Haven faction units

Haven - Орден Порядка Views Last Edited 8/21/2026 3:59 PM
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Peasants

Peasants
Attack1
Defense1
Damage1 - 1
HP3
Speed4
Initiative8
Shots0
Mana0
Growth22
Cost20

Peasants make up the bulk of the same Empire's infantry. Although they are not very strong and poorly trained, there are many of them. For their lords, peasants are an important source of income.

Militia

Militia
Attack1
Defense1
Damage1 - 2
HP6
Speed4
Initiative8
Shots0
Mana0
Growth22
Cost30

Militia are the foundation of the Holy Griffin Empire's infantry. They are relatively weak and not very well trained, but they are numerous. Militia are good at stunning the enemy in battle.

Archers

Archers
Attack4
Defense3
Damage2 - 4
HP7
Speed4
Initiative9
Shots10
Mana0
Growth12
Cost50

Archers are useful in battle to weaken the enemy's ranks before a melee clash. The Griffin Empire's archers possess the important ability to create a barrage of arrows.

Crossbowmen

Crossbowmen
Attack4
Defense4
Damage2 - 8
HP10
Speed4
Initiative8
Shots12
Mana0
Growth12
Cost80

Crossbowmen play a key role in battle, as they can weaken the enemy's ranks before melee combat begins. Their powerful crossbows are loaded with heavy bolts, making them especially deadly when firing from close range.

Swordsmen

Swordsmen
Attack4
Defense8
Damage2 - 4
HP16
Speed4
Initiative8
Shots0
Mana0
Growth10
Cost90

Swordsmen are the backbone of the Griffin Empire's forces. They can lead the main line of attack while other units maneuver.

Footmen

Footmen
Attack5
Defense9
Damage2 - 5
HP26
Speed4
Initiative8
Shots0
Mana0
Growth10
Cost130

Footmen are the backbone of the forces in the Griffin Empire's army. They can lead the main line of attack while other units maneuver. Footmen are difficult to defeat thanks to their martial art of melee combat. Furthermore, they defend excellently and are capable of protecting nearby units.

Griffins

Griffins
Attack7
Defense5
Damage5 - 10
HP30
Speed7
Initiative15
Shots0
Mana0
Growth5
Cost260

Griffins are the fastest combat units of the Empire. They are excellent for small sorties, diving straight into the enemy ranks. Although griffins are weak in melee combat, they always fight until their last breath.

Royal Griffins

Royal Griffins
Attack9
Defense8
Damage5 - 15
HP35
Speed7
Initiative15
Shots0
Mana0
Growth5
Cost360

Royal Griffins are the fastest units in the Empire's army. They are excellent for small sorties, diving straight into the enemy ranks or descending upon the opponent from the heavens.

Monks

Monks
Attack12
Defense12
Damage9 - 12
HP54
Speed5
Initiative10
Shots7
Mana0
Growth3
Cost650

In the Griffin Empire, priests are the keepers of faith. Therefore, they fight fiercely against unbelievers and enemies of the Church. On the battlefield, priests do not engage in melee combat, but instead unleash Elrath's wrath upon enemy troops while protecting their own with support spells.

Inquisitors

Inquisitors
Attack16
Defense16
Damage9 - 12
HP80
Speed5
Initiative10
Shots7
Mana12
Growth3
Cost900

Inquisitors are true keepers of faith in Elrath, the Holy Dragon of Light. Therefore, they fight fiercely against unbelievers and enemies of the Church. On the battlefield, inquisitors do not engage in melee combat, but instead unleash Elrath's wrath upon enemy troops while protecting their own with support spells.

Knight

Knight
Attack23
Defense21
Damage20 - 30
HP90
Speed7
Initiative11
Shots0
Mana0
Growth2
Cost1250

Knights are the shock troops of the Holy Griffin Empire. Clad in armor and riding powerful steeds, they deliver terrible blows to the enemy. And the longer their charge, the more devastating the impact.

Paladins

Paladins
Attack24
Defense24
Damage20 - 30
HP100
Speed8
Initiative12
Shots0
Mana0
Growth2
Cost1550

Paladins are the elite troops of the Griffin Empire. Clad in armor and riding powerful steeds, they deliver terrible blows to the opponent. And the longer their charge, the more devastating the impact. Additionally, paladins possess the ability to dispel curses cast upon them by enemies.

Angels

Angels
Attack27
Defense27
Damage45 - 45
HP180
Speed6
Initiative11
Shots0
Mana0
Growth1
Cost3200

Angels are the embodiment of Elrath on Ashan and thus they are absolute representatives of his power. These creatures of Light are fierce in battle, and their attacks are always deadly. An angel cannot be killed — if its body is threatened with disappearance, it will return to its spectral form and reunite with its master.

Archangels

Archangels
Attack31
Defense31
Damage50 - 50
HP220
Speed8
Initiative11
Shots0
Mana0
Growth1
Cost4200

Archangels are the final stage of angel development. Blessed by Elrath, they possess the greatest power to resurrect champions fallen in battle and give them a chance to serve their lord.

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