Temple Units

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Revision as of 21:12, 16 October 2025 by DCello (talk | contribs) (test icons)

Unit list belonging to Temple.

Swordsman
The Church of the Sun brought their faith to Jadame in the only way they knew — though steel. Their well armed, disciplined swordsmen serve as both proselytes and guardians of Chalice’s flock.
Ranged Defense I: Takes -30% ranged damage.
Living Hitpoints: 12 4 4 File:Icon Damage 0.png 2-3 Cost: 80
Melee Morale: -5 to 5 Luck: -3 to 3 3 Initiative: 6 Upgrade Cost: 100
Guard Captain
All templars are believers, but some prioritise military tradition over religious doctrine. The Arm of the Sun is an order that unites those who seek enlightenment through combat prowess rather than inquisitorial teachings.
Ranged Defense I: Takes -30% ranged damage.

Double Strike

Living Hitpoints: 12 Attack: 4 Defense: 4 Damage: 2-3 Cost: 100 Gold
Melee/ranged/flyer Morale: -5 to 5 Luck: -3 to 3 Speed: 4 Initiative: 6 Upgrade: N/A
Sun's Aegis
Those who believe in the power of the Chalice without question are imbued with the Sun’s strength, utterly convinced that their devotion to the Church will one day lead them to ascend as angels. A bit strange, if not ambitious.
Aegis: This unit and adjacent friendly units take -30% ranged damage.

Anointed for Defense: Whenever this unit gains a positive effect, its defense increases by 2 until the end of combat.

Living Hitpoints: 15 Attack: 4 Defense: 7 Damage: 2-3 Cost: 100 Gold
Melee Morale: -5 to5 Luck: -3 to 3 Speed: 3 Initiative: 7 Upgrade: N/A
Crossbowman
Animal handling has always been a challenge for humans. However, those with a talent for ranged combat forged such strong bonds with their hawks that they move as one, guiding each other against their foes.
View from Heavens: Increases the Hero’s sight radius by 1 while this unit is in their army. Does not stack.

Fine Bolt: Deals +20% damage. Lasts 2 rounds. Does not end turn. Ability tier 3. Costs 2 Focus Charge.

Living Hitpoints: 10 Attack: 5 Defense: 3 Damage: 3-4 Cost: 100 Gold
Ranged Morale: -5 to 5 Luck: -3 to 3 Speed: 3 Initiative: 5 Upgrade: 30 Gold
Austringer
Austringers and their falcons possess razor-sharp instincts, striking in perfect unison at a single call. This rare bond makes them invaluable to the Templar forces — though some zealots question the purity of their souls.
View from Heavens: Increases the Hero’s sight radius by 1 while this unit is in their army. Does not stack.

Fine Bolt: Deals +20% damage. Lasts 2 rounds. Does not end turn. Ability tier 3. Costs 2 focus charge.

Double Shot

Living Hitpoints: 10 Attack: 5 Defense: 3 Damage: 3-4 Cost: 130 Gold
Ranged Morale: -5 to 5 Luck: -3 to 3 Speed: 3 Initiative: 5 Upgrade: N/A Gold
Marksman
Neither blessings nor gentle arts win wars — metallurgy does. The Church teaches self-perfection in all forms — soul, body, and steel. A heavy crossbow in hand, Order of the Anvil ensures their prayers strengthen the very weapons and armour they forge.
View from Heavens: Increases the Hero’s sight radius by 1 while this unit is in their army. Does not stack.

Fine Bolt: Deals +40% damage. Lasts 2 rounds. Does not end turn. Ability tier 3. Costs 2 focus charge.

Sharpshooter: Deals full ranged damage at any range.

Piercing Shot: Deals 50% damage. The target takes +20% damage until the end of the round. Ability tier 3. Costs 1 focus charge.

Living Hitpoints: 10 Attack: 6 Defense: 3 Damage: 3-4 Cost: 130 Gold
Ranged Morale: -5 to 5 Luck: -3 to 3 Speed: 4 Initiative: 7 Upgrade: N/A
Griffin
Griffins are not native to Jadame — they were brought from Karigor Isle and Antagarich by the Templars. A powerful symbol among the faithful, they soar high into the skies and embolden armies to venture deep into the unknown that surrounds their towns.
Alert I: Able to counterattack twice per round.

Valiant Cry: Increase this unit’s attack by 5 and initiative by 1. Caw! Last 2 rounds. Does not end turn. Ability tier 2. Costs 2 Focus Charge.

Magic Creature Hitpoints: 25 Attack: 8 Defense: 8 Damage: 5-9 Cost: 245 Gold
Melee/Flyer Morale: -3 to 3 Luck: -5 to 5 Speed: 4 Initiative: 9 Upgrade: 85 Gold
Temple Griffin
While the Sun serves as the official heraldry of the templars, many inquisitors emblazon the griffin onto their banners, claiming its noble presence as a symbol of inspiration. Griffins within their ranks are outfitted with armour infused with the power of the Chalice, further bolstering their formidable presence in battle.
Alert II: Has endless counterattacks.

Valiant Cry: Increase this unit’s attack by 10 and initiative by 2. Caw! Last 2 rounds. Does not end turn. Ability tier 2. Costs 2 Focus Charge.

Magic Creature Hitpoints: 25 Attack: 8 Defense: 8 Damage: 5-9 Cost: 330 Gold
Melee/Flyer Morale: -3 to 3 Luck: -5 to 5 Speed: 6 Initiative: 12 Upgrade: N/A
Guardian Griffin
The Order of the Sky is entrusted with the care and breeding of griffins. These intelligent and formidable creatures are not only heavily armoured but also fiercely protective of their handlers. The bond between the griffins and the Order runs deep, with the beasts displaying an unwavering loyalty to those they serve, making them invaluable assets in the Templar ranks.
Alert I: Able to counterattack twice per round.

Valiant Cry: Increase this unit’s attack by 10 and initiative by 2. Caw! Last 2 rounds. Does not end turn. Ability 3 tier. Costs 2 Focus Charge

Loyal Protector: Counterattacks each time an adjacent enemy attacks a friendly unit.

Magic Creature Hitpoints: 25 Attack: 10 Defense: 10 Damage: 7 Cost: 330 Gold
Melee/Flyer Morale: -3 to 3 Luck: -5 to 5 Speed: 5 Initiative: 10 Upgrade: N/A Gold
Lightweaver
One of the scriptures of the Church proclaims, “The Sun is a chalice where all human souls flow after death. To truly empower it, one must seek enlightenment and self-disclipine.”Lightweavers help the faithful achieve this, guiding them in rituals that foster clarity and spiritual strength.
Inner Light: Increases friendly unit’s attack and defense by 5. Speed and initiative are increased by 1. Lasts 1 round. Ability tier 4. Costs 1 focus charge.
Living Hitpoints: 35 Attack: 10 Defense: 10 Damage: 11 Cost: 270 Gold
Ranged Morale: -5 to 5 Luck: -3 to 3 Speed: 2 Initiative: 4 Upgrade: 110 Gold
Hierophant
Hierophants serve as chaplains for the more secular Templars, reinforcing their faith and fortifying their resolve. It is said that with a single prayer, they can heal the wounds of an entire squadron.
Inner Light: Increases friendly unit’s attack and defense by 5. Speed and initiative are increased by 1. Lasts 1 round.

Holy Ablution: Dispels all negative effects from all friendly units and fully restores their HP. Does not affect undead, embodiments, or constructs. Ability tier 4. Costs 3 Focus Charge.

Living Hitpoints: 35 Attack: 12 Defense: 14 Damage: 11 Cost: 380 Gold
Ranged Morale: -5 to 5 Luck: -3 to 3 Speed: 4 Initiative: 4 Upgrade: N/A
Sun Herald
“O! The Great Chalice, who watches over us, you are the remover of all diseases, the repository of peace. I bow to you. May you bless your devotees with the power to smite the faithless and the unholy.”
Anointed for Damage: Whenever this unit gains a positive effect, it gains +1 damage until the end of the battle.

Exaltation: The target friendly unit deals maximum damage. Lasts 2 rounds. Ability tier 4. Costs 1 focus charge.

Living Hitpoints: 35 Attack: 14 Defense: 12 Damage: 11-18 Cost: 380 Gold
Ranged Morale: -5 to 5 Luck: -3 to 3 Speed: 3 Initiative: 5 Upgrade: N/A
Cavalry
If templar infantry is the anvil, these cavaliers are the hammer of inquisitorial forces. Mounted on sturdy steeds, they charge into battle, inspiring their troops while wreaking havoc in enemy ranks.
Piercing Strike I: Ignores 20% of the enemy’s defense.

Inspiring: Increases friendly units’ morale by 1. Does not stack; only the strongest one is active.

Jousting Bonus: Moving before an attack increases damage by 3% per hex.

Living Hitpoints: 85 Attack: 12 Defense: 13 Damage: 10-14 Cost: 790 Gold
Melee Morale: -5 to 5 Luck: -3 to 3 Speed: 6 Initiative: 11 Upgrade: 330 Gold
Noble Cavarly
The order of the Sunlight has one goal: To uphold the Church’s vision through chivalry and honour. A noble, yet baseless, claim.
Piercing Strike II: Ignores 30% of an enemy’s defense.

Inspiring: Increases friendly units’ morale by 2. Does not stack; only the strongest one is active.

Jousting Bonus: Moving before an attack increases damage by 6% per hex.

Charge!: Increases speed and initiative of all friendly units by 1. Lasts 1 round. Unit ability 4. Costs 2 Focus Charge.

Living Hitpoints: 85 Attack: 12 Defense: 13 Damage: 10-14 Cost: 1120 Gold
Melee Morale: -5 to 5 Luck: -3 to 3 Speed: 6 Initiative: 14 Upgrade: N/A Gold
Sunspear Cavarly
Clad in the finest armour a knight can wield, these equine lords serve as the Sun’s spear, shattering ranks and growing in power with each prayer uttered in their name. Chalice be their witness!
Piercing Strike II: Ignore 30% of the enemy’s defense.

Inspiring: Increases friendly units’ morale by 2. Does not stack; only the strongest one is active.

Jousting Bonus: Moving before an attack increases damage by 6% per hex. Charge!: Increases speed and initiative of all friendly units by 1. Lasts 1 round. Anointed for Attack: Whenever this unit gains a positive effect, its attack increases by 2 until the end of battle.

Living Hitpoints: 85 Attack: 15 Defense: 16 Damage: 12-16 Cost: 1120 Gold
Melee Morale: -5 to 5 Luck: -3 to 3 Speed: 7 Initiative: 11 Upgrade: N/A
Inquistor
Leaders, judges, and executioners — the inquisitors embody the pinnacle of human resolve. Their unbreakable will often proves decisive in battle.
Unyielding I: Ignores 20% of the enemy’s attack when struck.

Infuse Armour: Increases this unit’s defense by 5 and speed by 1. Dispels any negative effects that restrict movement. Lasts 2 rounds. Ability tier 3. Costs 2 Focus Charge.

Celestial Flail: Hits the target and all adjacent enemies. Ability tier 3. Costs 1 Focus Charge.

Living Hitpoints: 150 Attack: 22 Defense: 26 Damage: 19-23 Cost: 900 Gold
Melee Morale: -5 to 5 Luck: -3 to 3 Speed: 3 Initiative: 7 Upgrade: 500 Gold
Mother Superior
Most military orders within the Church are led by a mother superior, acting as commander in the absence of higher authority. Their presence on the battlefield signals an inevitable advance — They will see it through.
Celestial Flail: Hits the target and all adjacent enemies. Ability tier 3. Costs 1 focus charge.

Unyielding II: Ignores 30% of the enemy’s attack when struck. Celestial Armour: This unit generates 2 focus points when taking damage. Infuse Armour: Increases this unit’s defense by 10 and speed by 2. Dispels any negative effects that restrict movement. Lasts 2 rounds. Ability tier 3. Costs 2 Focus Charge

Living Hitpoints: 175 Attack: 22 Defense: 34 Damage: 19-23 Cost: 1400 Gold
Melee Morale: -5 to 5 Luck: -3 to 3 Speed: 4 Initiative: 7 Upgrade: N/A
Excommunicator
The Church upholds purity of soul above all else – those who falter face the excommunicators, whose gaze never fails to uncover heresy.
Unyielding II: Ignores 30% of the enemy’s attack when struck.

Infuse Armour: Increases this unit’s defense by 10 and speed by 2. Dispels any negative effects that restrict movement. Lasts 2 rounds.

Swift Penance: Deals 15 magic damage per excommunicator to the target and all adjacent units, dispelling all positive effects from them. Ability tier 3. Costs 3 focus charge.

Living Hitpoints: 150 Attack: 28 Defense: 26 Damage: 22-32 Cost: 1400 Gold
Melee Morale: -5 to 5 Luck: -3 to 3 Speed: 4 Initiative: 8 Upgrade: N/A
Angel
The inquisition’s greatest belief is that angels still accompany their mission. What aids the templars in combat is but a meme imitation — a human soul willingly fused with winged armour, destined to continue the fight.
Forging Perfection: Whenever a positive effect is applied to a friend unit, it is also applied to this unit. The effect’s duration and power are copied. If the effect targets multiple stacks, it is only to this unit only once.

Refracts and Reflect: Applies a copy of all positive affects currently on this unit to a friendly unit. Does not trigger Forging Perfection. Ability tier 2. Costs 1 Focus Charge.

Embodiment Hitpoints: 250 Attack: 30 Defense: 30 Damage: 50-75 Cost: 2400 Gold + 1 Gem
Ranged/Flyer Morale: -3 to 3 Luck: -3 to 3 Speed: 4 Initiative: 8 Upgrade: 1600 Gold + 1 Gem
Archangel
The art of mimicking angels is the Church of the Sun’s most guarded secret, involving techniques beyond their understanding. It should have something to do with those heavily protected buildings they constructed in their cities. But, of course, that’s just a theory among us scholarly minds.
Forging Perfection: Whenever a positive effect is applied to a friend unit, it is also applied to this unit. The effect’s duration and power are copied. If the effect targets multiple stacks, it is only to this unit only once.

Refracts and Reflect: Applies a copy of all positive affects currently on this unit to a friendly unit. Does not trigger Forging Perfection.

Sharpshooter: Deals full ranged damage at any range.

Devouring Chalice: Dispels all positive effects from enemies without a 1-hex radius area from the chosen hex and applies them to this unit. Ability tier 2. Costs 2 Focus Charge.

Embodiment Hitpoints: 250 Attack: 35 Defense: 30 Damage: 50-75 Cost: 4000 Gold + 2 Gems
Ranged/Flyer Morale: -3 to 3 Luck: -3 to 3 Speed: 5 Initiative: 12 Upgrade: N/A
Apotheosis
A javelin in one hand and a pavise in the other, these battle suits embody the wrath of the Sun, crashing down upon those they deem unworthy. Bereft of mercy, they embrace the ideals the angels abandoned the church for: unbridled zealotry and intolerance for non-believers.
Refracts and Reflect: Applies a copy of all positive affects currently on this unit to a friendly unit. Does not trigger Forging Perfection. Ability tier 2. Costs 1 focus charge.

Forging Perfection: Whenever a positive effect is applied to a friend unit, it is also applied to this unit. The effect’s duration and power are copied. If the effect targets multiple stacks, it is only to this unit only once.

Duelist: Deals full melee damage.

Purity Aura: This unit and adjacent units are immune to all negative effects. Ability tier 2. Costs 1 Focus Charge.

Unbending Pride: Dispels all negative effects from this unit and fully restores its HP. Does not end turn.

Embodiment Hitpoints: 300 Attack: 35 Defense: 30 Damage: 50-75 Cost: 4000 Gold + 2 Gems
Ranged/Flyer Morale: -3 to 3 Luck: -3 to 3 Speed: 5 Initiative: 12 Upgrade: N/A