Temple
The Church of the Sun strives to forge the best version of oneself. Its well‑rounded troops gain extra benefits from buffs.
§ Heroes
Roster (18)
§ Units
Roster (21)

Guard Captain
Tier 1

Sun’s Aegis
Tier 1

Swordsman
Tier 1

Austringer
Tier 2

Crossbowman
Tier 2

Marksman
Tier 2

Griffin
Tier 3

Guardian Griffin
Tier 3

Temple Griffin
Tier 3

Hierophant
Tier 4

Lightweaver
Tier 4

Sun Herald
Tier 4

Cavalry
Tier 5

Noble Cavalry
Tier 5

Sunspear Cavalry
Tier 5

Excommunicator
Tier 6

Inquisitor
Tier 6

Mother Superior
Tier 6

Angel
Tier 7

Apotheosis
Tier 7

Archangel
Tier 7
§ Faction laws
Tiered unlocks
Each tier opens at the listed win-count threshold. Within a tier, every group offers a mutually-exclusive choice — pick one card per group.
Tier 1
Unlocks at 0 winsPick one — Group 1

Resource Riches I
1 costProvides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Training: Scouting
3 costYour heroes gain 1 Sight radius.

Faith in Magic
2 costProduces 250 Astrology points daily.
Pick one — Group 2

Elite Swordsmen
3 costSwordsman growth in your cities increases by 4. They gain 2 Defense.

Elite Crossbowmen
3 costCrossbowman growth in your cities increases by 4. They gain 2 Attack.

Inquisition Crusade
1 costFriendly creatures deal +25% Damage to summoned enemy creatures.
Tier 2
Unlocks at 5 winsPick one — Group 1

Tax Collectors
3 costProduces 500 Gold daily.

Mining: Gems
2 costProduces 1 Gem(s) daily.

Heroes of Tales
2 costYour heroes gain 1 Morale.
Pick one — Group 2

Elite Griffins
3 costGriffin growth in your cities increases by 2. They gain 5 HP.

Elite Lightweavers
3 costLightweaver growth in your cities increases by 2. They deal +2 Damage.

Execute Excellence
3 costAll positive effects on friendly creatures last 1 additional round(s).

Swift Reflexes
5 costFriendly creatures gain 1 Initiative.
Tier 3
Unlocks at 15 winsPick one — Group 1

Resource Riches II
2 costProvides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Coinage Reform
4 costYour sources of Gold produce +10% Gold.

Sun’s Grace
3 costDaylight spells of your heroes gain 1 level(s).

Architect’s Mastery
6 costYou can construct +1 building(s) daily.
Pick one — Group 2

Elite Cavalry
3 costCavalry growth in your cities increases by 1. Their attacks ignore 5% of the target’s Defense and they gain 1 Speed.

Training: Melee Combat
3 costFriendly creatures deal +5% and take –5% Melee Damage. This effect is doubled for non‑Temple friendly creatures.

Training: Range Combat
3 costFriendly creatures deal +5% and take –5% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
Tier 4
Unlocks at 30 winsPick one — Group 1

Training: Attack
3 costYour heroes gain 2 Attack.

Training: Defense
3 costYour heroes gain 2 Defense.

Training: Spell Power
3 costYour heroes gain 2 Spell Power.

Training: Knowledge
3 costYour heroes gain 2 Knowledge.
Pick one — Group 2

Elite Inquisitors
3 costInquisitor growth in your cities increases by 1. They ignore 5% of the enemy’s Attack and they gain 1 Speed.

Encouragement
1 costThe chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale.

Vengeful Strike
3 costFriendly creatures’ counterattacks deal +50% Damage.
Tier 5
Unlocks at 50 winsPick one — Group 1

Resource Riches III
3 costProvides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Power of Faith
4 costAll your Temple heroes can learn any spells of any tier.
Pick one — Group 2

Elite Angels
3 costAngel growth in your cities increases by 1. They gain 25% of their hero’s Attack and Defense as Attack and Defense.

Hero’s Blessing
6 costFriendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.

Sacred Lands
3 costFriendly creatures are immune to negative effects when fighting on their Native Terrain.
