Heroes of Might and Magic III


 * The Castle is predominantly "human", deploying the forces using weapons of steel and build structures of stone. The creatures that can be hired in the Castle, in ascending order of level, are pikemen, archers, griffins, swordsmen, monks, cavalry, and angels. Later these units are able to be upgraded to halberdiers, marksmen, royal griffins, crusaders, zealots, champions, and archangels respectively. Castles typically require large quantities of wood to upgrade fully, and Castle troops favor grasslands. The might hero is the Knight and the magic hero is the Cleric. The kingdom of Erathia is of the castle alignment. The Castle's Archangel is the most powerful upgraded seventh level creature in the game. The castle also has a shipyard.
 * The Tower is associated with wizards and their magical servants, constructs, and allies. The Tower's creatures are gremlins, stone gargoyles, stone golems, magi, genies, nagas, and giants. The respective upgrades are master gremlins, obsidian gargoyles, iron golems, archmagi, master genies, naga queens, and titans. Tower buildings and Titans consume a substantial amount of gems, and have an advantage in snowy environments. The might hero is the Alchemist and the magic hero is the Wizard. The kingdom of Bracada is of the tower alignment. While the Titan is not the strongest unit by sheer might, it is the strongest unit with a ranged attack in the game.
 * Ramparts draw on nature-affiliated creatures and those who defend them. The Rampart's units are centaurs, dwarves, wood elves, pegasi, dendroid guards, unicorns, and green dragons. The respective upgrades are centaur captains, battle dwarves, grand elves, silver pegasi, dendroid soldiers, war unicorns, and gold dragons. The might hero is the Ranger and the magic hero is the Druid. Ramparts often need a good supply of crystal, and their forces prefer to fight in the grasslands. The kingdom of AvLee is of the rampart alignment. Some Rampart creatures hamper enemy magics; Rampart units and heroes often possess magic resistance.
 * The Inferno is a dark and brooding castle reminscient of classical depictions of hell. The Inferno's creatures are imps, Gogs, hell hounds, demons, pit fiends, efreeti and devils. The upgrades are familiars, magogs, cerberi, horned demons, pit lords, efreet sultans, and archdevils. The might hero is the Demoniac and the magic hero is the Heretic. Infernos require specially prepared Mercury from labs and prefer to fight on ashy wastelands. The Kreegans of Eeofol are of the inferno alignment. Inferno-based heroes generally have high magic power, but little mana to support it.
 * Dungeons house bizarre creatures that prefer to live underground. The creatures in a Dungeon are troglodytes, harpies, beholders, medusae, minotaurs, manticores, and red dragons. The upgrades are infernal troglodytes, harpy hags, evil eyes, medusa queens, minotaur kings, scorpicores, and black dragons. The might hero is the Overlord and the magic hero is the Warlock. Dungeons desire sulphur, and its forces obviously prefer to fight in underground passages. The kingdom of Nighon is of the dungeon alignment. Black Dragon is the strongest out of all town dwelling dragons.
 * The Necropolis is a ghost town of the undead. All creatures in the Necropolis are undead, which makes them immune to a variety of spells and effects, such as poison, morale, death waves, or any mind-affecting spells. On the downside, they are also weak to certain holy spells that damage only them, and severely hurt the morale of any creatures unlucky enough to be forced to fight in the same army as them. The creatures in the Necropolis are skeletons, walking dead, wights, vampires, liches, black knights, and bone dragons. The upgrades are skeleton warriors, zombies, wraiths, vampire lords, power liches, dread knights, and ghost dragons. The undead desire a balanced amount of all resources in general, although ghost dragons require extra amounts of mercury. The might hero is the Death Knight and the magic hero is the Necromancer. The kingdom of Deyja is of the necropolis alignment. The signature ability of the Necropolis's heroes, Necromancy, returns from Heroes II; after winning a battle, heroes with the Necromancy skill can raise a certain percentage of fallen troops as skeletons or skeleton warriors. However, the Necromancy skill often crowds out the Wisdom skill among Necromancers, hindering their ability to cast higher level spells. Necropili contains a shipyard.
 * Strongholds are populated with various brutish creatures associated with barbarism and raiding. The Stronghold's creatures are goblins, wolf riders, orcs, ogres, rocs, cyclopes, and behemoths. The upgrades are hobgoblins, wolf raiders, orc chieftains, ogre magi, thunderbirds, king cyclopes, and ancient behemoths. Strongholds need a steady ore supply to be built, and their troops are able to traverse the normally harsh desert with ease. The might hero is the Barbarian and the magic hero is the Battle Mage. The kingdom of Krewlod is of the stronghold alignment. Stronghold heroes and creatures are dedicated to offense and able to deal large amounts of damage, but often cannot take very much damage themselves.
 * The Fortress offers hardy creatures bred in the marshes and contain numerous reptilian creatures. The Fortress creatures are gnolls, lizardmen, serpent flies, basilisks, gorgons, wyverns, and hydras. The upgrades are gnoll marauders, lizard warriors, dragon flies, great basilisks, mighty gorgons, wyvern monarchs, and chaos hydra. A Fortress needs a variety of resources, and their troops are at home in the swamps. The might hero is the Beastmaster and the magic hero is the Witch. The kingdom of Tatalia is of the fortress alignment. Fortress creatures often have unusual abilities; notably, the Mighty Gorgon can kill a number of creatures equal to 1/10 the number of Mighty Gorgons instantly, thus making them one of the few foils to powerful high-level creatures. Fortress contains a shipyard.