Heroes of Might & Magic: Olden Era brings you back to the turn-based strategy roots of the beloved series. You'll explore vast maps, either solo or with friends, seeking to conquer and bring peace to a new continent. The core gameplay loop involves managing your heroes, building up your towns, and engaging in tactical combat to defeat enemies and secure resources.
This guide will help you navigate the complexities of Olden Era. We cover essential topics like understanding the different Factions, discovering powerful Artifacts, and mastering the unique abilities of each Hero. Whether you're aiming to complete specific Scenarios or just want to get a better grasp of the game's mechanics, this hub is your starting point.
--Knight--
Learn about Knight units and castle buildings in Heroes of Might and Magic: Olden Era, including the Jousting Arena and Champion.
- 1Construct a Peasant Hut to recruit Peasants.
- 2Build an Archery Range (or its upgraded version) to recruit Archers or Rangers.
- 3Construct an Armory (or its upgraded version) to recruit Pikemen or Veteran Pikemen.
- 4Build a Blacksmith (or its upgraded version) to recruit Swordsmen or Master Swordsmen.
- 5Construct a Jousting Arena (or its upgraded version) to recruit a Champion.
- 6Build a Cathedral (or its upgraded version) to recruit Paladins or Crusaders.
- 7Build a Well to gain 2 additional units every dwelling.
- 8Construct a Statue to receive 250 gold every day.
- 9Build a Farm to gain more Peasants from every dwelling.
- 10Construct a Tavern to increase your defending troops' morale.
- 11Build a Moat to hold enemy fighters.
- 12Construct Mage Guilds 1-5 to provide your heroes with spells.
- 13Build a Right Turret to attack opponent's armies every turn within the castle.
- 14The Left Turret is used in battle.
- 15Construct Fortifications to increase the toughness of the castle wall.
- 16Build a Captain's Quarters to act as a hero within a castle.
- 17Construct a Shipyard to create ships.
- 18Build a Thieves Guild to gain information about your opponents.
- Upgrading buildings often provides stronger unit variants or increased benefits.
- The Jousting Arena is the only building that directly produces the Champion unit.
- Mage Guilds are make-or-break for acquiring powerful spells for your heroes.
- Defensive structures like the Moat and Fortifications are vital for protecting your castle.
--Wizard--
Explore Wizard buildings in Heroes of Might and Magic: Olden Era, including Halfling Hole, Foundry, Ivory Tower, and Mage Guilds.
Buildings:
- Halfling Hole: Produces Halfling creatures.
- Pen: Produces Boar creatures.
- Cliff Nest: Produces Roc creatures.
- Foundry: Produces Iron Golem creatures. (Upgraded: Produces Steel Golem creatures).
- Ivory Tower: Produces Mage creatures. (Upgraded: Produces Archmage creatures).
- Cloud Castle: Produces Giant creatures. (Upgraded: Produces Titan creatures).
- Well: Provides 2 more units every dwelling.
- Statue: Provides 250 gold every day.
- Orchard: Provides more Halfling units from every dwelling.
- Tavern: Increases your defending troops' morale.
- Moat: Holds enemy's fighters.
- Mage Guild 1-5: Provides spells for your heroes.
- Right Turret: Attacks opponent's army every turn in the castle.
- Left Turret: Used in battle.
- Library: Provides more spells of every class.
- Captain's Quarters: Acts as a hero inside a castle.
- Shipyard: Used to create a ship.
- Thieves Guild: Provides information about your opponents.
--Sorcerer--
Master the Sorcerer class in Heroes of Might and Magic: Olden Era! Learn about Sprites, Elves, Dwarves, Druids, Unicorns, and Phoenixes to build your ultimate army.
Alright, let's talk about the Sorcerer faction in Heroes of Might and Magic: Olden Era. This is a pretty interesting lineup, focusing on ranged attacks and some unique abilities that can really mess with your opponents. You'll want to get a handle on these units early on to make the most of your magic-focused towns.
Sorcerer Units:
- Sprite — These little flyers are your basic unit. They're fast and can fly over obstacles, which is always handy for getting into position or chasing down fleeing enemies.
- Elves / Grand Elves — Your primary ranged attackers. Elves hit hard from a distance, and their upgraded versions, Grand Elves, are even more potent. Keep them protected behind your melee units!
- Dwarf / ? — These are your melee fighters. While not the flashiest, they have a neat trick: they can sometimes deflect spells. This can be a lifesaver against enemy mages. The source text doesn't specify the upgraded name, but expect them to be tougher.
- Druid / Greater Druid — Another ranged unit, Druids offer solid damage from afar. Their upgraded form, Greater Druids, will be a staple in your army composition.
- Unicorn — A powerful melee unit with a special ability: they can sometimes cause blindness. Imagine hitting an enemy hero with a spell that blinds their entire army – that's the kind of disruption Unicorns can bring.
- Phoenix — These are your high-tier flying units. Phoenixes are fast, hit hard, and can be a real game-changer. They’re excellent for flanking or taking out key enemy targets.
Town Buildings and Benefits:
- Well — This is a universal building across many towns. It'll give you 2 extra units of each dwelling type every week, boosting your army growth significantly.
- Statue — Another common but vital building. It provides you with 250 gold every day, helping to keep your economy flowing.
- Crystal Garden — This building specifically boosts your Sprite production, giving you more of these flying units every dwelling.
- Tavern — Essential for any army. It increases the morale of your defending troops, making them less likely to get a negative morale turn in battle.
- Moat — A defensive structure that helps hold enemy fighters in place, giving your ranged units more time to deal damage.
- Mage Guild 1-5 — The core of any magic-focused town. These buildings provide your heroes with new spells as you build them up.
- Right Turret — This castle upgrade allows your army to attack an opponent's army every turn while defending your castle.
- Left Turret — This is a combat-specific upgrade, likely providing a defensive bonus or special attack during castle sieges.
- Rainbow — This unique building gives your defending armies more luck, increasing their chances of getting lucky hits or critical effects.
- Captain's Quarters — This building effectively turns your castle into a hero, allowing it to participate in battles or provide buffs.
- Shipyard — If you plan on exploring the water, you'll need this to create a ship for your heroes.
- Thieves Guild — Provides valuable intel about your opponents, letting you know what they're up to.
--Army's Strength Table--
Dive into the Army Strength Tables for Heroes of Might and Magic II: Olden Era! Compare unit stats like Attack, Defense, HP, Damage, Speed, and Cost to build the ultimate army.
Hey there! So you're diving into Heroes of Might and Magic II: Olden Era and want to get a handle on what each unit brings to the table? That's smart thinking! Knowing the stats of your troops is super important for planning your battles and building the strongest army possible. Let's break down the strength tables for each faction.
We'll go through each unit type, looking at their Attack (Atk), Defense (Def), Hit Points (HP), Damage range (Dmg), Speed (Spd), and how much they cost (Cost). This info will help you decide which units to recruit and how to best use them.
Knight Troops
| Unit | Atk | Def | HP | Dmg | Spd | Cost |
| Peasant | 1 | 1 | 1 | 1 | 2 | 20 |
| Archer | 3 | 5 | 10 | 2-3 | 2 | 150 |
| Ranger | 4 | 5 | 10 | 2-3 | 4 | 200 |
| Pikeman | 5 | 9 | 20 | 3-4 | 4 | 200 |
| Veteran Pikeman | 5 | 9 | 25 | 3-4 | 5 | 250 |
| Swordsman | 7 | 9 | 25 | 4-6 | 4 | 250 |
| Master Swordsman | 7 | 9 | 30 | 4-6 | 5 | 300 |
| Cavalry | 10 | 9 | 30 | 5-10 | 6 | 300 |
| Champion | 10 | 9 | 40 | 5-10 | 7 | 375 |
| Paladin | 11 | 12 | 50 | 10-20 | 5 | 600 |
| Crusader | 11 | 12 | 65 | 10-20 | 6 | 1000 |
Barbarian Troops
| Unit | A: | D: | HP: | Dmg: | Spd: | Cost: |
| Goblin | 4 | 1 | 3 | 1-2 | 4 | 40 |
| Orc | 3 | 4 | 10 | 2-3 | 2 | 140 |
| Orc Chief | 3 | 4 | 15 | 3-4 | 3 | 175 |
| Wolf | 6 | 2 | 20 | 3-5 | 6 | 200 |
| Ogre | 9 | 5 | 40 | 4-6 | 2 | 300 |
| Ogre Lord | 9 | 5 | 60 | 5-7 | 4 | 500 |
| Troll | 10 | 5 | 40 | 5-7 | 4 | 600 |
| War Troll | 10 | 5 | 40 | 7-9 | 5 | 700 |
| Cyclops | 12 | 9 | 80 | 12-24 | 5 | 750+ 1cr |
Sorceress Troops
| Unit | A: | D: | HP: | Dmg: | Spd: | Cost: |
| Sprite | 4 | 2 | 2 | 1-2 | 4 | 50 |
| Dwarf | 6 | 5 | 20 | 2-4 | 2 | 200 |
| Battle Dwarf | 6 | 6 | 20 | 2-4 | 4 | 250 |
| Elf | 4 | 3 | 15 | 2-3 | 4 | 250 |
| Grand Elf | 5 | 5 | 15 | 2-3 | 6 | 300 |
| Druid | 7 | 5 | 20 | 5-8 | 4 | 350 |
| Greater Druid | 7 | 7 | 25 | 5-8 | 6 | 400 |
| Unicorn | 10 | 9 | 40 | 7-14 | 5 | 500 |
| Phoenix | 12 | 10 | 100 | 20-40 | 7 | 1500+ 1m |
Warlock Troops
| Unit | A: | D: | HP: | Dmg: | Spd: | Cost: |
| Centaur | 3 | 1 | 5 | 1-2 | 4 | 60 |
| Gargoyle | 4 | 7 | 15 | 2-3 | 6 | 200 |
| Griffin | 6 | 6 | 25 | 3-5 | 4 | 300 |
| Minotaur | 9 | 8 | 40 | 5-10 | 4 | 400 |
| Minotaur King | 9 | 8 | 45 | 5-10 | 6 | 500 |
| Hydra | 8 | 9 | 75 | 6-12 | 2 | 800 |
| Green Dragon | 12 | 12 | 200 | 25-50 | 4 | 3000+ 1s |
- Knights: They're generally well-rounded, with strong offense and defense. Paladins and Crusaders are your heavy hitters, but they come with a hefty price tag.
- Barbarians: These guys are all about raw power and speed. Ogres and Trolls hit hard, and the Cyclops is a beast if you can afford it and the Crystal it needs.
- Sorceresses: They might seem fragile, but don't underestimate them! Elves and Unicorns offer good ranged or magical support, and the Phoenix is a game-changer with its high stats and resurrection ability.
- Warlocks: A mixed bag. Centaurs are cheap and fast, while Griffins and Minotaurs offer solid melee power. The Green Dragon is incredibly powerful but very expensive.
- Cost vs. Stats: Always weigh the cost against the unit's stats. Sometimes a cheaper unit with slightly lower stats can be more cost-effective, especially early on.
- Speed Matters: Faster units get to attack more often in a round, which can be make-or-break for taking out threats quickly.
Keep this table handy as you play. Knowing which units to recruit and when can make a huge difference in your campaigns!
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