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
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Level 2
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Level 3
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Stats
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Santa Gremlin
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Ghost
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Stats
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5
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Attack Skill |
Attack Skill |
11
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5
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Defence Skill
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Defence Skill
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8
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Infinite
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Shots
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Shots
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n/a
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2-3
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Damage
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Damage
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1-2
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5
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Health
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Health
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5
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5
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Speed
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Speed
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8
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200 gold
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Cost
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Cost
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n/a*
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Special Abilities
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Weekly Growth = 2 per day
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Special Abilities
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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
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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)
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Tips
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Weekly Growth = 5 per week*
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Tips
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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.
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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.
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Level 5
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Level 5
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Stats
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Fire Messenger
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Earth Messenger
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Stats
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14
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Attack Skill |
Attack Skill |
13
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12
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Defence Skill
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Defence Skill
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14
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n/a
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Shots
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Shots
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n/a
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13-18
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Damage
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Damage
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10-14
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70
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Health
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Health
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70
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5
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Speed
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Speed
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5
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750 gold
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Cost
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Cost
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750 gold
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Special Abilities
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Weekly Growth = 2 per week
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Special Abilities
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Immune to Fire Magic - Immune to Fear
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Immune to Earth Magic - Immune to Fear
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Tips
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Weekly Growth = 2 per week
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Tips
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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.
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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.
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Level 5
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Level 5
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Stats
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Air Messenger
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Water Messenger
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Stats
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13
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Attack Skill |
Attack Skill |
13
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12
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Defence Skill
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Defence Skill
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12
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n/a
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Shots
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Shots
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n/a
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10-14
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Damage
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Damage
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10-14
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70
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Health
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Health
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80
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6
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Speed
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Speed
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5
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750 gold
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Cost
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Cost
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750 gold
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Special Abilities
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Weekly Growth = 2 per week
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Special Abilities
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Immune to Air - Immune to Fear
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Immune to Water - Immune to Fear
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Tips
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Weekly Growth = 2 per week
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Tips
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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.
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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.
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Level 7
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Level 5
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Stats
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Gorynych
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War Zealot
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Stats
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20
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Attack Skill |
Attack Skill |
14
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20
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Defence Skill
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Defence Skill
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10
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n/a
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Shots
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Shots
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24
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25-45
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Damage
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Damage
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10-12
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250
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Health
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Health
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40
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8
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Speed
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Speed
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8
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3,500 gold
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Cost
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Cost
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600 gold
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Special Abilities
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Weekly Growth = 1 per week
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Special Abilities
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Hydra-Headed Attack - No Retaliation - Flying - Immune to Fear
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Ranged - No Melee Penalty - Magic Mirror - Immune to Fear
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Tips
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Weekly Growth = 2 per week
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Tips
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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.
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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.
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Level 4
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Level 4
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Stats
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Arctic Sharpshooter
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Lava Sharpshooter
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Stats
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13
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Attack Skill |
Attack Skill |
12
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10
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Defence Skill
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Defence Skill
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11
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32
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Shots
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Shots
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32
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8-10
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Damage
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Damage
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8-10
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15
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Health
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Health
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15
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9
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Speed
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Speed
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9
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500 gold
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Cost
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Cost
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500 gold
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Special Abilities
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Weekly Growth = 3 per week
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Special Abilities
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Ranged - No Melee Penalty - Air Shield - Immune to Fear - No Obstacle Penalty - No Range Penalty
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Ranged - No Melee Penalty - Fire Shield - Immune to Fear - No Obstacle Penalty - No Range Penalty
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Tips
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Weekly Growth = 3 per week
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Tips
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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.
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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?
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Level 6
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Level 6
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Stats
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Hell Steed
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Nightmare
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Stats
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15
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Attack Skill |
Attack Skill |
18
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15
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Defence Skill
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Defence Skill
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16
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n/a
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Shots
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Shots
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n/a
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18-24
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Damage
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Damage
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20-24
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100
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Health
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Health
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110
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8
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Speed
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Speed
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9
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1,100 gold
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Cost
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Cost
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1,500 gold
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Special Abilities
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Weekly Growth = 2 per week
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Special Abilities
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Fire Shield - Immune to Fire - Fire Wall Attack
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Improved Death Stare - Immune to Mind Spells - Immune to Fear
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Tips
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Weekly Growth = 2 per week
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Tips
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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.
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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.
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Level 5
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Level 4
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Stats
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Sorceress
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Werewolf
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Stats
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15
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Attack Skill |
Attack Skill |
10
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13
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Defence Skill
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Defence Skill
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12
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24
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Shots
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Shots
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n/a
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10-13
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Damage
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Damage
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6-9
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35
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Health
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Health
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35
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8
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Speed
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Speed
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7
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600 gold
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Cost
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Cost
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300 gold
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Special Abilities
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Weekly Growth = 2 per week
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Special Abilities
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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
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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
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Tips
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Weekly Growth = 4 per week
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Tips
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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.
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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.
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Level 10
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Level 10
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Stats
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Emissary of War
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Emissary of Peace
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Stats
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0
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Attack Skill |
Attack Skill |
0
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10
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Defence Skill
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Defence Skill
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10
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n/a
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Shots
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Shots
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n/a
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n/a
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Damage
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Damage
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n/a
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2,000
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Health
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Health
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2,000
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4
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Speed
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Speed
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4
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n/a*
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Cost
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Cost
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n/a*
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Special Abilities
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Weekly Growth = 1 per dwelling
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Special Abilities
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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)
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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)
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Tips
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Weekly Growth = 1 per dwelling
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Tips
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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.
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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.
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Level 10
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Level 10
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Stats
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Emissary of Mana
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Emissary of Lore
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Stats
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0
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Attack Skill |
Attack Skill |
0
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10
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Defence Skill
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Defence Skill
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10
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n/a
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Shots
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Shots
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n/a
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n/a
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Damage
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Damage
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n/a
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2,000
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Health
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Health
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2,000
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4
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Speed
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Speed
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4
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n/a*
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Cost
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Cost
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n/a*
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Special Abilities
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Weekly Growth = 1 per dwelling
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Special Abilities
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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)
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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)
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Tips
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Weekly Growth = 1 per dwelling
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Tips
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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.
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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.
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Level 10
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Level 3
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Stats
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Dracolich
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Sylvan Centaur
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Stats
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45
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Attack Skill |
Attack Skill |
10
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45
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Defence Skill
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Defence Skill
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5
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5
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Shots
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Shots
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24
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50-80
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Damage
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Damage
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4-6
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800
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Health
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Health
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15
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16
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Speed
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Speed
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8
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25,000 gold
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Cost
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Cost
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250 gold
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Special Abilities
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Weekly Growth = 1 per week
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Special Abilities
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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
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Ranged - Double Shot - Merry (same effect as the Mirth spell; passive) - No Melee Penalty
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Tips
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Weekly Growth = 7 per week
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Tips
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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.
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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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