Temple Units

From Heroes of Might and Magic: Olden Era Official Wiki
Revision as of 17:41, 6 June 2026 by qatiq (talk | contribs) (Updated Lightweavers stats to the latest version)


Unit list belonging to Temple.

Swordsman
Health 12 Tier 1
Attack 4 Creature Type Living
Defense 4 Range Melee
Damage 2-3 Movement Ground
Speed 4 Price 85Gold
Initiative 5 Weekly Growth 18
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Ranged Defense I:Takes -30% ranged damage.
Active Abilities


Guard Captain
Health 12 Tier 1
Attack 6 Creature Type Living
Defense 5This stat is higher compared to the base unit. Range Melee
Damage 2-3 Movement Ground
Speed 4 Price 110Gold
Initiative 6 Weekly Growth 18
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Ranged Defense I:Takes -30% ranged damage.
    Double Strike: Strikes twice.
Active Abilities


Sun's Aegis
Health 15 Tier 1
Attack 5 Creature Type Living
Defense 8This stat is higher compared to the base unit. Range Melee
Damage 2-3 Movement Ground
Speed 5 Price 110Gold
Initiative 5 Weekly Growth 18
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Aegis:This unit and adjacent friendly units take -30% less ranged damage.
    Anointed for Defense: Whenever this unit gains a positive effect, its defense increases by 2 until the end of combat.
Active Abilities

Crossbowman
Health 10 Tier 2
Attack 5 Creature Type Living
Defense 3 Range Ranged
Damage 3-4 Movement Ground
Speed 3 Price 105Gold
Initiative 5 Weekly Growth 14
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    View from Heavens: Increases the Hero’s sight radius by 1 while this unit is in their army. Does not stack.
Active Abilities
    Fine Bolt I:
    Deals +20% damage. Lasts 2 rounds. Does not end turn. Ability tier 3.
    Ability Cost:


Austringer
Health 10 Tier 2
Attack 5 Creature Type Living
Defense 4This stat is higher compared to the base unit. Range Ranged
Damage 3-4 Movement Ground
Speed 4 Price 140Gold
Initiative 5 Weekly Growth 14
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    View from Heavens: Increases the Hero’s sight radius by 1 while this unit is in their army. Does not stack.
    Double Shot: Shoots twice.
Active Abilities
    Fine Bolt I:
    Deals +20% damage. Lasts 2 rounds. Does not end turn. Ability tier 3.
    Ability Cost:


Marksman
Health 10 Tier 2
Attack 6 Creature Type Living
Defense 3 Range Ranged
Damage 3-4 Movement Ground
Speed 3 Price 140Gold
Initiative 7 Weekly Growth 14
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    View from Heavens: Increases the Hero’s sight radius by 1 while this unit is in their army. Does not stack.
    Sharpshooter: Deals full ranged damage at any range.
Active Abilities
    Fine Bolt II:
    Deals +40% damage. Lasts 2 rounds. Does not end turn. Ability tier 3. Costs 2 Focus Charge.
    Ability Cost:
    Piercing Shot:
    Deals 50% damage. The target takes +20% damage until the end of the round. Ability tier 3. Costs 1 focus charge.
    Ability Cost:

Griffin
Health 25 Tier 3
Attack 7 Creature Type Magic Creature
Defense 6 Range Melee
Damage 5-9 Movement Flying
Speed 5 Price 255Gold
Initiative 9 Weekly Growth 7
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Alert I: Able to counterattack twice per round.
Active Abilities
    Valiant Cry:
    Increase this unit’s attack by 5 and initiative by 1. Caw! Last 2 rounds. Does not end turn. Ability tier 2.
    Ability Cost:


Temple Griffin
Health 25 Tier 3
Attack 8 Creature Type Magic Creature
Defense 6 Range Melee
Damage 5-9 Movement Flying
Speed 7 Price 350Gold
Initiative 12 Weekly Growth 7
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Alert II: Has endless counterattacks.
Active Abilities
    Valiant Cry II:
    Increase this unit’s attack by 10 and initiative by 2. Caw! Last 2 rounds. Does not end turn. Ability tier 2.
    Ability Cost:


Guardian Griffin
Health 25 Tier 3
Attack 9 Creature Type Magic Creature
Defense 10This stat is higher compared to the base unit. Range Melee
Damage 7 Movement Flying
Speed 6 Price 350Gold
Initiative 10 Weekly Growth 7
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Alert I: Able to counterattack twice per round.
    Loyal Protector: Counterattacks each time an adjacent enemy attacks a friendly unit.
Active Abilities
    Valiant Cry II:
    Increase this unit’s attack by 10 and initiative by 2. Caw! Last 2 rounds. Does not end turn. Ability tier 2.
    Ability Cost:

Lightweaver
Health 35 Tier 4
Attack 11 Creature Type Living
Defense 10 Range Ranged
Damage 11 Movement Flying
Speed 2 Price 290Gold
Initiative 4 Weekly Growth 6
Morale 2
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
Active Abilities
    Inner Light:
    Increases friendly unit’s attack and defense by 5. Speed and initiative are increased by 1. Lasts 2 rounds. Ability tier 4.
    Ability Cost:


Hierophant
Health 35 Tier 4
Attack 13 Creature Type Living
Defense 15This stat is higher compared to the base unit. Range Ranged
Damage 11 Movement Ground
Speed 4 Price 400Gold
Initiative 4 Weekly Growth 6
Morale 3
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
Active Abilities
    Inner Light:
    Increases friendly unit’s attack and defense by 5. Speed and initiative are increased by 1. Lasts 2 rounds. Ability tier 4.
    Ability Cost:
    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.
    Ability Cost:


Sun Herald
Health 35 Tier 4
Attack 15 Creature Type Living
Defense 13This stat is higher compared to the base unit. Range Ranged
Damage 11-17 Movement Ground
Speed 3 Price 400Gold
Initiative 4 Weekly Growth 6
Morale 2
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Anointed for Damage: Whenever this unit gains a positive effect, it gains +1 damage until the end of the battle.
Active Abilities
    Exaltation:
    The target friendly unit deals maximum damage. Lasts 2 rounds. Ability tier 4.
    Ability Cost:

Cavalry
Health 85 Tier 5
Attack 12 Creature Type Living
Defense 17 Range Melee
Damage 10-14 Movement Ground
Speed 7 Price 850Gold
Initiative 10 Weekly Growth 3
Morale 1
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Piercing Strike I:Ignores 30% of the enemy’s defense.
    Inspiring I: Increases friendly units’ morale by 1. Does not stack; only the strongest one is active.
    Jousting Bonus I: Moving before an attack increases damage by 5% per hex.
Active Abilities


Noble Cavalry
Health 85 Tier 5
Attack 12 Creature Type Living
Defense 17 Range Melee
Damage 12-16 Movement Ground
Speed 7 Price 1220Gold
Initiative 13 Weekly Growth 3
Morale 1
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Piercing Strike II:Ignores 40% of the enemy’s defense.
    Inspiring II: Increases friendly units’ morale by 2. Does not stack; only the strongest one is active.
    Jousting Bonus II: Moving before an attack increases damage by 10% per hex.
Active Abilities
    Charge!: Increases speed and initiative of all friendly units by 1. Lasts 2 rounds. Unit ability 4.
    Ability Cost:


Sunspear Cavalry
Health 85 Tier 5
Attack 14 Creature Type Living
Defense 22This stat is higher compared to the base unit. Range Melee
Damage 12-16 Movement Ground
Speed 8 Price 1220Gold
Initiative 10 Weekly Growth 3
Morale 2
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Piercing Strike II:Ignores 40% of the enemy’s defense.
    Inspiring II: Increases friendly units’ morale by 2. Does not stack; only the strongest one is active.
    Jousting Bonus II: Moving before an attack increases damage by 10% per hex.
    Anointed for Attack: Whenever this unit gains a positive effect, its attack increases by 2 until the end of battle.
Active Abilities

    Inquisitor
    Health 95 Tier 6
    Attack 20 Creature Type Living
    Defense 24 Range Melee
    Damage 19-23 Movement Ground
    Speed 4 Price 1000Gold
    Initiative 7 Weekly Growth 2
    Morale 0
    (-5-5)
    Experience Yield
    Luck 0
    (-3-3)
    Squad Value
    Passive Traits
      Unyielding I: Ignores 30% of the enemy’s attack when struck.
      Absolute Resistance: Immune to all Magic Damage.
    Active Abilities
      Infuse Armor I: Increases this unit’s defense by 5 and speed by 1. Dispels any negative effects that restrict movement. Lasts 2 rounds. Ability tier 3.
      Ability Cost:
      Celestial Flail: Hits the target and all adjacent enemies. Ability tier 3.
      Ability Cost:


    Mother Superior
    Health 125 Tier 6
    Attack 20 Creature Type Living
    Defense 28This stat is higher compared to the base unit. Range Melee
    Damage 19-23 Movement Ground
    Speed 5 Price 1500Gold
    Initiative 9 Weekly Growth 2
    Morale 0
    (-5-5)
    Experience Yield
    Luck 0
    (-3-3)
    Squad Value
    Passive Traits
      Unyielding II: Ignores 40% of the enemy’s attack when struck.
      Celestial Armor: This unit generates 2 focus points when taking damage.
      Absolute Resistance: Immune to all Magic Damage.
    Active Abilities
      Infuse Armor II: Increases this unit’s defense by 10 and speed by 2. Dispels any negative effects that restrict movement. Lasts 2 rounds. Ability tier 3.
      Ability Cost:
      Celestial Flail: Hits the target and all adjacent enemies. Ability tier 3.
      Ability Cost:


    Excommunicator
    Health 95 Tier 6
    Attack 26 Creature Type Living
    Defense 24 Range Melee
    Damage 22-32 Movement Ground
    Speed 6 Price 1500Gold
    Initiative 8 Weekly Growth 2
    Morale 0
    (-5-5)
    Experience Yield
    Luck 0
    (-3-3)
    Squad Value
    Passive Traits
      Unyielding II: Ignores 40% of the enemy’s attack when struck.
      Absolute Resistance: Immune to all Magic Damage.
    Active Abilities
      Infuse Armor II: Increases this unit’s defense by 10 and speed by 2. Dispels any negative effects that restrict movement. Lasts 2 rounds. Ability tier 3.
      Ability Cost:
      Swift Penance: Deals 15 magic damage per excommunicator to the target and all adjacent units, dispelling all positive effects from them. Ability tier 3.
      Ability Cost:

    Angel
    Health 225 Tier 7
    Attack 30 Creature Type Embodiment
    Defense 30 Range Ranged
    Damage 50-75 Movement Flying
    Speed 4 Price 2400Gold 1Gemstones
    Initiative 8 Weekly Growth 1
    Morale 0
    (-3-3)
    Experience Yield
    Luck 0
    (-3-3)
    Squad Value
    Passive Traits
      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.
    Active Abilities
      Refract 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.
      Ability Cost:


    Archangel
    Health 225 Tier 7
    Attack 35 Creature Type Embodiment
    Defense 30 Range Ranged
    Damage 50-75 Movement Flying
    Speed 5 Price 4000Gold 2Gemstones
    Initiative 12 Weekly Growth 1
    Morale 0
    (-3-3)
    Experience Yield
    Luck 0
    (-3-3)
    Squad Value
    Passive Traits
      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.
      Sharpshooter: Deals full ranged damage at any range.
    Active Abilities
      Refract 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.
      Ability Cost:
      Devouring Chalice: Dispels all positive effects from enemies within a 1-hex radius area from the chosen hex and applies them to this unit. Ability tier 2.
      Ability Cost:


    Apotheosis
    Health 300 Tier 7
    Attack 30 Creature Type Embodiment
    Defense 30 Range Ranged
    Damage 50-75 Movement Flying
    Speed 10 Price 4000Gold 2Gemstones
    Initiative 10 Weekly Growth 1
    Morale 0
    (-3-3)
    Experience Yield
    Luck 0
    (-3-3)
    Squad Value
    Passive Traits
      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.
    Active Abilities
      Refract 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.
      Ability Cost:
      Unbending Pride: Dispels all negative effects from this unit and fully restores its HP. Does not end turn. Ability tier 2.
      Ability Cost:
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