Inferno
The Inferno is the demon town of Heroes of Might and Magic 3, an evil town native to lava whose heroes are the Demoniac and the Heretic; it recruits Imps, Gogs, Hell Hounds, Demons, Pit Fiends, Efreet and Devils, each with an upgrade, and is known for the Arch Devil, the Castle Gate and the Pit Lords' raising of Demons.
The Inferno is the town of the Kreegan demons of Eeofol in Heroes of Might and Magic 3: native to lava, led by Demoniacs and Heretics, and recruiting Imps, Gogs, Hell Hounds, Demons, Pit Fiends, Efreet and Devils, which upgrade to Familiars, Magogs, Cerberi, Horned Demons, Pit Lords, Efreet Sultans and Arch Devils. It is known for the teleporting Arch Devil, for the Castle Gate that links its towns, and for Pit Lords that raise fallen stacks as Demons; the official strategy guide also warns that it has the weakest creature in the game, the Imp, and no flyer below level 7. It is one of the eight towns of the 1999 game, The Restoration of Erathia.
Quick facts
| Alignment | Evil (Eeofol is on the evil side of the campaigns) |
| Native terrain | Lava |
| Hero classes | Demoniac and Heretic (see "Inferno heroes" on which is might) |
| Level 7 creature | Devil, upgraded to Arch Devil |
| Grail building | Deity of Fire: every week is Week of the Imp |
| Mage Guild | Up to level V |
| Resource Silo | 1 mercury a day |
| Blacksmith sells | Ammo Cart |
| Special buildings | Brimstone Stormclouds, Castle Gate, Order of Fire, Birthing Pool, Cages |
Sources for the table: the official guide's town chapter, pp.107-111 and 115, and its terrain table, pp.165-166.
Inferno creatures
The numbers below are The Restoration of Erathia's, from the official strategy guide, pp.115 and 138-141: attack, defense, damage, health, speed in hexes, weekly growth of the basic dwelling, and cost. The Shadow of Death manual lists no changes to Inferno creatures (SoD manual, pp.24-25).
| Level | Creature | Attack | Defense | Damage | Health | Speed | Growth | Cost (gold) |
|---|---|---|---|---|---|---|---|---|
| 1 | Imp | 2 | 3 | 1-2 | 4 | 5 | 15 | 50 |
| 1 | Familiar | 4 | 4 | 1-2 | 4 | 7 | 15 | 60 |
| 2 | Gog | 6 | 4 | 2-4 | 13 | 4 | 8 | 125 |
| 2 | Magog | 7 | 4 | 2-4 | 13 | 6 | 8 | 175 |
| 3 | Hell Hound | 10 | 6 | 2-7 | 25 | 7 | 5 | 200 |
| 3 | Cerberus | 10 | 8 | 2-5 | 25 | 8 | 5 | 250 |
| 4 | Demon | 10 | 10 | 7-9 | 35 | 5 | 4 | 250 |
| 4 | Horned Demon | 10 | 10 | 7-9 | 40 | 6 | 4 | 270 |
| 5 | Pit Fiend | 13 | 13 | 13-17 | 45 | 6 | 3 | 500 |
| 5 | Pit Lord | 13 | 13 | 13-17 | 45 | 7 | 3 | 700 |
| 6 | Efreet | 16 | 12 | 16-24 | 90 | 9 (flies) | 2 | 900 |
| 6 | Efreet Sultan | 16 | 14 | 16-24 | 90 | 13 (flies) | 2 | 1,100 |
| 7 | Devil | 19 | 21 | 30-40 | 160 | 11 (teleports) | 1 | 2,700 + 1 mercury |
| 7 | Arch Devil | 26 | 28 | 30-40 | 200 | 17 (teleports) | 1 | 4,500 + 2 mercury |
Imps are, in the guide's words, "the weakest creature in the game". Familiars Channel: when an enemy casts a spell, 20% of the spell points spent go to the Familiars' hero (pp.138, 141). The Birthing Pool adds 8 Imps a week (p.115).
Gogs shoot; Magogs throw a Fireball that also hits the hexes next to the target, allies included (p.138).
Cerberi strike the target and the hexes on either side of it with their three heads; the Cages add 3 Hell Hounds a week (pp.115, 139).
Pit Lords can, instead of attacking, raise a slain allied stack of any creature as Demons, no more Demons than there are Pit Lords. The guide's tip: "convert dead stacks of Imps and other low-level creatures into level 4 Demons" (pp.140-141).
Efreet and Efreet Sultans are immune to Fire Magic and do 150% damage to the Tower's Genies; Sultans carry a Fire Shield that returns 20% of the damage they take (p.140).
Devils and Arch Devils teleport across the battlefield, lower the enemy's luck by 1, can't be struck back when they attack, and do 150% damage to the Castle's Angels, which do the same to them (Castle; p.141). Every creature's full entry is on Creatures.
Inferno heroes
The Inferno's two classes, from the official guide (pp.40-41 and 44-45); each has eight heroes in the 1999 game (Heroes):
| Class | Starting Attack / Defense / Power / Knowledge | Starting skills |
|---|---|---|
| Demoniac | 2 / 2 / 1 / 1 | Combat and scouting skills such as Offense, Armorer, Tactics |
| Heretic | 1 / 1 / 2 / 1 | Wisdom with a second skill, for every Heretic |
Which class is the might class is muddled in the guide: its text calls the Heretic "the might-oriented Hero of the inferno town" and says the Demoniac's skills split "60/40 ... in favor of magic", but its own tables give the Demoniac the starting statistics of the other might classes (2/2/1/1, like the Knight) and combat skills, and give every Heretic Wisdom, like the magic classes (pp.40-45). Read by those tables, the Demoniac is the might class and the Heretic the magic class.
- Demoniacs: Calh (Gogs), Fiona (Hell Hounds), Ignatius (Imps), Marius (Demons), Nymus (Pit Fiends), Octavia (+350 gold a day), Pyre (Ballista), Rashka (Efreet) (p.41).
- Heretics: Ash (Bloodlust), Axsis (Mysticism), Ayden (Intelligence), Calid (+1 sulfur a day), Olema (Weakness), Xarfax (Fireball), Xyron (Inferno), Zydar (Sorcery) (p.45).
- Xeron, a Demoniac of Armageddon's Blade, gives Devils and Arch Devils +4 Attack, +2 Defense and +1 Speed (AB manual, p.9).
Buildings and the Grail
The Inferno's own buildings, from the guide (p.115):
- Brimstone Stormclouds (1,000 gold and 5 sulfur): +2 Power for the garrison hero in a siege.
- Castle Gate (10,000 gold, 5 wood and 5 ore, needs a Citadel): a visiting hero can teleport to another of the player's Infernos that has a Castle Gate.
- Order of Fire (1,000 gold and 5 wood, needs Mage Guild I): +1 Power, once per hero.
- Birthing Pool (1,000 gold): +8 Imps a week.
- Cages (1,000 gold): +3 Hell Hounds a week.
- Forsaken Palace, the Devil dwelling: 15,000 gold, 10 wood, 10 ore and 20 mercury.
"In terms of construction cost, the Inferno is dead middle in the pack," the guide says; mercury "is in high demand", for buildings and for recruiting Devils and Arch Devils, and the Resource Silo gives 1 mercury a day. It also notes how fast the level 4 Demon Gate goes up: an Inferno start very likely has its prerequisites built on day 1 (pp.109, 115). The Inferno's Grail building, the Deity of Fire, makes every week a Week of the Imp, besides the +50% creature growth and 5,000 gold a day every Grail building gives (p.111). General building advice is on Town Build Order.
How the Inferno plays
The guide's assessment (p.141): the Imp is "a major disadvantage to low-level Inferno armies", but the multi-hex attacks of Cerberi and Magogs "can be quite effective", so use Imps to guard the Magogs or to soak up counterstrikes before the Cerberi attack. Demons, Pit Fiends and Efreet are "average hand-to-hand attackers for their levels", and the upgrades to Pit Lord and Efreet Sultan are worth their cost, "especially" for the Pit Lords' raising of Demons. With no flying or teleporting creature below the Devil and no strong shooter, Inferno armies are "at quite a disadvantage when attacking fortified towns"; the guide suggests a hero with Ballistics, or Earth Magic and the Earthquake spell. Like the Archangel, the Arch Devil "is fast enough to cross the battlefield in a single move". More on fighting is on Combat.
Quick Save's town ranking puts the Inferno eighth of nine: it likes the demonic design but finds most units weak for their cost, singling out the Pit Lords' raising of Demons, the Efreet's fire spells with Armageddon, the Hell Hounds' three-headed attack and the Castle Gate, "extremely useful in larger maps". That is Quick Save's opinion, not the official guide's.
The Inferno in the campaigns
The Inferno is the town of Eeofol and its Kreegans. In The Restoration of Erathia's first evil campaign, Dungeons and Devils, Nighon and Eeofol attack Erathia, ending with Steadwick's Fall: "capture the city of Steadwick within three months" (p.297). Catherine's Liberation campaign answers with a scenario called Deal with the Devil (p.311). Armageddon's Blade is the Inferno's story: after the slaying of King Xenofex, Lucifer Kreegan rules Eeofol and has the legendary Armageddon's Blade forged, "which has the power to set the world on fire", and Catherine invades Eeofol to dethrone him (AB manual, pp.2-3, 9). In the end Gelu claims the Blade and slays Kreegan (Wikipedia). The Remake keeps the story: its gameplay overview promises that players will "face the apocalyptic threat of Armageddon's Blade" in its new campaign cinematics. The full stories are on Campaigns.
The Inferno in the Remake
Ubisoft's store screenshots for the Heroes of Might and Magic 3 Remake show horned devils and demons on the steps of a fiery fortress, and a horned, red-skinned devil stands beside a crowned, red-haired swordswoman in its key art. Ubisoft says "from day one, players will have access to all factions", and on Oct 7, 2026 said it had "begun refining several creature models" after feedback on the units' designs (Ubisoft on Steam). It has not listed changes to the Inferno's creatures or buildings, as of Oct 21, 2026.
Frequently asked questions
What are the Inferno units in Heroes 3? In Heroes of Might and Magic 3 the Inferno recruits Imps, Gogs, Hell Hounds, Demons, Pit Fiends, Efreet and Devils, which upgrade to Familiars, Magogs, Cerberi, Horned Demons, Pit Lords, Efreet Sultans and Arch Devils.
How strong is the Arch Devil in Heroes 3? In The Restoration of Erathia the Arch Devil has 26 attack, 28 defense, 200 health and speed 17, teleports, can't be struck back, lowers enemy luck by 1 and does 150% damage to Angels; it costs 4,500 gold and 2 mercury.
Is the Demoniac or the Heretic the might hero in Heroes 3? In Heroes 3 the Demoniac starts with might statistics (2/2/1/1) and combat skills and the Heretic with Wisdom, so the Demoniac is the might class, although the official strategy guide's text describes them the other way round.
What does the Castle Gate do in Heroes 3? The Castle Gate, the Inferno's own building in Heroes 3, lets a visiting hero teleport to another of the player's Infernos that also has a Castle Gate; it costs 10,000 gold, 5 wood and 5 ore.
What does the Pit Lord do in Heroes 3? In Heroes 3 a Pit Lord can, instead of attacking, raise a slain allied stack as Demons, up to one Demon per Pit Lord.
What is the Inferno's Grail building in Heroes 3? The Inferno's Grail building in Heroes 3 is the Deity of Fire, which makes every week a Week of the Imp on top of +50% creature growth and 5,000 gold a day.
Sources
- Heroes of Might and Magic III: Prima's Official Strategy Guide, Prima Publishing, 1999, pp.40-41, 44-45, 107-111, 115, 138-141, 165-166, 297, 311
- Heroes of Might and Magic III: The Shadow of Death user manual, The 3DO Company, 2000, pp.24-25
- Heroes of Might and Magic III: Armageddon's Blade manual, The 3DO Company, 1999, pp.2-3, 9
- Heroes of Might and Magic III: Armageddon's Blade, Wikipedia, revision of Oct 4, 2026
- Heroes of Might and Magic III Remake news, Ubisoft on Steam, Aug 27, 2026 and Oct 7, 2026
- Heroes of Might and Magic III Remake - Gameplay Overview Trailer, Ubisoft, Aug 26, 2026 (video)
- Heroes of Might and Magic III: Ranking the Town Factions, Quick Save, Jun 7, 2018 (video)
Moments
Heroes of Might and Magic III: Ranking the Town Factions
Quick Save
Heroes of Might and Magic III Remake - Gameplay Overview Trailer
Ubisoft
Photos
See also
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CastleThe Castle is the human town of Heroes of Might and Magic 3, a good town native to grass whose heroes are the Knight (might) and the Cleric (magic); it recruits Pikemen, Archers, Griffins, Swordsmen, Monks, Cavaliers and Angels, each with an upgrade, and is known for the Archangel and for creatures that deal extra damage. -
CreaturesEach of Heroes of Might and Magic 3's nine towns recruits seven levels of creatures, each with one upgrade (126 town creatures in the Complete game), plus neutral creatures found on the map such as golems and the Azure Dragon. Level 7 is the Archangel, Gold Dragon, Titan, Arch Devil, Ghost Dragon, Black Dragon, Ancient Behemoth, Chaos Hydra and Phoenix. -
HeroesHeroes of Might and Magic 3 has 16 hero classes with 8 heroes each (128 in all), a might class and a magic class for each of the eight towns of 1999, and Armageddon's Blade adds two more with the Conflux. Every hero has a specialty, four primary skills (Attack, Defense, Power, Knowledge) and room for eight secondary skills, and costs 2,500 gold in a Tavern. -
Armageddon's BladeArmageddon's Blade is the first expansion for Heroes of Might and Magic 3, released Sep 29, 1999, which added the Conflux town of elementals, six campaigns, 38 new maps and the random map generator. It is included in the Complete edition but not in the HD Edition.
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Town Build OrderThe official guide's fastest build order in Heroes of Might and Magic 3 is Town Hall, Mage Guild I, Blacksmith, Marketplace, City Hall, Citadel, Castle and Capitol on days 1 to 8, which reaches 4,000 gold a day on Day 1 of Week 2; its safer "balanced" order puts two creature dwellings and the Citadel before the Mage Guild. -
CombatBattles in Heroes of Might and Magic 3 are fought on a 15 x 10 hex grid where each creature stack moves in order of Speed and attacks, shoots, waits or defends, while each hero casts one spell a round; morale can grant an extra turn, luck extra damage, and sieges add walls, arrow towers and a moat.