Temple: Difference between revisions
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==Army== | |||
Temple is a good starting faction with a straightforward approach to combat. With 3 ranged creatures in their faction and 4 melee creatures, they have a strong, balanced army with passive and activated abilities that often serve to complement other units in battle. Their upgrades tend to either make them more effective individually or allow them to better support unit stacks near them. | |||
[[Swordsmen]], for example, are tier-I units that start out with a passive trait that allows them to take -30% damage from ranged attacks. When upgraded, they can either opt to strike twice in combat as a [[Guard Captain]], or become a [[Sun's Aegis]] and share their 30% ranged damage reduction with an adjacent troops. | |||
[[Griffins]] are a tier-III unit that can retaliate twice per combat round. When upgraded, they can have unlimited counterattacks as a [[Temple Griffin]], or counterattack any adjacent enemy unit stack that attacks one of their allies as a [[Guardian Griffin]]. | |||
Temple units synergize quite well with Daylight magic, a spell school that concentrates on beneficial spells that buff allies and remove negative effects from them. | |||
==Heroes== | |||
==Early Town Priorities== | |||
==Law Priorities== | |||
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