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- Neutrals -

 
NEUTRAL UNITS
 
 
Level 1
 
Peasant
Stats
 

Attack Skill

1
Defence Skill
1
Shots
n/a
Damage
1
Health
1
Speed
3
Cost
10 gold
 
 
Weekly Growth
Special Abilities
None
25 per week
Tips
Peasants are....well...Peasants. Not much needs to be said here. They are, without a doubt, the worst unit in the game; even in large numbers they have little worth.
 
 
Level 1
 
Halfling
Stats
 

Attack Skill

4
Defence Skill
2
Shots
24
Damage
1-3
Health
4
Speed
5
Cost
40 gold
 
 
Weekly Growth
Special Abilities
Always Positive Luck - Ranged
15 per week
Tips
As far as ranged attackers go, Halflings are not bad. They deal good Damage and have good Attack, but once enemies get into melee range, Halflings are usually finished.
 
 
Level 2
 
Rogue
Stats
 

Attack Skill

8
Defence Skill
3
Shots
n/a
Damage
2-4
Health
10
Speed
6
Cost
100 gold
 
 
Weekly Growth
Special Abilities
Spy: Rogues provide information like the Visons spell; amount of effectiveness is based on the hero's Spellpower - Rogues also add extra information to the Thieves Guild as long as they are in your ranks
8 per week
Tips
Rogues are great for getting in first attacks because they deal good Damage and have high Attack. They have low Health for level 2 units, so they may only get one or two shots in before they are destroyed by stronger units.
 
 
Level 2
 
Boar
Stats
 

Attack Skill

6
Defence Skill
5
Shots
n/a
Damage
2-3
Health
15
Speed
6
Cost
150 gold
 
 
Weekly Growth
Special Abilities
None
8 per week
Tips
Boars are more evenly rounded than Rogues, with lower Attack, but better Defense. They are just as fast as rogues and have more Health, so they last longer than Rogues in those sticky situations.
 
 
Level 3
 
Nomad
Stats
 

Attack Skill

9
Defence Skill
8
Shots
n/a
Damage
2-6
Health
30
Speed
7
Cost
200 gold
 
 
Weekly Growth
Special Abilities
Sandwalker: Grants its army no movement penalty when traveling on desert/sand terrain
7 per week
Tips
Nomads are very good units to use. Well-balanced ability and great movement distance lends them a good reputation. Send these guys out to cause some havoc at the start of a battle.
 
 
Level 3
 
Mummy
Stats
 

Attack Skill

7
Defence Skill
7
Shots
n/a
Damage
3-5
Health
30
Speed
5
Cost
300 gold
 
 
Weekly Growth
Special Abilities
Curse: 20% chance of cursing target during attack -Undead: Immune to Poison, Bless, Sorrow, Resurrection, and all Mind spells - Unaffected by Morale - Extra Morale penalties for non-undead in army - Immune to Fear, Aging, Disease, Death Stare, Life drain, Death Cloud splash damage, Poison, and Raise Demon
7 per week
Tips
Mummies do not give a lot of bang-for-your-buck. Their stats are exactly the same as a Wight, but lack of flight or Regeneration lowers their worth considerably. They do have great Health, but their cost may dissuade potential buyers.
 
 
Level 4
 
Sharpshooter
Stats
 

Attack Skill

12
Defence Skill
10
Shots
32
Damage
8-10
Health
15
Speed
9
Cost
400 gold
 
 
Weekly Growth
Special Abilities
Ranged - No Range Penalty - No Obstacle Penalty
4 per week
Tips
Ask anybody and they will tell you that Sharpshooters are good units, and while that is true, there are several things Sharpshooters could improve on. Sharpshooters have very low Health, and average Damage, but in numbers they are extremely dangerous. As long as they are protected well, they can shoot down the mightiest of foes.
 
 
Level 5
 
Troll
Stats
 

Attack Skill

14
Defence Skill
7
Shots
n/a
Damage
10-15
Health
40
Speed
7
Cost
500 gold
 
 
Weekly Growth
Special Abilities
Regeneration: Top creature in stack regenerates all health at the start of each round
3 per week
Tips
Trolls are butt-kicking brutes, with higher Attack and Damage then the similar Ogres, and just as much Health. But their heaviness makes them a little slow, and their lack of brains gives them no Defense to use effectively. Don't get in their way, just to make sure.
 
 
Level 5
 
Gold Golem
Stats
 

Attack Skill

11
Defence Skill
12
Shots
n/a
Damage
8-10
Health
50
Speed
5
Cost
500 gold
 
 
Weekly Growth
Special Abilities
85% Spell Damage Reduction - Mechanical: Immune to all Mind spells, Resurrection, Fear, Life Drain, Aging, Death Stare, Disease, Death Cloud splash damage, Raise Demon, and Resurrection - Unaffected by Morale
3 per week
Tips
Gold Golems are good for leading attacks with allies. They are immune to many hostile attacks, and their Spell Damage Reduction makes even the most powerful spell a joke. With good Defense and great Health, they pave the way for additional punishment.
 
 
Level 6
 
Enchanter
Stats
 

Attack Skill

17
Defence Skill
12
Shots
32
Damage
14
Health
30
Speed
9
Cost
750 gold
 
 
Weekly Growth
Special Abilities
No Melee Penalty - Random Spell: Every three Enchanter turns, all stacks cast either a random beneficial 'Mass' spell on its allies, or a negative Mass spell on its enemies, at the same time; infinite castings, but only Mass Haste, Mass Bless, Mass Stone Skin, Mass Cure, Mass Air Shield, Mass Slow, and Mass Weakness are included - Ranged
2 per week
Tips
Enchanters are very good in many different situations. They can cast beneficial spells on your entire army, and they deal good Damage with ranged attacks. They have another special ability, the ability to drain your coffers. It happens more than you know, because Enchanters do not last long under pressure, and with their usefulness you will always be running back for more.
 
 
Level 6
 
Diamond Golem
Stats
 

Attack Skill

13
Defence Skill
12
Shots
n/a
Damage
10-14
Health
60
Speed
5
Cost
750 gold
 
 
Weekly Growth
Special Abilities
95% Spell Damage Reduction - Mechanical: Immune to all Mind spells, Resurrection, Fear, Life Drain, Aging, Death Stare, Disease, Death Cloud splash damage, Raise Demon, and Resurrection - Unaffected by Morale
2 per week
Tips
Diamond Golems can be found half-way up the worth scale. Balanced stats and high Health let Diamond Golems tank very well, and magic users might as well cast Implosion on themselves for all the good it will do against these walking magic-wards. The only real dent in their shiny record is a high price.
 
 
Level 8
 
Faerie Dragon
Stats
 

Attack Skill

20
Defence Skill
20
Shots
n/a
Damage
20-30
Health
500
Speed
15
Cost
10,000 gold + 8 gems
 
 
Weekly Growth
Special Abilities
Offensive Spellcaster: Can cast random offensive spells at enemies; damage is based on number of Faerie Dragons in the stack; Spellpower of each spell is equal to 5 times the number of Faerie Dragons in the stack; effectiveness of each spell is equivalent to its Advanced level; Percent chances of spells are 22% Ice Bolt, 22% Lightning, 21% Fireball, 10% Magic Arrow, 10% Frost Ring, 5% Inferno, 5% Meteor Shower, 5% Chain Lightning - Magic Mirror: Reflects hostile spells cast on the Faerie Dragon back at the caster - Flying
1 per week
Tips
Faerie Dragons are excellent attackers. Though they only get five castings per battle, their Random Spellcasting is extremely useful; they can hit the target with a Magic Arrow or an Inferno equally well, but be careful, if they cast Chain Lightning on the target, their allies may be harmed as well. Enemy spells bounce off the Faerie Dragon and back at the caster, but this does not work against other Faerie Dragons. They do have low Attack and Defense, but their very high Health eliminates many pressure problems that they encounter.
 
 
Level 10
 
Rust Dragon
Stats
 

Attack Skill

30
Defence Skill
30
Shots
n/a
Damage
50
Health
750
Speed
17
Cost
15,000 gold + 14 sulfur
 
 
Weekly Growth
Special Abilities
Acid Breath: Targets of Rust Dragon attacks lose 3 defense and take damage every round - Flying - Breath Attack: Attack hits two hexes in a row
1 per week
Tips
Rust Dragons show lots of potential, mostly because of the combination of their abilities. Their Acid Breath lowers the Attack of any targets of the Rust Dragon's melee attack, and then the targets continue to take damage every round. Combine that good skill with the standard Breath Attack, and the Acid Breath Attack combo is born! Two targets in a row equals twice the Weakness and twice the damage every turn! The Acid Breath is also useful because the numbers of the Rust Dragon do not matter for the Weakness part of the effect, so it can be used even when Rust Dragon numbers are slim.
 
 
Level 10
 
Cystal Dragon
Stats
 

Attack Skill

40
Defence Skill
40
Shots
n/a
Damage
60-75
Health
800
Speed
16
Cost
20,000 gold + 10 crystal
 
 
Weekly Growth
Special Abilities
Produces 3 crystal per week for the owner - 20% Magic Resistance
1 per week
Tips
Crystal Dragons supply their owner with infinite amounts of crystal for trading, and infinite amounts of destruction for winning battles. Crystal Dragons have no wings, and therefore, no flying ability, but they can run like raptors to the farthest away enemy across the whole battlefield. High Damage and extremely high Health make Crystal Dragons dangerous competitors.
 
 
Level 10
 
Azure Dragon
Stats
 

Attack Skill

50
Defence Skill
50
Shots
n/a
Damage
70-80
Health
1,000
Speed
19
Cost
30,000 gold + 20 mercury
 
 
Weekly Growth
Special Abilities
Fear: Sometimes enemy creatures freeze in terror; acts similar to Bad Morale - Flying - Breath Attack: Attack hits two hexes in a row - Immune to magic spells levels 1-3 - Immune to Fear, Weakness, Petrify/Stone Gaze, Poison, and Disease
1 per week
Tips
Enemies freeze in terror at the sight of the legendary Azure Dragon. And they should too; Azure Dragons are, of course, the strongest units in Heroes 3, and they have the stats to show for it. Amazingly high Health and Damage along with Flying and the Breath Attack set up Azure Dragon enemies for total annihilation. Make sure you save your resources up if you see one of these beast's dwellings; they are the best money can buy!
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