Arena Mode Guide
A complete overview of how the HoMM: Olden Era Arena draft works.
What is Arena Mode?
Arena is a head-to-head draft format where two players each build a hero from scratch through a series of picks. Unlike campaign play, Arena strips away the adventure map — it's a pure build-and-battle experience focused on hero development and army drafting.
Each player controls a single hero that levels up through the draft, gaining skills, equipping items, and learning spells before the final battle.
Draft Structure
Draft phases happen simultaneously for both players with a countdown timer. OldenBuilds lets you plan all of these phases before your actual game.
Skill System
You make 10 skill picks as your hero levels from 2 to 11. Each pick either learns a new skill (Basic) or advances an existing skill (Basic→Advanced→Expert). You can have at most 8 distinct skills.
Entry level. Provides the core effect of the skill. No subskill.
Stronger effect + choose one subskill specialization from 3 options.
Maximum effect + choose another subskill from 3 options (different pool than Advanced).
Might vs Magic Heroes
⚔ Might Heroes
- • Higher starting Offence/Defence stats
- • Prioritize Assault, Protection, Leadership
- • Faction skill amplifies unit armies
- • Subclasses unlock with might skill combos
- • Strong army buff items (i_might pool)
✦ Magic Heroes
- • Higher Spell Power/Intelligence stats
- • Prioritize Enlightenment, Sorcery, school skill
- • One spell school mastery is key
- • Subclasses unlock with magic skill combos
- • Magic amplification items (i_magic pool)
Items (Artifacts)
You pick 9 artifacts during the draft. Items are drawn from three rarity tiers — higher rarity items are more impactful but rarer to see.
Baseline stat boosts. Always available. Good filler picks.
Meaningful bonuses. Often set pieces that synergize together.
Game-changing effects. Priority picks when offered.
Items are also typed: Might items (i_might), Magic items (i_magic), and Universal items (i_all) usable by all heroes.
Spells
9 spell picks across 4 schools. Each school has Tiers 1–4, with higher tiers being more powerful. Your Spell Power and Intelligence stats determine how effective spells are.
Healing, buffs, anti-undead. Support-focused.
Curses, debuffs, life drain. Attrition style.
Direct magic damage and utility.
Earth, lightning, wind. High burst damage.
Ready to plan your arena build?