Temple laws

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Tax Collectors
Cost (level 1)
2
Cost (level 2)
2

Produces 500 Gold daily.

Faction
Elite Crossbowmen
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Crossbowman growth in your cities increases by 4. They gain 2 Attack.

Faction
Elite Griffins
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Griffin growth in your cities increases by 2. They gain 5 HP.

Faction
Swift Reflexes
Cost (level 1)
6

Friendly creatures gain 1 Initiative.

Faction
Vengeful Strike
Cost (level 1)
3
Cost (level 2)
3

Friendly creatures’ counterattacks deal +50% Damage.

Faction
Mining: Gems
Cost (level 1)
2
Cost (level 2)
2

Produces 1 Gem(s) daily.

Faction
Sun’s Grace
Cost (level 1)
3

Daylight spells of your heroes gain 0 level(s).

Faction
Resource Riches II
Cost (level 1)
2

Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Faction
Elite Lightweavers
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Lightweaver growth in your cities increases by 2. They deal +2 Damage.

Faction
Training: Melee Combat
Cost (level 1)
3
Cost (level 2)
3

Friendly creatures deal +5% and take –5% Melee Damage. This effect is doubled for non‑Temple friendly creatures.

Faction
Training: Range Combat
Cost (level 1)
3
Cost (level 2)
3

Friendly creatures deal +5% and take –5% Long Reach and Ranged Damage. This effect is doubled for non‑Temple friendly creatures.

Faction
Training: Scouting
Cost (level 1)
2

Your heroes gain 1 Sight radius.

Faction
Training: Range Combat
Cost (level 1)
3
Cost (level 2)
3

Friendly creatures deal +5% and take –5% Ranged Damage. This effect is doubled for non‑Temple friendly creatures.

Faction
Coinage Reform
Cost (level 1)
4
Cost (level 2)
4

Your sources of Gold produce +10% Gold.

Faction
Heroes of Tales
Cost (level 1)
3

Your heroes gain 1 Morale.

Faction
Elite Cavalry
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Cavalry growth in your cities increases by 1. Their attacks ignore 5% of the target’s Defense and they gain 1 Speed.

Faction
Elite Inquisitors
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Inquisitor growth in your cities increases by 1. They ignore 5% of the enemy’s Attack and they gain 1 Speed.

Faction
Encouragement
Cost (level 1)
2
Cost (level 2)
2

The chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale.

Faction
Hero’s Blessing
Cost (level 1)
4

Friendly creatures gain 20% of their hero’s Spell Power and Knowledge as Attack and Defense respectively.

Faction
Power of Faith
Cost (level 1)
3

All your Temple heroes can learn any spells of any tier.

Faction
Architect’s Mastery
Cost (level 1)
2

You can construct +1 building(s) daily.

Faction
Resource Riches III
Cost (level 1)
3

Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Faction
Resource Riches I
Cost (level 1)
1

Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Faction
Elite Angels
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Angel growth in your cities increases by 1. They gain 20% of their hero’s Attack and Defense as Attack and Defense.

Faction
Focus is the Key
Cost (level 1)
2

Your Temple creatures generate 1 Focus Point(s) at the beginning of their turn.

Faction
Sacred Protection
Cost (level 1)
4

Friendly heroes are immune to negative effects in battles and on the global map.

Faction
Inquisition Crusade
Cost (level 1)
1

Friendly creatures deal +25% Damage to summoned enemy creatures.

Faction
Faith in Magic
Cost (level 1)
2

Produces 250 Astrology points daily.

Faction
Elite Swordsmen
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Swordsman growth in your cities increases by 4. They gain 2 Defense.

Faction
Execute Excellence
Cost (level 1)
2
Cost (level 2)
2

All positive effects on friendly creatures last 1 additional round(s).

Faction
Training: Attack
Cost (level 1)
3
Cost (level 2)
3

Your heroes gain 2 Attack.

Faction
Training: Defense
Cost (level 1)
3
Cost (level 2)
3

Your heroes gain 2 Defense.

Faction
Training: Spell Power
Cost (level 1)
3
Cost (level 2)
3

Your heroes gain 2 Spell Power.

Faction
Training: Knowledge
Cost (level 1)
3
Cost (level 2)
3

Your heroes gain 2 Knowledge.

Faction