Crusader should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
Makes a double melee attack. Retaliation may affect the second hit’s strength.
Deals double damage against undead.
Attack
11
Defense
12
Damage
10–20
Health
65
Speed
6
Shots
0
Base weekly growth
2
Cost per creature: 1000 gold
Abilities and limitations
Makes a double melee attack. Retaliation may affect the second hit’s strength.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Crusader · reference values before bonuses
Creatures
Total cost
Base health
1
1,000 gold
65
5
5,000 gold
325
10
10,000 gold
650
Reading this profile correctly
Numbers and abilities use the stated pinned fheroes2 revision. Rules do not automatically match Heroes III or every historical DOS version.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.
66 actual Heroes II creatures including upgrades and neutrals. Values and abilities follow the pinned fheroes2 revision; random editor placeholders are excluded. Prices are per creature, growth is the base weekly value, and combat stats exclude hero, artifact and spell bonuses.