Olden Era Wiki

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

All factions

Buildings

Temple buildings

Separate page

Дерево строительства

Очередность развития города

34 строенийВсего на город
Стоимость всех зданий не указана

Mage Guild

Solar Temple II

Guild of Six Winds

Griffin Rookery

Garrison II

Sundrop Chapel

Mews II

Mage Guild II

Marketplace

Solar Temple III

Hippodrome

Sundrop Chapel II

Mage Guild III

Fortifications II

Threshold Basilica

Radiant Forge

Mage Guild IV

Fortifications III

Radiant Forge II

Faction

Units Temple

Rank 1
Compare
Line rating: 67
Base

Swordsman

Rating
67
Attack
43
Defense
44
Damage
2-34
Health
122
Speed
42
Initiative
53
Growth
18
Details3

No additional abilities or skills.

Upgrade

Guard Captain

Rating
87
Attack
6+11
Defense
5-33
Damage
2-34
Health
12-32
Speed
4-12
Initiative
6+12
Growth
18
Details4

No additional abilities or skills.

Alternative

Sun’s Aegis

Rating
87
Attack
5-12
Defense
8+31
Damage
2-34
Health
15+31
Speed
5+11
Initiative
5-13
Growth
18
Details4

No additional abilities or skills.

Rank 2
Compare
Line rating: 91
Base

Crossbowman

Rating
91
Attack
54
Defense
34
Damage
3-44
Health
106
Speed
35
Initiative
55
Growth
14
Details4

No additional abilities or skills.

Upgrade

Austringer

Rating
123
Attack
5-14
Defense
4+13
Damage
3-44
Health
106
Speed
4+14
Initiative
5-25
Growth
14
Details5

No additional abilities or skills.

Alternative

Marksman

Rating
123
Attack
6+13
Defense
3-14
Damage
3-44
Health
106
Speed
3-15
Initiative
7+23
Growth
14
Details6

No additional abilities or skills.

Rank 3
Compare
Line rating: 233
Base

Griffin

Rating
233
Attack
73
Defense
64
Damage
5-91
Health
252
Speed
55
Initiative
93
Growth
7
Details5

No additional abilities or skills.

Upgrade

Temple Griffin

Rating
326
Attack
8-12
Defense
6-44
Damage
5-91
Health
252
Speed
7+13
Initiative
12+21
Growth
7
Details5

No additional abilities or skills.

Alternative

Guardian Griffin

Rating
326
Attack
9+11
Defense
10+41
Damage
7-71
Health
252
Speed
6-14
Initiative
10-22
Growth
7
Details6

No additional abilities or skills.

Rank 4
Compare
Line rating: 289
Base

Lightweaver

Rating
289
Attack
106
Defense
106
Damage
11-116
Health
355
Speed
26
Initiative
46
Growth
6
Details3

No additional abilities or skills.

Upgrade

Hierophant

Rating
425
Attack
13-23
Defense
15+21
Damage
11-11-36
Health
355
Speed
4+14
Initiative
46
Growth
6
Details4

No additional abilities or skills.

Alternative

Sun Herald

Rating
425
Attack
15+21
Defense
13-23
Damage
11-17+32
Health
355
Speed
3-15
Initiative
46
Growth
6
Details4

No additional abilities or skills.

Rank 5
Compare
Line rating: 908
Base

Cavalry

Rating
908
Attack
125
Defense
173
Damage
10-1410
Health
851
Speed
72
Initiative
104
Growth
3
Details5

No additional abilities or skills.

Upgrade

Noble Cavalry

Rating
1366
Attack
12-25
Defense
17-53
Damage
12-168
Health
851
Speed
7-12
Initiative
13+31
Growth
3
Details6

No additional abilities or skills.

Alternative

Sunspear Cavalry

Rating
1366
Attack
14+24
Defense
22+51
Damage
12-168
Health
851
Speed
8+11
Initiative
10-34
Growth
3
Details6

No additional abilities or skills.

Rank 6
Compare
Line rating: 1152
Base

Inquisitor

Rating
1152
Attack
207
Defense
244
Damage
19-238
Health
957
Speed
46
Initiative
77
Growth
2
Details6

No additional abilities or skills.

Upgrade

Mother Superior

Rating
1853
Attack
20-67
Defense
28+42
Damage
19-23-68
Health
125+304
Speed
5-15
Initiative
9+15
Growth
2
Details7

No additional abilities or skills.

Alternative

Excommunicator

Rating
1853
Attack
26+63
Defense
24-44
Damage
22-32+63
Health
95-307
Speed
6+14
Initiative
8-16
Growth
2
Details6

No additional abilities or skills.

Rank 7
Compare
Line rating: 3660
Base

Angel

Rating
3660
Attack
305
Defense
305
Damage
50-752
Health
2255
Speed
48
Initiative
89
Growth
1
Details5

No additional abilities or skills.

Upgrade

Archangel

Rating
6396
Attack
35+52
Defense
305
Damage
50-752
Health
225-755
Speed
5-57
Initiative
12+25
Growth
1
Details7

No additional abilities or skills.

Alternative

Apotheosis

Rating
6396
Attack
30-55
Defense
305
Damage
50-752
Health
300+752
Speed
10+52
Initiative
10-27
Growth
1
Details8

No additional abilities or skills.

Heroes

Aeos the ExaltedHero
Anastasia the MeekHero
ClarissaHero
Heretic AvisHero
IsterHero
John JohnsonHero
JuliusHero
KeandraHero
KestrelHero
Leon Sticky‑FingersHero
Lia the Untethered OneHero
Lord EdgarHero
Merry EliasHero
NadirHero
Old Lord MandallHero
PipHero
VesperHero
ZenithHero

Laws

Temple laws

LawArchitect’s Mastery1 levels

Faction law

Architect’s Mastery

You can construct +1 building(s) daily.

Cost
6
Level count
1
Level 1Cost: 6

You can construct +1 building(s) daily.

LawCoinage Reform2 levels

Faction law

Coinage Reform

Your sources of Gold produce +10% Gold.

Cost
4
Level count
2
Level 1Cost: 4

Your sources of Gold produce +10% Gold.

Level 2Cost: 4

Your sources of Gold produce +20% Gold.

LawElite Angels2 levels

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
Level 1Cost: 3

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

Level 2Cost: 2

Angel growth in your cities increases by 1. They gain 50% of their hero’s Attack and Defense as Attack and Defense.

LawElite Cavalry2 levels

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
Level 1Cost: 3

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

Level 2Cost: 2

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

LawElite Crossbowmen2 levels

Faction law

Elite Crossbowmen

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

Cost
3 / 2
Level count
2
Level 1Cost: 3

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

Level 2Cost: 2

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

LawElite Griffins2 levels

Faction law

Elite Griffins

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

Cost
3 / 2
Level count
2
Level 1Cost: 3

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

Level 2Cost: 2

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

LawElite Inquisitors2 levels

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
Level 1Cost: 3

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

Level 2Cost: 2

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

LawElite Lightweavers2 levels

Faction law

Elite Lightweavers

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

Cost
3 / 2
Level count
2
Level 1Cost: 3

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

Level 2Cost: 2

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

LawElite Swordsmen2 levels

Faction law

Elite Swordsmen

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

Cost
3 / 2
Level count
2
Level 1Cost: 3

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

Level 2Cost: 2

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

LawEncouragement3 levels

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
Level 1Cost: 1

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

Level 2Cost: 1

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

Level 3Cost: 1

The chance of Morale triggering for friendly creatures increases by 3% for each point of their Morale.

LawExecute Excellence2 levels

Faction law

Execute Excellence

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

Cost
3
Level count
2
Level 1Cost: 3

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

Level 2Cost: 3

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

LawFaith in Magic1 levels

Faction law

Faith in Magic

Produces 250 Astrology points daily.

Cost
2
Level count
1
Level 1Cost: 2

Produces 250 Astrology points daily.

LawFocus is the Key1 levels

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
Level 1Cost: 2

Your Temple creatures generate 1 Focus Point(s) at the beginning of their turn.

LawHeroes of Tales2 levels

Faction law

Heroes of Tales

Your heroes gain 1 Morale.

Cost
2
Level count
2
Level 1Cost: 2

Your heroes gain 1 Morale.

Level 2Cost: 2

Your heroes gain 2 Morale.

LawHero’s Blessing1 levels

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
Level 1Cost: 6

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

LawInquisition Crusade1 levels

Faction law

Inquisition Crusade

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

Cost
1
Level count
1
Level 1Cost: 1

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

LawMining: Gems2 levels

Faction law

Mining: Gems

Produces 1 Gem(s) daily.

Cost
2
Level count
2
Level 1Cost: 2

Produces 1 Gem(s) daily.

Level 2Cost: 2

Produces 2 Gem(s) daily.

LawPower of Faith1 levels

Faction law

Power of Faith

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

Cost
4
Level count
1
Level 1Cost: 4

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

LawResource Riches I1 levels

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
Level 1Cost: 1

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

LawResource Riches II1 levels

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
Level 1Cost: 2

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

LawResource Riches III1 levels

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
Level 1Cost: 3

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

LawSacred Lands1 levels

Faction law

Sacred Lands

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

Cost
3
Level count
1
Level 1Cost: 3

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

LawSun’s Grace1 levels

Faction law

Sun’s Grace

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

Cost
3
Level count
1
Level 1Cost: 3

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

LawSwift Reflexes1 levels

Faction law

Swift Reflexes

Friendly creatures gain 1 Initiative.

Cost
5
Level count
1
Level 1Cost: 5

Friendly creatures gain 1 Initiative.

LawTax Collectors2 levels

Faction law

Tax Collectors

Produces 500 Gold daily.

Cost
3
Level count
2
Level 1Cost: 3

Produces 500 Gold daily.

Level 2Cost: 3

Produces 1000 Gold daily.

LawTraining: Attack2 levels

Faction law

Training: Attack

Your heroes gain 2 Attack.

Cost
3
Level count
2
Level 1Cost: 3

Your heroes gain 2 Attack.

Level 2Cost: 3

Your heroes gain 4 Attack.

LawTraining: Defense2 levels

Faction law

Training: Defense

Your heroes gain 2 Defense.

Cost
3
Level count
2
Level 1Cost: 3

Your heroes gain 2 Defense.

Level 2Cost: 3

Your heroes gain 4 Defense.

LawTraining: Knowledge2 levels

Faction law

Training: Knowledge

Your heroes gain 2 Knowledge.

Cost
3
Level count
2
Level 1Cost: 3

Your heroes gain 2 Knowledge.

Level 2Cost: 3

Your heroes gain 4 Knowledge.

LawTraining: Melee Combat2 levels

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
Level 1Cost: 3

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

Level 2Cost: 3

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

LawTraining: Range Combat2 levels

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
Level 1Cost: 3

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

Level 2Cost: 3

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

LawTraining: Range Combat2 levels

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
Level 1Cost: 3

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

Level 2Cost: 3

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

LawTraining: Scouting2 levels

Faction law

Training: Scouting

Your heroes gain 1 Sight radius.

Cost
3
Level count
2
Level 1Cost: 3

Your heroes gain 1 Sight radius.

Level 2Cost: 3

Your heroes gain 2 Sight radius.

LawTraining: Spell Power2 levels

Faction law

Training: Spell Power

Your heroes gain 2 Spell Power.

Cost
3
Level count
2
Level 1Cost: 3

Your heroes gain 2 Spell Power.

Level 2Cost: 3

Your heroes gain 4 Spell Power.

LawVengeful Strike2 levels

Faction law

Vengeful Strike

Friendly creatures’ counterattacks deal +50% Damage.

Cost
3
Level count
2
Level 1Cost: 3

Friendly creatures’ counterattacks deal +50% Damage.

Level 2Cost: 3

Friendly creatures’ counterattacks deal +100% Damage.

Other

Uncategorized