Temple Laws

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List of Laws for Temple:

LawFactionTierCategoryDescriptionCost
Resource Riches ITempleIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Training: ScoutingTempleIfaction FactionYour heroes gain 1 Sight radius.2
Faith in MagicTempleIfaction FactionProduces 250 Astrology points daily.2
Elite SwordsmenTempleIarmy ArmySwordsman growth in your cities increases by 4. They gain 2/4/6 Defense.3/2/2
Elite CrossbowmenTempleIarmy ArmyCrossbowman growth in your cities increases by 4. They gain 2/4/6 Attack.3/2/2
Inquisition CrusadeTempleIarmy ArmyFriendly creatures deal +25% Damage to summoned enemy creatures.1
Tax CollectorsTempleIIfaction FactionProduces 500/1000 Gold daily.2/2
Mining: GemsTempleIIfaction FactionProduces 1/2 Gem(s) daily.2/2
Heroes of TalesTempleIIfaction FactionYour heroes gain 1 Morale.3
Elite GriffinsTempleIIarmy ArmyGriffin growth in your cities increases by 2. They gain 5/10/15 HP.3/2/2
Elite LightweaversTempleIIarmy ArmyLightweaver growth in your cities increases by 2. They deal +2/4/6 Damage.3/2/2
Execute ExcellenceTempleIIarmy ArmyAll positive effects on friendly creatures last 1/2 additional round(s).2/2
Swift ReflexesTempleIIarmy ArmyFriendly creatures gain 1 Initiative.6
Resource Riches IITempleIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Coinage ReformTempleIIIfaction FactionYour sources of Gold produce +10%/20% Gold.4/4
Sun's GraceTempleIIIfaction FactionDaylight spells of your heroes gain 1 level(s).3
Architect's MasteryTempleIIIfaction FactionYou can construct +1 building(s) daily.2
Elite CavalryTempleIIIarmy ArmyCavalry growth in your cities increases by 1. Their attacks ignore 5%/10%/15% of the target’s Defense and they gain 1 Speed.3/2/2
Training: Melee CombatTempleIIIarmy ArmyFriendly creatures deal +5%/10% and take –5%/10% Melee Damage. This effect is doubled for non-Temple friendly creatures.3/3
Training: Range CombatTempleIIIarmy ArmyFriendly creatures deal +5%/10% and take –5%/10% Long Reach and Ranged Damage. This effect is doubled for non-Temple friendly creatures.3/3
Training: AttackTempleIVfaction FactionYour heroes gain 2/4 Attack.3/3
Training: DefenseTempleIVfaction FactionYour heroes gain 2/4 Defense.3/3
Training: Spell PowerTempleIVfaction FactionYour heroes gain 2/4 Spell Power.3/3
Training: KnowledgeTempleIVfaction FactionYour heroes gain 2/4 Knowledge.3/3
Elite InquisitorsTempleIVarmy ArmyInquisitor growth in your cities increases by 1. They ignore 5%/10%/15% of the enemy’s Attack and they gain 1 Speed.3/2/2
EncouragementTempleIVarmy ArmyThe chance of Morale triggering for friendly creatures increases by 1%/2% for each point of their Morale.2/2
Vengeful StrikeTempleIVarmy ArmyFriendly creatures’ counterattacks deal +50%/100% Damage.3/3
Resource Riches IIITempleVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Power of FaithTempleVfaction FactionAll your Temple heroes can learn any spells of any tier.3
Elite AngelsTempleVarmy ArmyAngel growth in your cities increases by 1. They gain 20%/40%/60% of their hero’s Attack and Defense as Attack and Defense.3/2/2
Hero's BlessingTempleVarmy ArmyFriendly creatures gain 20% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.4
Sacred LandsTempleVarmy ArmyFriendly creatures are immune to negative effects when fighting on their Native Terrain.4

To view the Laws for all factions, see Laws Overview.


Note: When upgrading Faction Laws in-game, the tooltip for Laws you have already invested seals into will display the benefit you have already gained from them, and then another displaying the cumulative effect after improving the Law. This page merges the descriptions for each level of a Law into a single text, highlighting the differences where relevant. Each level only improves numeric values and is colorized as follows: Level 1 / Level 2 / Level 3