Heroes of Might & Magic III

Conflux 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
Pixie
Pixie

25 Gold
2
2
3
1 - 3
0
Flying
Extra Swift (7 hexes/turn)

Sprite
Sprite

30 Gold
2
2
3
1 - 3
0
Flying
Ultra Swift (9 hexes/turn)
Defenders cannot retaliate against Sprites.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Air Elemental
Air Elemental

250 Gold
9
9
25
2 - 8
0
Ground
Extra Swift (7 hexes/turn)
Immune to mind affecting spells. Immune to Meteor Shower. Receives double damage from Lightning Bolt, and Chain Lightning.
Storm Elemental
Storm Elemental

275 Gold
9
9
25
2 - 8
24
Ground
Very Swift (8 hexes/turn)
Immune to mind affecting spells. Immune to Meteor Shower. Receives double damage from Lightning Bolt, and Chain Lightning.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Water Elemental
Water Elemental

300 Gold
8
10
30
3 - 7
0
Ground
Slow (5 hexes/turn)
Immune to mind affecting spells. Immune to Ice Bolt and Frost Ring. Receives double damage from all fire spells. Once per turn, Water Elementals may cast Protection from Waterconflux
Ice Elemental
Ice Elemental

375 Gold
8
10
30
3 - 7
24
Ground
Swift (6 hexes/turn)
Immune to mind affecting spells. Immune to Ice Bolt and Frost Ring. Receives double damage from all fire spells. Once per turn, Ice Elementals may cast Protection from Water oconflux

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Fire Elemental
Fire Elemental

350 Gold
10
8
35
4 - 6
0
Ground
Swift (6 hexes/turn)
Immune to mind affecting spells. Immune to all fire spells. Receives double damage from Ice Bolt and Frost Ring.
Energy Elemental
Energy Elemental

400 Gold
12
8
35
4 - 6
0
Flying
Very Swift (8 hexes/turn)
Immune to mind affecting spells. Immune to all fire spells. Receives double damage from Ice Bolt and Frost Ring. Once per turn, Energy Elementals may cast Protection from Fire conflux

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Earth Elemental
Earth Elemental

400 Gold
10
10
40
4 - 8
0
Ground
Extra Slow (4 hexes/turn)
Immune to mind affecting spells. Immune to Lightning Bolt and Chain Lightning. Receive double damage from Meteor Shower.
Magma Elemental
Magma Elemental

500 Gold
11
11
40
6 - 10
0
Ground
Swift (6 hexes/turn)
Immune to mind affecting spells. Immune to Lightning Bolt and Chain Lightning. Receive double damage from Meteor Shower. Once per turn, Magma Elementals may cast
Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Psychic Elemental
Psychic Elemental

750 Gold
15
13
75
10 - 20
0
Ground
Extra Swift (7 hexes/turn)
Defenders cannot retaliate against Psychic Elementals. The Psychic Elemental's attack affects all enemy troops adjacent to the Psychic Elemental. Immune to mind affecting spells.
Magic Elemental
Magic Elemental

800 Gold
15
13
80
10 - 20
0
Ground
Ultra Swift (9 hexes/turn)
Defenders cannot retaliate against Magic Elementals. The Magic Elemental's attack affects all enemy troops adjacent to the Magic Elemental. Immune to all spells.

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

1500 Gold
18
18
150
30 - 40
0
Flying
Super Quick (15 hexes/turn)
Attack affects 2 hexes. Immune to all fire spells.
Phoenix
Phoenix

2000 Gold
21
18
200
30 - 40
0
Flying
Blazing (21 hexes/turn)
Attack affects 2 hexes. Immune to all fire spells. Whenever Phoenixes kill a stack, they regain lost troops. The max number of troops that may be regained is 20% of the original number of Phoenixes.