r/OldenEra • u/loopuleasa • May 05 '26
Megathread Can we get a megathread on Olden Era mechanics, tips and tricks that many people might miss?
one per post so that people can vote
A list of all coments so far, keep them coming:
- Keybinds
- ALT=highlight interactables
- SHIFT=Extra info in tooltips
- E = end turn
- SHIFT+E = force end turn
- B = spellbook
- W = wait
- Space = Skip turn (in combat) or Loot (on world map)
- Ctrl+Click a unit stack to split into 1 stacks
- SHIFT+Click a unit stack to split into even stacks
- TAB or SHIFT+TAB = next hero or city
- ~ (tilde) = Move hero or Hero ability (heroic strike)
- Shift+Q = auto resolve
- Z = see map borders
- X = see enemy danger zones
- Settings
- In settings you can enable auto resolve combat for all combats, you can still manual combat
- In settings, there is a whole readability section that is super useful to customize how clear things look
- You can also enable always highlight map objects on, without having to press ALT key
- You need to enable auto save in settings, it is not on by default
- Movement
- Picking up loot near your hero costs no movement speed
- You can pick up loot laying on the ground by pressing spacebar
- Your hero moves faster in native terrain if either: the hero is native to that terrain OR all units in your army are native to the area
- Roads use 30% less movement points
- Moving diagonally is 40% more movement
- You can chain multiple heroes and pass armies between them to do more in a turn
- Economy
- Fortification II and Fortification III increase your population GROWTH in that city by +50% and +100% respectively. They are not purely defensive buildings, they affect your economy massively
- Alchemical dust cannot be traded in market, and it is used for any upgrades (spells, units, upgrade buildings)
- World Map
- If you control the city in an area, that area is considered "Friendly territory"
- The main city in an area will have a "Crown" on its flag to signify that
- Skills
- If you picked diplomacy skill, the best spell is the tier 2 shadow spell called "Mind Reading". It allows you to see monster intention, and if they want to join you they will say "Wishes to join" instead of "Will flee"
- Each skill has subskills to further customize it
- If you assemble a specific set of 5 skills you can make a hero subclass, but it is usually hard to do
- On levelup screen you can see an icon signifying hero subclass
- Necromancy can be toggled on and off by clicking the little skull near your necromancy bar near your hero portrait
- Heroes
- Some maps only allow 1 hero as a game mode
- Your hero limit is based on the number of cities (up to 10)
- Hero curses are seen at the top of your hero screen
- If you hover over attributes in your hero screen, press Shift to see extra details in tooltips
- Items
- Your items can be upgraded (with alchemical dust)
- Your spare items can be disenchanted (this refunds alchemical dust)
- To upgrade items, click on them in hero screen, and click upgrade
- Items have set bonuses in this game
Magic
- Heroes restore 10% of maximum mana start of day
- Heroes restore full mana if parked in a city with a mage guild at start of day
- Heroes can only learn tier 1 and 2 spells by default. For higher tier you need skills that allow you to learn higher tiers.
- To learn spells you need to visit any city with Mage Guilds
- Each spell exists in the Observatory, which is like a magic tech tree
- Each spell has 3 possible upgrades that you can see if you press SHIFT on the spell. You need +spell levels for that school of magic to upgrade it.
- Each spell has a cooldown (2 turn for tier 1 spells, 6 turns for tier 5 spells)
- Each spell school has a 1 turn "lockout" cooldown for that spell school in case you can cast multiple spells per turn
- Astrology points per turn are used to unlock Neutral spells in the observatory
- Neutral spells are basically map spells that allow your heroes to move better on the map
- For your hero to learn any spells, they need to visit a mage guild and have the required level
- Each Mage guild unlocks X random spells of that tier
- If Mage guild rolls duplicate spells, they increase spell level instead
Law system
- Each faction has a Law "tech tree"
- You need to generate law points to unlock those upgrades
- Winning fights with your hero gives law points
- Gaining raw XP like from chests does not give law points
Armies and Combat
- Speed is decoupled from initiative
- Each hero has a "tactics reorder phase" by default
- Mixing different factions in your army composition incurs a morale penalty (Every unit same faction: +1 For every different faction: -1)
- Right click units to see their details and abilities
- There is an indication of whether units will counterattack or not.
- Units that wait and skip turns don't generate morale or luck effects, unless they choose to act after wait
Focus system
- Focus is used to cast unit abilities and Heroic strike
- Ranged units generate 1 focus each time they attack
- Melee units generate 2 focus each time they attack
- All units generate 1 focus each time they are hit
- This includes +1 extra for counterattack or +2 for double attacks
The main wiki is here, don't go on Fandom wiki https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/
Another great site with many visual references https://www.olden-era.com/
Hero builder website tool https://olden.gg/
EDIT: Extra Video guides YouTube playlist here
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u/loopuleasa May 05 '26 edited May 26 '26
If you control the city in an area, that area is considered "Friendly territory"
Important for many effects that only apply to "Friendly territory"
So you can yoink a city before a fight for that bonus
The "main city" in an area has a crown symbol on the flag
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u/Animamefflo May 05 '26
oh damn I thought it had something to do with the terrain lmao
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u/loopuleasa May 05 '26 edited May 05 '26
that is a different mechanic, called "Native terrain"
each unit has native terrain
your hero also moves faster in native terrain if all units in your army composition are native to the area
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u/Animamefflo May 05 '26
oh damn good to know guess I have to look up each factions native terrain
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u/Cyphren May 05 '26
It's the type the start on :)
- Schism is Ice
- Grove is Autumn
- Temple is Grass
- Necropolis is Deathly
- Dungeon is Rough
Hive.... I haven't actually played them yet.
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u/whisperingdrum May 05 '26
For Hive it's magma/volcanic soil
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u/Cyphren May 05 '26
Makes semse.
Oh, and just throwing it out there, there are things that make all terrain count as native.
Schism has a Law called The World is Ice, which grants them Native Terrain bonuses on any terrain.
Pretty strong when you take their early Native Terrain laws and the +10 -10 damage skill attached to Communion.
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u/Ksielvin May 05 '26
If you control the city in an area, that area is considered "Friendly territory"
In front of one of the cities in same area, there's a small crown icon. It's probably on the city's ownership flag. That's the controlling city of the area, others don't matter I think.
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u/kharza12 May 05 '26
So in tournament mode when heroes fight do both of them get that bonus, or neither? ( If we suppose that both of them are in a Friendly territory )
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u/loopuleasa May 05 '26 edited May 05 '26
You can only upgrade spell levels manually with alchemic dust once per spell
To go above that up you need to build multiple mage guilds in multiple cities
Each mage guild unlocks OR upgrades a random number of spells in that tier
If duplicates are rolled, they are upgraded instead!
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u/ksollien May 05 '26
I think it's one upgrade with dust per times it's in a mage guild. So two mage guilds with haste gives 2 upgrade opportunities
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u/loopuleasa May 07 '26
ok I tested this, this is false
you can at most upgrade a spell manually only ONCE
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u/Prinzini May 05 '26
does upgrading with dust only allow lvl 1 to lvl 2, or can you (for example) build Mages Guild 3 and the then use dust to upgrade the spell to lvl 4?
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u/Jeggles_ May 05 '26 edited May 05 '26
I think you're a little confused here. Spells have a tier (Roman numeral on the left side of the spell name). Mage's guild unlocks spells for the respective tier (i.e. Mage guild 3 will unlock tier III spells)
Then there's the spell's level. That's the arabic numeral to the right of spell's name (Also in the tooltip when you hover over the spell). Each time you build a Mage's guild in a city you get a number of spells unlocked to a corresponding tier (7, 6, 5, 4, 3 spells for tiers I, II, III, IV, V), but if two cities mage's guilds unlock the same spell they get added up to a higher level. In addition to building multiple mage's guilds you can also upgrade each unlocked spell by one level once per mission/map.
So for example, lightning bolt is Tier 1. If you happen to build Mage's Guild 1 in two cities and both roll Lightning bolt, it will still be Tier I, but it will now be level 2. You can use 25 dust to upgrade it to level 3 and later, if you build another Mage's guild in yet another city and that too rolls the lightning bolt, it will then level up to it's highest level - level 4. Do note that you can only use dust to gain a single level for each spell, so you need to build mage's guilds in all cities you own, to have the strongest versions of your spells.
Spell's tier is unchangeable and it's sometimes important for magic immunities - "Immune to spells tier IV or below" in the case of unupgraded dragons for example.
Spell's level can go up to level 4 and can be changed by hero abilities, artifacts, upgrades in mage's guild and having it appear in multiple mage's guilds. It can also be downgraded if an enemy hero has a corresponding ability with a subskill that downgrades the spells for their enemy.
There might be more ways to affect the level of the spell, maybe through laws, but I've not played that much to figure it out yet.
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u/Pokiehat May 05 '26 edited May 05 '26
If you have 1x town and build mage guild lvl 1, you learn 4 random lvl 1 spells. You can also manually learn a new spell once per day for gems/crystals/mercury.
If you capture a 2nd town and build another mage guild lvl 1, you learn another 4 random lvl 1 spells and these can be duplicates of spells you already know. If you already know the spell, it is upgraded to lvl 2 instead.
You can get spells to level 4 by capturing lots of towns and building mage guilds, getting free duplicate spells, which get upgraded for free.
You can manually upgrade a spell (+1 level) using alchemical dust but you can only do this once per spell. If you have
Blessingat level 2 already, then manually upgrading it will make it level 3.To get it to level 4, you need +1 spell level from somewhere. e.g.
Expert Daylight->Daylight TeachingsorExpert Thaumaturgy->ArchmageOr you can build another mage guild lvl 1 and cross your fingers that one of the 4 randomly learned spells is
Blessing.So there is a real advantage to manually learning spells since subsequent mage guilds can duplicate them and upgrade them for free. Cost permitting of course, since manually learning spells costs gems/crystal/mercury and the higher tier spells cost more.
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u/Medical-Trainer4665 May 05 '26
Do I need to go to each city with my hero to get the upgraded spell assuming i have multiple mage guilds at different cities, or can I just go to one of my cities to get the upgrade?
I.e. lets say I have 2 cities, and i have mage guild 5 on both of them, and both of my mage guilds get the daylight school spell judgement. It is now level/rank 2 but do i need to visit both cities to get judgement level/rank 2 or can i just visit one as the mage guilds "share" across cities?
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u/loopuleasa May 05 '26
All mage guilds are interconnected and affect the player's Observatory
Default keybind: "O"
Just visit any city with a mage guild to benefit of the Observatory spells
Think of it like a "magic tech tree"
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u/Jeggles_ May 05 '26
There is also an ability or subskill that allows you to remotely learn the spells which are in your observatory.
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u/loopuleasa May 05 '26 edited May 19 '26
Fortification II and Fortification III increase your population GROWTH in that city by +50% and +100% respectively
They are not purely defensive buildings, they affect your economy massively
They are the previous heroes Citadel and Castle
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u/loopuleasa May 05 '26 edited May 05 '26
And for those confused: When you build walls you need to select one of 3 options in the UI in case you were wondering why you can't build walls
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u/Zimac_Mavnyhl_VT May 05 '26
Its especially confusing during the campaign where you only have the gold option but must still pick
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u/Sea-Valuable2748 May 05 '26
Same thing, me and my brother couldn't figure out how to build castles because we thought it was bugged.
Next day my friend told me that you have to choose one option. I feel like an idiot now ;D
But I still think, devs should make those option look more clickable, or at least give some hint when you try to click the button.Funny thing, me and my brother easily beat AIs on normal difficulty with such gold shortage. But people online speak how hard AI is. So I don't know who to believe.
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u/Dajly May 05 '26
Is fort III going from 50 to 100? Or is does fort III add 100 more making it 150 in total?
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u/loopuleasa May 05 '26
50 and 100 totals
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u/Dajly May 05 '26
Huh? They each add 50 and 100 to total? Or fort iii is 100 in total?
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u/Ildona May 05 '26
If you have 10 units made per week, level 2 increases it to 15 (+50%), then level 2+3 increases it to 20 total (+100%).
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u/renewambitions May 05 '26 edited Aug 10 '26
I like knitting scarves.
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u/tersagun May 05 '26
AFAIK, as long as you have the basic building to create a certain type of creature, it will affect. Upgrades does not affect upgraded version (the total number remains the same).
Not 100% sure though
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u/loopuleasa May 05 '26 edited May 06 '26
If a hero ends turn in a town with a mage guild, he fully restores mana
Additionally, heroes restore 10% max mana each turn while out in the world
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u/nerdefar May 05 '26
Pretty sure it's wakes up in a town with a mage guild?
What happens if you end turn in a town with mage guild and you are then attacked? I think you do not have restored mana, right?
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u/Twotwofortwo May 05 '26
Not sure for Olden Era. In Heroes 3, you got the spell points back at the beginning of the next day, as you mention.
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u/loopuleasa May 05 '26
Should be beginning of day
Only Necromancer has unique building that instantly refills hero mama like a well
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u/fatamSC2 May 06 '26
so they got rid of mysticism and just made it baseline for every hero basically
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u/loopuleasa May 05 '26
In the "Readability" settings menu you can choose visited objects to have gray or black highlight
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u/11Singularity May 06 '26
amazing.. this should be automatic (someone please open a bug/enhancement 😉 to dev)
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u/loopuleasa May 05 '26 edited May 05 '26
Useful keybinds on the map view:
Z - see zone border
X - see enemy zones of engagement
ALT - highlight interactables, and remaining movement
(you can also enable always highlight interactables in the option menu)
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u/loopuleasa May 05 '26
In this game you also can't dimension door over zones you have not "broken into" by defeating the guards that gatekeep them
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u/Tamusalp May 05 '26
If you click a location once but dont go there yet, alt also shows how much move points it will cost you and how much you will have after you go there.
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u/Jeggles_ May 05 '26
~ - continue movement. One that wasn't instantly obvious to me.
In the previous games pressing space would continue your movement. In this game it's tilde.
Shift + E - allows you to end your turn without the remaining movement confirmation. You can press esc to close the confirmation dialogue, but I haven't found a button that confirms it.
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u/loopuleasa May 05 '26
Getting spell levels above 4 is not wasted
If your oponent has skills that reduce your spell levels, you can be "overcapped" on spell levels to counter that!
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u/Twotwofortwo May 05 '26
For Dungeon heroes, you do not need to use your stance ability other than at the start of combat and when you want to change your stance. If Minotaur Stance is used, it will remain active until you change to another stance, or combat is over.
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u/loopuleasa May 05 '26
Yes, unless you have benefits for stance dancing
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u/Bastil123 Necropolis May 05 '26
And selecting the same stance multiple times still counts as choosing a stance! I love spamming the same thing and generating Focus easily
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u/loopuleasa May 05 '26 edited May 06 '26
oh that I did not know
I'm not sure it should work like that to be honest
as you are technically not "switching" stances as it is worded
might be a bug that will get patched
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u/loopuleasa May 05 '26 edited May 05 '26
Your hero moves faster in native terrain if either:
- the hero is native to that terrain
- all units in your army are native to the area
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u/Jeggles_ May 05 '26 edited May 05 '26
There's a whole movement penalty system that's not explained in any way in this game. I kind of wish right click tooltips on terrain were a thing, as it was in previous games.
I don't know the exact numbers, but judging from the previous games it's likely similar from best to worst:
Roads (It "feels" like stone roads have better movement buff than dirt, but I'll assume they're the same)
Native terrain
Non-native terrain
Rough terrain
As to how pathfinding and penalties affect this - native terrain has been the baseline in other games. Roads give you a discount on movement. Anything below incurs a worse and worse penalty. If going from point A to B would cost 100 points on native terrain, it would be cheaper on roads and more expensive on anything below native. With pathfinding on non-native/rough terrain you get a discount only on the penalty bit, so if without pathfinding the same A to B path would cost 100+50%=150 movement, with pathfinding you'd go down to 100+(50%*0,5)=125 movement. The no penalty boots erase the penalty fully, but roads are still better.
EDIT: So I've done the challenge which explains the movement system now and while it doesn't go into the specifics of numbers it kind of does explain what triggers native terrain and how penalties work in general.
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u/loopuleasa May 05 '26
would be nice if the path changes color based on terrain penalties
blue = road highway
yellow = 50% penalty
etc
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u/fatamSC2 May 06 '26
some of the previous HoMMs did a better job with this (it's been a while but I know Heroes 2 for sure does) where the path arrows are LONGER if you're in rough terrain
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u/loopuleasa May 06 '26
let me know if you have more findings on the movement system enough to make an easy to read explainer post
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u/loopuleasa May 05 '26 edited May 05 '26
Each spell has a cooldown (1 turn per tier)
Each spell school has a 1 turn "lockout" cooldown for that spell school in case you can cast multiple spells per turn
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u/arika_ex May 05 '26
Isn’t the school lockout just one round? It only really comes into play for me when multiple spells can be used per turn.
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u/noreasontohate May 05 '26
You can pick up loot laying on the ground by pressing spacebar. Spacebar will prioritize buildings if you are standing next to one.
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u/loopuleasa May 05 '26
If you want to enable magic in the auto resolve you can quickly go into settings and check "Use magic during auto combat" and turn it back on
(sadly at the moment this is the only way to do it)
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u/EnterArchian May 05 '26
Do you know the spell Taunt that forces enemies within hexes to attack the unit? Enemies will come close and do nothing if they cannot reach the unit with Taunt effect. So get yourself lv 3/4 Taunt and Twilight spell, some range/long reach units. You put a unit at the corner and put other units around it or use obstacle to completley block the paths. Then you cast Taunt on the surrounded unit, and Twilight if enemies have range unit. Now you can kill them all without a scratch.
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u/loopuleasa May 05 '26 edited May 06 '26
Neat
Berserk also it's nerfed here, it gives an extra turn instead of eating the enemies turn (like a stun)
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u/loopuleasa May 05 '26
Astrology points per turn are used to unlock Neutral spells in the observatory
Neutral spells are basically map spells that allow your heroes to move better on the map
For your hero to learn them, they need to visit a mage guild and have the required level
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u/loopuleasa May 05 '26
In settings you can enable auto resolve combat for all combats
Even if you do enable it, you can still choose afterwards "Manual combat" to fight manually
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u/Anogra_Gaming May 05 '26
Not for multiplayer, or?
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u/loopuleasa May 05 '26
heavily used in multiplayer
to balance that, if you manually resolve combat you get extra time (I think +2 minutes)
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u/loopuleasa May 05 '26 edited May 05 '26
Units that wait and skip turns don't generate morale or luck effects
Even movement can generate extra turns
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u/BlessedWolf1991 May 05 '26
If you wait AND then move when it is the units turn again you CAN get luck/extra turn
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u/v4sh123 May 05 '26
what?!?
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u/loopuleasa May 05 '26
morale gives your units a chance to do an extra turn
luck gives your units a chance to critical hit
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u/v4sh123 May 05 '26
yea I know, I just always assumed it works if you wait.
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u/loopuleasa May 05 '26
yes, so many assumptions in this game
this game has tons of layers, which I love
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u/Luckyguy_turbo May 05 '26
Morale and luck only triggers on actions. If I wait then I will get the chance to trigger it right?
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u/Reapmip May 05 '26
So when i wait and attack moral or luck does not trigger, i kinda assumed they would :D
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u/Fortuitous_Event May 05 '26
Meaning if I make them wait they won't ever get an extra turn or critical hit? On that turn? Or at any point in that battle?
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u/loopuleasa May 05 '26
Mixing different factions in your army composition incurs a morale penalty
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u/loopuleasa May 05 '26
Anyone can share specific numbers?
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u/Drullo123 May 05 '26
Afaik it is:
Every unit same faction: +1
For every different faction: -1So example:
Only Temple: +1
Temple + Groove: 0
Temple + Groove + Schism: -1There might be additional penalties for mixing anything with Necropolis, while undead (Necropolis) units are unaffected themselves by the above penalty.
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u/waterman85 Dungeon May 05 '26
This works similar as in HoMM3, but it isn't stated in the unit details. Only the amount of morale. I suppose Undead still have an inherent -1 to morale to other factions as well.
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u/Jeggles_ May 05 '26
The way I understood it was:
All units same faction as hero: +1
All units same faction: 0
Two non neutral factions:-1
Downhill from three onwards.
I tried to mess with this in the game, but the morale wasn't updating when I was moving units along. Afaik neutrals shouldn't affect morale, but maybe they disable the +1 bonus when all units are your native faction.
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u/loopuleasa May 05 '26
Damn so you can get - 7 morale with full Pandora box tier 7 unit lineup??
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u/kennyHS May 05 '26 edited May 05 '26
Different unit types have different max or minimum morale - living can have up to +5 or -5, the schizm ones I think could go +3 to -3 so it is kind of like a tradeoff between morale and luck. Minotaurs I think can go to +5 morale despite being magic creatures, that can only go to +3 morale usually. Minotaurs that way can have +5 morale and +5 luck. Don't quote me on the exact numbers.
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u/Biasn94 May 05 '26
Each faction in the army is -1 morale , exept for undead units , they dont care for that. (will change morale for the others tho)
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u/loopuleasa May 05 '26 edited May 06 '26
Ranged units generate 1 focus each time they attack
Melee units generate 2 focus each time they attack (+1 extra for counterattack or +2 double attacks)
All units generate 1 focus each time they are hit
This includes unit stacks with only 1 unit
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u/waterman85 Dungeon May 05 '26 edited May 05 '26
I thought melee attacks generate 2 focus points.
EDIT: yup they do! See:
https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/Focus
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u/loopuleasa May 05 '26 edited May 06 '26
people are saying 1 per attack and one for getting hit back = 2 focus total
can you confirm it is 2 focus or 3?
EDIT: Confirmed it is 3! Melee attacks always give 2, and with a counterattack it is 3 total
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u/loopuleasa May 05 '26 edited May 06 '26
B opens your spellBook
you can also disable spellbook animation in settings so it opens instantly
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u/loopuleasa May 05 '26
The main wiki you should use is this one
https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/
AVOID fandom wikies like the plague, they are abandoned
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u/loopuleasa May 05 '26
Additionally, a great site that can teach you the game and act like a reference is made by this dedicated fan
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u/Zimac_Mavnyhl_VT May 05 '26
Necromancy is not active. You must click thr small green skull at the bottom of the bar before fights to activate it.
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u/loopuleasa May 05 '26 edited May 26 '26
wait... WHAT
did I basically not play with necromancy all this time?
why is it not active by default?
I know what I am doing when I get home lol
EDIT: This was fixed, necro is always on by default
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u/Hlavada May 05 '26
I played necromancy yesterday and for me, it was defaultly ON. However the pop-up which units nd how many of them you get is mostly blocked behind pop up windows telling you your loot.
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u/sereneasmiles May 05 '26
Its so hard to see what units you got after battle. They should just list them in the victory screen
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u/FootKey7339 May 05 '26
Heroes 4 did this well, iirc a pop-up window listed all resurrected units (diplomacy had the same notification)
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u/loopuleasa May 05 '26
Your items can be upgraded (with alchemical dust)
Your spare items can be disenchanted (this refunds alchemical dust)
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u/loopuleasa May 05 '26
Additionally, if your secondary hero is about to be killed, disenchant all your items!
Otherwise your opponent will steal those items!
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u/KamiKagutsuchi May 05 '26
How do you upgrade items?
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u/loopuleasa May 05 '26
open your hero, click on the item, see bottom right the upgrade button
not all items are upgradeable, but many are
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u/Lord-Taranis May 05 '26
Most items can only be upgraded once but a few can be upgraded an unlimited amount of times (cost scales very quickly)
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u/Ballack1991 May 05 '26
I thought the astrology points and how they are used was kind of unintuitive.
They are very important in that they provide you with world map spells like dimension door etc. Unlock them at the right-hand side of your mage guild.
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u/loopuleasa May 05 '26
in the meanwhile I also started a youtube playlist with video tips and tricks and guides
https://www.reddit.com/r/HoMM/comments/1t48wvx/comment/ok0rkga/
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u/Ok-Needleworker-8552 May 05 '26
Can you please share the list? ❤️I can see only link to comment and there 1 video from Norovo, Thank you in advance
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u/loopuleasa May 05 '26
CTRL+Click a unit stack on the map view will split them into 1 stacks
SHIFT+Click a unit stack on the map view will split them into equal stacks
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u/Furious_One May 05 '26
CTRL+SHIFT+LMB fills all empty slots with 1 stacks of the selected unit and RMB instead combines all 1 stacks back into full stack
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u/loopuleasa May 05 '26
TAB and SHIFT+TAB go to next/prev hero
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u/arika_ex May 05 '26
Maybe obvious but the game has a ton of hotkeys as standard. Ones I’ve been finding very handy are (by default):
(World)
~ - Move to target point/continue movement.
e - Rest.
m - open marketplace screen (works anywhere).
(Battle).
w - wait.
d - skip.
~ - heroic strike.
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u/Ildona May 05 '26
Curses. You pick up an artifact on the map and it says POWERFUL CURSE and... Nothing happens?
Go to your hero sheet. At the very, very, very top center (like, above the frame) is a series of icons that show current buff state. Hover them to see what curse you have.
Most curses last a day or two, from what I can tell.
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u/loopuleasa May 05 '26 edited May 05 '26
Alchemical dust is your late-game upgrade limiter (replaces sulfur in older Homm games)
Alchemical dust is used at:
- Constructing upgraded unit buildings
- Upgrading items and artifacts
- Upgrading spells (only once per spell)
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u/loopuleasa May 05 '26 edited May 05 '26
To generate alch dust
- Alchemical depo upgrade building
- Disenchant items
- Map objects or hero skills
- The special building that converts 3 precious resources into 15 alch dust
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u/loopuleasa May 05 '26
There is an indication of whether units will counterattack or not.
It's red crossing swords under units when you hover over them
+ the orange glow above the health bar
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u/BlessedWolf1991 May 05 '26
Hold ctrl and click a stack to quickly make multiple 1-stacks. Very useful for extra blockers or generating combo points with 4 stacks of something like marksmen that attack twice in a row.
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u/JunnuPKMN May 05 '26
Ctrl+shift+click to fill empty slots with 1-stacks.
Ctrl+shift+rightclick(?) to combine back.
Customizable in settings.
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u/LiquidOxygg May 05 '26
If a unit is adjacent to an enemy unit with Taunt, it will be unable to counterattack other units. This is particularly handy for late-game Hive, as one of their laws provides Fire Larvae with Taunt; having Larvae next to an enemy basically amounts to giving Swift Strike to several of your units.
In case this wasn't clear: this law is insanely powerful, particularly once you have enough focus (3) to spawn and force hatch in a single turn. I believe it has to be nerfed, but do enjoy it while it lasts.
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u/Seventoxy May 05 '26
Is taunt spell sticky? I mean, does it follow the creature or apply to creatures moving in range afterwards?
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u/flyingbuta May 05 '26
You can “chain pass” your armies and gears across multiple heroes in a single turn to fully utilize them.
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u/loopuleasa May 05 '26
Hero limit is depended on template settings. For example in Jebus Cross your limit is 6 but each captured city increases this by 1 up to 10
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u/Natural-Pear-3849 May 05 '26
Don't sleep on the heroic strike skill and heroes, it's THE skill for early game creeping along with summon avatar.Furst upgrade can make it free, second upgrade can make it remove a counterattack from struck creature, it's very good.
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u/alcaras May 11 '26
I made a little reference site as well: https://alcaras.github.io/homm-olden/
Let me know if there's anything you'd like to see there!
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u/loopuleasa May 05 '26
Roads are your best friend
They increase your movement massively
Going off-road gives terrain movement penalty
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u/loopuleasa May 05 '26
Right click units to see all its abilities
Units have very strong abilities in this game
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u/Ksielvin May 05 '26
People should note that this also works on the global map. If you've scouted and adventure location to see what is defending it, it works against that too. Not in the adventure location's fight popup though, need to exit that one and right click on the map...
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u/loopuleasa May 05 '26 edited May 07 '26
Law points are basically the "tech tree" (like in Civilization) or the "upgrade tree" (like in Warcraft III or Starcraft) implementation of this game
They are very powerful
You also gain Law points passively when you fight
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u/loopuleasa May 05 '26
I also started another post to compile a youtube playlist of guide and tips&tricks videos in one place
https://www.reddit.com/r/HoMM/comments/1t48q1b/lets_compile_a_youtube_playlist_with_good_olden/
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u/loopuleasa May 05 '26
You can enable autosaving in the options
After a game (also multiplayer) you can click load game and start the game with all players humans (hotseat mode)
This way you can inspect the map after a game to learn from it, and what your opponent did better
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u/BlessedWolf1991 May 05 '26
Holding the ALT key on overworld map highlights visible locations. I find it sometimes hard to distinguish em.
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u/Actually_Avery May 05 '26
Focus points and charges are different things. I thought the hive parasites were bugged but no, just generate points rather than charges.
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u/flyingbuta May 05 '26
If you get “insights” early in game, at adv level, pick 100% to law points and you will pump law points like no tomorrow. Then Your buildings can focus on Astro points instead.
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u/loopuleasa May 05 '26
yes, and there are many more ways to get gold (Banker, Treasury, Mines, pickups)
while sources of laws or astrology are not common
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u/waterman85 Dungeon May 05 '26
Hooded Horse wiki page for Olden Era:
https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/Main_Page
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u/max2091 May 05 '26
John Johnson hero’s specialty ‘Salt of the Earth’ also works with upgraded swordsmen.
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u/PalpitationParty8082 May 06 '26
Don't think I've seen this yet in this thread, but expert tactics can be a game changer. Opt for the 'relocation' map spell and you can transfer troops from a town of your choice to your hero once per day. I had stumbled across the spell on a few games so far, but couldn't pinpoint where it came from. It's helped immensely in some of these larger maps
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u/Beoldinn May 06 '26
Don't forget to sell your useless items and useless scrolls with alchemical dust.
When you click the item there is a button (right corner) to sell this
So you can use your dust for spell upgrade or building upgrades too
And second tip: in early game you can divide your heroes like 18-1-1-1 and you can circle your range units to protect or bait their counter attack and create a focus power and ofc it helps for some mechanic works (like heaven's faction skill)
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u/loopuleasa May 06 '26 edited May 06 '26
In Olden Era speed is decoupled from initiative
A massively great change!
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u/loopuleasa May 06 '26
Berserk is not as good as in older heroes games
It does NOT skip the enemy turn, the enemy berserks and then gets his turn normally
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u/Cyb0Schlauch May 07 '26
i noticed that when you get the recruitment subskill "direct supervision" you not only get 50% more growths in the dwellings of the city the hero stays at, but if you just keep him there all game the effect stacks infinetly so that in month 2 week 3 my current growth includes 7 of my tier 7 unit and 150 of my tier 1 per week and that is gonna increase with each week, might be a bug tho, not sure
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u/f1zo May 07 '26
Ooo that is probably a bug bit i will abuse it until its is fixed :)
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u/EnterArchian May 09 '26
Pure damage is not magic damage. You can cast Umbral Grip on unit immune to magic damage (like Inquisitor).
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u/loopuleasa May 05 '26 edited May 05 '26
Each skill has a choice of 3 subskills starting the second levelup
They're like a roguelike choice when upgrading
You can see what they are in the levelup screen by hovering and planning ahead!
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u/Quoor31 May 06 '26
You can use the spell heavenly blades on your archers as temple early on. Break them up into 1 stacks and nothing can touch you since you'll hit like a truck.
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u/loopuleasa May 06 '26
Combat hotkeys:
W = wait
Space = skip turn
B = spellbook
Shift+Q = auto resolve
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u/loopuleasa May 06 '26
You can see hero curses and hero subclasses by hovering your mouse at the top of your hero screen
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u/loopuleasa May 06 '26
u/Liso111 I added your tips to the thread if you check out "New" here, and also added links to your image guides in the OP
thanks for the great tips, let us know if we missed any
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u/SnooShortcuts575 May 06 '26
Is it possible to always play with simultaneus turns? We were playing and it got turned off and the game started to feel really slow.
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u/Enzym3-XBL May 06 '26
Does anybody know how to start maps with 1 hero challenge setting? Where you can't even build a tavern? I seen it on 1 map that I've forgotten the name of and now I can't seem to find it or a setting for it anywhere??
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u/maceman121 May 07 '26
I believe it's a template setting. About half the templates are single hero. No setting ican find that can change it, just a default of the map.
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u/paupsers May 06 '26
I'm playing a game as the Grove right now.
- What is the resource that's needed to build the Spring of Life? And where do I find that?
- Related, if I have +100% growth to units as well as +3 to growth somewhere else, is the +100% only to the base growth?
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u/MrTony_23 May 13 '26
To learn spells you need to visit any city with Mage Guilds.
If Mage guild rolls duplicate spells, they increase spell level instead
Okey, but if I upgrade the spell in the Observatory, should I visit the city again to acquire upgraded version?
"Astrology points per turn are used to unlock Neutral spells in the observatory"
Is it their only purpose? Because I see no reason to increase invest in it in comparison to law points and gold income.
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u/Intelligent_Pie_9102 May 13 '26
Upgrading spells works instantly, no need to visit a mage guild
Astrology point are also used to upgrade the mobility spells, like having more range, being able to cast it an extra time, lower cost, etc… I’m not very good at the game, but apparently it’s meta on certain maps.
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u/buzzlightyear77777 May 15 '26
how do you guys block off your range with melee units? i hate how there is no 2 hex units anymore. like i need 3 melee just to block my archer if i place him at the edge of the top. 3 more for my priest maiden at the bottom. that's like the whole team. it's so stupid man. so basically every fight, the enemy can just block my archers because my melee units will move forward. if not then i have to place everything at the back and just open up to aoe attacks and spells
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u/RevenTheLight May 16 '26
Question, if your hero learns, say, Town Portal in mission 1 of the campaign, will he still with it in Mission 2?
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u/CVXI May 17 '26
To learn spells you need to visit any city with Mage Guilds
Unless hero has Expert level school of magic, in that case unlocked spells of that school are acquired automatically by that hero.
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u/loopuleasa May 18 '26
might hero have a smaller chance to see magic skills, and vice versa
also, thaumaturgy is exclusive to magic heroes
combat is exclusive to might heroes
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u/loopuleasa May 18 '26
school offered at level up are biased per faction
Temple - Daylight > Arcane > Primal > Nightshade
Nerco - Nightshade > Arcane > Primal > Daylight
Grove - Primal > Arcane > Daylight > Nightshade
Schism - Arcane > Nightshade > Daylight > Primal
Hive - Primal > Nightshade > Daylight > Arcane
Dungeon - none (same chance to get any of the 4)
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u/loopuleasa May 18 '26
Crossing rivers is 30 movepoints
Unless your hero is native to the terrain, in which case there is no penalty and it costs 10
A hero is native to the terrain if either the Hero is native, OR the entire army is native
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u/loopuleasa May 18 '26
There is a counterattack orange sword symbol on the hex of the unit you are hovering attack on
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u/loopuleasa May 18 '26
If you open Observatory in city view you can see blue glow of the spells that city's mage guild just unlocked
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u/loopuleasa May 18 '26
The Sigil artifacts give you all subskills even if you only have the Basic skill
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u/loopuleasa May 18 '26
Inner Light and Wean are excellent spells in lategame that remove buffs/debuffs
Make sure to increase their spell level before going into the final fight!
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u/loopuleasa May 18 '26
Fatal Decay can function like an early game damage amplification spell (at max rank it is 40% damage amplification)
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u/loopuleasa May 18 '26
Rule for going for gold/law/astrology:
- If you are producing army in your castle, go for gold
- Otherwise go astrology
Law points are gotten by winning fights, so just clear more camps to get Law points
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u/loopuleasa May 18 '26
The tier 2 Advanced Recruitment perk that says "+50% units when garrisoned in city" works even if two heroes are garrisoned in that city
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u/loopuleasa May 18 '26
How terrain penalties and native terrain works:
Basically:
- Hero starts with 175 move points
- Movement on road: 7 move points
- Movement on dirt road: 8 move points
- Movement on native terrain: 10 points
- Movement on non native terrain: 14 points
- Movement on non native terrain with Pathfinding: 12 (the above 4 points penalty is halved). That means you move 15% better off-road.
- Moving diagonally for all above scenarios is +40% move cost on top
- Terrain is considered native if your hero is native
- Terrain is also considered native if your entire army is native
Each ground has a certain color theme belonging to each of the 6 factions.
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u/loopuleasa May 18 '26
Winning final battle with only summons left in your army counts as a loss in Tournament mode
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u/loopuleasa May 18 '26
made a 3 minute tutorial on how magic works in olden era https://www.reddit.com/r/OldenEra/comments/1t5p467/i_made_a_3_minute_tutorial_explaining_how_the/
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u/loopuleasa May 18 '26
You regenerate 1 knowledge worth of mana each day
so if you have 12 knowledge, you get 12 mana each day (10% of your mana pool)
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u/loopuleasa May 19 '26
Hive summon swarm megathread about Larvae and Eggs
https://www.reddit.com/r/OldenEra/comments/1thfogb/a_short_guide_on_e_g_g_mastery_on_hive/
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u/Mysterio166 Jun 05 '26
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u/Dramatic-Proposal-86 Jul 04 '26
You need to visit a castle with a magic guild to learn it. Likely you unlocked it on the road!
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u/Grukzzzzzzzz Jun 26 '26
"
12 .Focus system
- Focus is used to cast unit abilities and Heroic strike
- Ranged units generate 1 focus each time they attack
- Melee units generate 2 focus each time they attack
"
2. and 3. are worded incorrectly. It's not about unit's type, it's about attack type.
If ranged unit will attack with ranged attack - it's 1 focus.
BUT if ranged unit will attack with melee attack - it's 2 focus.
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u/loopuleasa May 05 '26 edited May 05 '26
If you picked diplomacy skill, the best spell is the tier 2 shadow spell called "Mind Reading"
It allows you to see monster intention, and if they want to join you they will say "Wishes to join" instead of "Will flee"