Lair Rating: 8th Strategy: Stand-in for Ancient Behemoths. Nope, no good to anyone these are. Slow but fairly powerful with the defense lowering skill. Upgrade quickly, you won't regret it. Hydras. Upgrades to Chaos Hydras Attack: 16 Defense: 18 Damage: 25-45 Hit points: 180 Speed: 5 Special ability: No retaliation, hits all creatures in immediate vicinity Units available per week: 1, 1, 2 Cost per unit: 2200 gold Cost for all units per week: 2200, 2200, 4400 Can be purchased at: Hydra Pond Rating: 5th Strategy: High-level creature repeller/Stand-in for Chaos Hydras. Useful it is as a defender, but then again that's why you have Gnolls and Gorgons. Upgrade them if you want a high-level creature attacker. Upgrade them anyway. And watch out for the Blind spell, Anti-Magic is a suggestion. Firebirds. Upgrades to Phoenixes Attack: 18 Defense: 18 Damage: 20-40 Hit points: 150 Speed: 15 Special ability: Breath attack, Fire spell immunity Spell Immunities: Fire spells, Magic Arrow Units available per week: 2, 3, 4 Cost per unit: 1500 gold Cost for all units per week: 3000, 4500, 6000 Can be purchased at: Pyre Rating: 2nd Strategy: Stand-in for Phoenixes/Archer attacker. Upgrade these as soon as possible! You will have the fastest creature in the game and these have an extraordinary growth rate for level 7 creatures. UPGRADE!!! -------------------------------------------------------------------------------- Level 7 Upgrades Archangels Attack: 30 (+10) Defense: 30 (+10) Damage: 50 Hit points: 250 (+50) Speed: 18 (+6) Special ability: Hates Devils, Resurrection (Resurrects dead ally, cannot resurrect self), +1 to army morale, First Strike (Always moves first regardless of enemy speed) Cost per unit: 5000 and 3 gems Cost for all units per week: 5000 +3g, 5000 +3g, 10000 + 6g Can be purchased at: Upg. Portal of Glory Rating: 3rd Strategy: Attacker. Lead them all to battle! These are great to have, just take pains not to lose many because they are bloody expensive! Save up for these, get them at refugee camps if they are there because with the morale bonus there's no need to worry about bad morale due to mixing of troops. NOTE: These take up an extra hex, so you may need to re-configure your Tactics placement strategy. Gold Dragons Attack: 27 (+9) Defense: 27 (+9) Damage: 40-50 Hit points: 250 (+70) Speed: 16 (+6) Special ability: Spell immunity level 1-4, Breath Attack Spell Immunities: Spell levels 1,2,3 and 4 Cost per unit: 4000 and 2 crystal Cost for all units per week: 4000 +2c, 4000 +2c, 8000 +4c Can be purchased at: Upg. Dragon Cliffs Rating: 8th Strategy: Attacker. Like the Red Dragons, watch out for Implosion because it tickles and you won't have many dragons left. Pretty easy to keep a high number of these in your army. Compared to the rest though, this falls behind. Watch out for the Slayer Spell. Titans Attack: 24 (+5) Defense: 24 (+8) Shots: 24 Damage: 40-60 Hit points: 300 (+150) Speed: 12 (+5) Special ability: Hates Red/Black Dragons, Mind Spell immunity, Ranged attacker, No melee penalty Spell Immunities: Mind spell* Cost per unit: 5000 gold and 2 gems Cost for all units per week: 5000 +2g, 5000 +2g, 10000 +4g Can be purchased at: Upg. Cloud Temple Rating: 4th Strategy: Offensive archer. ~Drools~ I love having these on my army. However, I hate paying for them, they're the second most expensive level 7 upgrade. The tower must have the most expensive units because usually I have to choose between these and Naga Queens. Shoot at the biggest threat to your army, Black Dragons especially. DON'T LOSE ANY IF YOU CAN!!! Arch Devils Attack: 26 (+7) Defense: 28 (+7) Damage: 30-40 Hit points: 200 (+40) Speed: 17 (+6) Special ability: No retaliation, Hates Angels, -1 to enemy Luck Cost per unit: 4500 gold and 2 mercury Cost for all units per week: 4500 +2m, 4500 +2m, 9000 +4m Can be purchased at: Upg. Forsaken Palace Rating: 7th Strategy: Attacker. Oh the speed! Watch out for Arch Angels because they will cut these up to nothing. Which you don't want because these are expensive and very, very good to have. Poor damage but they make up for it with no retaliation ability. Easily the most worthwhile Inferno unit to have. Ghost Dragons Attack: 19 (+2) Defense: 17 (+2) Damage: 25-50 Hit points: 200 (+50) Speed: 14 (+5) Special ability: Undead, -1 to enemy morale, Aging (may halve the total hit points of attacked creature group) Spell Immunities: Mirth, Sorrow Cost per unit: 3000 gold and 1 mercury Cost for all units per week: 3000 +1m, 3000 +1m, 6000 +2m Can be purchased at: Upg. Dragon Vault Rating: 9th Strategy: Attacker. Aging (when it works) is SO useful, especially against high-level creatures. But unfortunately, these are so weak in every other area they must be given last place. Watch out for the Slayer spell. Black Dragons Attack: 25 (+6) Defense: 25 (+6) Damage: 40-50 Hit points: 300 (+120) Speed: 15 (+4) Special ability: Spell immunity, Hates Giants/Titans, Breath attack Spell Immunities: All Cost per unit: 4000 gold and 2 sulfur Cost for all units per week: 4000 +2s, 4000 +2s, 8000 +4s Can be purchased at: Upg. Dragon Cave Rating: 2nd Strategy: Attacker. Black Dragons AKA Bane of Magic Heroes. 300 hit points! These will last you forever if you take care of them. Keep them away from Titans though, try to find a way to shoot through another unit to get the Titans without their retaliation (or your bonus but heck, at least you aren't losing them). Watch out for the Slayer spell. Ancient Behemoths Attack: 19 (+2) Defense: 19 (+2) Damage: 30-50 Hit points: 300 (+140) Speed: 9 (+3) Special ability: Lowers targets defense by 80% Cost per unit: 3000 and 1 crystal Cost for all units per week: 3000 +1c, 3000 +1c, 6000 +2c Can be purchased at: Upg. Behemoth Lair Rating: 5th Strategy: Attacker. Ancient Behemoths AKA Powerhouse. Like the tavern tip says "Not much has been known to withstand the onslaught of an Ancient Behemoth" or something to that nature. Eighty percent usually means that they are dead if you have the numbers. And 300 hit points each means you're going to have them for a while. Watch out for the Slayer spell. You might also want to cast Haste/Prayer on them. Chaos Hydras Attack: 18 (+2) Defense: 20 (+2) Damage: 25-45 Hit points: 250 (+70) Speed: 7 (+2) Special ability: No retaliation, hits all units in immediate vicinity Cost per unit: 3500 gold and 1 sulfur Cost for all units per week: 3500 +1s, 3500 +1s, 7000 +2s Can be purchased at: Upg. Hydra Pond Rating: 6th Strategy: High-level creature attacker. Cast Haste if you have it handy, or better yet Prayer, and maybe even Counterstrike. Then say goodbye to swarming creatures. These are great once they get into the swing of things, but they are a little slow. Get a lot of them. Watch out for the Slayer spell. Phoenixes Attack: 21 (+3) Defense: 18 Damage: 20-40 Hit points: 200 (+50) Speed: 21 (+6) Special ability: Rebirth (once all are killed, a number of them revive, only once per battle), Breath attack, Fire spell immunity Spell Immunities: Fire spell, Magic Arrow Cost per unit: 2000 gold and 1 mercury Cost for all units per week: 4000 +2m, 6000 +3m, 8000 +4m Can be purchased at: Upg. Pyre Rating: 1st Strategy: Attacker. Phoenixes AKA The Rampaging Birds of Destruction. The first time I used these I fell in love with them. 21 speed!!! Rebirth!!! 2000 gold and 1 mercury each!!! The growth rate!!! The Rebirth ability almost outranks the Archangels resurrection ability except that it only works on the phoenixes and only once. You will have an unstoppable army if you can get your hands on enough of these. Kill the archers/immediate threats before moving on to others. -------------------------------------------------------------------------------- Neutral Creatures NOTE: Because these cannot be created in any towns, they are not listed in levels or given ratings first to ninth. Instead I will just give my opinion on each. (Useless, Excellent etc.). The best I can determine levels are by the cost of each, which is the order I chose to list them in. Please email me if you find any of the costs to be wrong. I would much appreciate it. Peasants Attack: 1 Defense: 1 Damage: 1 Hit points: 1 Speed: 3 Units available per week: 25 Cost per unit: Free or 10 gold from Refugee Camp Cost for all units per week: Free or 250 gold from Refugee Camp Can be purchased at: Hovel Rating: Useless Strategy: Skeleton supply. Yep. That's about all the good they will do, take 'em to your skeleton transformer and whack 'em in. If you really want to waste time dragging these around then get about 50000 (It will take a while though). Halflings Attack: 4 Defense: 2 Shots: 24 Damage: 1-3 Hit points: 4 Speed: 5 Special ability: Positive Luck (Halflings always have at least 1 luck) Units available per week: 15 Cost per unit: Free or 40 gold from Refugee Camp Cost for all units per week: Free or 600 gold from Refugee Camp Can be purchased at: Thatched Hut Rating: Useless Strategy: Support archer/Skeleton Supply. I gotta say they are definitely better than peasants but still useless unless you are dying for archers resembling Master Gremlin status. Get rid of them should you pick them up unless you're some weird LOTR fan who has an obsession with Halflings. Rogues Attack: 8 Defense: 3 Damage: 2-4 Hit points: 10 Speed: 6 Special ability: Spying (shows whether monsters/heroes are stronger or weaker than your current hero [might be fooled with Disguise spell(?)]) Units available per week: Cost per unit: 100 gold Cost for all units per week: Can be purchased at: Rogue Cavern Rating: Semi-useful Strategy: Just carry them around with you/Defender. The spying ability is pretty useful but they aren't very good in combat. You can leave these in a town and the ability will still work up to a certain range (not exactly sure what range). (Thanks to Malc3k for that info) Boar Riders Attack: 6 Defense: 5 Damage: 2-3 Hit points: 15 Speed: 6 Units available per week: 8 Cost per unit: 150 gold Cost for all units per week: 1000 Can be purchased at: Boar Glen Rating: Useless Strategy: Cannon Fodder/Skeleton Supply. I tried these once. Wow, suddenly they are gone. I don't mind the attempt to bring the units in from Heroes II but they're only good for show I would think (besides Rogues). Nomads Attack: 9 Defense: 8 Damage: 2-6 Hit points: 30 Speed: 7 Special ability: Sandwalker (Speed bonus on Sand during battle (Thanks Pete!) Units available per week: 6 Cost per unit: 200 gold Cost for all units per week: 1200 Can be purchased at: Nomad Tent Rating: Semi-Useless Strategy: Cannon Fodder/Support Attacker. Notice I didn't put in skeleton supply this time. They would make damn expensive skeletons. If you pick these up go get them in the way of something and use up a retaliation. Mummies Attack: 7 Defense: 7 Damage: 3-5 Hit points: 30 Speed: 5 Special ability: Undead, Curse Spell Immunities: Mirth, Sorrow Units available per week: 5 Cost per unit: 300 gold Cost for all units per week: 1500 Can be purchased at: Tomb of Curses Rating: Useless Strategy: Cannon Fodder/Defender. I hate these things. They were MUCH better in Heroes II in my opinion. Throw them away. Trolls Attack: 14 Defense: 7 Damage: 10-15 Hit points: 40 Speed: 7 Special ability: Regeneration Units available per week: 3 Cost per unit: 500 gold Cost for all units per week: 1500 gold Can be purchased at: Troll Bridge Rating: Semi-useful Strategy: Defender. I never really used trolls that much before. I fought them plenty of times and they don't really seem to last very long. I would describe them as stronger wights that aren't undead. Sharpshooter Attack: 12 Defense: 10 Damage: 8-10 Hit points: 15 Speed: 9 Special ability: No range/barrier penalty (no broken arrow when targeting ever) Units available per week: 4 Cost per unit: 500 gold (or upgrade from archer/marksmen/wood elves/grand elves) Cost for all units per week: 2000 Can be purchased at: Treetop tower, Upgrade with Gelu from creatures mentioned above Rating: Excellent Strategy: Offensive archer. Sharpshooters AKA We can shoot anywhere, anytime. You only need about 60 of these before you kick the backside of ANYTHING. Pick off the archers/immediate threats. Pick off everything, shoot like mad, go crazy. 10 out of 10. Gold Golems Attack: 11 Defense: 12 Damage: 8-10 Hit points: 50 Speed: 5 Special ability: Spell damage reduced 85% Spell Immunities: Mind spell* Units available per week: 3 Cost per unit: 500 gold Cost for all units per week: 1500 Can be purchased at: Golem Factory (on world map not in tower) Rating: Semi-useful Strategy: Defender. The golem shield continues now introducing gold shields. Plant them next to an archer and wait around for the enemy to get close. Diamond Golems Attack: 13 Defense: 12 Damage: 10-14 Hit points: 60 Speed: 5 Special ability: Spell damage reduced 95% Spell Immunities: Mind spell* Units available per week: 2 Cost per unit: 750 gold Cost for all units per week: 1500 Can be purchased at: Golem Factory (on world map not in tower) Rating: Semi-Useful Strategy: Defender. Same strategy as gold golem (except it's a diamond shield) Enchanter Attack: 17 Defense: 12 Shots: 32 Damage: 14 Hit points: 30 Speed: 9 Special ability: No melee penalty, Group spell caster Units available per week: 2 Cost per unit: 750 gold (or upgrade from Monks/Zealots/Magi/Arch Magi) Cost for all units per week: 1500 Can be purchased at: Enchanters Hollow, upgrade with Dracon with creatures mentioned above Rating: Excellent Strategy: Spellcaster/Offensive archer. Well, the spell casting is automatic, so I guess all one needs to focus on is the shooting. Pick off immediate threats. I suggest not wasting good Magi and Arch Magi to create these things unless you have no access to Monks and Zealots. Faerie Dragons Attack: 20 Defense: 20 Damage: 20-30 Hit points: 500 Speed: 15 Special ability: Offensive spell caster Units available per week: 1 Cost per unit: 10000 gold and 8 gems Cost for all units per week: 10000 +8g Can be purchased at: Magic Forest Rating: Supreme Strategy: Support Attacker. One of the 4 new dragons, this one looks really, really stupid. But the spell casting is really annoying to fight against and they are powerful with enough numbers. Each dragon has a spell power of 8 and is cumulative for each dragon (thanks again Pete!) Rust Dragons Attack: 30 Defense: 30 Damage: 50 Hit Points: 750 Speed: 13 Special ability: Spits acid (lowers defense, inflicts extra damage to unit) Units available per week: 1 Cost per unit: 15000 gold and 14 sulfur Cost for all units per week: 15000 +14s Can be purchased at: Sulfurous Lair Rating: Supreme Strategy: Attacker. SO annoying to fight, great to own though. The acid is excellent for weakening opponents so get enough of these and you can rule the world. Crystal Dragons Attack: 40 Defense: 40 Damage: 60-75 Hit points: 800 Speed: 16 Special ability: Generates crystal (I don't know, it doesn't mean generate the resource crystal though. Email please) Units available per week: 1 Cost per unit: 20000 gold and 10 crystals Cost for all units per week: 20000 +10c Can be purchased at: Crystal Cavern Rating: Supreme Strategy: Attacker. Pretty strong. I've never used one of these before but I know that they aren't flyers (though with 16 speed who cares?). Azure Dragons Attack: 50 Defense: 50 Damage: 70-80 Hit points: 1000 Speed: 19 Special ability: Fear (May cause any enemy unit to freeze that turn in combat [like bad morale]) Units available per week: 1 Cost per unit: 30000 gold and 20 mercury Cost for all units per week: 30000 +20m Can be purchased at: Frozen Cliffs Rating: Uber-Supreme Strategy: Annihilator of the galaxy and the worlds within. No not really, just an attacker will do. The strongest of the 4 new dragons, the most expensive and the rarest. Find one KEEP IT! Throw away your lowest level/weakest unit and start collecting these. Well, that's all the creatures in the nutshell known as Heroes III Complete ******************************************************************************* 6) Contact Details Should you want to email me on a topic in my guide you can email me at mace3487@hotmail.com. Please include your name/alias and email address if you want me to include that on credits. Suitable emails include: - Queries - Corrections (you will be credited on game corrections, don't worry about the spelling) - Praise (aww shucks) - Advice (on the special abilities etc. marked with (?), you will be credited) - Suggestions Unsuitable emails include: - Spam (which should be filtered anyways) - Viruses, worms, Trojans etc. You will NOT be credited for these, rather hunted down, gutted, shot and run over by an underwater goat with snorkels and flippers (It really will happen!) - Spelling corrections (calculation or bloody great spelling muck-up corrections are fine) - Consistent hate mail (just say you didn't like it once, I'm not stupid, once is enough) - Emails telling me how much better other guides were (I don't care I'm happy with mine) ******************************************************************************* 7) Credits I would like to thank: - GameFAQs for allowing this guide to be posted on their site - 3DO and New World Publishing for creating the game - Myself for taking the step up from writing reviews to guides (this is my first one BTW) - My friends who test read this before I posted it (you know who you are) - Pete from Poland for informing me of the Sandwalk ability and about the Faerie Dragons - Jon Tsagris for information on the Natural Precision ability, the First Strike ability and correction of the Jousting ability - DTaeKim for further information on Natural Precision and Aura of Magic Resistance ability info - Malc3k for info on the Spying ability - UtarEmpire for clearing up the Magic Damper ability effect Thanks for reading this guide! *******************************************************************************