Temple

Temple

21 creatures18 heroesGrassGems

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

Generated from the game files · build 25672315 ·

Creatures

Grouped by dwelling tier

Stats are compared against each line's base form: green is higher, red ▼ lower. A badged glyph is a power the base form does not have; a gold-ringed one is a power it has under the same name but with different rules.

T1Tier 1
T2Tier 2
Upgrade
10
6
3
3–4
0
0
6
3
  • New
Marksman
  • New
130 Gold
+14/week
T3Tier 3
Base
30
7
6
5–9
0
0
9
5
Griffin
270 Gold
+7/week
Upgrade
30
8
6
5–9
0
0
12
7
Temple Griffin
360 Gold
+7/week
Unlimited counterattacks
T4Tier 4
Upgrade
35
16
13
11–18
2
0
5
3
  • New
  • New
Sun Herald
440 Gold
+6/week
T5Tier 5
Base
85
12
17
10–14
1
0
10
7
Cavalry
850 Gold
+3/week
T6Tier 6
T7Tier 7
Base
225
30
30
50–75
0
0
8
4
Angel
2,400 Gold1 Gem
+1/week
Upgrade
225
35
30
50–75
0
0
12
5
  • New
  • New
Archangel
  • New
4,000 Gold2 Gems
+1/week
Upgrade
300
30
35
50–75
0
0
10
10
  • New
Apotheosis
  • New
  • New
4,000 Gold2 Gems
+1/week

Heroes

Faction laws

Each tier unlocks once enough Seals are spent on earlier tiers; groups are alternatives
Available from the start
Resource Riches I
1 Seal

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

Training: Scouting
2 Seals

Your heroes gain 1 Sight radius.

Faith in Magic
2 Seals

Produces 250 Astrology points daily.

Elite Swordsmen
  1. Lv 13 Seals

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

  2. Lv 22 Seals

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

  3. Lv 32 Seals

    Swordsman growth in your cities increases by 4. They gain 6 Defense.

Elite Crossbowmen
  1. Lv 13 Seals

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

  2. Lv 22 Seals

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

  3. Lv 32 Seals

    Crossbowman growth in your cities increases by 4. They gain 6 Attack.

Inquisition Crusade
1 Seal

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

Unlocks after 5 Seals spent
Tax Collectors
  1. Lv 12 Seals

    Produces 500 Gold daily.

  2. Lv 22 Seals

    Produces 1000 Gold daily.

Mining: Gems
  1. Lv 12 Seals

    Produces 1 Gem(s) daily.

  2. Lv 22 Seals

    Produces 2 Gem(s) daily.

Heroes of Tales
3 Seals

Your heroes gain 1 Morale.

Elite Griffins
  1. Lv 13 Seals

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

  2. Lv 22 Seals

    Griffin growth in your cities increases by 2. They gain 10 HP.

  3. Lv 32 Seals

    Griffin growth in your cities increases by 2. They gain 15 HP.

Elite Lightweavers
  1. Lv 13 Seals

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

  2. Lv 22 Seals

    Lightweaver growth in your cities increases by 2. They deal +4 Damage.

  3. Lv 32 Seals

    Lightweaver growth in your cities increases by 2. They deal +6 Damage.

Execute Excellence
  1. Lv 12 Seals

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

  2. Lv 22 Seals

    All positive effects on friendly creatures last 2 additional round(s).

Swift Reflexes
6 Seals

Friendly creatures gain 1 Initiative.

Unlocks after 15 Seals spent
Resource Riches II
2 Seals

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

Coinage Reform
  1. Lv 14 Seals

    Your sources of Gold produce +10% Gold.

  2. Lv 24 Seals

    Your sources of Gold produce +20% Gold.

Sun’s Grace
3 Seals

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

Architect’s Mastery
2 Seals

You can construct +1 building(s) daily.

Elite Cavalry
  1. Lv 13 Seals

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

  2. Lv 22 Seals

    Cavalry growth in your cities increases by 1. Their attacks ignore 10% of the target’s Defense and they gain 1 Speed.

  3. Lv 32 Seals

    Cavalry growth in your cities increases by 1. Their attacks ignore 15% of the target’s Defense and they gain 1 Speed.

Training: Melee Combat
  1. Lv 13 Seals

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

  2. Lv 23 Seals

    Friendly creatures deal +10% and take –10% Melee Damage. This effect is doubled for non‑Temple friendly creatures.

Training: Range Combat
  1. Lv 13 Seals

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

  2. Lv 23 Seals

    Friendly creatures deal +10% and take –10% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.

Unlocks after 30 Seals spent
Training: Attack
  1. Lv 13 Seals

    Your heroes gain 2 Attack.

  2. Lv 23 Seals

    Your heroes gain 4 Attack.

Training: Defense
  1. Lv 13 Seals

    Your heroes gain 2 Defense.

  2. Lv 23 Seals

    Your heroes gain 4 Defense.

Training: Spell Power
  1. Lv 13 Seals

    Your heroes gain 2 Spell Power.

  2. Lv 23 Seals

    Your heroes gain 4 Spell Power.

Training: Knowledge
  1. Lv 13 Seals

    Your heroes gain 2 Knowledge.

  2. Lv 23 Seals

    Your heroes gain 4 Knowledge.

Elite Inquisitors
  1. Lv 13 Seals

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

  2. Lv 22 Seals

    Inquisitor growth in your cities increases by 1. They ignore 10% of the enemy’s Attack and they gain 1 Speed.

  3. Lv 32 Seals

    Inquisitor growth in your cities increases by 1. They ignore 15% of the enemy’s Attack and they gain 1 Speed.

Encouragement
  1. Lv 12 Seals

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

  2. Lv 22 Seals

    The chance of Morale triggering for friendly creatures increases by 2% for each point of their Morale.

Vengeful Strike
  1. Lv 13 Seals

    Friendly creatures’ counterattacks deal +50% Damage.

  2. Lv 23 Seals

    Friendly creatures’ counterattacks deal +100% Damage.

Unlocks after 50 Seals spent
Resource Riches III
3 Seals

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

Power of Faith
3 Seals

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

Elite Angels
  1. Lv 13 Seals

    Angel growth in your cities increases by 1. They gain 20% of their hero’s Attack and Defense as Attack and Defense.

  2. Lv 22 Seals

    Angel growth in your cities increases by 1. They gain 40% of their hero’s Attack and Defense as Attack and Defense.

  3. Lv 32 Seals

    Angel growth in your cities increases by 1. They gain 60% of their hero’s Attack and Defense as Attack and Defense.

Hero’s Blessing
4 Seals

Friendly creatures gain 20% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.

Sacred Protection
4 Seals

Friendly heroes are immune to negative effects in battles and on the global map.

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