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'Heroes of Might and Magic V' Haven & Inferno Faction - Details & Screens

by Rainier on Aug. 11, 2005 @ 1:50 a.m. PDT

Heroes of Might & Magic V will benefit from the features and characteristics that established the success of the initial saga while offering a wealth of innovations such as a highly immersive scenario, a variety of appealing factions, modern 3D graphics, a revolutionary tactical combat system, and a story-based campaign mode. Read more for details and the Haven & Inferno factions...

The first game to reintroduce the Might & Magic universe to the public will be Heroes of Might and Magic V. Gamers will delve into a more mature, consistent fantasy universe that will appeal to fans of all fantasy genres. One of the most successful turn-based strategy franchises, the Heroes of Might and Magic series, with its distinctive touch of RPG, is a benchmark in the Heroic Fantasy genre, with considerable commercial and critical acclaim. The new game will benefit from the features and characteristics that established the success of the initial saga while offering a wealth of innovations such as a highly immersive scenario, a variety of appealing factions, modern 3D graphics, a revolutionary tactical combat system, and a story-based campaign mode.

HAVEN FACTION

  • AKA: The Knights of the Light
  • Associated colors: light blue, white and gold
  • Worship: Elrath, the Dragon of Light, and its first servants - the Angels
  • Core philosophy: “Law & Order” rather than “Good & Mercy”
  • Country / kingdom: The Holy Griffin Empire
  • Capital city: Talonguard
  • Key symbols: The “holy sun”, the griffin

A feudal Holy Empire, the strongest realm of Ashan. It is a kingdom of medieval knights and monks, with prevalent access to “Light / Life” Magic and “Angelic” elite troops. The Empire chose the Griffin as its symbol. Tamed griffins are used by the nobility as “flying hounds”, and sometimes as mounts. On the battlefield, Haven troops are known to be extremely resistant, relying more on the mighty power of brutal force than on the delicate art of magic. The heroes of the Haven faction will develop skills and abilities to support the hurricane of steel and fury that will rush into the enemy’s rank.

BRIEF HISTORY

The origins

3 YSD: Birth of the Falcon Empire
Falcon the Great unifies the human kingdoms (founding the empire that will one day become the Haven faction). A prophecy says the Falcon line shall endure as long as the world does.

28-40 YSD: Wars of Fire
First great demon incursion.
Most of the Angels perish during these wars. The survivors take refuge in the Falcon Empire, which is increasingly turned away from the Dragon of Air – Sylath, and toward the Dragon of Light.

48 YSD: the Falcon Empire becomes the “Holy” Falcon Empire
– Founding of the Free Cities of the East
Emperor Brian Falcon gives absolute power to the Church of the Dragon of Light. The Human kingdom is renamed “Holy Falcon Empire”. Dissent grows among many citizens who resent being forced to abandon their faith in Sylath. Many will leave the Empire’s territory to found the Free Cities of the East.

The modern ages

843 YSD: 4th Eclipse - Falcon’s Last Flight
The Demons storm the capital of the Falcon Empire and massacre the royal house. As soon as the Demons are repelled, fighting breaks out as the various noble houses attempt to claim the throne. Duke Ivan of Griffin conquers the bloody crown. The Empire is renamed “Holy Griffin Empire”.

951 YSD: 5th Eclipse - War of the Gray Alliance
Demon armies are confronted by a combined force of Haven Knights allied with two other factions. Emperor Alexei Griffin pursues the Demons into the very underworld, and is killed. His soul is rescued by a mysterious and legendary knight known as Tieru, and is bound in an artifact called the Heart of the Griffin. Alexei’s son Nicolai, aged 6, ascends the Imperial throne.

969 YSD: 6th Eclipse - Queen Isabel's War
An eclipse not forecasted on any calendar grips the Empire in a panic. The Demons emerge in force and march towards Haven’s capital.
This war will be known as Queen Isabel's War and is the topic of Heroes V’s campaign.

HAVEN CREATURES

  • Peasant (Upgrade: Militia Guard)
    The peasants and the militia guards are the basic infantry of the Holy Griffin Empire. Those troops are weak and not efficiently trained, but they are numerous. On top of that the peasants are an important source of revenue for their masters and the militia guards are expert in the art of confusing their enemy in the melee.
  • Archer (Upgrade: Marksman)
    The archers and marksmen are key in battle to weaken the enemy ranks before melee combat. The archers of the Griffin Empire excel in the art of drowning the enemy under barrages of arrows. The marksmen’s powerful crossbows are especially deadly at close range.
  • Squire (Upgrade: Knight)
    The knights and squires are the backbone of the Haven forces. They are resistant and can sustain enemy charges while other troops will maneuver to take the enemy from the rear. They can make the fight last longer with their mastery in the art of melee combat and defense.
  • Griffin (Upgrade: Royal griffin)
    Griffins are the fastest troops of the Haven faction. They excel in skirmish attacks, flying into enemy ranks or diving from the sky above the battle. However they are quite weak when forced in a real melee, but they will always defend themselves to their last breath.
  • Priest (Upgrade: Inquisitor)
    The priests and Inquisitors are the keepers of the true faith in the Holy Dragon of Light. As such they won’t hesitate to enter the battlefield against the nonbelievers and all factions that may threaten the Order of Elrath. As priests they will not enter the melee but rather summon the wrath of their God on enemy troops, and protect their own in combat with support spells.
  • Cavalier (Upgrade: Paladin)
    The cavaliers and paladins are the ultimate guardians and elite troops of the Holy Griffin Empire. Mounted on powerful horses and heavily armored, they are at their best when they charge on enemy troops from afar. On top of that the Paladins have the ability to dispel enemy curses in their ranks.
  • Angel (Upgrade: Archangel)
    The angels are the incarnation of Elrath on Ashan, and as such they are the most 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 substance is endangered it will become a pure spirit again and rejoin its master. As lieutenants of Elrath, the archangels are blessed with the supreme power of resurrecting the champions who died in combat, giving them another chance to serve their Lord.

INFERNO FACTION

  • AKA: The Demons, The Lords of Chaos
  • Associated colors: Black and red
  • Worship: Their progenitor – Urgash, the Primordial Dragon of Chaos
  • Core philosophy: “Might makes Right” ; conquer, plunder and rape the weak, laugh when you’re wounded or tortured, indulge yourself in selfish pleasures, spread anarchy and chaos, corrupt the righteous
  • Country / kingdom: Sheogh, the Prison of Fire
  • Capital city: Ur-Hekal, the “Gate of the Burning Heart”
  • Key symbol: Unicursal hexagram, Ouroboros (the snake that eats its own tail)

These are ravening monsters that would burn the world to a cinder just to watch it burn. Demons are an alien pantheon of hostile monsters that are bent on conquering Ashan. Fortunately, they are imprisoned in Hell (a “dimensional jail” created in the lava core of the planet) and can’t exist for long in the material (surface) world, except when they are summoned by a sorcerer or when they can possess a mortal body. On the battlefield, Inferno troops are famous for their insane brutality in both the might and magic fields. Inferno troops will rush into the melee, while creatures with magic abilities will disrupt the normal order of things to call for demonic reinforcements or to summon the fury of the fire element on their enemy. The inferno heroes will of course support their troops, sometimes taking part in battles but most of the time they will use their tremendous resources in mana to cast countless and devastating spells.

BRIEF HISTORY

The origins

28-40 YSD: Wars of Fire
First great demon incursion.
The great wizard Sar-Elam, know as the “Seventh Dragon”, sacrifices himself to end the Wars and repel the demon incursion. Sar-Elam and his disciples seal the demons away to prevent their return.

62 YSD: The Schism of the Seven
Schism between the disciples of Sar-Elam, who can’t agree on the best way to follow the road laid down by the Seventh Dragon. Sar-Antor founds the Blind Brothers, a congregation of healers, seers and embalmers dedicated to the worship of Asha. Sar-Badon founds the Dragon Knights, a martial order disciplined in both body and mind.

67 YSD: The Prophecy of the Demon Messiah
Sar-Shazzar gives the Prophecy of the Demon Messiah, which predicts, among other things, that a half-demon hero will someday shatter the Demon Prison and unleash bloody chaos on the world.

104 YSD: The Dragon knights become a secret order
On his deathbed, Sar-Badon commands the Dragon knights to retreat from the world and dedicate themselves to preserve the teachings of the Seventh Dragon, watching against any Demon activity.
No longer are the Dragon Knights prominent or visible in the world.

330 YSD: 1st Eclipse - War of the Blood Moon
– Creation of the Orcs
A total lunar eclipse provokes a massive rupture of the Demon Prison. The Demon Lords force their way out and raven across lands. Armies are rallied to meet them, but, caught by surprise, they are rapidly overwhelmed.
The Demons are finally defeated but at most terrible cost. The Demon Lords are cast down, and the surviving demons banished back to their hellish prison. The Dragon Knights emerge from hiding to repair the prison as best they can, then vanish once again.

564 YSD: 2nd Eclipse - Rise of the Demon Sovereign
Total lunar eclipse. This time the Blind Brothers predicted it, and the Alliance, helped by the Dragon Knights, is quick to react. Only a small band of demons manage to escape into the world. The names of the Demon Lords, Urgash’s first children, are heard no more. Instead, the name of Mal-Beleth, new and only Demon Sovereign, appears.

717 YSD: 3rd Eclipse – Dragon Hunt
During a brief lunar eclipse, a band of Demons escapes into the world. They seek out the hidden strongholds of the Dragon Knights and begin a bloody secret war. The outcome of this conflict is unknown to date.

The modern ages

843 YSD: 4th Eclipse - Falcon’s Last Flight
Total eclipse. This time, the Demons storm the capital of the Falcon Empire and massacre the royal house. As soon as the Demons are repelled, fighting breaks out as the various noble houses attempt to claim the throne. Duke Ivan of Griffin conquers the bloody crown. The Empire is renamed “Holy Griffin Empire”.

969 YSD: 6th Eclipse - Queen Isabel's War
An eclipse, not forecasted on any calendar, grips the Blind Brothers in a panic. The Demons emerge in force and march towards Haven’s capital.
This war will be known as Queen Isabel's War and is the topic of Heroes V’s campaign.

INFERNO CREATURES

  • Imp (Upgrade: Familiar)
    Imps and familiars mean swarms of little winged creatures that will overwhelm enemy forces. Fortunately, these creatures are weak and an experienced warrior can bring on numerous forms of damage in their ranks. The imps and familiar are a real annoyance for any Hero gifted in magic, as they have the unique ability to destroy or even steal mana from the enemy.
  • Horned Demon (Upgrade: Horned Overseer)
    The demons and grunts are the basic infantry of the inferno troops. They are resistant and can sustain an enemy charge thanks to their high number on the battlefield. The horned demons have the unique capability to sacrifice themselves in a huge explosion of primal chaos energy.
  • Hell Hound (Upgrade: Cerberus)
    Hell hounds and cerberi are the spearhead of the inferno forces. Their incredible attack skill gives them a huge devastation power within enemy ranks. However these creatures are not very resistant and therefore should not stay in a long melee combat. They are at their best when used for skirmish combat or to finish weakened enemies. On top of that the cerberi can strike several units at once thanks to their three heads.
  • Succubus (Upgrade: Succubus Favorite)
    Succubi are the only shooters within Inferno ranks, they should therefore be used as support troops for the attacking units. This is all the more true as they have the ability to counter-strike on enemy ranged attacks. The enemy will always hesitate before engaging a combat against them. Use this at your own advantage.
  • Hell Stallion (Upgrade: Nightmare)
    The nightmares are the most reactive and fastest Inferno creatures. They will cross the battlefield to fiercely charge into enemy ranks. These creatures have such a reputation for being unforgiving that they will make the enemy flee in panic, and even creatures that are stronger than them. When engaged in a melee against them the enemy won’t fight back.
  • Pit Fiend (Upgrade: Pit Lord)
    Pit fiends and Pit Lords are the most skilled warriors amongst Inferno troops. They also have the ability to cast devastating spells to weaken the enemy or even spread death on a whole area of the battlefield. Gifted in both defense and attack, these creatures are the backbone of any successful strategy.
  • Devil (Upgrade: Arch Devil)
    The devils are the ultimate representatives of chaos on Ashan. Their power and agility are unequaled amongst Inferno troops. These monsters have access to the infernal reality plan at will and can therefore teleport on the battlefield. The archdevils have the supreme ability to call for Pit Lord reinforcements straight from inferno.

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