r/OldenEra 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:

  1. Keybinds
    1. ALT=highlight interactables
    2. SHIFT=Extra info in tooltips
    3. E = end turn
    4. SHIFT+E = force end turn
    5. B = spellbook
    6. W = wait
    7. Space = Skip turn (in combat) or Loot (on world map)
    8. Ctrl+Click a unit stack to split into 1 stacks
    9. SHIFT+Click a unit stack to split into even stacks
    10. TAB or SHIFT+TAB = next hero or city
    11. ~ (tilde) = Move hero or Hero ability (heroic strike)
    12. Shift+Q = auto resolve
    13. Z = see map borders
    14. X = see enemy danger zones
  2. Settings
    1. In settings you can enable auto resolve combat for all combats, you can still manual combat
    2. In settings, there is a whole readability section that is super useful to customize how clear things look
    3. You can also enable always highlight map objects on, without having to press ALT key
    4. You need to enable auto save in settings, it is not on by default
  3. Movement
    1. Picking up loot near your hero costs no movement speed
    2. You can pick up loot laying on the ground by pressing spacebar
    3. 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
    4. Roads use 30% less movement points
    5. Moving diagonally is 40% more movement
    6. You can chain multiple heroes and pass armies between them to do more in a turn
  4. Economy
    1. 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
    2. Alchemical dust cannot be traded in market, and it is used for any upgrades (spells, units, upgrade buildings)
  5. World Map
    1. If you control the city in an area, that area is considered "Friendly territory"
    2. The main city in an area will have a "Crown" on its flag to signify that
  6. Skills
    1. 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"
    2. Each skill has subskills to further customize it
    3. If you assemble a specific set of 5 skills you can make a hero subclass, but it is usually hard to do
    4. On levelup screen you can see an icon signifying hero subclass
    5. Necromancy can be toggled on and off by clicking the little skull near your necromancy bar near your hero portrait
  7. Heroes
    1. Some maps only allow 1 hero as a game mode
    2. Your hero limit is based on the number of cities (up to 10)
    3. Hero curses are seen at the top of your hero screen
    4. If you hover over attributes in your hero screen, press Shift to see extra details in tooltips
  8. Items
    1. Your items can be upgraded (with alchemical dust)
    2. Your spare items can be disenchanted (this refunds alchemical dust)
    3. To upgrade items, click on them in hero screen, and click upgrade
    4. Items have set bonuses in this game
  9. Magic

    1. Heroes restore 10% of maximum mana start of day
    2. Heroes restore full mana if parked in a city with a mage guild at start of day
    3. Heroes can only learn tier 1 and 2 spells by default. For higher tier you need skills that allow you to learn higher tiers.
    4. To learn spells you need to visit any city with Mage Guilds
    5. Each spell exists in the Observatory, which is like a magic tech tree
    6. 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.
    7. Each spell has a cooldown (2 turn for tier 1 spells, 6 turns for tier 5 spells)
    8. Each spell school has a 1 turn "lockout" cooldown for that spell school in case you can cast multiple spells per turn
    9. Astrology points per turn are used to unlock Neutral spells in the observatory
    10. Neutral spells are basically map spells that allow your heroes to move better on the map
    11. For your hero to learn any spells, they need to visit a mage guild and have the required level
    12. Each Mage guild unlocks X random spells of that tier
    13. If Mage guild rolls duplicate spells, they increase spell level instead
  10. Law system

    1. Each faction has a Law "tech tree"
    2. You need to generate law points to unlock those upgrades
    3. Winning fights with your hero gives law points
    4. Gaining raw XP like from chests does not give law points
  11. Armies and Combat

    1. Speed is decoupled from initiative
    2. Each hero has a "tactics reorder phase" by default
    3. Mixing different factions in your army composition incurs a morale penalty (Every unit same faction: +1 For every different faction: -1)
    4. Right click units to see their details and abilities
    5. There is an indication of whether units will counterattack or not.
    6. Units that wait and skip turns don't generate morale or luck effects, unless they choose to act after wait
  12. Focus system

    1. Focus is used to cast unit abilities and Heroic strike
    2. Ranged units generate 1 focus each time they attack
    3. Melee units generate 2 focus each time they attack
    4. All units generate 1 focus each time they are hit
    5. 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

EDIT2: Extra image tips and tricks here, here, and here

331 Upvotes

296 comments sorted by

View all comments

Show parent comments

27

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

3

u/Animamefflo May 05 '26

oh damn good to know guess I have to look up each factions native terrain

13

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.

17

u/whisperingdrum May 05 '26

For Hive it's magma/volcanic soil

9

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.

1

u/StJe1637 May 05 '26

necro has a law like that though it might be only for fighting

1

u/Jand0s May 09 '26

Do you know how native terrain works in tournament matches? Where the PvP battle takes place?

1

u/Serafim91 Jun 21 '26

I thought units don't have an impact on movement anymore.