
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)
See all →Heroes (18)
See all →Buildings (20)
See all →Economy8
Creatures7
Magic1
Faction laws
Available from the start
Resource Riches I
1 ptsProvides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
Training: Scouting
4 ptsYour heroes gain 1 Sight radius.
Faith in Magic
2 ptsProduces 250 Astrology points daily.
Elite Swordsmen
3–3 ptsSwordsman growth in your cities increases by 4. They gain 2 to 4 Defense.
Elite Crossbowmen
3–3 ptsCrossbowman growth in your cities increases by 4. They gain 2 to 4 Attack.
Inquisition Crusade
1 ptsFriendly creatures deal +25% Damage to summoned enemy creatures.
Unlocked after 5 laws
Tax Collectors
3–3 ptsProduces 500 to 1000 Gold daily.
Mining: Gems
2–2 ptsProduces 1 to 2 Gem(s) daily.
Heroes of Tales
2–2 ptsYour heroes gain 1 to 2 Morale.
Elite Griffins
3–3 ptsGriffin growth in your cities increases by 2. They gain 5 to 10 HP.
Elite Lightweavers
3–3 ptsLightweaver growth in your cities increases by 2. They deal +2 to 4 Damage.
Execute Excellence
3–3 ptsAll positive effects on friendly creatures last 1 to 2 additional round(s).
Swift Reflexes
6 ptsFriendly creatures gain 1 Initiative.
Unlocked after 15 laws
Resource Riches II
2 ptsProvides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
Coinage Reform
4–4 ptsYour sources of Gold produce +10 to 20% Gold.
Sun’s Grace
3 ptsDaylight spells of your heroes gain 1 level(s).
Architect’s Mastery
6 ptsYou can construct +1 building(s) daily.
Elite Cavalry
3–3 ptsCavalry 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
3–3 ptsFriendly creatures deal +5 to 10% and take –5 to 10% Melee Damage. This effect is doubled for non‑Temple friendly creatures.
Training: Range Combat
3–3 ptsFriendly 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
3–3 ptsYour heroes gain 2 to 4 Attack.
Training: Defense
3–3 ptsYour heroes gain 2 to 4 Defense.
Training: Spell Power
3–3 ptsYour heroes gain 2 to 4 Spell Power.
Training: Knowledge
3–3 ptsYour heroes gain 2 to 4 Knowledge.
Elite Inquisitors
3–3 ptsInquisitor growth in your cities increases by 1. They ignore 5 to 10% of the enemy’s Attack and they gain 1 Speed.
Encouragement
1–1 ptsThe chance of Morale triggering for friendly creatures increases by 1 to 3% for each point of their Morale.
Vengeful Strike
3–3 ptsFriendly creatures’ counterattacks deal +50 to 100% Damage.
Unlocked after 50 laws
Resource Riches III
3 ptsProvides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
Power of Faith
4 ptsAll your Temple heroes can learn any spells of any tier.
Elite Angels
3–3 ptsAngel 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
6 ptsFriendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.
Sacred Lands
4 ptsFriendly creatures are immune to negative effects when fighting on their Native Terrain.






































