Heroes of Might & Magic III

Necropolis 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
Skeleton
Skeleton

60 Gold
5
4
6
1 - 3
0
Ground
Extra Slow (4 hexes/turn)
Skeletons are undead (immune to mind affecting spells, and curse, and are always at neutral morale).
Skeleton Warrior
Skeleton Warrior

70 Gold
6
6
6
1 - 3
0
Ground
Slow (5 hexes/turn)
Skeleton Warriors are undead (immune to mind affecting spells, and curse, and are always at neutral morale).

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Walking Dead
Walking Dead

100 Gold
5
5
15
2 - 3
0
Ground
Very Slow (3 hexes/turn)
Walking Deads are undead (immune to mind affecting spells, and curse, and are always at neutral morale).
Zombie
Zombie

125 Gold
5
5
20
2 - 3
0
Ground
Extra Slow (4 hexes/turn)
Zombies are undead (immune to mind affecting spells, and curse, and are always at neutral morale). Zombies have a 20% chance to cause disease in creatures they attack. Diseased creatures have their attack and defense lower by two for three rounds.

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

200 Gold
7
7
18
3 - 5
0
Flying
Slow (5 hexes/turn)
Wights are undead (immune to mind affecting spells, and curse, and are always at neutral morale). When it becomes the Wight's turn, the top unit of the stack regains full health.
Wraith
Wraith

230 Gold
7
7
18
3 - 5
0
Flying
Extra Swift (7 hexes/turn)
Wraiths are undead (immune to mind affecting spells, and curse, and are always at neutral morale). 2 SP are drained from the enemy hero per turn. When it becomes the Wraith's turn, the top unit of the stack regains full health.

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

360 Gold
10
9
30
5 - 8
0
Flying
Swift (6 hexes/turn)
Vampires are undead (immune to mind affecting spells, and curse, and are always at neutral morale).
Vampire Lord
Vampire Lord

500 Gold
10
10
40
5 - 8
0
Flying
Ultra Swift (9 hexes/turn)
Vampire Lords are undead (immune to mind affecting spells, and curse, and are always at neutral morale). Vampire Lords can heal and resurrect themselves by replenishing health equal to the damage dealt when they attack.

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

550 Gold
13
10
30
11 - 13
12
Ground
Swift (6 hexes/turn)
Liches are undead (immune to mind affecting spells, and curse, and are always at neutral morale). Lich's ranged attack affects all non-undead units adjacent to the target hit.
Power Lich
Power Lich

600 Gold
13
10
40
11 - 15
24
Ground
Extra Swift (7 hexes/turn)
Power Liches are undead (immune to mind affecting spells, and curse, and are always at neutral morale). Power Lich's ranged attack affects all non-undead units adjacent to the target hit.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Black Knight
Black Knight

1200 Gold
16
16
120
15 - 30
0
Ground
Extra Swift (7 hexes/turn)
Black Knights are undead (immune to mind affecting spells, and curse, and are always at neutral morale). When Black Knights attack, the defender has a 20% chance of becoming cursed.
Dread Knight
Dread Knight

1500 Gold
18
18
120
15 - 30
0
Ground
Ultra Swift (9 hexes/turn)
Dread Knights are undead (immune to mind affecting spells, and curse, and are always at neutral morale). When Dread Knights attack, the defender has a 20% chance of becoming cursed. The Dread Knight's attack has a 20% chance of dealing double damage.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Bone Dragon
Bone Dragon

1800 Gold
17
15
150
25 - 50
0
Flying
Ultra Swift (9 hexes/turn)
Bone Dragons are undead (immune to mind affecting spells, and curse, and are always at neutral morale). All enemy troops receive -1 morale.
Ghost Dragon
Ghost Dragon

3000 Gold
19
17
200
25 - 50
0
Flying
Ultra Quick (14 hexes/turn)
Ghost Dragons are undead (immune to mind affecting spells, and curse, and are always at neutral morale). All enemy troops receive -1 morale. The Ghost Dragon's attack has a 20% chance of aging the defending unit. Aged units have the HP of each member in the stack halved.