CloudRiderX spent a lot of time with the popular Heroes of Might and Magic III mod, In the Wake of Gods. He created a new page for all the new neutral creatures that were introduced since 2001. The page includes stats, abilities and some tips, but it's worth a look if only to see what the WoG team came up with a little hacking and image editing, and no access to the source code. If you thought Heroes III had too many creatures, you should definitely stay away from that mod!

As for the Wake of Gods level 8 creatures, they can be found in the associated town page: Castle, Conflux, Dungeon, Fortress, Inferno, Necropolis, Rampart, Stronghold, Tower. Even though I don't like their names as much as the neutrals (Blood Dragon, Supreme Archangel), you can't help but be amazed by those godlike stats. The next version of the Wake of Gods is 3.59, but I don't think it will be released anytime soon. Untitled Document WoG Version 3.58
 
 
WAKE OF GODS UNITS
 
 
Level 2
Level 3
 
Stats
Santa Gremlin
Ghost
Stats
 
5

Attack Skill

Attack Skill

11
5
Defence Skill
Defence Skill
8
Infinite
Shots
Shots
n/a
2-3
Damage
Damage
1-2
5
Health
Health
5
5
Speed
Speed
8
200 gold
Cost
Cost
n/a*
 
 
Special Abilities
Weekly Growth = 2 per day
Special Abilities
Ice Bolt magic/ranged attack(*Research being done currently*) - Summon Guards: At the beginning of a battle, level 1 guards will appear in any empty spaces around all stacks of Santa Gremlins; type of level 1 guard is the faction of the owner hero, and the number of guards in each stack is equal to the number of Santa Gremlins they are protecting; the Level 1 guards can only retaliate; once the Santa Gremlins have been destroyed, they take on the qualities of a normal unit - Give Gift: There is a small chance that Santa Gremlins will give their owner hero a random artifact after the hero wins a battle
Soul Gatherer: enemies killed by Ghosts in battle become Ghosts themselves and are added onto the attacking stack - Immune to Fear - (*Ghosts cannot be recruited from an external dwelling; they only appear in a demolished town after six days)
Tips
Weekly Growth = 5 per week*
Tips
Santa Gremlins are a unique blend of creature. To help these funny guys get into the Christmas spirit, stay away from units with the Breath Attack skill such as Firebirds or Black Dragons. Besides that disadvantage, Santa Gremlins are effective ranged units. They never run out of ammo because their attacks are part magic, and they come with free guards that can serve you if the stack they are guarding is defeated. Don't try Teleporting them though; they are rooted to the spot until some walking space is made.
Ghosts are not as dangerous as they used to be, but a large stack of them is still a warning nonetheless. But, if you cannot get a decent sized group of them at once, I suggest on using a different creature instead, or attack a creature that has used its retaliation for that turn so there is no risk of losing any.
 
 
Level 5
Level 5
 
Stats
Fire Messenger
Earth Messenger
Stats
 
14

Attack Skill

Attack Skill

13
12
Defence Skill
Defence Skill
14
n/a
Shots
Shots
n/a
13-18
Damage
Damage
10-14
70
Health
Health
70
5
Speed
Speed
5
750 gold
Cost
Cost
750 gold
 
 
Special Abilities
Weekly Growth = 2 per week
Special Abilities
Immune to Fire Magic - Immune to Fear
Immune to Earth Magic - Immune to Fear
Tips
Weekly Growth = 2 per week
Tips
The Fire Messenger is the most offensive type messenger because of its high Attack and Damage. It has good Health too, so its uses are fairly widespread, but it would be best to stick to the basics in most cases.
Earth Messengers are more defensive than other messengers, but that is about it. They are just as slow as the other messengers, so this leaves Earth Messengers as the least useful of the four because the extra Defense does not rival the stat bonuses the other messengers have.
 
 
 
Level 5
Level 5
 
Stats
Air Messenger
Water Messenger
Stats
 
13

Attack Skill

Attack Skill

13
12
Defence Skill
Defence Skill
12
n/a
Shots
Shots
n/a
10-14
Damage
Damage
10-14
70
Health
Health
80
6
Speed
Speed
5
750 gold
Cost
Cost
750 gold
 
 
Special Abilities
Weekly Growth = 2 per week
Special Abilities
Immune to Air - Immune to Fear
Immune to Water - Immune to Fear
Tips
Weekly Growth = 2 per week
Tips
Air Messengers, while not having particularly high stats, do get more Speed than the other three messengers, which gives them a slight advantage over their slower cousins.
Water Messengers have some extra Health to help them stay in a fight. This qualifies the Water Messenger as second best, only beaten by the Fire Messenger. Because of the Health advantage, Water Messengers can melee and defend ranged attackers more effectively than the other three messenger units.
 
 
Level 7
Level 5
 
Stats
Gorynych
War Zealot
Stats
 
20

Attack Skill

Attack Skill

14
20
Defence Skill
Defence Skill
10
n/a
Shots
Shots
24
25-45
Damage
Damage
10-12
250
Health
Health
40
8
Speed
Speed
8
3,500 gold
Cost
Cost
600 gold
 
 
Special Abilities
Weekly Growth = 1 per week
Special Abilities
Hydra-Headed Attack - No Retaliation - Flying - Immune to Fear
Ranged - No Melee Penalty - Magic Mirror - Immune to Fear
Tips
Weekly Growth = 2 per week
Tips
The Gorynych is a combination of a dragon and a hydra, making it extremely formidable in any combat situation and against any enemy. It has rather low stats for a level 7, but good Health, and its special abilities well make up for the low stats. Use the Gorynych's No Retaliation to hit stronger enemies for good damage, or decimate some ranged enemies all at once. It can fly to escape from danger or cause some. Despite its imperfections, the Gorynych is probably the closest thing to a perfect unit.
The War Zealot is well named. A small increase in Attack and Speed and a decent boost to Health makes the War Zealot an even better ranged attacker than before, and now allows it to melee more effectively while resisting hostile spells. The War Zealot basically has fewer chinks in its armor than the regular Zealot does.
 
 
Level 4
Level 4
 
Stats
Arctic Sharpshooter
Lava Sharpshooter
Stats
 
13

Attack Skill

Attack Skill

12
10
Defence Skill
Defence Skill
11
32
Shots
Shots
32
8-10
Damage
Damage
8-10
15
Health
Health
15
9
Speed
Speed
9
500 gold
Cost
Cost
500 gold
 
 
Special Abilities
Weekly Growth = 3 per week
Special Abilities
Ranged - No Melee Penalty - Air Shield - Immune to Fear - No Obstacle Penalty - No Range Penalty
Ranged - No Melee Penalty - Fire Shield - Immune to Fear - No Obstacle Penalty - No Range Penalty
Tips
Weekly Growth = 3 per week
Tips
The Arctic Sharpshooter is similar to a regular Sharpshooter, but more efficient against other ranged units. This is mostly because of its Air Shield, which cuts all ranged attack damage against it in half. The Arctic Sharpshooter is slightly more offense-oriented than the other two, and is also a little faster.
The Lava Sharpshooter can take on melee attackers much more effectively than the other two can. Its Fire Shield makes melee attackers take damage while they attack back with No Melee Penalty. Its also a slightly more defensive Sharpshooter than the other two. Not a bad mixture of abilities, huh?
 
 
Level 6
Level 6
 
Stats
Hell Steed
Nightmare
Stats
 
15

Attack Skill

Attack Skill

18
15
Defence Skill
Defence Skill
16
n/a
Shots
Shots
n/a
18-24
Damage
Damage
20-24
100
Health
Health
110
8
Speed
Speed
9
1,100 gold
Cost
Cost
1,500 gold
 
 
Special Abilities
Weekly Growth = 2 per week
Special Abilities
Fire Shield - Immune to Fire - Fire Wall Attack
Improved Death Stare - Immune to Mind Spells - Immune to Fear
Tips
Weekly Growth = 2 per week
Tips
Hell Steeds are quite interesting creatures with their fire-based specials, low Attack and Defense, but good Health and Damage. Whenever Hell Steeds attack an enemy, the ground is set ablaze, dealing additional damage to all units in the Fire Wall. This is especially useful against ranged enemies, who will have to move to get out of the Fire Wall to prevent them losing extra health, and therefore lose their attack for that turn. Another useful time to use it would be when a hole has been blown in an enemy wall during a siege. Have the Hell Steeds attack anyone coming out and the Fire Wall will pop up, forcing them to take damage if they come out.
Nightmares are extremely dangerous to level 6, 7, and 8 units because of their Improved Death Stare ability. This allows them to kill several units in a stack after every attack no matter how strong it is. Nightmares have rather low Attack and Defense skills, but their damage and Health make up for it in tough battles.
 
 
Level 5
Level 4
 
Stats
Sorceress
Werewolf
Stats
 
15

Attack Skill

Attack Skill

10
13
Defence Skill
Defence Skill
12
24
Shots
Shots
n/a
10-13
Damage
Damage
6-9
35
Health
Health
35
8
Speed
Speed
7
600 gold
Cost
Cost
300 gold
 
 
Special Abilities
Weekly Growth = 2 per week
Special Abilities
Ranged Spellcaster = Few to Several:'Misfortune', 'Disrupting Ray', 'Disease' or 'Weakness' with 25% chance each; Pack:'Slow', 'Curse', or 'Dispel' with 20% chance each, or 'Misfortune', 'Disrupting Ray', 'Disease' or 'Weakness' with 10% chance each; Lots: 'Poison', 'Sorrow', 'Acid Breath', or 'Forgetfulness' with 15% chance each, or Slow, Curse or Dispel with 8% chance each, or 'Misfortune', 'Disrupting Ray', 'Disease', or 'Weakness' with 4% chance each; Horde to Legion: Poison, Sorrow, Acid Breath or Forgetfulness with 11% chance each, or Slow, Curse or Dispel with 8% chance each, or Hypnotize, Blind, Berserk, Aging, Misfortune, Disrupting Ray, Disease or Weakness with 4% chance each
Lycanthropy: 20% chance of turning all killed units in target stack after an attack into Werewolves that the enemy can control; the new stack also remains after the battle; the chance is doubled to 40% on days of the Full Moon (Days 14-16) - Full Moon Rage: Werewolves go Berserk in battle on days of the Full Moon
Tips
Weekly Growth = 4 per week
Tips
Sorceresses are rather strong units. Like Enchanters and Faerie Dragons, Sorceresses can cast spells. But Sorceress spells are mostly 'debuffs', which means they lower enemy stats and hinder their combat ability, instead of the Faerie Dragon's offensive spells and the Enchanter's 'buffing' spells. The number of Sorceresses you have determines the spells they can cast and the strength of those spells. Also, the Sorceress has a ranged attack, so the magic spell effects occur as part of her ranged attack, similar to the Evil Eye attack from Heroes 4.
Werewolves are an average creature, with all average stats, but good movement. They can move far, hit fairly well, and sometimes turn targets into enemy Werewolves. On the days of the full moon, Werewolves lose control and attack the stack nearest to them on the battlefield.
 
 
Level 10
Level 10
 
Stats
Emissary of War
Emissary of Peace
Stats
 
0

Attack Skill

Attack Skill

0
10
Defence Skill
Defence Skill
10
n/a
Shots
Shots
n/a
n/a
Damage
Damage
n/a
2,000
Health
Health
2,000
4
Speed
Speed
4
n/a*
Cost
Cost
n/a*
 
 
Special Abilities
Weekly Growth = 1 per dwelling
Special Abilities
Grants 1-3 Attack skill for the owner hero every week - Complete Magic Immunity - Teleport - (*Emmissaries can only be recruited from a dwelling once, and a hero may only have one Emissary in his/her army at once)
Grants 1-3 Defense skill for the owner hero every week - Complete Magic Immunity - Teleport - (*Emmissaries can only be recruited from a dwelling once, and a hero may only have one Emissary in his/her army at once)
Tips
Weekly Growth = 1 per dwelling
Tips
Like the other Emissaries, Emmisaries of War can take a ton of damage but cannot attack. They can teleport when they move, which helps them get out of danger spots on the battefield.
Like the other Emissaries, Emmisaries of Peace can take a ton of damage but cannot attack. They can teleport when they move, which helps them get out of danger spots on the battefield.
 
 
Level 10
Level 10
 
Stats
Emissary of Mana
Emissary of Lore
Stats
 
0

Attack Skill

Attack Skill

0
10
Defence Skill
Defence Skill
10
n/a
Shots
Shots
n/a
n/a
Damage
Damage
n/a
2,000
Health
Health
2,000
4
Speed
Speed
4
n/a*
Cost
Cost
n/a*
 
 
Special Abilities
Weekly Growth = 1 per dwelling
Special Abilities
Grants 1-3 Spellpower skill for the owner hero every week - Complete Magic Immunity - Teleport - (*Emmissaries can only be recruited from a dwelling once, and a hero may only have one Emissary in his/her army at once)
Grants 1-3 Knowledge skill for the owner hero every week - Complete Magic Immunity - Teleport - (*Emmissaries can only be recruited from a dwelling once, and a hero may only have one Emissary in his/her army at once)
Tips
Weekly Growth = 1 per dwelling
Tips
Like the other Emissaries, Emmisaries of Mana can take a ton of damage but cannot attack. They can teleport when they move, which helps them get out of danger spots on the battefield.
Like the other Emissaries, Emmisaries of Lore can take a ton of damage, but cannot attack. They can teleport when they move, which helps them get out of danger spots on the battefield.
 
 
Level 10
Level 3
 
Stats
Dracolich
Sylvan Centaur
Stats
 
45

Attack Skill

Attack Skill

10
45
Defence Skill
Defence Skill
5
5
Shots
Shots
24
50-80
Damage
Damage
4-6
800
Health
Health
15
16
Speed
Speed
8
25,000 gold
Cost
Cost
250 gold
 
 
Special Abilities
Weekly Growth = 1 per week
Special Abilities
Ranged - Death Cloud Ranged Attack - Flying - Undead: Unaffected by all Mind Spells and immune to Poison, Resurrection, Fear, Aging, Disease, Death Stare, Life Drain, Death Cloud splash damage, and Raise Demon; -1 Enemy Morale - Block: 20% chance of receiving no damage from any attack - 20% Magic Resistance
Ranged - Double Shot - Merry (same effect as the Mirth spell; passive) - No Melee Penalty
Tips
Weekly Growth = 7 per week
Tips
Is that a bird? Is it a plane? NO!!! It's a Dracolich!!! Dracoliches are my all-time favorite creatures, but not without good reason. They get five ranged attacks per battle, all at very high damage, and they come with a Death Cloud splash to nail living enemies. When they run out of shots, or feel like taking the frontline, they can randomly block any melee or ranged attack aimed at them and receive no damage, but are still free to retaliate. Besides being lightning fast and having extremely high Health, Dracoliches lower enemy morale and have some magic resistance. Even the Azure Dragon better watch out when one of these big guys comes along.
Sylvan Centaurs are a stronger version of the Grand Elf, with slightly higher Attack, Damage, and Speed, though the Sylvan Centaur is not an original upgrade, but a special WoG script allows them to be made from Centaurs and Grand Elves. They can deal more damage to enemies, and they just bring a little more diversity to the Heroes III World.

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