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The Order of the Templars were born in the aftermath of the Comet, under the blessing of the Archangel Raziel as the last bastion of Creation in the world of chaos. Since the time of enlightenment however they have become consumed with zealotry. Their faith has lead them to wage an eternal war against corruption of humankind, regardless of where it may be found or which unholy alliances must be forged.

Racial Rating

Offense Defense
Military ★★★★☆ ★★★☆☆
Magic ★★★★★ ★★★★★
Thievery ☆☆☆☆ ★☆☆☆☆
Exploring ★★★☆☆
Difficulty Hard

Racial Abilities

  • 45% Homes allowed
  • Has no thief unit
  • 25% defense against thievery
  • Clerics are mystic units (1 mystic per acre provides 1 mage level, does not stack with Academies)

Military Units

Class
Off/Def
Cost
Basic
Monk
0/0
50 cr
Off
Pegasus Knight
6/0
700 cr
Def
Seraph
0/5
500 cr
Elite
Paladin
5/5
800 cr
Mystic
Cleric
2/2
300 cr

Attacking with Clerics

Although it is possible to attack with mystic units (clerics), it is highly discouraged. Clerics provide mage level only when at home, and not away on an attack. This means if you have no Academies and send out your Clerics on an attack, you will be completely vulnerable to enemy mages.

Starting Military

Class
Off/Def
Number of Units
Basic
Monk
0/0
0
Off
Pegasus Knight
6/0
0
Def
Seraph
0/5
31,800
Elite
Paladin
5/5
0
Mystic
Cleric
2/1
2,500

Common Builds

Growth Mode

Type % Type %
Homes

45

Farms 10
Walls 0 Weaponries 0
Guilds 3 Mines 25
Bastions 0 Laboratories 0
Churches 0 Guard Houses 15
Barracks 0 Hideouts 0
Academies 0 Yards 2

Turtle Mode

Type % Type %
Homes

50

Farms 10
Walls 0 Weaponries 0
Guilds 4 Mines 0
Bastions 10 Laboratories 0
Churches 0 Guard Houses 25
Barracks 0 Hideouts 0
Academies 0 Yards 1

War Mode

(as Mage)

Type % Type %
Homes

45

Farms 10
Walls 0 Weaponries 0
Guilds 25 Mines 0
Bastions 0 Laboratories 0
Churches 0 Guard Houses 20
Barracks 0 Hideouts 0
Academies 0 Yards 0
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