======Sacred====== {{:abilities:sacred.png?nolink}} A **Sacred** unit is able to be {{:abilities:blessed.png?nolink}} **[[Bless|Blessed]]**. Aside from that, Sacred units require half as much [[Upkeep]], but they typically cost more to hire than non-sacred units of the same skill set. They're also vulnerable to certain things: * ??Holy Word?? (stuns) * ??Apostasy?? ([[charm|charms]]; only for [[sceleria-ma|Sceleria]] and [[lemuria-la|Lemuria]]) * {{:abilities:halt_heretic.png?nolink}} **[[Halt Heretic]]** ([[Awe]] for Sacreds) * {{:abilities:unholy_weapons.png?nolink}} The **Unholy Weapons** bless * The "Bane of Heresy" effect of certain magic weapons, such as the ??Black Halberd?? and the ??God-Slayer Spear?? {{:misc:gui:holypoints.png?nolink }} Last-but-not-least, sacred units require **Holy Points** to hire. Every turn needed to recruit them (such as when the process takes another turn due to a lack of Commander Points or Resources when you recruit them) requires a Holy Point, though some require two. Your per-turn number of Holy Points for each fort is equal to your [[pretender god|Pretender God's]] Dominion strength, plus 1 for **every five** [[temple|temples]] you have; [[ind-ma|Ind]] and [[piconye-la|Piconye]] get 1 Holy Point for **each** Temple they have, however. {{tag>unit-abilities}}