Ascension Temple official reference image

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Hunter Syndicate / Building

Ascension Temple

Late-game technology structure. A late-game structure reserved for a planned faction-wide strike mechanic.

Faction
Hunter Syndicate
Class
Building
Concept footprint (tiles)
5 × 5
Game stats
RE206.1 catalogue baseline
Reference resolution
1000 × 914
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RE206.1 catalogue baseline. Displayed stats include any values configured for this record. Nominal DPS is the catalogue value before armor and modifiers.

Combat profile

HP
850
Armor
12
Max mana
240
Damage per hit
0
Range (tiles)
0
Cooldown (s)
1
Nominal DPS
0
Sight (tiles)
12
Detection (tiles)
0

Economy and deployment

Domain
Structure
Speed (tiles/s)
0
Food
1000
Gas
700
Vibranium
0
Supply used
0
Supply granted
0
Type cap
1
Build / train (s)
50
Producer
Artificer
Prerequisites
Ancient Convergence

Strengths and counterplay

Strengths
Prototype: Look for flanking, sight-line control and well-timed repositioning opportunities while protecting vulnerable support elements.
Weaknesses
Prototype: Prototype siege pressure, targeted raids and resource denial as possible counterplay. These are design considerations, not confirmed gameplay mechanics.
Suggested element
—
Element to watch
Fire

Abilities

Verdant Ascension

Warn for 10 s. For 15 s, damage and slow hostiles in a 3-tile storm and grant allied units a temporary shield.

Mana: Not defined · Cooldown: Not defined seconds