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Heroes of Might & Magic III: HD Edition Game Guide by gamepressure.com

Heroes of Might & Magic III: HD Edition Game Guide

Table of Contents

Necropolis | Units Heroes III HD Edition Guide

Last update: 11 May 2016

Skeleton / Skeleton Warrior

Attack: 5 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 5

Defense: 4

Ammo: -

Damage: 1-3

Health: 6

Speed: 4

Cost: 60

Growth: 12

Attack: 6 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 6

Defense: 6

Ammo: -

Damage: 1-3

Health: 6

Speed: 5

Cost: 70

Growth: 12

Skeleton is one of the best 1st level units in the game - it has good stats, regardless of the slightly lower health pool than Pikeman and Centaurs. Skeleton Warriors are given balanced attack and defense attributes and a slight speed improvement - all that comes with a minor recruitment cost increase.

Stats aside, the most important aspect of those units comes with the special ability of Necropolis' heroes - Necromancy. It allows to bring back to life a percentage (depending on the level of the hero's abilities and buildings in your cities it can reach up to 40%!) of fallen, enemy units as Skeletons. It means, that after several encounters you will have several times more of them that it would normally by possible.

A thing to note, is the fact, that even though the Necromancy skill brings back enemies as normal Skeletons, this can be easily bypassed - if your hero has a full 7-creature army, and one of those creatures are Skeleton Warriors, Necromancy will bring enemies to life as Skeleton Warriors, not the regular ones. It will allow you to save a huge amount of money and effort, as you won't have to run around the map upgrading them on your own.

Walking Dead / Zombie

Attack: 5 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 5

Defense: 5

Ammo: -

Damage: 2-3

Health: 15

Speed: 3

Cost: 100

Growth: 8

Attack: 5 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 5

Defense: 5

Ammo: -

Damage: 2-3

Health: 20

Speed: 4

Cost: 125

Growth: 8

Walking Dead are very similar to Dwarves from the Rampart city - they are extremely slow, their defense and attack attributes are below average, as well as their damage, but they shine because of a huge (especially for a 2nd level unit) health pool.

Zombie are given a slight improvement to their speed, and a gigantic boost to health - still they are extremely slow and weak. However, they now have a special ability, allowing them to spread disease to the enemies they attack, which decreases their attack and defense by 2 points for 3 rounds.

Walking Dead, as well as Zombies, should be primarily used to defend Liches / Archliches, because their nonexistent speed won't allow them to catch anything but a Dwarf.

Wight / Wraight

Attack: 7 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 7

Defense: 7

Ammo: -

Damage: 3-5

Health: 18

Speed: 5

Cost: 200

Growth: 7

Attack: 7 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 7

Defense: 7

Ammo: -

Damage: 3-5

Health: 18

Speed: 7

Cost: 230

Growth: 7

Wights are another very average Necropolis unit. Just take a loot at their stats and everything will become clear - excluding health points, they are only slightly stronger than Skeletons, while at the same time being several times more expensive and less numerous. Their only virtue is the ability to fly, which allows them to move around the battlefield freely.

Wraight upgrade is without a doubt one of the worst in the game - aside from a slight speed increase, all their stats remain the same. They also gain an ability similar to Familiars from the Inferno city - they steal 2 points of mana from the enemy hero, whether he casts a spell or not.

Wights and Wraights have an ability to regenerate, allowing them to replenish their health to a maximum level at the start of each round - given their low health pool, it's a rather useless ability, which comes in handy only during the very few first days, when the enemies you face are weak. Their only application is to fight with enemy shooters - together with Vampires and Dragons from the Necropolis, they can easily block all the enemy shooters.

Vampire / Vampire Lord

Attack: 10 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 10

Defense: 9

Ammo: -

Damage: 5-8

Health: 30

Speed: 6

Cost: 360

Growth: 4

Attack: 10 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 10

Defense: 10

Ammo: -

Damage: 5-8

Health: 40

Speed: 9

Cost: 500

Growth: 4

The basic form of this 4th level unit is rather average - its only slightly stronger than the above described Wraight, but it has almost double the amount of health points. Both versions of vampires have the ability to fly.

Vampire Lord is a completely different story - after the upgrade it becomes the strongest 4th level unit in the game (maybe on par with Crusaders from Castle). Aside from a slight increase in defense, a huge boost to health and speed, this unit gains an unique ability activated during its attacks - Drain Life. With each strike Vampire Lords steal health points from the enemy, healing and resurrecting themselves in the process - they steal the same amount of health points that they deal damage. It makes them almost invulnerable - if the enemy won't send his whole army to kill them off fast, they can resurrect themselves back time after time, which often lead to a situation in which you won't lose a single Vampire Lord, even during the most brutal skirmishes. The only flaw of this ability is the fact, that they can only bring back Vampire Lords that died during the exact same battle - if they died in earlier skirmishes, the units are lost.

Both Vampires, aside from the ability to fly, can block enemy counterattacks ("no enemy retaliation"), which allows them to attack any enemy and come out of it unpunished. They are extremely expensive, especially in the case of Vampire Lords, but they are well worth the investment.

Lich / Power Lich

Attack: 13 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 13

Defense: 10

Ammo: 12

Damage: 11-13

Health: 30

Speed: 6

Cost: 550

Growth: 3

Attack: 13 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 13

Defense: 10

Ammo: 24

Damage: 11-15

Health: 40

Speed: 74

Cost: 600

Growth: 3

The only ranged unit in the Necropolis city, at the same time being on of the most powerful shooters in the game. They have high attack attribute and damage, while at the same time their defense is above average.

Power Liches are given a huge boost to health and increased damage, as well as speed. It's one of the most profitable upgrades in the game, because their recruitment costs are only slightly increased, while they are given powerful improvements.

Liches, as well as Power Liches have an Area of Effect attack - they launch a death cloud, which, just like in the case of Magogs, inflict damage to every unit in a close vicinity to the target. Only living units are damaged, so you don't have to worry about attacking your own units by accident (provided that you will only use undead units).

Regardless of their good defense and health pool, it's still worth to defend them properly - use your Walking Dead / Zombies, who aren't suited for combat either way.

Black Knight / Dread Knight

Attack: 16 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 16

Defense: 16

Ammo: -

Damage: 15-30

Health: 120

Speed: 7

Cost: 1200

Growth: 2

Attack: 18 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 18

Defense: 18

Ammo: -

Damage: 15-30

Health: 120

Speed: 9

Cost: 1500

Growth: 2

Black Knights are good, balanced units - high attack and defense attributes, huge health pool and high, however somehow "spread" damage, coupled with good speed are the stats that distinguish them from other 6th level units from other cities.

Dread Knights are without a doubt the best 6th level unit in the game. They have even higher attack and defense attributes, their speed is improved, and they are given two special abilities activated during attacks. The first one is a 20% chance to cast a Curse spell on the enemy, while the latter is a 20% chance to deal double (!) damage. In case the latter, Deathblow, kicks in, they are easily able to rival, or even overpower some of the 7th level units!

Black and Dread Knights are very expensive, but they are certainly worth their price.

Bone Dragon / Ghost Dragon

Attack: 17 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 17

Defense: 15

Ammo: -

Damage: 25-50

Health: 150

Speed: 9

Cost: 1800

Growth: 1

Attack: 19 - Necropolis - Units - Heroes of Might & Magic III: HD Edition - Game Guide and Walkthrough

Attack: 19

Defense: 17

Ammo: -

Damage: 25-50

Health: 200

Speed: 14

Cost: 3000 + 1 mercury

Growth: 1

Bone Dragons are one of the weakest 7th level units - it's a rare sight to see a 6th level unit to be only slightly weaker than the 7th level one, and in this situation that is the case. Their only virtue is their good speed and the ability to fly - their damage, even though quite high, is somehow limited because of the huge spread.

Ghost Dragons aren't a big improvement at the first sight - except for their large speed and health improvement, they are given only 2 points to attack and defense. As always, the devil is in the details - together with the upgrade they are given a special ability, which allows them to age their enemies. A unit which was aged (there's 20% chance for that to happen with each strike) has its health points reduced by 50% (!).

As you probably guessed, Aging is extremely effective against 7th level units - decreasing the health pool of Archangels to 125 points, or those of Black Dragons / Titans to 150 should be abused as much as you can. The moment in which the ability "kicks in", you should focus all your troops on the aged enemy, so that it can be eliminated as soon as possible.

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