A new arrangement of Haven creatures, which sees many favourites return, albeit under different names. One of its main symbols, the Griffin, has returned to grace the ranks of the Haven town, bringing with it some useful abilities. One sad exclusion from the town is the Pikeman, which has been with the town since Heroes I.
How to read this page
Most of the elements describing the creature should be quite familiar. However, if they're not, here's what you should know:
The Attributes panel presents the creature's attack, defense and such. Position your mouse over an element to display the tooltip if you're not familiar with the icon.
The Economics panel shows the cost of the unit, and its weekly growth rate.
Move your mouse over the abilities to show the description popup.
Casters have a spellbook: it opens as a popup to show the creature's spells. The little icon next to the spell name represents the creature's mastery of that spell, ranked from None to Expert. Click on a spell to go to the corresponding spell page.
The Experience value is the amount of experience your hero will gain when killing one creature of that type.
The Power Rating is a global indicator of the creature power. It allows you to roughly compare different creatures, even if, of course, there's no such thing as a unique strategy and power ladder in Heroes 5!!
Haven - Level 1
Peasant
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.
Peasants are amongst the weakest level 1 creatures, if not the weakest, returning to their glory days of Heroes 1 and 2. Their only saving grace is their Taxpayer ability, and their minimal cost, as they falter in all other areas.
Walker
1
1
1 - 1
8
4
3
0
0
Haven - Level 1 Upgrade
Conscript
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.
The Peasant upgrade doubles hit points and damage, but not much else. If you find a strategy for the slow-moving Peasants, and are not interested in training, it is advisable to upgrade them and pay the extra 10 gold. They do however lose their Taxpayer ability once they become Conscripts, thus if you plan on training Peasants, or are low on gold, don't bother with Conscripts.
Walker
1
1
1 - 2
8
4
6
0
0
Haven - Level 2
Archer
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.
The Scatter Shot ability makes the Archer effective against clusters of enemies, even though the damage is reduced in the affected areas. Hit Points are below-average for level 2, as is its speed, but thankfully its initiative allows it to act more frequently than other similar shooters or level 2 creatures.
Shooter
4
3
2 - 4
9
4
7
0
10
Haven - Level 2 Upgrade
Marksman
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.
Aside from the huge damage range and Hit Point increase, the Archer and Marksman are fairly much the same creature stats-wise. It is the Marksman's special ability, Precise Shot, that differentiates the two. Although not as effective when dealing with multiple units, the Marksman can severely damage a single unit, especially when bless is cast. A later level upgrade, perhaps, though 80 gold is still cheap for a level 2 upgrade.
Shooter
4
4
2 - 8
8
4
10
0
12
Haven - Level 3
Footman
The Footmen are a defensive backbone of the Griffin Empire forces. They can sustain attacks while other Griffin units manoeuvre to destroy the enemy.
A below-average level 3 creature, you get what you pay for with the Footman. Costing less than some level 2 creatures, the Footman's paltry 16 Hit Points, 4 Speed, and only 2-4 damage do not make it an effective offensive unit. However, they are efficient in resisting on-coming ranged attacks due their 'Large Shield' ability and their 8 defense, the highest for a level 3 aside from their upgrade. Their growth is quite substantial, also the highest for a level 3.
Walker
4
8
2 - 4
8
4
16
0
0
Haven - Level 3 Upgrade
Squire
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.
The Squire improves on the Footman in almost every aspect, barring speed and initiative, which would have made the Squire an excellent, faster auxiliary to the Griffin. Hit Points, Attack, Defense and Damage have all increased, while the cost is moderate. Its third special is also not without its uses, especially when protected fragile rangers such as Archers and Priests, making the Squire one of the best defensive units in the game.
Walker
5
9
2 - 5
8
4
26
0
0
Haven - Level 4
Griffin
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.
Haven's symbolic escutcheon and mid-level flying unit, the Griffin is the spearhead of Haven's offensive strategies. Hit Points, damage, attack, and initiative are all excellent to ensure an effective attack. Its cost is fairly typical of other level 4s, and its specials are also tailor-made for offense.
Flyer
7
5
5 - 10
15
7
30
0
0
Haven - Level 4 Upgrade
Imperial Griffin
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.
The Imperial Griffin's statistical upgrades are solid, but not spectacular, the biggest changes coming in the attack and defense values, a total increase of 38%, but it is also the Battle Dive ability that contributes to the increased cost (as well as the shiny armour). The Imperial Griffin is Haven's ultimate offensive weapon, and its fastest unit, too.
Flyer
9
8
5 - 15
15
7
35
0
0
Haven - Level 5
Priest
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.
The Priest offers Haven a high-level ranged option, though its attack and damage ratings are too low to be considered a signifcantly good shooter. Their cost is moderate, and their relatively high initiative makes them a fairly standard option without any significant specials aside from No Melee Penalty.
Shooter
12
12
9 - 12
10
5
54
0
7
Haven - Level 5 Upgrade
Inquisitor
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.
The Priest's upgrade has greatly increased Hit Points, Attack and Defense values, and is also a Spellcaster. While it is an expensive upgrade, Haven's ranged attack potency is greatly increased, as the Inquisitor is its highest ranged attacker. Damage is still frighteningly low, though.
Caster/Shooter
16
16
9 - 12
10
5
80
12
7
Haven - Level 6
Cavalier
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.
While lacking in attack and defense ratings, the Cavalier deals exceptionally high damage for an un-upgraded level 6 creature - even more when charging. Its high iniative and speed make this 'jousting' special an effective one. It is not too expensive, but it does lack some instrumental special abilities that other level 6s do not.
Walker
23
21
20 - 30
11
7
90
0
0
Haven - Level 6 Upgrade
Paladin
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.
While not an outstanding upgrade, the Paladin does offer increased Hit Points and attack and defense ratings which are more comparable to other level 6s. It is easily the fastest level 6, though all other areas aside from damage are slightly below-average. Lay Hands is useful if the usual jousting attack cannot be made use of. They are a great pairing with Griffins and Angels.
Walker
24
24
20 - 30
12
8
100
0
0
Haven - Level 7
Angel
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.
The Angel is a slightly below-average level 7 creature due to its slow speed and lack of special abilities. Aside from this, it is quite satisfactory, overly so in the attack and defense department. Its Hit Points are average, while its initiative is quite good. However, it is not as effective in offensive situations as its upgrade.
Flyer
27
27
45 - 45
11
6
180
0
0
Haven - Level 7 Upgrade
Archangel
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.
The speed, Hit Points, and Attack and Defense increases make the Archangel one of the best creatures in the game. In addition to these statistical changes, the Archangel's resurrect ability also ensures that creatures will get a second chance in combat. It has no apparent weaknesses side from magical susceptibility, its high cost, and, perhaps, its average damage.
Flyer
31
31
50 - 50
11
8
220
0
0
Haven Analysis (by ThE_HyDrA)
Walker: 6 Shooter: 4 Flyer: 4 Spellcaster/-: 1
Total Orientation:
Oriented mainly towards might, but a high level magic unit aids its cause in the opposing department. A quick bunch of units, Haven is helped by a fast, mid-level flyer, the traditionally quick Cavalier, and of course, the Angel.
This information comes from the Heroes V release version (v2.1).
Thanks to sfidanza for the work on this page. Thanks to Lord_Crusader for the pictures! Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!
Haven Intro
A new arrangement of Haven creatures, which sees many favourites return, albeit under different names. One of its main symbols, the Griffin, has returned to grace the ranks of the Haven town, bringing with it some useful abilities. One sad exclusion from the town is the Pikeman, which has been with the town since Heroes I.