Gameplay Reference
Complete mechanics reference for Heroes of Might & Magic: Olden Era — extracted directly from game files. Covers resources, factions, hero system, combat, spells, world map objects, and more.
#Game Overview
Heroes of Might and Magic: Olden Era is a turn-based strategy prequel set in the world of Jadame. Six playable factions each field unique hero classes, unit rosters, and faction-exclusive abilities. The game spans adventure-map exploration, city building, resource gathering, and tactical battlefield combat.
Core Gameplay Loop
Each turn = 1 day. 7 days = 1 week. 4 weeks = 1 month. Creature growth resets every week start.
Heroes move across the adventure map each day — collecting resources, visiting objects, and engaging enemies.
Build structures to grow your creature pool, unlock spells, and generate daily resources.
Turn-based tactical battles on a hex grid. Initiative order, morale, luck, and Focus Charges all matter.
Hero Primary Stats
| Stat | Effect |
|---|---|
| Attack | Increases outgoing damage from allied units' basic attacks. |
| Defense | Reduces incoming damage to allied units. |
| Spell Power | Amplifies all spell effects and damage. |
| Knowledge | Determines maximum mana pool (Knowledge × 10 = max mana). |
#Resources
Seven distinct resource types are used to construct buildings, recruit creatures, and research upgrades. All resources except Alchemical Dust are produced by mines on the adventure map.
| Resource | Primary Source | Main Use |
|---|---|---|
| Gold | Gold Mine (daily) | Everything — buildings, creatures, heroes |
| Wood | Sawmill (daily) | Most structures and dwellings |
| Ore | Ore Mine (daily) | Combat buildings, upgrades |
| Gems | Gem Mound (daily) | High-tier buildings, Alchemical Dust input |
| Crystals | Crystal Vein (daily) | Magic buildings, Alchemical Dust input |
| Mercury | Mercury Fissure (daily) | Magic buildings, Alchemical Dust input |
| Alchemical Dust | Alchemical Lab (Gems + Crystals + Mercury) | Endgame structures and special items |
#Difficulty Levels
Five difficulty settings affect starting resources, AI starting resources, and the strength multiplier of neutral (map-guarding) stacks.
| Difficulty | Player Start (Gold / Wood / Ore / …) | AI Start | Neutral Strength |
|---|---|---|---|
| Easy | 30 000 / 30 / 30 / 15 each / 150 Dust | 10 000 / 10 / 10 / 5 each / 50 | ×0.50 |
| Normal | 20 000 / 20 / 20 / 10 each / 100 | Same as player | ×0.75 |
| Hard | 15 000 / 15 / 15 / 7 each / 75 | 30 000 / 30 / 30 / 15 each / 150 | ×1.00 |
| Expert | 100 000 Gold / 10 / 10 / 5 each / 50 | 40 000 / 40 / 40 / 20 each / 150 | ×1.50 |
| Impossible | 10 000 / 5 / 5 / 0 / 0 / 0 / 0 | 50 000 / 50 / 50 / 25 each / 250+ | Highest |
#Factions
Six factions, each with two hero classes, unique creature rosters (Tiers 1–8), a faction-exclusive skill, and distinct subclass options. All 108 heroes are split evenly — 18 per faction.
Righteousness — hero stats rise temporarily with every kill or ally death. Buffs last longer than other factions.
Necromancy — defeated enemy HP% converts to friendly Undead HP. Undead are immune to morale effects.
Murmuring — generates Focus Charges at the start of every battle. Units have unique powerful abilities.
Summon Swarm — drops an egg each turn that hatches into a Fire Larva swarm next turn.
Abyssal Communion — stacks Communion on victories to multiply friendly unit counts temporarily.
Triumvirate's Strength — activates one of three Stances each turn (Minotaur/Elf/Dragon), boosting the matching stat.
Creatures are organized in Tiers 1–8. Each tier has a base and at least one upgraded variant. Higher tiers are more powerful but require more resources and time to produce. Browse all heroes →
#Hero System
Every faction provides two hero class archetypes — Warrior (Might) and Mage (Magic). Heroes gain primary stats on level-up according to their class, and unlock a Subclass mid-game that grants a powerful passive or active ability.
Class Types
| Class | Primary Stat Growth | Signature Ability |
|---|---|---|
| Warrior (Might) | Mostly Attack & Defense per level | Heroic Strike deals bonus physical damage scaled by hero level and Attack. |
| Mage (Magic) | Mostly Spell Power & Knowledge per level | Heroic Strike scales with Spell Power; broader access to magic-amplifying skills. |
Heroic Strike
Every hero has Heroic Strike — a direct-damage ability that targets an enemy stack. It costs Focus Charges to use, scales with hero level, and is modified by Combat skill subskills (Effortless Strike, Revenge, Mighty Strike, etc.).
Subclasses
Each class has two subclass options unlocked by investing in specific skill combinations. Subclasses provide a signature passive or active that fundamentally changes the hero's combat role. Examples:
Allied creatures always deal max damage and take minimum damage.
All spells cost 0 mana.
Necromancy applies to all creature types, not just Living.
Consuming a corpse grants permanent Attack/Defense/Spell Power.
All enemies deal minimum damage and take maximum damage.
Hero can cast any spell regardless of school skill.
#Skills (Campaign)
Campaign skills progress through five levels — Basic → Advanced → Expert → Master → Grandmaster — each adding raw bonuses and unlocking subskill specializations. This is distinct from Arena mode, which caps at Expert (Lv 3).
Combat Skills
Boosts outgoing physical damage. Subskills: Shadow Blades, Archery, Battle Frenzy, Unstoppable Force.
Reduces incoming physical damage. Subskills: Shields and Shells, Cover, Firmness.
Waiting units gain Attack; skipping grants Defense. Subskills: Melee/Ranged Mastery, Overwatch.
Heroic Strike deals bonus flat damage. Subskills: Effortless Strike, Revenge, Mighty Strike.
Catapult bonus damage. Subskills: Barrage, Tunnelling, Sabotage, Relentless Assault.
Wider placement zone in the pre-battle Tactics Phase. Subskills: One for All, Easy Prey, Riposte Mastery.
Magic Skills
+% magical damage. Subskills: Sticky Magic, Piercing Spells, Raw Energy, High Mage.
Allied units take –% magical damage. Subskills: Fast Metabolism, Hindrance Aura, Draining.
+% maximum mana. Subskills: Rhythmic Cadence, Eagle Eye, Seeing Through.
Hero may use the Spellbook one additional time per turn (at increasing mana cost).
Allied Attack scales with Spell Power; Defense scales with Knowledge.
Summons a combat avatar scaled by Spell Power and Knowledge.
Support Skills
+Morale for allies. Subskills: Resolve, March!, Hero of Legends.
+Luck for allies. Subskills: Lucky Hit, Lightning Strikes Twice, Lucky Day.
Neutral stacks may join for Gold. Subskills: Art of the Deal, Negotiator.
+% movement points per day. Subskills: Secret Passages, Back to Town!, Leaps and Bounds.
Creature growth in owned cities increases. Subskills: Veterans, Relocation, Elite Guards.
+% bonus XP. Subskills: Scholar of Magic, Endless Charisma, Perception.
Economy Skills
+X daily Gold. Subskills: Tax Collector, Smuggler, Master Builder, Antiquarian.
+X vision radius. Subskills: Long-Sight, Pathfinding, Reconnaissance, Visions.
#Spell System
Four combat schools plus a Neutral school for adventure-map spells. Higher tier spells require higher levels in the corresponding school skill. Spells are learned from Mage Guilds in cities and from Shrines on the adventure map.
Healing, buffs, haste, anti-undead. Best support school.
Examples: Healing Water, Blessing, Haste, Radiant Armor, Judgement, Arina's Chosen
Debuffs, curses, morale reduction, control. Attrition style.
Examples: Despair, Sleep, Silence, Fatal Decay, Berserk, Coup de Grâce, Shadow Army
Direct damage, utility, teleportation, time manipulation.
Examples: Energy Explosion, Blink, Mirror Copy, Black Hole, Guillotine, Rewind Life
Elemental burst damage — fire, ice, lightning, earth.
Examples: Lightning Bolt, Fireball, Armageddon, Chain Lightning, Circle of Winter, Summon Primal Remnant
Adventure map spells — movement, teleportation, town access.
Examples: Town Portal, Dimension Door, Shadowflight, Mana Transfusion, Second Wind
#Combat Mechanics
Combat is turn-based on a hex grid. Before the battle the Tactics Phase lets heroes position units; Tactics skill level expands the valid placement zone. Units act in Initiative order.
Key Combat Stats
| Stat | Positive Effect | Negative Effect |
|---|---|---|
| Morale | Unit gets a bonus turn — acts twice in a row. | Unit loses a turn — skips its action. |
| Luck | Lucky Strike — deals double damage. | Unlucky Strike — deals half damage. |
| Focus Charges | Spent to use Heroic Strike and some unit abilities. | Cannot use Heroic Strike if depleted. |
| Initiative | Determines turn order — highest acts first. | — |
| Speed | Hex range the unit can move per turn. | — |
Attack Types
Strikes adjacent enemies only. Subject to counterattack.
Attacks from a distance. Penalty if enemy is adjacent or if there are friendly units in the way.
Targets the hex immediately behind an adjacent one — bypasses front-line blockers.
Special Rules
#World Map Objects
The adventure map is scattered with interactable objects that grant permanent bonuses, teach spells, or provide weekly/one-time resources.
Permanent Hero Upgrades
| Object | Effect |
|---|---|
| Stinging Sword | Every visiting hero gains permanent +Attack. |
| Summit Automaton | Every visiting hero gains permanent +Defense. |
| Magic Wheel | Every visiting hero gains permanent +Spell Power. |
| Knowledge Garden | Every visiting hero gains permanent +Knowledge. |
| Scales of Worth | First visiting hero chooses one stat for a permanent bonus. |
| Living Maze | Every visiting hero chooses one stat for a permanent bonus. |
| Tree of Knowledge | Every visiting hero gains 1 level. |
| Wise Owl / Travelling Circus | Randomly teaches or upgrades a skill. |
Spell-Learning Objects
| Object | Effect |
|---|---|
| Nightshade / Daylight / Arcane / Primal Shrine | Teaches a random spell from that school. |
| Celestial Spire | Grants access to all spells in the linked Observatory. |
| Endless Scroll of Gold/Silver/Platinum/Bronze | Upgrades Daylight / Nightshade / Arcane / Primal spells at the Observatory. |
Temporary Bonuses
| Object | Effect |
|---|---|
| Quix's Altar | +Morale until end of week. |
| Beer Fountain | +Luck until end of week. |
| Pile of Books | +% XP until end of week. |
| Whispering Stones | +% maximum mana. |
| Dragon Step | Full mana restore, then doubled. |
| Four Scholars Shrine | Resets all skill and stat gains — allows complete retraining. |
Weekly Resource Objects
| Object | Effect |
|---|---|
| Magic Garden | Weekly Gold or valuable resources. |
| Village | Weekly choice of standard resource. |
| Gingerbread House | Weekly choice of valuable resource. |
| Windmill | Weekly small random resource. |
One-Time Objects
| Object | Effect |
|---|---|
| Treasure Chest | Choose: X Gold or X/2 Gold as XP. |
| Lost Library | X XP for each visiting hero (once each). |
| Tear of Truth | Once per week — fully restores movement points. |
| Pandora's Box | Large but unpredictable reward. |
| Campfire | Small random resource bundle. |
Pay-for-Bonus Objects
| Object | Effect |
|---|---|
| Pauper Knight Order | Pay Gold for +Attack or +Defense. |
| Four Scholars Observatory | Pay Gold for +Spell Power or +Knowledge. |
| Mountain Monastery | Pay Gold for +X to all four stats. |
#City & Buildings
Each city can be developed by constructing buildings that unlock creature recruitment, spells, heroes, and economic output. Most buildings have prerequisite chains — you must build lower-tier structures before advanced ones.
| Building Type | Function |
|---|---|
| Creature Dwellings | Produce a new batch of that tier's creatures every week start. |
| Mage Guild | Teaches spells of increasing tier — Tier 1 spells at Lv 1, Tier 3 at Lv 3+. |
| Tavern | Allows hiring new hero units each day. Higher Tavern level increases hero pool. |
| Marketplace | Exchange surplus resources for others. Lower tax rate with more Marketplaces across your empire. |
| Artifact Merchant | Buy and sell items for Gold. Stock rotates periodically. |
| Upgrade Building | Unlocks upgraded variants of specific creature tiers. |
| Unique Building | Faction-specific — grants a special passive, army bonus, or economic advantage. |
#Creature Classes
Every unit belongs to one of seven creature classes. Class determines morale/luck eligibility and whether it contributes to Necromancy calculations.
| Class | Morale / Luck | Necromancy? |
|---|---|---|
| Living | Full range | ✔ Yes |
| Magic Creature | Full range | ✔ Yes |
| Dragon | Limited range | ✔ Yes |
| Hive Spawn | Full range | ✔ Yes |
| Undead | Always neutral Morale / limited Luck | ✘ No |
| Embodiment | — | ✘ No |
| Construct | Always neutral Morale & Luck | ✘ No |
#Necromancy System
Exclusive to Necropolis heroes. After every victorious battle, a percentage of the total HP of defeated eligible units is converted into HP for friendly Undead stacks (added to existing stacks, not new ones).
Restoration Table
| Defeated HP Threshold | HP Restored to Undead |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 25 | 5 |
| 50 | 10 |
| 100 | 20 |
| 200 | 40 |
| 500 | 100 |
| 2000 | 400 |
#Random Map Generator
112 templates are available for randomly generated maps. Each template defines map size, player count, zone layout, resource distribution, neutral stack strength scale, and biome settings.
#Campaign Maps
Main Campaign
Standalone Scenarios
- · Glittering Strait
- · Gorges of Discord
- · Thirst for Power
- · Fun and Graves
- · Infinite Frost
- · Song of Murmurwood
- · All Cats Go to Heaven
- · Ascension to the Throne
Tutorial Maps
| Tutorial | Teaches |
|---|---|
| Gameplay Basics | Core loop, movement, collecting resources. |
| Advanced Tutorial | Advanced mechanics — morale, luck, Heroic Strike. |
| Pathfinding | Terrain movement penalties and how to avoid them. |
| Marketplaces & Resources | Resource trading and exchange rates. |
| Weekly Growth | Creature growth cycles and city management. |
| Counterattack | Minimizing losses through positioning and wait actions. |
| Spell Levels | Spell tiers and how school skill level unlocks them. |
| Areas & Map Spells | Region mechanics and Neutral spell usage. |
| Hero Chaining | Passing armies between multiple heroes for maximum efficiency. |
| Flee & Surrender | When and how to retreat — mechanics and consequences. |