Might and Magic Wiki

For the adventure map object, see Temple (object).

Hailing from Karigor Isle, the Templars have arrived in Jadame to spread their faith: be it by word or by sword. With High Inquisition leading from their bastion, the Temple of the Sun strives to forge the best version of oneself. Their well-rounded troops gain extra benefits from buffs.OffBck

Temple is a faction in Heroes of Might and Magic: Olden Era.

Lore[]

The Church of the Sun is a religious order founded on the island of Karigor. Its devotees believe that worthy souls are carried into the Chalice of the Sun upon death, and they seek to convert everyone to their holy cause — by force if necessary. They are bitter enemies of the Church of the Moon.

Recently, the Church has established a temple in Jadame in order to spread their faith to the continent, where they've come into conflict with the Necromancers' Guild and Temple of the Moon. They've brought griffins and angels to further their war effort, although the sentinels of glory that were once their allies have abandoned them for unknown reasons.

Classes[]

Creatures[]

Buildings[]

"I told you to see if he's in the league with the Faceless, not to burn his eyes out!"
Anton

This article is in need of image(s), or would greatly benefit from higher quality images. If you happen to have one available, please upload a relevant image and place it here.


Basic[]

 
File:Solar temple Temple OE.png File:Solar temple II Temple OE.png File:Solar temple III Temple OE.pngFile:Tavern Temple OE.pngFile:Bank Temple OE.png
Solar Temple Solar Temple II Solar Temple IIITavernBank
Grants the kingdom 1000 Gold and 1000 Law points daily. +1 hero cap. Grants the kingdom 1500 Gold and 2000 Law points daily. Grants the kingdom 2000 Gold and 3000 Law points daily.Allows to hire new heroes.Produces 1000 Gold per day.

Requires:

N/A

Requires:

2500 Gold
10 Wood
Solar Temple

Requires:

5000 Gold
10 Wood
Solar Temple II

Requires:

500 Gold
5 Wood

Requires:

2500 Gold
5 Wood
5 Ore
Eternal Visage II

File:Treasury Temple OE.pngFile:Walls Temple OE.pngFile:Walls II Temple OE.pngFile:Walls III Temple OE.png
TreasuryWallsWalls IIWalls III
Produces 3000 Gold per day.Provides walls during sieges. Allows the owner to pick one level 1 defensive upgrade.Adds two towers to the battlements that shoot at attackers during sieges. Allows the owner to pick one level 2 defensive upgrade. City dwellings produce +50% units.Adds one mOre grand tower to the battlements that shoots at attackers during sieges and spikes by the walls. Allows the owner to pick one level 3 defensive upgrade. City dwellings produce +100% units.

Requires:

5000 Gold
5 Gems
5 Crystal
5 Mercury
Bank
Marketplace
Walls

Requires:

5000 Gold
5 Ore

Requires:

5000 Gold
10 Ore
Walls
Solar Temple II

Requires:

5000 Gold
15 Ore
Walls II
 


 
File:Marketplace Temple OE.png File:Resource depot Temple OE.png File:Mage guild Temple OE.pngFile:Mage guild II Temple OE.pngFile:Mage guild III Temple OE.png
Marketplace Resource Depot Mage GuildMage Guild IIMage Guild III
Allows resources to be traded. Produces 2 Gems each day. Unlocks 4 tier-1 spells in the Magic Observatory. Heroes learn all unlocked tier 1 spells when they visit the city.Unlocks 4 tier-2 spells in the Magic Observatory. Heroes learn all unlocked tier 1-5 spells when they visit the city.Unlocks 4 tier-3 spells in the Magic Observatory. Heroes learn all unlocked tier 1-5 spells when they visit the city.

Requires:

500 Gold
5 Wood
Tavern

Requires:

5000 Gold
Marketplace
Bank

Requires:

2500 Gold
5 Wood
5 Ore

Requires:

2500 Gold
5 Wood
5 Ore
1 Mercury
1 Crystal
1 Gems
Mage guild level 1

Requires:

2500 Gold
5 Wood
5 Ore
2 Mercury
2 Crystal
2 Gems
Mage guild level 2

File:Mage guild IV Temple OE.png
Mage Guild IV
Unlocks 4 tier-4 spells in the Magic Observatory. Heroes learn all unlocked tier 1-5 spells when they visit the city.

Requires:

2500 Gold
5 Wood
5 Ore
3 Mercury
3 Crystal
3 Gems
Mage guild level 3
 


Unique[]

 
File:Guild of six winds Temple OE.png File:Scouting Skyship Temple OE.png File:Artefact merchant Temple OE.pngFile:Golden Calf Temple OE.png
Guild of Six Winds Scouting Skyship Artefact MerchantGolden Calf
Allows a selected hero to spend a day learning. They are unavailable until tomorrow and receive a bonus to an attribute of their choice. Removes fog of war within 20 squares around the city. Allows artefacts to be traded.The owner's cities produce 1000 Gold and 1 of each other resource daily. This city's dwellings produce +100% units.

Requires:

2500 Gold
5 Ore
5 Wood
2 Gems
2 Crystal
2 Mercury

Requires:

2500 Gold

Requires:

2500 Gold
5 Wood
5 Ore
Marketplace

Requires:

Grail
 


Creature production[]

Un-upgraded[]

 
File:Garrison Temple OE.png File:Mews Temple OE.png File:Griffin rookery Temple OE.pngFile:Sundrop chapel Temple OE.pngFile:Hippodrome Temple OE.png
Garrison Mews Griffin RookerySundrop ChapelHippodrome
Allows you to recruit Swordsmen. Allows you to recruit Crossbowmen. Allows you to recruit Griffins.Allows you to recruit Lightweavers.Allows you to recruit Cavalry.

Requires:

?? Gold

Requires:

?? Gold

Requires:

2750 Gold
5 Wood
5 Ore
Garrison

Requires:

3000 Gold
3 Gems
3 Crystal
3 Mercury
Griffin Rookery
Mage Guild

Requires:

5000 Gold
20 Wood
5 Ore
Mews
Griffin Rookery

File:Threshold basilica Temple OE.pngFile:Radiant forge Temple OE.png
Threshold BasilicaRadiant Forge
Allows you to recruit Inquisitors.Allows you to recruit Angels.

Requires:

3750 Gold
10 Ore
10 Gems
Hippodrome

Requires:

12500 Gold
10 Gems
5 Crystal
5 Mercury
Sundrop Chapel
Mage Guild II
 


Upgraded[]

 
File:Garrison II Temple OE.png File:Mews II Temple OE.png File:Griffin rookery II Temple OE.pngFile:Sundrop chapel II Temple OE.pngFile:Hippodrome II Temple OE.png
Garrison II Mews II Griffin Rookery IISundrop Chapel IIHippodrome II
Allows you to recruit Guard Captains and Sun's Aegises. Allows you to recruit Austringers and Marksmen. Allows you to recruit Temple Griffins and Guardian Griffins.Allows you to recruit Hierophants and Sun Heralds.Allows you to recruit Noble Cavalry and Sunspear Cavalry.

Requires:

750 Gold
5 Ore
10 Alchemical Dust
Garrison

Requires:

1750 Gold
5 Wood
20 Alchemical Dust
Mews

Requires:

1750 Gold
5 Wood
5 Ore
30 Alchemical Dust
Griffin Rookery

Requires:

2750 Gold
5 Gems
40 Alchemical Dust
Sundrop Chapel

Requires:

5250 Gold
15 Wood
50 Alchemical Dust
Hippodrome

File:Threshold basilica II Temple OE.pngFile:Radiant forge II Temple OE.png
Threshold Basilica IIRadiant Forge II
Allows you to recruit Mothers Superior and Excommunicators.Allows you to recruit Archangels and Apotheoses.

Requires:

1000 Gold
10 Ore
15 Gems
75 Alchemical Dust
Threshold Basilica

Requires:

15000 Gold
20 Gems
100 Alchemical Dust
Radiant Forge
 


Faction Laws[]

Tier 1
Category Icon Name Seals Cost Description Levels
Faction File:OE Tax Collectors.png Tax Collectors 1 Produces 250/500/750 Gold per day. 3
Faction File:OE Training Scouting.png Training: Scouting 3 Sight radius of your heroes increases by 1. 1
Faction File:OE Resource Riches I.png Resource Riches I 1 Provides a one-time bonus of 2500 Gold, 5, Wood, and 5 Ore when enacted. 1
Army File:OE Elite Swordsmen.png Elite Swordsmen 3 Swordsmen growth in your cities increases by 4. Their Defence increases by 2. 2
Army File:OE Elite Crossbowmen.png Elite Crossbowmen 3 Crossbowmen growth in your cities increases by 4. Their Attack increases by 2. 2
Army File:OE Execute Exellence.png Execute Excellence 2 All positive effects on friendly creatures last 1 additional round. 1
Tier 2
Category Icon Name Seals Cost Description Levels
Faction File:OE Heroes of Tales.png Heroes of Tales 2 Morale of your heroes increases by 1/2. 2
Faction File:OE Architect's Mastery.png Architect's Mastery 6 You can construct +1 building per day. 1
Army File:OE Elite Griffins.png Elite Griffins 3 Griffins growth in your cities increases by 2. Their HP increases by 5. 2
Army File:OE Elite Lightweavers.png Elite Lightweavers 3 Lightweavers growth in your cities increases by 2. They deal +2 Damage. 2
Army File:OE Swift Reflexes.png Swift Reflexes 4 Initiative of friendly creatures increases by 1. 1
Army File:OE Vengeful Strike.png Vengeful Strike 2 Friendly creatures' counterattacks deal +25%/+50% Damage. 2
Tier 3
Category Icon Name Seals Cost Description Levels
Faction File:OE Mining Gems.png Mining: Gems 1 Produces 1/2/3 Gem(s) per day. 3
Faction File:OE Coinage Reform.png Coinage Reform 4 Your sources of Gold produce +15%/+30% Gold. 2
Faction File:OE Suns Grace.png Sun's Grace 3 Daylight spells of your heroes gain 1 level. 1
Faction File:OE Resource Riches II.png Resource Riches II 2 Provides a one-time bonus of 5000 Gold, 10, Wood, and 10 Ore when enacted. 1
Army File:OE Training Melee Combat.png Training: Melee Combat 3 Friendly creatures deal +5%/+10% and take -5%/-10% Melee Damage. Non-Temple friendly creatures gain double this effect. 2
Army File:OE Training Long Reach Combat.png Training: Long Reach Combat 3 Friendly creatures deal +5%/+10% and take -5%/-10% Long Reach Damage. Non-Temple friendly creatures gain double this effect. 2
Army File:OE Training Range Combat.png Training: Range Combat 3 Friendly creatures deal +5%/+10% and take -5%/-10% Ranged Damage. Non-Temple friendly creatures gain double this effect. 2
Tier 4
Category Icon Name Seals Cost Description Levels
Faction File:OE Training Attack.png Training: Attack 3 Attack of your heroes increases by 2/4. 2
Faction File:OE Training Defence.png Training: Defence 3 Defence of your heroes increases by 2/4. 2
Faction File:OE Training Spell Power.png Training: Spell Power 3 Spell Power of your heroes increases by 2/4. 2
Faction File:OE Training Knowledge.png Training: Knowledge 3 Knowledge of your heroes increases by 2/4. 2
Army File:OE Elite Cavlary.png Elite Cavalry 3 Cavalry growth in your cities increases by 1. They ignore 5% of the target's Defence, and their Speed increases by 1. 2
Army File:OE Elite Inqiusitors.png Elite Inquisitors 3 Inquisitors growth in your cities increases by 1. When attacked, they ignore 5% of the enemy's Attack, and their Speed increases by 1. 2
Army File:OE Encouragement.png Encouragement 2 The chance of friendly creatures making an additional turn increases by 1%/2% for each point of Morale. 2
Tier 5
Category Icon Name Seals Cost Description Levels
Faction File:OE Power of Faith.png Power of Faith 4 All your Temple heroes can learn any tier spells. 1
Faction File:OE Resource Riches III.png Resource Riches III 3 Provides a one-time bonus of 7500 Gold, 15, Wood, and 15 Ore when enacted. 1
Army File:OE Elite Angels.png Elite Angels 3 Angels growth in your cities increases by 1. Their Attack and Defence increases by 25% of the hero's Attack and Defence. 2
Army File:OE Heros Blessing.png Hero's Blessing 6 Friendly creatures' Attack and Defence increase by 25% of their hero's Spell Power and Knowledge. 1
Army File:OE Sacred Lands.png Sacred Lands 3 Friendly creatures are immune to negative effects when they battle on their Native Terrain. 1

Gallery[]

Temple heroes in Heroes of Might and Magic: Olden Era
Knights
Aeos the Exalted · Heretic Avis · Ister · John Johnson · Keandra · Kestrel · Leon Sticky-Fingers · Lord Edgar · Old Lord Mandall
Clerics
Anastasia the Meek · Clarissa · Julius · Lia the Untethered One · Merry Elias · Nadir · Pip · Vesper · Zenith
Heroes of Might and Magic: Olden Era factions
Temple · Necropolis · Sylvan · Dungeon · Hive · Schism