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The Temple of the Sun originates from Karigor Isle and arrives in Jadame under the High Inquisition’s banner. Its mission combines spreading their beliefs with conquest. As a faction, it closely resembles the classic human units seen in Heroes of Might and Magic: Olden Era—infantry, crossbowmen, cavalry, flying units, and divine defenders—each fulfilling familiar roles without any obscure gimmicks.
Temple’s playstyle rewards players who understand the basics of Heroes of Might and Magic. The key is to protect your ranged units, stack buffs effectively, and aim to scale into powerful late-game units. The ultimate goal is to summon Angels. Everything else is just preparation for that victory.
Overall Strategy Tips
Temple’s strategy revolves around discipline and building momentum over time. Unlike factions like Dungeon or Necropolis that snowball quickly, Temple gradually reaches a state where Morale synergies, buff extensions, and Angel resurrection make it very tough to defeat in a straightforward fight.
All resources—gold, ore, and gems—are important simultaneously. Gold is needed for constant recruiting and construction, while ore and gems are necessary for advanced structures and units at tiers 6 and 7. Gems are particularly crucial—they’re the primary bottleneck, so securing gem mines early and actively controlling them is vital. Failing to do so can significantly delay the angel build and cause stalls in progress.
The faction’s units—Guard Captains, Crossbowmen, Cavalry, and Inquisitors—have a basic Morale range. With the Encouragement Law and Leadership skill, a high-Morale swordsman stack can generate almost certain bonus turns each round. Many tend to overlook Morale, but when used right, it’s one of the faction’s most powerful mechanics.
In the early game, Temple’s focus generation is slower than most factions. It’s best not to build armies around active abilities at first, as they won’t trigger reliably—focus on developing the hero and army as you level up. The strength of your focus improves as your hero levels and your army scales, but it’s not something to rely on during the initial weeks.
Overall Play Style Philosophy
Start by consolidating your position in the early game. Take fights that you can win comfortably, protect your Crossbowmen and Lightweavers, and accumulate Law Points. The faction’s full power arrives on schedule, but patience is key to reaching it.
Best Temple Laws
Temple’s Law tree is unusual: its top-tier Law, Architect’s Mastery (which doubles construction speed), requires a significant investment of Seals. However, hero Pip can unlock it as early as the third or fourth day. Planning efficiently and avoiding scattering Seals on too many early picks is rewarded here.
Tax Collectors: Your first priority is this Law, as it provides extra gold daily. Temple’s growth depends heavily on income, and without it, other strategies become difficult. Reach level 1 immediately, then aim for level 2 before spending Seals elsewhere.
Encouragement: Activate this Law later in the game. It increases the chance for Morale bonuses by 1% per Morale point. Without Encouragement, Morale is an inconsistent bonus, but with it and the Leadership skill, large stacks can generate meaningful bonus turns that snowball during fights. This Law is key to making the Morale system a major strength.
Elite Crossbowmen: Improving the growth and attack of your staple early ranged unit. Increasing Crossbowmen production compounds over time, and it’s wise to prioritize this before advancing Swordsmen.
Execute Excellence: Extends support spells like Bless and Haste by one turn, making it more efficient to cast buffs later in the game. It’s especially valuable if your hero leans toward magic.
Architect’s Master: The most impactful economic Law; it speeds up building timelines dramatically and accelerates your entire strategy. Since Pip’s starting skills make this Law accessible early, it’s a strong long-term investment—use it early to gain an advantage.
Vengeful Strike: Boosts the counterattack strength of your units, making frontline units more threatening when retaliating. It’s useful but not an urgent priority—invest after securing core units and Law priorities.
Best First Week Strategy
The first week is about establishing a solid ranged presence, accumulating Law Points, and surviving without losing critical units. It’s not an aggressive attack window.
Day 1: Recruit Guard Captains and crossbowmen. Prioritize crossbowmen—they reduce early casualties—and find gem mines on your map as they form your long-term resource foundation.
Days 1–2: Clear surrounding neutral stacks with clear wins. Position Guard Captains in front of your crossbowmen to absorb attacks and keep your ranged units alive. Avoid losing crossbowmen unnecessarily.
Days 2–3: Build a Level 1 Mage Guild. Basic spells like Bless and Haste greatly improve nearby battles.
Days 4–5: If possible, construct a Griffin Rookery. Griffins provide aerial reach and retaliation, helping map control early on.
Days 5–7: Build Lightweavers if your economy allows. They will replace crossbowmen as your main ranged unit and are a significant upgrade in damage and utility, especially if your hero starts with a Lightweaver stack.
Day 7: Focus on growth for the next week. Prioritize recruiting crossbowmen and Guard Captains, upgrade to Griffins if available, and aim to secure gem mines early—capturing a gem mine at the start of the second week can be more valuable than a week’s worth of recruits.
Army Composition Tips
The ranged backline must be protected. Temple’s combat relies on safeguarding your shooters, using front-line units as damage sinks, and amplifying overall output through buffs and Morale.
Guard Captain / Sun’s Aegis (Tier 1): Use Sun’s Aegis to shield your crossbowmen or Lightweavers from ranged fire, positioning it as a defensive platform rather than a damage dealer.
Crossbowman / Austringer / Marksman (Tier 2): The core early ranged unit. Marksman offers pure damage and versatility, while Austringer can harass with hawks. Boost production early with Elite Crossbowmen Law.
Guardian Griffin / Temple Griffin / Griffin (Tier 3): The upgraded Griffin is more durable and retaliates reliably, making it a valuable aerial deterrent throughout the game.
Lightweaver / Hierophant / Sun Herald (Tier 4): The main mid-game ranged unit, replacing crossbowmen. Hierophants focus on magic enhancements, while Sun Heralds focus on utility; their choice depends on your hero and strategy.
Cavalry / Noble Cavalry / Sunspear Cavalry (Tier 5): Not the core, but useful for speed and flanking. They are not the faction’s main strength.
Inquisitor / Mother Superior / Excommunicator (Tier 6): High-cost units for healing/support (Mother Superior) or debuffing enemies (Excommunicator). Build toward these after securing tiers 4 and 5, and only when your economy supports their costs without sacrificing gems.
Angel / Archangel / Apotheosis (Tier 7): The ultimate goal. Angels counter buff-heavy strategies, especially if you’ve buffed your own units. Archangels are more versatile. Note that Angels are Embodiment type, which benefits less from Morale than Living units due to different Morale caps.
Hero Strategy
Temple supports both magic and might heroes well. Your choice depends on your hero and early skill rolls. Neither archetype is strictly better.
Magic heroes: Focus on Spell Power and Intelligence. Temple favors support spells like Bless and Haste, which boost the entire army. Aim for Mage Guild Level 2 early to increase your spell options. The support approach, especially daylight magic, fits naturally here.
Might heroes: Prioritize Attack, Defense, and Leadership. Thanks to the Morale system, Leadership makes units generate bonus turns reliably, which can be decisive. A Morale-focused hero like Aeos benefits greatly from the early use of buff spells and supports.
Notable Heroes:
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Zenith: Starts with Lightweavers, boosting their production everywhere. Her specialization makes Lightweavers more accessible and improves their stats.
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Pip: His Insight skill doubles Law Point generation, accelerating your key Law unlocks early.
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Aeos: Best for Morale systems, providing global +1 Morale and action bonuses early on.
Single Hero Play
Temple handles single hero mode more effectively than many factions because its self-contained unit roster and Law-driven level curve don’t heavily rely on secondary heroes or scouting. The main risk is recovery—if you suffer a bad fight and lose units like Lightweavers or crossbowmen, you won’t have a secondary hero to replace them during recovery. Play conservatively until your army is strong enough, and don’t overreach for map objectives until your units are secure.




