OE
Unofficial fan site — not affiliated with Ubisoft or Heroes of Might & Magic: Olden Era
Wiki/Gameplay

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

📅
Time

Each turn = 1 day. 7 days = 1 week. 4 weeks = 1 month. Creature growth resets every week start.

🗺️
Movement

Heroes move across the adventure map each day — collecting resources, visiting objects, and engaging enemies.

🏙️
Cities

Build structures to grow your creature pool, unlock spells, and generate daily resources.

⚔️
Combat

Turn-based tactical battles on a hex grid. Initiative order, morale, luck, and Focus Charges all matter.

Hero Primary Stats

StatEffect
AttackIncreases outgoing damage from allied units' basic attacks.
DefenseReduces incoming damage to allied units.
Spell PowerAmplifies all spell effects and damage.
KnowledgeDetermines maximum mana pool (Knowledge × 10 = max mana).
Map Regions: The adventure map is divided into areas. Some skills and spells interact with region ownership — controlling a region grants bonuses to heroes operating within it.

#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.

ResourcePrimary SourceMain Use
GoldGold Mine (daily)Everything — buildings, creatures, heroes
WoodSawmill (daily)Most structures and dwellings
OreOre Mine (daily)Combat buildings, upgrades
GemsGem Mound (daily)High-tier buildings, Alchemical Dust input
CrystalsCrystal Vein (daily)Magic buildings, Alchemical Dust input
MercuryMercury Fissure (daily)Magic buildings, Alchemical Dust input
Alchemical DustAlchemical Lab (Gems + Crystals + Mercury)Endgame structures and special items
Storage Objects: Resource storage depots on the map yield a one-time bundle to the first hero who visits them each week. Control as many as possible early — they reset every 7 days.

#Difficulty Levels

Five difficulty settings affect starting resources, AI starting resources, and the strength multiplier of neutral (map-guarding) stacks.

DifficultyPlayer Start (Gold / Wood / Ore / …)AI StartNeutral Strength
Easy30 000 / 30 / 30 / 15 each / 150 Dust10 000 / 10 / 10 / 5 each / 50×0.50
Normal20 000 / 20 / 20 / 10 each / 100Same as player×0.75
Hard15 000 / 15 / 15 / 7 each / 7530 000 / 30 / 30 / 15 each / 150×1.00
Expert100 000 Gold / 10 / 10 / 5 each / 5040 000 / 40 / 40 / 20 each / 150×1.50
Impossible10 000 / 5 / 5 / 0 / 0 / 0 / 050 000 / 50 / 50 / 25 each / 250+Highest
Expert quirk: Expert gives the player an unusually large Gold starting pool but almost no other resources — a deliberate design choice that punishes passive early play while rewarding aggressive expansion.

#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.

Temple
Knight / Cleric

Righteousness — hero stats rise temporarily with every kill or ally death. Buffs last longer than other factions.

💀
Necropolis
Death Knight / Necromancer

Necromancy — defeated enemy HP% converts to friendly Undead HP. Undead are immune to morale effects.

🌿
Grove
Warden / Druid

Murmuring — generates Focus Charges at the start of every battle. Units have unique powerful abilities.

🐝
Hive
Enforcer / Herald

Summon Swarm — drops an egg each turn that hatches into a Fire Larva swarm next turn.

❄️
Schism
Oathkeeper / Riftspeaker

Abyssal Communion — stacks Communion on victories to multiply friendly unit counts temporarily.

🗝️
Dungeon
Overlord / Warlock

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

ClassPrimary Stat GrowthSignature Ability
Warrior (Might)Mostly Attack & Defense per levelHeroic Strike deals bonus physical damage scaled by hero level and Attack.
Mage (Magic)Mostly Spell Power & Knowledge per levelHeroic 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:

Paragon (Temple Might)

Allied creatures always deal max damage and take minimum damage.

Ascendant (Temple Magic)

All spells cost 0 mana.

Chronomancer (Necropolis Magic)

Necromancy applies to all creature types, not just Living.

Soul Eater (Hive Might)

Consuming a corpse grants permanent Attack/Defense/Spell Power.

Unfathomable (Schism Magic)

All enemies deal minimum damage and take maximum damage.

Celestial Envoy (Grove Magic)

Hero can cast any spell regardless of school skill.

Browse all subclasses →

#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

Offense

Boosts outgoing physical damage. Subskills: Shadow Blades, Archery, Battle Frenzy, Unstoppable Force.

Defense

Reduces incoming physical damage. Subskills: Shields and Shells, Cover, Firmness.

Battlecraft

Waiting units gain Attack; skipping grants Defense. Subskills: Melee/Ranged Mastery, Overwatch.

Combat

Heroic Strike deals bonus flat damage. Subskills: Effortless Strike, Revenge, Mighty Strike.

Siegecraft

Catapult bonus damage. Subskills: Barrage, Tunnelling, Sabotage, Relentless Assault.

Tactics

Wider placement zone in the pre-battle Tactics Phase. Subskills: One for All, Easy Prey, Riposte Mastery.

Magic Skills

Sorcery

+% magical damage. Subskills: Sticky Magic, Piercing Spells, Raw Energy, High Mage.

Resistance

Allied units take –% magical damage. Subskills: Fast Metabolism, Hindrance Aura, Draining.

Wisdom

+% maximum mana. Subskills: Rhythmic Cadence, Eagle Eye, Seeing Through.

Thaumaturgy

Hero may use the Spellbook one additional time per turn (at increasing mana cost).

Battle Magic

Allied Attack scales with Spell Power; Defense scales with Knowledge.

Summon Avatar

Summons a combat avatar scaled by Spell Power and Knowledge.

Support Skills

Leadership

+Morale for allies. Subskills: Resolve, March!, Hero of Legends.

Luck

+Luck for allies. Subskills: Lucky Hit, Lightning Strikes Twice, Lucky Day.

Diplomacy

Neutral stacks may join for Gold. Subskills: Art of the Deal, Negotiator.

Logistics

+% movement points per day. Subskills: Secret Passages, Back to Town!, Leaps and Bounds.

Recruitment

Creature growth in owned cities increases. Subskills: Veterans, Relocation, Elite Guards.

Insight

+% bonus XP. Subskills: Scholar of Magic, Endless Charisma, Perception.

Economy Skills

Economy

+X daily Gold. Subskills: Tax Collector, Smuggler, Master Builder, Antiquarian.

Scouting

+X vision radius. Subskills: Long-Sight, Pathfinding, Reconnaissance, Visions.

Campaign skills go up to Grandmaster (Lv 5). Arena mode caps at Expert (Lv 3) with a different subskill structure. See the Skills Wiki for full skill data.

#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.

Daylight Magic

Healing, buffs, haste, anti-undead. Best support school.

Examples: Healing Water, Blessing, Haste, Radiant Armor, Judgement, Arina's Chosen

🌙Nightshade Magic

Debuffs, curses, morale reduction, control. Attrition style.

Examples: Despair, Sleep, Silence, Fatal Decay, Berserk, Coup de Grâce, Shadow Army

Arcane Magic

Direct damage, utility, teleportation, time manipulation.

Examples: Energy Explosion, Blink, Mirror Copy, Black Hole, Guillotine, Rewind Life

🌿Primal Magic

Elemental burst damage — fire, ice, lightning, earth.

Examples: Lightning Bolt, Fireball, Armageddon, Chain Lightning, Circle of Winter, Summon Primal Remnant

🗺️Neutral Magic

Adventure map spells — movement, teleportation, town access.

Examples: Town Portal, Dimension Door, Shadowflight, Mana Transfusion, Second Wind

Bonus spells are granted by specific skill subskills — e.g., Sorcery grants Magic Arrow, Resistance grants Dispel Summon, and Primal school grants Spell Eruption.

Browse all spells →

#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

StatPositive EffectNegative Effect
MoraleUnit gets a bonus turn — acts twice in a row.Unit loses a turn — skips its action.
LuckLucky Strike — deals double damage.Unlucky Strike — deals half damage.
Focus ChargesSpent to use Heroic Strike and some unit abilities.Cannot use Heroic Strike if depleted.
InitiativeDetermines turn order — highest acts first.
SpeedHex range the unit can move per turn.

Attack Types

Melee

Strikes adjacent enemies only. Subject to counterattack.

Ranged

Attacks from a distance. Penalty if enemy is adjacent or if there are friendly units in the way.

Long Reach

Targets the hex immediately behind an adjacent one — bypasses front-line blockers.

Special Rules

Undead & Constructs: Always have neutral Morale (no bonus/penalty turns). Undead also have limited Luck range. Constructs have both neutral Morale and neutral Luck.
Ability Mastery: Some units have active abilities with cooldowns. The Magical Influence subskill (Sorcery) reduces all friendly unit ability cooldowns.
Siege Battles: Attacking a city adds a Catapult to your army (boosted by Siegecraft skill). Defending cities fire automatic Tower Salvos. Subskills allow sabotaging gates, tunnelling units across the map, and mass bombardment.

#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

ObjectEffect
Stinging SwordEvery visiting hero gains permanent +Attack.
Summit AutomatonEvery visiting hero gains permanent +Defense.
Magic WheelEvery visiting hero gains permanent +Spell Power.
Knowledge GardenEvery visiting hero gains permanent +Knowledge.
Scales of WorthFirst visiting hero chooses one stat for a permanent bonus.
Living MazeEvery visiting hero chooses one stat for a permanent bonus.
Tree of KnowledgeEvery visiting hero gains 1 level.
Wise Owl / Travelling CircusRandomly teaches or upgrades a skill.

Spell-Learning Objects

ObjectEffect
Nightshade / Daylight / Arcane / Primal ShrineTeaches a random spell from that school.
Celestial SpireGrants access to all spells in the linked Observatory.
Endless Scroll of Gold/Silver/Platinum/BronzeUpgrades Daylight / Nightshade / Arcane / Primal spells at the Observatory.

Temporary Bonuses

ObjectEffect
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 StepFull mana restore, then doubled.
Four Scholars ShrineResets all skill and stat gains — allows complete retraining.

Weekly Resource Objects

ObjectEffect
Magic GardenWeekly Gold or valuable resources.
VillageWeekly choice of standard resource.
Gingerbread HouseWeekly choice of valuable resource.
WindmillWeekly small random resource.

One-Time Objects

ObjectEffect
Treasure ChestChoose: X Gold or X/2 Gold as XP.
Lost LibraryX XP for each visiting hero (once each).
Tear of TruthOnce per week — fully restores movement points.
Pandora's BoxLarge but unpredictable reward.
CampfireSmall random resource bundle.

Pay-for-Bonus Objects

ObjectEffect
Pauper Knight OrderPay Gold for +Attack or +Defense.
Four Scholars ObservatoryPay Gold for +Spell Power or +Knowledge.
Mountain MonasteryPay 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 TypeFunction
Creature DwellingsProduce a new batch of that tier's creatures every week start.
Mage GuildTeaches spells of increasing tier — Tier 1 spells at Lv 1, Tier 3 at Lv 3+.
TavernAllows hiring new hero units each day. Higher Tavern level increases hero pool.
MarketplaceExchange surplus resources for others. Lower tax rate with more Marketplaces across your empire.
Artifact MerchantBuy and sell items for Gold. Stock rotates periodically.
Upgrade BuildingUnlocks upgraded variants of specific creature tiers.
Unique BuildingFaction-specific — grants a special passive, army bonus, or economic advantage.
Recruitment skill: The Recruitment hero skill increases creature growth in all owned cities passively. The Relocation subskill allows transferring creatures between any two cities in one action.

#Creature Classes

Every unit belongs to one of seven creature classes. Class determines morale/luck eligibility and whether it contributes to Necromancy calculations.

ClassMorale / LuckNecromancy?
LivingFull range✔ Yes
Magic CreatureFull range✔ Yes
DragonLimited range✔ Yes
Hive SpawnFull range✔ Yes
UndeadAlways neutral Morale / limited Luck✘ No
Embodiment✘ No
ConstructAlways neutral Morale & Luck✘ No
Undead units cannot gain morale bonuses or suffer morale penalties — which makes Necropolis completely immune to morale-draining effects that cripple other factions.

#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).

Eligibility: Only Living, Magic Creatures, Dragons, and Hive Spawn contribute to Necromancy. Undead, Embodiments, and Constructs do not.

Restoration Table

Defeated HP ThresholdHP Restored to Undead
51
102
255
5010
10020
20040
500100
2000400
The Chronomancer subclass removes the Living/Undead restriction — Necromancy triggers on all creature types, making it dramatically more powerful in large battles.

#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.

DiamondExodusHarmonyJebus CrossKing of the HillPyramidSand CloverShowdownSymmetryTrinityUniverseVendetta+100 more

#Campaign Maps

Main Campaign

M1M2M3M3bM4M4bM5M6M9M9bM10

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

TutorialTeaches
Gameplay BasicsCore loop, movement, collecting resources.
Advanced TutorialAdvanced mechanics — morale, luck, Heroic Strike.
PathfindingTerrain movement penalties and how to avoid them.
Marketplaces & ResourcesResource trading and exchange rates.
Weekly GrowthCreature growth cycles and city management.
CounterattackMinimizing losses through positioning and wait actions.
Spell LevelsSpell tiers and how school skill level unlocks them.
Areas & Map SpellsRegion mechanics and Neutral spell usage.
Hero ChainingPassing armies between multiple heroes for maximum efficiency.
Flee & SurrenderWhen and how to retreat — mechanics and consequences.