or you play a mission without a dungeon), then they WILL die permanently after some minutes. you lousy miser didn't build them a big-enough vortex chamber. ![]() However, if they do not have a vortex (e.g. If you do not have enough mana, they will just hang out indefinitely. Then, they will substract mana from you every second until they resurrect with full health. There, everything dies permanently (except the GobOBot, who first becomes a goblin and if he dies again only THEN would die permanently).Īll Demon units (Imp, Arachnoid, Succubus, Pit Fiend) will immediately teleport back to their vortex, if they have one. However, in some campaigns, you do not have a dungeon at all. Sorry, there will be lots of "except" and "buts" but well, at least its definite! ) Brace yourself.įirst, everything I say below is true for the skirmish map and most campaigns. Ok, here comes the ultimate guide to resurrection. The Hideout room, when eating Gurus and when drinking beer. But Horde units have more health than Demon and Undead units and Horde units are the only ones that can be healed *during* combat (using Nagas). Therefore Horde units are easier to loose and harder to revive than the units of the other two factions. Only building the Crypt-room enables you to store and conserve dead Horde units and to revive them - provided you have the workstation and an Undead creature operating it. Therefore in Dungeons 3 Horde units are dead and remain dead - independent of whether they died in the overworld or in the dungeon. We found this mechanic somewhat confusing. ![]() ![]() It was only in Dungeons 2 that Horde units dying inside of your dungeon were only unconscious and dragged to a special room - the hospital - and could regenerate by lying on a bunk bed, while Horde units dying in the overworld were dead and could only be revived by the Defi-Bri-Mat. I think the confusion arises as the death mechanic for all units has changed from Dungeons 2 to 3.
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