Welcome Visitor [sign up] news downloads walkthroughs forums about  
Welcome to Celestial Heavens! - all things Might and Magic
sections
 
my account
Username
Password
  Forgot password?
  Home
  Submit Map
  Contact Us
 
my account
  Academy Guide 3.1
  Artifacts
  Creature Abilities
  First Month Utopia
  Hero Screen
  Inferno TotE Guide
  New Sylvan Strategy
  Screenshots
  Skill Wheel
  Spells
  Story
  Unofficial Guide
 
my account
  Hammers of Fate
  Tribes of the East
 
my account
  Academy
  Dungeon
  Fortress
  Haven
  Inferno
  Necropolis
  Sylvan
 
my account
  Maps
  Mods
  Patches
 
my account
  Forums
  Equilibris Mod
  LotA
  Thunder Maps
  Wake of Gods Mod
  More Links
 
my account
  Interviews
  Map Reviews
  Special Features
 
my account
H7: Would you prefer 2D or 3D townscreens?
2D
3D
I don't care.
game selector


Heroes of Might and Magic III  → Creature Dwellings

by CloudRiderX

Adventure Objects | Dwellings
External Creature Dwellings
Guardhouse
Provides visiting armies with Pikemen for no charge.
Archer's Tower
Allows visiting armies to recruit Archers.
Griffin Tower
Allows visiting armies to recruit Griffins.
Barracks
Allows visiting armies to recruit Swordsmen.
Monastery
Allows visiting armies to recruit Monks.
Training Grounds
Allows visiting armies to recruit Cavaliers.
Portal of Glory
Allows visiting armies to recruit Angels.
Portal of Splendor
Allows visiting armies to recruit Supreme Archangels. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Magic Lantern
Provides visiting armies with Pixies for no charge.
Altar of Air
Allows visiting armies to recruit Air Elementals.
Altar of Water
Allows visiting armies to recruit Water Elementals.
Altar of Fire
Allows visiting armies to recruit Fire Elementals.
Altar of Earth
Allows visiting armies to recruit Earth Elementals.
Altar of Thought
Allows visiting armies to recruit Psychic Elementals.
Pyre
Allows visiting armies to recruit Firebirds.
Spirit Pyre
Allows visiting armies to recruit Sacred Pheonixes. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Warren
Provides visiting armies with Troglodytes for no charge.
Harpy Loft
Allows visiting armies to recruit Harpies.
Pillar of Eyes
Allows visiting armies to recruit Beholders.
Chapel of Stilled Voices
Allows visiting armies to recruit Medusae.
Labyrinth
Allows visiting armies to recruit Minotaurs.
Manticore Lair
Allows visiting armies to recruit Manticores.
Dragon Cave
Allows visiting armies to recruit Red Dragons.
Cave of Darkness
Allows visiting armies to recruit Darkness Dragons. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Gnoll Hut
Provides visiting armies with Gnolls for no charge.
Lizard Den
Allows visiting armies to recruit Lizardmen.
Serpent Fly Hive
Allows visiting armies to recruit Serpent Flies.
Basilisk Pit
Allows visiting armies to recruit Basilisks.
Gorgon Lair
Allows visiting armies to recruit Gorgons.
Wyvern Nest
Allows visiting armies to recruit Wyverns.
Hydra Pond
Allows visiting armies to recruit Hydras.
Chaos Pool
Allows visiting armies to recruit Hell Hydras. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Imp Crucible
Provides visiting armies with Imps for no charge.
Hall of Sins
Allows visiting armies to recruit Gogs.
Kennels
Allows visiting armies to recruit Hell Hounds.
Demon Gate
Allows visiting armies to recruit Demons.
Hell Hole
Allows visiting armies to recruit Pit Fiends.
Fire Lake
Allows visiting armies to recruit Efreeti.
Forsaken Palace
Allows visiting armies to recruit Devils.
Unholy Palace
Allows visiting armies to recruit Antichrists/Hell Barons. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Cursed Temple
Provides visiting armies with Skeletons for no charge.
Graveyard
Allows visiting armies to recruit Walking Dead.
Tomb of Souls
Allows visiting armies to recruit Wights.
Estate
Allows visiting armies to recruit Vampires.
Mausoleum
Allows visiting armies to recruit Liches.
Hall of Darkness
Allows visiting armies to recruit Black Knights.
Dragon Vault
Allows visiting armies to recruit Bone Dragons.
Spectral Vault
Allows visiting armies to recruit Blood Dragons. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Centaur Stables
Provides visiting armies with Centaurs for no charge.
Dwarf Cottage
Allows visiting armies to recruit Dwarves.
Homestead
Allows visiting armies to recruit Wood Elves.
Enchanted Spring
Allows visiting armies to recruit Pegasi.
Dendroid Arches
Allows visiting armies to recruit Dendroid Guards.
Unicorn Glade
Allows visiting armies to recruit Unicorns.
Dragon Cliffs
Allows visiting armies to recruit Green Dragons.
Dragon Peaks
Allows visiting armies to recruit Diamond Dragons. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Goblin Barracks
Provides visiting armies with Goblins for no charge.
Wolf Pen
Allows visiting armies to recruit Wolf Riders.
Orc Tower
Allows visiting armies to recruit Orcs.
Ogre Fort
Allows visiting armies to recruit Ogres.
Cliff Nest
Allows visiting armies to recruit Rocs.
Cyclops Cave
Allows visiting armies to recruit Cyclopes.
Behemoth Crag
Allows visiting armies to recruit Behemoths.
Behemoth Tomb
Allows visiting armies to recruit Ghost Behemoths. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Workshop
Provides visiting armies with Gremlins for no charge.
Parapet
Allows visiting armies to recruit Stone Gargoyles.
Golem Factory
Allows visiting armies to recruit Stone Golems, Iron Golems, Gold Golems, and Diamond Golems.
Mage Tower
Allows visiting armies to recruit Mages.
Altar of Wishes
Allows visiting armies to recruit Genies.
Golden Pavilion
Allows visiting armies to recruit Nagas.
Cloud Temple
Allows visiting armies to recruit Giants.
Storm Temple
Allows visiting armies to recruit Lords of Thunder. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Hovel
Provides visiting armies with Peasants for no charge.
Thatched Hut
Provides visiting armies with Halflings for no charge.
Hidden Cavern
Allows visiting armies to recruit Rogues.
Boar Glen
Allows visiting armies to recruit Boars.
Tomb of Curses
Allows visiting armies to recruit Mummies.
Treetop Tower
Allows visiting armies to recruit Sharpshooters.
Troll Bridge
Allows visiting armies to recruit Trolls.
Enchanter's Hollow
Allows visiting armies to recruit Enchanters.
Magic Forest
Allows visiting armies to recruit Faerie Dragons.
Sulfurous Lair
Allows visiting armies to recruit Rust Dragons.
Crystal Caverns
Allows visiting armies to recruit Crystal Dragons.
Frozen Peaks
Allows visiting armies to recruit Azure Dragons.
Air Conflux
Allows visiting armies to recruit Air Elementals.
Water Conflux
Allows visiting armies to recruit Water Elementals.
Fire Conflux
Allows visiting armies to recruit Fire Elementals.
Earth Conflux
Allows visiting armies to recruit Earth Elementals.
Elemental Conflux
Allows visiting armies to recruit Air, Water, Fire and Earth Elementals.
Snowman
Allows visiting armies to recruit Santa Gremlins. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Natural Calamity
Allows visiting armies to recruit Air, Fire, Water, and Earth Messengers. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Vast Cavern
Allows visiting armies to recruit Gorynyches. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Lost Friary
Allows visiting armies to recruit War Zealots. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Snow-Covered Position
Allows visiting armies to recruit Arctic Sharpshooters. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Rock-Covered Position
Allows visiting armies to recruit Lava Sharpshooters. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Hell Rift
Allows visiting armies to recruit Hell Steeds. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Dream Horse-shoe
Allows visiting armies to recruit Nightmares. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Enchanted Tower
Allows visiting armies to recruit Sorceresses. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Howling Hollow
Allows visiting armies to recruit Werewolves. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Dragon Graveyard
Allows visiting armies to recruit Dracoliches. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Sylvan Homestead
Allows visiting armies to recruit Sylvan Centaurs. (Note: This dwelling can only be found in the Wake of Gods add-on to Heroes of Might and Magic III.)
Comments
pol at 2009-01-24 14:52 wrote:
As far as I know dwelling guards are fixed. So lvl5 is protected by nine of its own kins, lvl6 is protected by six of them and lvl7 by three.

Discounts in Fort Hills apply to 1st unit - for free, 2nd level units - reduction under 20% of ordinary upgrace price, 3rd lvl - 50% upgrade discount and 4th lvl upgrade price is reduced about 30%.

I don't know exact formula and exceptions, so this is just approximate estimation :p

Fnord at 2009-01-20 03:38 wrote:
Hey CloudRider, Vlaad, Corlagon and everyone,

Yes, it's true..the rumors of my demise were greatly exaggerated. ;)

Thanks for the map info, Corlagon!

CloudRiderX, thanks for the quick corrections. :) I don't think listing cost and number available would be redundant unless you included a direct link to the appropriate creature page next to each dwelling. But in any event, number of guards isn't listed elsewhere so it would still be great to list it here if you have time.

I just took a look at the Adventure Objects page (also well done!) and noticed a few errors there plus some useful information that would be great to add. I'll write another comment on that page for you to check out.
Edited on Mon, Jan 19 2009, 22:38 by Fnord

Storm-giant at 2009-01-19 22:22 wrote:
Great job indeed :-D
Well organized, although the number of creatures/week would be a nice update in the future :tsup:
One last thing:HotA is going to be released soon, so more in the future.....
Thanks!

Corlagon at 2009-01-18 18:19 wrote:
I don't recall which map it came from but perhaps someone remembers.

That would be Gelea's Champions, in the southern swamp underground, just south of the neutral Fortress.

Fnord, you're alive!! :hoo:

Marcus333 at 2009-01-18 15:38 wrote:
Wow, I gotta try out that WoG sometime.
And great job with the page btw!
Edited on Sun, Jan 18 2009, 10:39 by Marcus333

Labyrinth at 2009-01-18 13:29 wrote:
I see a pointy bracket missing:
"Dragon Cave
Allows visiting armies to recruit Red Dragons.
/td> "

Vlaad II at 2009-01-18 05:16 wrote:
ZOMG a Fnord sighting! :-D

CloudRiderX at 2009-01-18 04:33 wrote:
Ah, Fnord, you never miss a beat.

Fixed those errors. Also added teh individual confluxes from RoE.

About the extra info, things like unit cost and weekly growth are in the creature section. I could put that stuff in here too, but it might be redundant. However, I am strongly considering putting info about the special WoG level 8 units and their availability. I'll also look into the santa gremlin dwelling. Thanks for the corrections!

Fnord at 2009-01-18 04:05 wrote:
Good work, CloudRiderX. And I'm sure it took a long time to do all the screen shots. I found a few small errors and have a few suggestions:

Corrections:
1. In the news entry you wrote "WoG 6.38" -- it should be "WoG 3.58".
2. As far as I can see you missed one dwelling: the Elemental Conflux (the one that sells all four elemental types).
3. The Faerie Dragon dwelling's name in the map editor is incorrect. The editor calls it "Lavender Lofts" but in the game it's actually called "Magic Forest".
4. You recruit Peasants at the Hovel (not Halflings) and they're free.
5. The Thatched Hut (Halflings) is also free.
6. The Golem Factory allows you to recruit Stone, Iron, Gold and Diamond Golems.
7. There's also an alternative Gnoll dwelling that appeared in one of the original RoE maps (I believe) that could be copy/pasted into other maps in the editor. The look is quite different (looks almost like a Seer's Hut) but functions the same as a regular Gnoll dwelling. I don't recall which map it came from but perhaps someone remembers.

Suggestions:
It would make the list much more useful to also include the following information:
1. Number of creatures available each week.
2. Cost of one creature.
3. Number of guards you have to fight (if any).

Re: My Suggestion #3 -- I don't believe this information is available elsewhere so it's definitely of use. As far as I know, you never have to fight at dwellings that sell level 1-4 creatures but do have to fight at dwellings that sell level 5+ creatures. I'm not sure if the number of guards is always consistent by level or not but would be great information to include here. Note that although the Golem Factory is a level 3 dwelling, it also sells higher level Golems and therefore you do have to fight there (I think it's guarded by Gold Golems if I recall or may be a mix of different types).

Another brief note: It's been awhile since I've actually played WoG (mostly playing SoD with a friend lately) but I think the WoG Team made the Santa Gremlins at the Snowman available in a different way--either they accumulate weekly or there are some available every day instead of every week or something like that. Worth checking out and noting here I think. :)

In a similar vein it may be worth noting that (depending on WoG setting) the level 8 dwellings may only have a single L8 creature available when the dwelling is captured (and again when it changes hands) and thereafter the creatures appear in an allied town of the same type next to the L7 creatures (as long as the L7 dwelling is built). The alternative setting allows the L8 dwellings to function like regular dwellings instead (one L8 creature is available each week at the dwelling.)
Edited on Sat, Jan 17 2009, 23:18 by Fnord

Note: You must be logged in to post comments.

News Archives | Search News

Copyright 1999-2015 Celestial Heavens. All rights reserved.
site statistics