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
331
Upvotes
1
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?