Heroes of Might & Magic III

Non-Aligned 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
Halfling
Halfling

40 Gold
4
2
4
1 - 3
24
Ground
Slow (5 hexes/turn)
Halflings Receive +1 Luck.

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

10 Gold
1
1
1
1
0
Ground
Very Slow (3 hexes/turn)


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

150 Gold
6
5
15
2 - 3
0
Ground
Swift (6 hexes/turn)


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

100 Gold
8
3
10
2 - 4
0
Ground
Swift (6 hexes/turn)
If any Rogues are in your army, it has the same effect as the Visions spell at basic level.

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

300 Gold
7
7
30
3 - 5
0
Ground
Slow (5 hexes/turn)
Mummies are undead (immune to mind spells, and curse, and are always at neutral morale). When it becomes the Mummy's turn, the top unit of the stack regains full health.

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

200 Gold
9
8
30
2 - 6
0
Ground
Extra Swift (7 hexes/turn)
If your hero has any Nomads in its army, then movement speed over sand is greatly increased.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Diamond Golem
Diamond Golem

750 Gold
13
12
60
10 - 14
0
Ground
Slow (5 hexes/turn)
Immune to mind affecting spells. Diamond Golems receive only 5% damage from spells.

Name
Cost
Attack
Defense
Health
Damage
Shots
Movement
Speed
Special
Gold Golem
Gold Golem

500 Gold
11
12
50
8 - 10
0
Ground
Slow (5 hexes/turn)
Immune to mind affecting spells. Gold Golems receive only 15% damage from spells.

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

400 Gold
12
10
15
8 - 10
32
Ground
Ultra Swift (9 hexes/turn)
the Sharpshooter's ranged attack can deal full damage to targets behind a castle wall. Does not receive the half damage range penalty.

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

500 Gold
14
7
40
10 - 15
0
Ground
Extra Swift (7 hexes/turn)
When it becomes the Troll's turn, the top unit of the stack regains full health.

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

750 Gold
17
12
30
14
32
Ground
Ultra Swift (9 hexes/turn)
At the beginning of each combat round, Enchanters may cast a spell on all allied or all enemy troops.

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

30000 Gold
50
50
1000
70 - 80
0
Flying
Ultra Fast (19 hexes/turn)
Fear Attack.

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

20000 Gold
40
40
800
60 - 75
0
Ground
Fast (16 hexes/turn)


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

10000 Gold
20
20
500
20 - 30
0
Flying
Super Quick (15 hexes/turn)
Once per turn, Faerie Dragons may cast a random spell. The spell power is equal to 2 * the number of Faerie Dragons. Faerie Dragons have a permanent magic mirror cast on them.

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

15000 Gold
30
30
750
50
0
Flying
Extra Fast (17 hexes/turn)
Acid Spit.