Olden Era / Factions / Temple
Temple

Temple

GrassGemstones21 units18 heroesNative terrain: Grassland

The Church of the Sun strives to forge the best version of oneself. Its well‑rounded troops gain extra benefits from buffs.

Units (21)

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Heroes (18)

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Buildings (20)

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Magic1

Faction laws

Available from the start
Resource Riches I
Resource Riches I
1 pts
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
Training: Scouting
Training: Scouting
4 pts
Your heroes gain 1 Sight radius.
Faith in Magic
Faith in Magic
2 pts
Produces 250 Astrology points daily.
Elite Swordsmen
Elite Swordsmen
3–3 pts
Swordsman growth in your cities increases by 4. They gain 2 to 4 Defense.
Elite Crossbowmen
Elite Crossbowmen
3–3 pts
Crossbowman growth in your cities increases by 4. They gain 2 to 4 Attack.
Inquisition Crusade
Inquisition Crusade
1 pts
Friendly creatures deal +25% Damage to summoned enemy creatures.
Unlocked after 5 laws
Tax Collectors
Tax Collectors
3–3 pts
Produces 500 to 1000 Gold daily.
Mining: Gems
Mining: Gems
2–2 pts
Produces 1 to 2 Gem(s) daily.
Heroes of Tales
Heroes of Tales
2–2 pts
Your heroes gain 1 to 2 Morale.
Elite Griffins
Elite Griffins
3–3 pts
Griffin growth in your cities increases by 2. They gain 5 to 10 HP.
Elite Lightweavers
Elite Lightweavers
3–3 pts
Lightweaver growth in your cities increases by 2. They deal +2 to 4 Damage.
Execute Excellence
Execute Excellence
3–3 pts
All positive effects on friendly creatures last 1 to 2 additional round(s).
Swift Reflexes
Swift Reflexes
6 pts
Friendly creatures gain 1 Initiative.
Unlocked after 15 laws
Resource Riches II
Resource Riches II
2 pts
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
Coinage Reform
Coinage Reform
4–4 pts
Your sources of Gold produce +10 to 20% Gold.
Sun’s Grace
Sun’s Grace
3 pts
Daylight spells of your heroes gain 1 level(s).
Architect’s Mastery
Architect’s Mastery
6 pts
You can construct +1 building(s) daily.
Elite Cavalry
Elite Cavalry
3–3 pts
Cavalry growth in your cities increases by 1. Their attacks ignore 5 to 10% of the target’s Defense and they gain 1 Speed.
Training: Melee Combat
Training: Melee Combat
3–3 pts
Friendly creatures deal +5 to 10% and take –5 to 10% Melee Damage. This effect is doubled for non‑Temple friendly creatures.
Training: Range Combat
Training: Range Combat
3–3 pts
Friendly creatures deal +5 to 10% and take –5 to 10% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
Unlocked after 30 laws
Training: Attack
Training: Attack
3–3 pts
Your heroes gain 2 to 4 Attack.
Training: Defense
Training: Defense
3–3 pts
Your heroes gain 2 to 4 Defense.
Training: Spell Power
Training: Spell Power
3–3 pts
Your heroes gain 2 to 4 Spell Power.
Training: Knowledge
Training: Knowledge
3–3 pts
Your heroes gain 2 to 4 Knowledge.
Elite Inquisitors
Elite Inquisitors
3–3 pts
Inquisitor growth in your cities increases by 1. They ignore 5 to 10% of the enemy’s Attack and they gain 1 Speed.
Encouragement
Encouragement
1–1 pts
The chance of Morale triggering for friendly creatures increases by 1 to 3% for each point of their Morale.
Vengeful Strike
Vengeful Strike
3–3 pts
Friendly creatures’ counterattacks deal +50 to 100% Damage.
Unlocked after 50 laws
Resource Riches III
Resource Riches III
3 pts
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
Power of Faith
Power of Faith
4 pts
All your Temple heroes can learn any spells of any tier.
Elite Angels
Elite Angels
3–3 pts
Angel growth in your cities increases by 1. They gain 25 to 50% of their hero’s Attack and Defense as Attack and Defense.
Hero’s Blessing
Hero’s Blessing
6 pts
Friendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.
Sacred Lands
Sacred Lands
4 pts
Friendly creatures are immune to negative effects when fighting on their Native Terrain.