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Creatures :: Haven Creatures
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 HavenAbilities / Description / Tavern Rumour
PeasantPeasantTaxpayers (Every day the hero gets as many units of gold as there are creatures with this ability in all their armies and castles.).
The peasants are the basic infantry of the Holy Griffin Empire. Though weak and poorly trained, they are numerous. Peasants are an important source of revenue for their masters.
ConscriptConscriptShield bash (At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).).
The Conscripts are the basic infantry of the Holy Griffin Empire. They are relatively weak and partially trained, but they are numerous. The Conscripts are expert in the art of stunning their enemy in melee.
 No Tavern Rumour
ArcherArcherShooter. Scatter shot (Area-effect shooting: damage is inflicted to all targets (including friendly creatures) located within the selected area (3 by 3 tiles). The amount of damage inflicted to each creature is half the damage of a precise shot (activated ability).).
Archers are useful in battle to weaken the enemy ranks before melee combat. The archers of the Griffin Empire excel in the art of overwhelming the enemy with barrages of arrows.
MarksmanMarksmanShooter. Precise shot (When shooting at close range (less than 3 tiles from target), creatures inflict heavier damage because the target's defense is not effective.).
Marksmen are key in battle, able to weaken the enemy ranks before melee combat. Their powerful crossbows loaded with heavy bolts are especially deadly at close range.
 A while ago there was an argument between a Marksman and an Archer in our tavern, who is more useful in combat. The Archer boasted his ability to shoot at several targets at once, and the Marksman was stressing the accuracy of his shots at close range. They almost fought with each other, actually. Only the arrival of town guards prevented the bloodshed. Maybe you'll test their abilities in real combat one day, and see for yourself who was right?
FootmanFootmanLarge shield (Creature receives only 50% of damage from all non-magical shooting attacks.). Shield bash (At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).). Enraged.
The Footmen are a defensive backbone of the Griffin Empire forces. They can sustain attacks while other Griffin units manoeuvre to destroy the enemy.
SquireSquireLarge shield. Shield bash. Shield allies (All friendly creatures located on neighbouring tiles get only 50% of damage from non-magical shooting attacks.). Enraged.
Squires are the backbone of the armies of the Griffin Empire, sustaining enemy charges while other troops manoeuvre to destroy the opponent. They are difficult to defeat, given their mastery of the art of melee combat. They are also skilled at defense, using their shields to protect nearby units.
 What a party we had yesterday! It was in honour of a common Squire who managed to cover a Paladin standing next to him with his shield and saved him from certain death by enemy arrow. They really underestimate those guys! So many warriors owe their lives to them!
GriffinGriffinFlyer. Large creatures. Unlimited retaliation. Immunity to Blind.
Griffins are the fastest troops of the Empire that bears their name. They excel in skirmish attacks, flying into enemy ranks. Though weak when forced into melee, they will always defend themselves to their last breath.
Imperial GriffinImperial GriffinFlyer. Large creatures. Unlimited retaliation. Immunity to Blind. Battle Dive (Creature performs delayed air attack on selected tile on the field, causing double damage to any creatures, including friendly ones, which happen to be on the tile at that moment. Following the attack, the creature returns to a randomly selected location on the field (activated ability).).
Imperial Griffins are the fastest troops of their Empire. They excel in skirmish attacks, flying into enemy ranks or diving from the sky above the battle.
 Many years ago a Griffin king managed to beat the Inferno army because he trained his Griffins to soar in the sky and then drop down on the enemy units like stones. It was a totally unexpected tactic and in just a few minutes the whole enemy army was decimated. Since then they call him "the Victor". And he deserved it too!
PriestPriestShooter. No melee penalty.
The priests are the keepers of the faith in the Griffin Empire. They fight fiercely against non-believers and any who threaten the Church of Elrath. As priests they do not engage in melee on the battlefield, but instead summon the wrath of their deity on enemy troops.
InquisitorInquisitorShooter. No melee penalty. Caster.
The Inquisitors are the keepers of the true faith of Elrath, the Holy Dragon of Light. As such they fight fiercely against non-believers and enemies of the Church. On the battlefield Inquisitors do not enter the melee, but rather summon the wrath of Elrath on enemy troops while protecting their own with support spells.
 What's the difference bewteen a Priest and an Inquisitor? Seems like a trifling thing, just two spells - Benediction and Endurance. But in fact those two are critical -- thanks to these gifts from Elrath, the Griffin Empire troops can become almost invincible.
CavalierCavalierJousting (Creature gets a 10% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.). Large creatures.
The Cavaliers are the shock troops of the Holy Griffin Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge the enemy from afar.
PaladinPaladinJousting. Large creatures. Lay hands.
The Paladins are the ultimate guardians and elite troops of the Holy Griffin Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge enemy troops from afar. Even better, Paladins have the ability to dispel enemy curses cast on their ranks.
 Once upon a time a wise man boasted, "Give me a pivot and I'll turn the world." A Cavalier who heard about that told me another thing: "Give me a running start for my horse and I'll crush any enemy." My point? Just remember, the farther Cavaliers or Paladins are from their target, the harder they will hit it.
AngelsAngelsFlyer. Large creatures.
The Angels are the incarnation of Elrath on Ashan, and as such they are the ultimate representation of his power. These creatures of Light are fierce in combat and their attacks are always deadly. An angel cannot be killed, if its body is endangered it will return to its spirit form and rejoin its master.
ArchangelArchangelFlyer. Large creatures. Resurrect allies (Creature can resurrect killed allied detachment once during combat, provided the location where the detachment was killed is not occupied by other creatures (activated ability).).
Greater even than the Angels are the Archangels. As lieutenants of Elrath, they are blessed with the supreme power of resurrecting champions who have died in combat and giving them another chance to serve their Lord.
 No Tavern Rumour

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