Heroes of Might & Magic III

Castle Troops

Castle
Castle
Dungeon
Dungeon
Fortress
Fortress
Inferno
Inferno
Necropolis
Necropolis
Rampart
Rampart
Stronghold
Stronghold
Tower
Tower
Conflux
Conflux
Non-Aligned
Neutral

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Pikeman
Pikeman

60 Gold
4
4
10
1 - 3
0
Ground
Extra Slow (4 hexes/turn)

Halberdier
Halberdier

75 Gold
6
5
10
2 - 3
0
Ground
Slow (5 hexes/turn)


Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Archer
Archer

100 Gold
6
3
10
2 - 3
12
Ground
Extra Slow (4 hexes/turn)

Marksman
Marksman

150 Gold
6
3
10
2 - 3
24
Ground
Swift (6 hexes/turn)
Shoots two ranged shots per attack.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Griffin
Griffin

200 Gold
8
8
25
3 - 6
0
Flying
Swift (6 hexes/turn)
Can retaliate against 2 attackers per turn.
Royal Griffin
Royal Griffin

240 Gold
9
9
25
3 - 6
0
Flying
Ultra Swift (9 hexes/turn)
Can retaliate against an unlimited number of attackers per turn.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Swordsman
Swordsman

300 Gold
10
12
35
6 - 9
0
Ground
Slow (5 hexes/turn)

Crusader
Crusader

400 Gold
12
12
35
7 - 10
0
Ground
Swift (6 hexes/turn)
Delivers two blows per attack.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Monk
Monk

400 Gold
12
7
30
10 - 12
12
Ground
Slow (5 hexes/turn)

Zealot
Zealot

450 Gold
12
12
30
10 - 12
24
Ground
Extra Swift (7 hexes/turn)
Receives no penalty for melee attacks.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Cavalier
Cavalier

1000 Gold
15
15
100
15 - 25
0
Ground
Extra Swift (7 hexes/turn)
Deals an additional 5% damage for each hex moved when attacking.
Champion
Champion

1200 Gold
16
16
100
20 - 25
0
Ground
Ultra Swift (9 hexes/turn)
Deals an additional 5% damage for each hex moved when attacking.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Angel
Angel

3000 Gold
20
20
200
50
0
Flying
Extra Quick (12 hexes/turn)
Deals 150% damage to Devils and Arch Devils.
Archangel
Archangel

5000 Gold
30
30
250
50
0
Flying
Very Fast (18 hexes/turn)
Deals 150% damage to Devils and Arch Devils. Can Resurrect allied troops once per combat. The maximum amount of HP that can be raised is 100 * the number of Archangels. All allied troops receive +1 morale.