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    Creature Strategy Guide by kain50bc

    Version: 1.3 | Updated: 08/15/06 | Search Guide | Bookmark Guide

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    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!
    
    *******************************************************************************
    

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