Faction
Temple
Temple in Heroes of Might and Magic: Olden Era: faction overview, 18 heroes, 21 units and creatures, 34 buildings, 34 laws, with internal links to heroes, units, buildings, and laws.
Related pages
Temple - faction Heroes of Might and Magic: Olden Era
Buildings
Temple buildings
Дерево строительства
Очередность развития города
Solar Temple
Solar Temple
Garrison
Garrison
Mews
Mews
Mage Guild
Mage Guild
Tavern
Tavern
Solar Temple II
Solar Temple II
Guild of Six Winds
Guild of Six Winds
Scouting Skyship
Scouting Skyship
Griffin Rookery
Griffin Rookery
Garrison II
Garrison II
Sundrop Chapel
Sundrop Chapel
Mews II
Mews II
Mage Guild II
Mage Guild II
Marketplace
Marketplace
Solar Temple III
Solar Temple III
Bank
Bank
Fortifications
Fortifications
Griffin Rookery II
Griffin Rookery II
Hippodrome
Hippodrome
Sundrop Chapel II
Sundrop Chapel II
Mage Guild III
Mage Guild III
Artifact Merchant
Artifact Merchant
Resource Depot
Resource Depot
Treasury
Treasury
Fortifications II
Fortifications II
Threshold Basilica
Threshold Basilica
Alchemic Depot
Alchemic Depot
Hippodrome II
Hippodrome II
Radiant Forge
Radiant Forge
Mage Guild IV
Mage Guild IV
Fortifications III
Fortifications III
Threshold Basilica II
Threshold Basilica II
Radiant Forge II
Radiant Forge II
Faction
Units Temple
Swordsman
- Rating
- 67
- Attack
- 4№3
- Defense
- 4№4
- Damage
- 2-3№4
- Health
- 12№2
- Speed
- 4№2
- Initiative
- 5№3
- Growth
- 18
Details3
No additional abilities or skills.
Guard Captain
- Rating
- 87
- Attack
- 6+1№1
- Defense
- 5-3№3
- Damage
- 2-3№4
- Health
- 12-3№2
- Speed
- 4-1№2
- Initiative
- 6+1№2
- Growth
- 18
Details4
No additional abilities or skills.
Sun’s Aegis
- Rating
- 87
- Attack
- 5-1№2
- Defense
- 8+3№1
- Damage
- 2-3№4
- Health
- 15+3№1
- Speed
- 5+1№1
- Initiative
- 5-1№3
- Growth
- 18
Details4
No additional abilities or skills.
Crossbowman
- Rating
- 91
- Attack
- 5№4
- Defense
- 3№4
- Damage
- 3-4№4
- Health
- 10№6
- Speed
- 3№5
- Initiative
- 5№5
- Growth
- 14
Details4
No additional abilities or skills.
Austringer
- Rating
- 123
- Attack
- 5-1№4
- Defense
- 4+1№3
- Damage
- 3-4№4
- Health
- 10№6
- Speed
- 4+1№4
- Initiative
- 5-2№5
- Growth
- 14
Details5
No additional abilities or skills.
Marksman
- Rating
- 123
- Attack
- 6+1№3
- Defense
- 3-1№4
- Damage
- 3-4№4
- Health
- 10№6
- Speed
- 3-1№5
- Initiative
- 7+2№3
- Growth
- 14
Details6
No additional abilities or skills.
Griffin
- Rating
- 233
- Attack
- 7№3
- Defense
- 6№4
- Damage
- 5-9№1
- Health
- 25№2
- Speed
- 5№5
- Initiative
- 9№3
- Growth
- 7
Details5
No additional abilities or skills.
Temple Griffin
- Rating
- 326
- Attack
- 8-1№2
- Defense
- 6-4№4
- Damage
- 5-9№1
- Health
- 25№2
- Speed
- 7+1№3
- Initiative
- 12+2№1
- Growth
- 7
Details5
No additional abilities or skills.
Guardian Griffin
- Rating
- 326
- Attack
- 9+1№1
- Defense
- 10+4№1
- Damage
- 7-7№1
- Health
- 25№2
- Speed
- 6-1№4
- Initiative
- 10-2№2
- Growth
- 7
Details6
No additional abilities or skills.
Lightweaver
- Rating
- 289
- Attack
- 10№6
- Defense
- 10№6
- Damage
- 11-11№6
- Health
- 35№5
- Speed
- 2№6
- Initiative
- 4№6
- Growth
- 6
Details3
No additional abilities or skills.
Hierophant
- Rating
- 425
- Attack
- 13-2№3
- Defense
- 15+2№1
- Damage
- 11-11-3№6
- Health
- 35№5
- Speed
- 4+1№4
- Initiative
- 4№6
- Growth
- 6
Details4
No additional abilities or skills.
Sun Herald
- Rating
- 425
- Attack
- 15+2№1
- Defense
- 13-2№3
- Damage
- 11-17+3№2
- Health
- 35№5
- Speed
- 3-1№5
- Initiative
- 4№6
- Growth
- 6
Details4
No additional abilities or skills.
Cavalry
- Rating
- 908
- Attack
- 12№5
- Defense
- 17№3
- Damage
- 10-14№10
- Health
- 85№1
- Speed
- 7№2
- Initiative
- 10№4
- Growth
- 3
Details5
No additional abilities or skills.
Noble Cavalry
- Rating
- 1366
- Attack
- 12-2№5
- Defense
- 17-5№3
- Damage
- 12-16№8
- Health
- 85№1
- Speed
- 7-1№2
- Initiative
- 13+3№1
- Growth
- 3
Details6
No additional abilities or skills.
Sunspear Cavalry
- Rating
- 1366
- Attack
- 14+2№4
- Defense
- 22+5№1
- Damage
- 12-16№8
- Health
- 85№1
- Speed
- 8+1№1
- Initiative
- 10-3№4
- Growth
- 3
Details6
No additional abilities or skills.
Inquisitor
- Rating
- 1152
- Attack
- 20№7
- Defense
- 24№4
- Damage
- 19-23№8
- Health
- 95№7
- Speed
- 4№6
- Initiative
- 7№7
- Growth
- 2
Details6
No additional abilities or skills.
Mother Superior
- Rating
- 1853
- Attack
- 20-6№7
- Defense
- 28+4№2
- Damage
- 19-23-6№8
- Health
- 125+30№4
- Speed
- 5-1№5
- Initiative
- 9+1№5
- Growth
- 2
Details7
No additional abilities or skills.
Excommunicator
- Rating
- 1853
- Attack
- 26+6№3
- Defense
- 24-4№4
- Damage
- 22-32+6№3
- Health
- 95-30№7
- Speed
- 6+1№4
- Initiative
- 8-1№6
- Growth
- 2
Details6
No additional abilities or skills.
Angel
- Rating
- 3660
- Attack
- 30№5
- Defense
- 30№5
- Damage
- 50-75№2
- Health
- 225№5
- Speed
- 4№8
- Initiative
- 8№9
- Growth
- 1
Details5
No additional abilities or skills.
Archangel
- Rating
- 6396
- Attack
- 35+5№2
- Defense
- 30№5
- Damage
- 50-75№2
- Health
- 225-75№5
- Speed
- 5-5№7
- Initiative
- 12+2№5
- Growth
- 1
Details7
No additional abilities or skills.
Apotheosis
- Rating
- 6396
- Attack
- 30-5№5
- Defense
- 30№5
- Damage
- 50-75№2
- Health
- 300+75№2
- Speed
- 10+5№2
- Initiative
- 10-2№7
- Growth
- 1
Details8
No additional abilities or skills.
Heroes
Laws
Temple laws
Faction law
Architect’s Mastery
You can construct +1 building(s) daily.
- Cost
- 6
- Level count
- 1
You can construct +1 building(s) daily.
Faction law
Coinage Reform
Your sources of Gold produce +10% Gold.
- Cost
- 4
- Level count
- 2
Your sources of Gold produce +10% Gold.
Your sources of Gold produce +20% Gold.
Faction law
Elite Angels
Angel growth in your cities increases by 1. They gain 25% of their hero’s Attack and Defense as Attack and Defense.
- Cost
- 3 / 2
- Level count
- 2
Angel growth in your cities increases by 1. They gain 25% of their hero’s Attack and Defense as Attack and Defense.
Angel growth in your cities increases by 1. They gain 50% of their hero’s Attack and Defense as Attack and Defense.
Faction law
Elite Cavalry
Cavalry growth in your cities increases by 1. Their attacks ignore 5% of the target’s Defense and they gain 1 Speed.
- Cost
- 3 / 2
- Level count
- 2
Cavalry growth in your cities increases by 1. Their attacks ignore 5% of the target’s Defense and they gain 1 Speed.
Cavalry growth in your cities increases by 1. Their attacks ignore 10% of the target’s Defense and they gain 1 Speed.
Faction law
Elite Crossbowmen
Crossbowman growth in your cities increases by 4. They gain 2 Attack.
- Cost
- 3 / 2
- Level count
- 2
Crossbowman growth in your cities increases by 4. They gain 2 Attack.
Crossbowman growth in your cities increases by 4. They gain 4 Attack.
Faction law
Elite Griffins
Griffin growth in your cities increases by 2. They gain 5 HP.
- Cost
- 3 / 2
- Level count
- 2
Griffin growth in your cities increases by 2. They gain 5 HP.
Griffin growth in your cities increases by 2. They gain 10 HP.
Faction law
Elite Inquisitors
Inquisitor growth in your cities increases by 1. They ignore 5% of the enemy’s Attack and they gain 1 Speed.
- Cost
- 3 / 2
- Level count
- 2
Inquisitor growth in your cities increases by 1. They ignore 5% of the enemy’s Attack and they gain 1 Speed.
Inquisitor growth in your cities increases by 1. They ignore 10% of the enemy’s Attack and they gain 1 Speed.
Faction law
Elite Lightweavers
Lightweaver growth in your cities increases by 2. They deal +2 Damage.
- Cost
- 3 / 2
- Level count
- 2
Lightweaver growth in your cities increases by 2. They deal +2 Damage.
Lightweaver growth in your cities increases by 2. They deal +4 Damage.
Faction law
Elite Swordsmen
Swordsman growth in your cities increases by 4. They gain 2 Defense.
- Cost
- 3 / 2
- Level count
- 2
Swordsman growth in your cities increases by 4. They gain 2 Defense.
Swordsman growth in your cities increases by 4. They gain 4 Defense.
Faction law
Encouragement
The chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale.
- Cost
- 1
- Level count
- 3
The chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale.
The chance of Morale triggering for friendly creatures increases by 2% for each point of their Morale.
The chance of Morale triggering for friendly creatures increases by 3% for each point of their Morale.
Faction law
Execute Excellence
All positive effects on friendly creatures last 1 additional round(s).
- Cost
- 3
- Level count
- 2
All positive effects on friendly creatures last 1 additional round(s).
All positive effects on friendly creatures last 2 additional round(s).
Faction law
Faith in Magic
Produces 250 Astrology points daily.
- Cost
- 2
- Level count
- 1
Produces 250 Astrology points daily.
Faction law
Focus is the Key
Your Temple creatures generate 1 Focus Point(s) at the beginning of their turn.
- Cost
- 2
- Level count
- 1
Your Temple creatures generate 1 Focus Point(s) at the beginning of their turn.
Faction law
Heroes of Tales
Your heroes gain 1 Morale.
- Cost
- 2
- Level count
- 2
Your heroes gain 1 Morale.
Your heroes gain 2 Morale.
Faction law
Hero’s Blessing
Friendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.
- Cost
- 6
- Level count
- 1
Friendly creatures gain 25% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.
Faction law
Inquisition Crusade
Friendly creatures deal +25% Damage to summoned enemy creatures.
- Cost
- 1
- Level count
- 1
Friendly creatures deal +25% Damage to summoned enemy creatures.
Faction law
Mining: Gems
Produces 1 Gem(s) daily.
- Cost
- 2
- Level count
- 2
Produces 1 Gem(s) daily.
Produces 2 Gem(s) daily.
Faction law
Power of Faith
All your Temple heroes can learn any spells of any tier.
- Cost
- 4
- Level count
- 1
All your Temple heroes can learn any spells of any tier.
Faction law
Resource Riches I
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
- Cost
- 1
- Level count
- 1
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
Faction law
Resource Riches II
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
- Cost
- 2
- Level count
- 1
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
Faction law
Resource Riches III
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
- Cost
- 3
- Level count
- 1
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
Faction law
Sacred Lands
Friendly creatures are immune to negative effects when fighting on their Native Terrain.
- Cost
- 3
- Level count
- 1
Friendly creatures are immune to negative effects when fighting on their Native Terrain.
Faction law
Sun’s Grace
Daylight spells of your heroes gain 1 level(s).
- Cost
- 3
- Level count
- 1
Daylight spells of your heroes gain 1 level(s).
Faction law
Swift Reflexes
Friendly creatures gain 1 Initiative.
- Cost
- 5
- Level count
- 1
Friendly creatures gain 1 Initiative.
Faction law
Tax Collectors
Produces 500 Gold daily.
- Cost
- 3
- Level count
- 2
Produces 500 Gold daily.
Produces 1000 Gold daily.
Faction law
Training: Attack
Your heroes gain 2 Attack.
- Cost
- 3
- Level count
- 2
Your heroes gain 2 Attack.
Your heroes gain 4 Attack.
Faction law
Training: Defense
Your heroes gain 2 Defense.
- Cost
- 3
- Level count
- 2
Your heroes gain 2 Defense.
Your heroes gain 4 Defense.
Faction law
Training: Knowledge
Your heroes gain 2 Knowledge.
- Cost
- 3
- Level count
- 2
Your heroes gain 2 Knowledge.
Your heroes gain 4 Knowledge.
Faction law
Training: Melee Combat
Friendly creatures deal +5% and take –5% Melee Damage. This effect is doubled for non‑Temple friendly creatures.
- Cost
- 3
- Level count
- 2
Friendly creatures deal +5% and take –5% Melee Damage. This effect is doubled for non‑Temple friendly creatures.
Friendly creatures deal +10% and take –10% Melee Damage. This effect is doubled for non‑Temple friendly creatures.
Faction law
Training: Range Combat
Friendly creatures deal +5% and take –5% Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
- Cost
- 3
- Level count
- 2
Friendly creatures deal +5% and take –5% Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
Friendly creatures deal +10% and take –10% Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
Faction law
Training: Range Combat
Friendly creatures deal +5% and take –5% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
- Cost
- 3
- Level count
- 2
Friendly creatures deal +5% and take –5% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
Friendly creatures deal +10% and take –10% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.
Faction law
Training: Scouting
Your heroes gain 1 Sight radius.
- Cost
- 3
- Level count
- 2
Your heroes gain 1 Sight radius.
Your heroes gain 2 Sight radius.
Faction law
Training: Spell Power
Your heroes gain 2 Spell Power.
- Cost
- 3
- Level count
- 2
Your heroes gain 2 Spell Power.
Your heroes gain 4 Spell Power.
Faction law
Vengeful Strike
Friendly creatures’ counterattacks deal +50% Damage.
- Cost
- 3
- Level count
- 2
Friendly creatures’ counterattacks deal +50% Damage.
Friendly creatures’ counterattacks deal +100% Damage.
Other