Temple

Grass Resource: gemstones

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

Temple city art

§ Heroes

Roster (18)

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§ Units

Roster (21)

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§ 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.

  1. Tier 1

    Unlocks at 0 wins

    Pick one — Group 1

    • Resource Riches I

      Resource Riches I

      1 cost

      Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

    • Training: Scouting

      Training: Scouting

      3 cost

      Your heroes gain 1 Sight radius.

    • Faith in Magic

      Faith in Magic

      2 cost

      Produces 250 Astrology points daily.

    Pick one — Group 2

    • Elite Swordsmen

      Elite Swordsmen

      3 cost

      Swordsman growth in your cities increases by 4. They gain 2 Defense.

    • Elite Crossbowmen

      Elite Crossbowmen

      3 cost

      Crossbowman growth in your cities increases by 4. They gain 2 Attack.

    • Inquisition Crusade

      Inquisition Crusade

      1 cost

      Friendly creatures deal +25% Damage to summoned enemy creatures.

  2. Tier 2

    Unlocks at 5 wins

    Pick one — Group 1

    • Tax Collectors

      Tax Collectors

      3 cost

      Produces 500 Gold daily.

    • Mining: Gems

      Mining: Gems

      2 cost

      Produces 1 Gem(s) daily.

    • Heroes of Tales

      Heroes of Tales

      2 cost

      Your heroes gain 1 Morale.

    Pick one — Group 2

    • Elite Griffins

      Elite Griffins

      3 cost

      Griffin growth in your cities increases by 2. They gain 5 HP.

    • Elite Lightweavers

      Elite Lightweavers

      3 cost

      Lightweaver growth in your cities increases by 2. They deal +2 Damage.

    • Execute Excellence

      Execute Excellence

      3 cost

      All positive effects on friendly creatures last 1 additional round(s).

    • Swift Reflexes

      Swift Reflexes

      5 cost

      Friendly creatures gain 1 Initiative.

  3. Tier 3

    Unlocks at 15 wins

    Pick one — Group 1

    • Resource Riches II

      Resource Riches II

      2 cost

      Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

    • Coinage Reform

      Coinage Reform

      4 cost

      Your sources of Gold produce +10% Gold.

    • Sun’s Grace

      Sun’s Grace

      3 cost

      Daylight spells of your heroes gain 1 level(s).

    • Architect’s Mastery

      Architect’s Mastery

      6 cost

      You can construct +1 building(s) daily.

    Pick one — Group 2

    • Elite Cavalry

      Elite Cavalry

      3 cost

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

    • Training: Melee Combat

      Training: Melee Combat

      3 cost

      Friendly creatures deal +5% and take –5% Melee Damage. This effect is doubled for non‑Temple friendly creatures.

    • Training: Range Combat

      Training: Range Combat

      3 cost

      Friendly creatures deal +5% and take –5% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.

  4. Tier 4

    Unlocks at 30 wins

    Pick one — Group 1

    • Training: Attack

      Training: Attack

      3 cost

      Your heroes gain 2 Attack.

    • Training: Defense

      Training: Defense

      3 cost

      Your heroes gain 2 Defense.

    • Training: Spell Power

      Training: Spell Power

      3 cost

      Your heroes gain 2 Spell Power.

    • Training: Knowledge

      Training: Knowledge

      3 cost

      Your heroes gain 2 Knowledge.

    Pick one — Group 2

    • Elite Inquisitors

      Elite Inquisitors

      3 cost

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

    • Encouragement

      Encouragement

      1 cost

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

    • Vengeful Strike

      Vengeful Strike

      3 cost

      Friendly creatures’ counterattacks deal +50% Damage.

  5. Tier 5

    Unlocks at 50 wins

    Pick one — Group 1

    • Resource Riches III

      Resource Riches III

      3 cost

      Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

    • Power of Faith

      Power of Faith

      4 cost

      All your Temple heroes can learn any spells of any tier.

    Pick one — Group 2

    • Elite Angels

      Elite Angels

      3 cost

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

    • Hero’s Blessing

      Hero’s Blessing

      6 cost

      Friendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.

    • Sacred Lands

      Sacred Lands

      3 cost

      Friendly creatures are immune to negative effects when fighting on their Native Terrain.