Heroes of Might and Magic: Olden Era
by Unfrozen · 30 Apr, 2026
155 downloads
About the Game
This newest entry in the renowned Heroes of Might and Magic series brings strategic empire building, epic turn-based tactical battles, and in-depth RPG mechanics to a world of fantastical beasts, formidable spellcasters, and fierce champions. Explore a vibrant world full of secrets and dangers as you play through an epic narrative campaign that heralds impending doom, or conquer both procedurally generated and hand-crafted maps, building magnificent cities and raising massive armies of mythical creatures to vanquish your foes.
Made for series veterans and newcomers alike, Heroes of Might and Magic: Olden Era is built on the familiar foundations of some of the most critically acclaimed strategy games of all time, introducing multiple classic and new game modes whether playing solo or with friends online.


Choose from six powerful factions to lead in a fantastical world where stalwart heroes command armies of mighty warriors and magical creatures in battle. From the armored knights of the Temple and the elemental spirits of the Grove, to the fire-breathing dragons of the Dungeon and the animated corpses of the Necropolis, each of the factions wields its own unique selection of units and heroes on the battlefield.
Each faction in Olden Era has a great variety of unique units with which to forge your own playstyle and match your tactical preferences. Will you choose to lead armies of deadly but fragile vampires and liches, able to sap the enemy’s strength with every strike and drain life to raise fallen warriors? Or do you prefer more robust combatants like the noble griffins and their ability to counterattack multiple times, or honorable knights that lead devastating charges? Use varied active and passive abilities to teleport troops further than their movement range would typically allow, summon additional forces to the field, hamper your opponent’s ability to cast spells or use abilities of their own, or otherwise turn the tide of battle.
Build the appropriate structures in your cities to recruit and upgrade your units into more formidable variants, or seek out dwellings across the strategic map to bring creatures from other factions into your armies, unlocking new opportunities and synergies to overcome your foes.
Recruit powerful heroes to lead your armies, each exerting their own effects on your empire and its warriors as they grow more experienced over time. Where one might help their army move more quickly across the world, another may increase the initiative of all units within their army, favour the recruitment of a particular unit, or generate essential resources to bolster your economy. With over a hundred unique heroes each bringing their own starting armies, skills, and spells with them, there are a great variety of strategies to employ.

Whether fighting for supremacy on procedurally generated worlds or playing on handcrafted maps built by the developers or community members on the in-game map editor, Heroes of Might and Magic will always take you to an unknown world awaiting exploration. Send forth your armies to pull back the veil and reveal great opportunities and dark threats, racing against your enemies to capture points of interest and secure the foundations of a strong economy. Navigate the treacherous terrain and varied biomes as you do, and seek out the mountain passes, chokepoints, and alternate pathways guarded by fearsome creatures and deadly armies.
Start with a single town where you can construct buildings, recruit and upgrade units, and hire additional heroes. Then venture forth and seek out structures in the world beyond that can generate vital resources, provide you with arcane power, or aid in your defense. With limited movement points per turn, every fork in the road becomes a strategic decision – will you rush to a well and replenish a hero’s mana, betting that the enemy lies in wait just beyond what your eyes can see? Or perhaps the glittering of a treasure hoard and its offer of great reward is more pressing?
Valuable landmarks will often be guarded by powerful armies, and the first to overcome this force will reap rewards that can hold the secret to success. With valuable artifacts ranging from weapons and armour to magical rings and trinkets, heroes carrying the right equipment can strengthen what first appears to be a weak army, or otherwise unlock surprising combinations and synergies.
Capture additional towns to gain access to reinforcements closer to the ever-shifting frontlines of war, and secure your grip with garrisons stationed at their walls. Develop each town in different ways to gain access to the specific needs of a certain front as you face off against your enemies.

The battlefields of Olden Era put warriors and spellcasters to the test as humble footsoldiers stand shoulder-to-shoulder with and against hydras and phoenixes and minotaurs and more. Powerful magic courses overhead as heroes conjure the arcane to strike enemies down or reinvigorate allies, drawing from four different schools of magic to turn the tide of battle.
Turn-based tactical battles will test your strategic mastery as you seek out devastating synergies among the large variety of units at your disposal, the heroes that lead them, and the spells and artifacts they wield. The right combination can make even the lowly skeleton warrior a formidable opponent, and a shrewd tactician can find advantages in surprising ways. The battlefields of Olden Era encourage smart but aggressive play – ranged units are able to fire across the field, distances close quickly, and spells can strike from anywhere.
Earn Focus by causing and receiving damage, and spend it to use powerful and unique units abilities, unlocking options that range from more devastating attacks and increased defenses to higher initiative and mobility. From the Graverobber’s ability to summon Skeletons to the Locust’s ability to jump to a nearby corpse and devour it for buffs, each unit provides a litany of interesting options in combat. Will you spend this precious resource to heal weakened units with the help of your Hierophant, keeping them on the battlefield for just a few more crucial turns? Or perhaps your Arbitrator can teleport a powerful allied unit forward, surprising your opponent where they previously felt safe, shifting the tides quickly in your favor? Every decision you make is critical, and if the odds are overwhelming, you can always pay the price to flee the battlefield and fight another day.
Whether you seek a non-linear narrative campaign, skirmishes against the AI, or battles against friends and strangers alike across three different game modes, Heroes of Might and Magic: Olden Era brings a fantastical world to life across its massive roster of factions and units, great variety of powerful spells and abilities, and endless options to pursue your unique playstyle.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Greetings, Heroes!
[p align="start"]A small hotfix is here to address a few issues that slipped through after the previous update.[p align="start"]Changelog
[p align="start"]v. 0.80.20Fixed another variation of the game exit exploit, which also affected the correct saving of match results.
⚠️We remind you one more time that bug exploiting and other dishonest behaviour in competitive play may end up with a long-term multiplayer ban for you.Fixed a bug crashing Jebus Outcast and All Around generation.
Fixed a bug that was the reason for Law and Astrology points not increasing on the first day of each week (although Mondays are hard, so we don’t judge them too much).
Greetings, Heroes!
Yesterday’s patch brought significant changes, and today we’re releasing a hotfix to address them.
Having analysed the initial data and your feedback following Patch 8, we’ve concluded that a number of changes have had too significant an impact on single hero mode’s gameplay — primarily affecting the Schism faction. In today’s minor patch, we’re reverting some of these changes and adjusting others in line with our vision for balance. At the same time, we are implementing improvements for Hive that were originally planned for a later date ahead of schedule.
The update also includes bug fixes (including those introduced by Patch 8 itself) and a buff to the Dungeon in the Arena.
Full patch notes are below. Good luck on the battlefield!
Changelog
v. 0.80.19
Bug Fixes
Jebus Cross: Fixed a bug from the previous update where Taverns and Mage Guilds were still being built in central area cities despite the intended changes.
Sand Clover: Fixed a bug from the previous update where some guards were not generating.
Exodus: Fixed a bug from the previous update where the template could still generate more dwellings of a specific tier.
Fixed a bug from the previous update where upgraded versions of Cultists had inconsistent hiring costs.
Fixed a bug from the previous update where the casting cost of the Death Merchant's "Ensnare Memories" ability was displayed incorrectly.
Fixed bugs from the previous update related to the class changes for Tavi and Pauper (wrong models and Heroic Strike).
Fixed a bug from the previous update where the number of bonus attributes for the Temple sub-skill "Strong Faith" was displayed incorrectly.
Fixed a UI bug that occurred when exchanging items or troops between heroes if either hero had active buffs or debuffs. In multiplayer, this was also causing desyncs.
Fixed a bug where force-closing the game via Alt+F4 during the pick-and-ban phase incorrectly assigned match results.
Fixed a bug with army growth from temporary stacks gained through Communion of the Abyss for the Schism faction AI-opponent.
Balance
After reviewing your feedback following yesterday's patch, we are making a number of adjustments in today's hotfix.
Yesterday's changes were aimed at refreshing the gameplay, including strengthening the Schism faction's standing in Classic mode. However, as many of you noted in the comments, some of those changes had too strong an impact on Single Hero mode. In today's update, we are reverting some of those changes and making additional adjustments. These changes will have a greater impact on Single Hero mode and a lesser one on Classic mode, where Schism's position is already quite weak.
At the same time, in the previous update we did not give sufficient attention to the Hive. Its situation is broadly the inverse of Schism's — the faction performs well in Arena and Classic modes but struggles in Single Hero mode. One reason for this is the demanding nature of Hive battles, which require significant time investment to minimize losses. As a result, in that update we slightly adjusted combat timers and intended to observe how this would affect the faction's results before making further decisions. However, we see your requests for more impactful changes, so we are implementing some of the planned adjustments now.
Skills
After the update, the Summon Avatar use cases have shifted, closing off some abuse scenarios (though you will certainly find new ones), and the skill has also started performing effectively in Arena mode. Based on initial observations, the skill appears quite strong, so we are making a slight adjustment to its damage and will continue to monitor its performance. More significant changes, however, will require more data.
"Summon Avatar"
Damage scaling from Spell Power decreased: 12–12/18–18/24–24 → 12–12/16–16/20–20.
Hero Specializations
We have slightly adjusted the starting skills of Hive heroes so that, in combination with the other changes, these heroes perform better as starter heroes — which will primarily affect their effectiveness in Single Hero mode.
Hive
Pauper
Starting skill: Luck → Battlecraft
Maelstrom
Starting skill: Insight → Luck
Nor
Starting skill: Battlecraft → Insight
Zoran, the Self-Founded
Starting skill: Nightshade Magic → Defense
Lo
Starting skill: Defense → Recruitment
Leira
Starting skill: Battle Magic → Nightshade Magic
Oriax
Starting skill: Recruitment → Battle Magic
Tavi
Bonus to the number of summoned Fire Larvae based on Hive army health: 4% + 1% per every two hero levels → 4% + 2% per every three hero levels
Factions: Creatures, Buildings, Pandora's Boxes, and More
During the creature changes, we revisited the balance value of certain active and passive abilities, resulting in adjustments to some creatures — and related elements such as Pandora's Box counts, hiring costs, and city recruitment buildings. The main changes affect the Schism and Hive factions: the former has been slightly nerfed, while the latter has been buffed. Additionally, significant changes have been made to Hive faction laws, which should allow them to accumulate power faster in Single Hero mode matches. Also included are Pandora's Box changes for the Dungeon faction that were accidentally omitted from the previous update.
Pandora's Boxes
The number of creatures players can receive from Pandora's Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:
Necropolis:
Tier 4, Graverobber: 30/21 → 31/21.
Hive:
Tier 3, Hornet: 30/22 → 28/20.
Tier 4, Scorpion: 29/20 → 32/22.
Tier 7, Hive Queen: 7/4 → 8/5.
Dungeon:
Tier 1, Troglodyte: 60/45 → 50/35.
Tier 2, Infiltrator: 35/25 → 40/30.
Tier 3, Onyx Dancer: 34/24 → 34/25.
Tier 4, Minotaur: 20/14 → 23/16.
Tier 5, Medusa: 21/15 → 23/16.
Tier 6, Hydra: 11/7 → 12/8.
Necropolis
Tier 7:
Vampire Lord:
Defense: 25 → 26.
Vampire Scholar:
Attack: 26 → 27.
Buildings:
Construction of "Bone Exchange I" (Tier-4 dwelling) is now 250 Gold cheaper.
Construction of "Bone Exchange II" (Tier-4 dwelling) is now 500 Gold cheaper.
Grove
Tier 1:
Faun:
Damage: 3–4 → 3–5.
Faun Archer:
Damage: 3–4 → 3–5.
Faun Warrior:
Damage: 4–5 → 4–6.
Buildings:
Construction of "Shroomwood Shack I" (Tier-5 dwelling) is now 500 Gold cheaper.
Schism
Tier 1:
Ra'Shoth:
Initiative: 5 → 4.
Stinging Ra'Shoth:
Initiative: 5 → 4.
Ferocious Ra'Shoth:
Initiative: 6 → 5.
Tier 2:
Cultist:
Speed: 4 → 3.
"Glance of the Abyss" ability effect power: 15 + 3 × Stack Size → 12 + 2 × Stack Size.
Binder:
Attack: 6 → 5.
Speed: 6 → 5.
"Glance of the Abyss" ability effect power: 15 + 3 × Stack Size → 12 + 2 × Stack Size.
Votary:
Speed: 5 → 4.
Tier 6:
Rift Arbitrator:
Attack: 24 → 26.
Defense: 26 → 28.
Initiative: 12 → 10.
Tier 7:
Abyssal Envoy:
Initiative: 9 → 8.
Abyssal Overseer:
Initiative: 10 → 9.
Abyssal Executor:
Initiative: 11 → 10.
Buildings:
Construction of "Cultist Spire I" and "Cultist Spire II" (Tier-2 dwelling) is now 250 Gold cheaper.
"Involuntary Summons" once again requires "Mage Guild III" to be built.
"The World is Ours" law Tier reverted to pre-update value: 3 → 5.
Hive
Tier 1: Base weekly growth in all cities increased: 21 → 22. All hero starting armies adjusted accordingly.
Parasite:
Damage: 2–3 → 2–4.
Speed: 3 → 4.
Warden Parasite:
Damage: 2–3 → 2–4.
Speed: 4 → 5.
Ravager Parasite:
Damage: 2–3 → 2–4.
Speed: 5 → 6.
Tier 2: Base weekly growth in all cities increased: 13 → 14. All hero starting armies adjusted accordingly.
Locust:
Damage: 3–4 → 3–5.
Overgrown Locust:
Damage: 3–4 → 3–5.
Harvester Locust:
Damage: 4–4 → 4–5.
Tier 3:
Hornet:
Damage: 4–7 → 4–9.
Chanter:
Damage: 4–7 → 4–9.
Stinger:
Damage: 4–7 → 4–9.
Tier 4:
Scorpion:
Attack: 11 → 12.
Defense: 11 → 12.
Volcanic Scorpion:
Attack: 11 → 12.
Spelaean Scorpion:
Defense: 11 → 12.
Damage: 11–14 → 12–14.
Tier 6:
Health restored by the "Corpse Eater" passive ability: 65 → 120.
Tier 7:
Hive Queen:
Initiative: 7 → 8.
Buildings:
Construction of "Neglected Housing I" (Tier 1 dwelling) is now 500 gold more expensive.
Construction of "Neglected Housing II" (Tier 1 dwelling) is now 1250 gold more expensive and no longer requires Crystals to build.
Construction of "Carrion Lair I" (Tier 2 dwelling) is now 500 gold more expensive.
Construction of "Carrion Lair II" (Tier 2 dwelling) is now 1750 gold more expensive and no longer requires Crystals to build.
Construction of "Paper Nest I" and "Paper Nest II" (Tier 3 dwelling) is now 250 gold more expensive.
Construction of "Chitinous Ziggurat I" and "Chitinous Ziggurat II" (Tier 4 dwelling) is now 250 gold cheaper.
Construction of "Tower of Love I" and "Tower of Love II" (Tier 7 dwelling) is now 2500 gold cheaper.
Construction of "Tower of Love II" (Tier 7 dwelling) now requires 5 Wood and Ore.
"Hidden Desires" law Tier increased: 1 → 2.
"Focus Reserves" law Tier decreased: 2 → 1.
"Natural Selection" law Tier decreased: 4 → 3.
"Evolve, Adapt, Overcome" law Tier increased: 4 → 5.
"Prosper and Flourish" law Tier decreased: 5 → 4.
Spells
Day Magic
"Riposte." Can now be cast on Magical creatures.
Arena Mode
Due to the creature balance changes, minor adjustments have also been made in Arena mode. Additionally, the Dungeon faction was underperforming in Arena mode, and to strengthen it we are slightly increasing its army sizes.
The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):
Necropolis
Tier 4. Graverobber: 64/44 → 68/46.
Grove
Tier 5. Whisper Whisperer… nah, kidding, Herbomancer: 35/24 → 37/24.
Schism
Tier 1. Ra'Shoth: 215/165 → 220/165.
Tier 2. Cultist: 100/75 → 110/85.
Hive
Tier 1. Parasite: 180/140 → 165/125.
Tier 2. Locust: 110/85 → 105/80.
Tier 3. Hornet: 70/50 → 65/45.
Tier 4. Scorpion: 58/40 → 60/42.
Dungeon
Tier 1. Troglodyte: 285/220 → 295/230.
Tier 2. Infiltrator: 135/100 → 140/105.
Tier 4. Minotaur: 50/34 → 52/36.
Tier 5. Medusa: 45/30 → 47/31.
Tier 6. Hydra: 21/13 → 22/14.
Tier 7. Cave Dragon: 9/5 → 10/6.
Steam reviews — thank you!
Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.
Official Wiki
New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!
Join the Community
Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!
With love,
💙 Unfrozen Team
Greetings, Heroes!
A brand-new patch is now live — and it is a massive one.
This patch covers extensive balance adjustments across multiple game systems: skills, spells, hero specializations, creatures, artifacts, map templates, and the matchmaking system. The expert-level subskills for “Murmuring” have been significantly reworked, and the “Summon Avatar” skill has been fully overhauled to position it as a purely magical ability.
Certain passive creature abilities were recalculated — most notably “Parry.” Additionally, based on collected telemetry and statistics, we have buffed the upgraded versions of creatures that were noticeably underperforming compared to their alternative upgrade options.
Improvements have also reached the random map genertator. The side areas on the popular Jebus Cross template are now much more interesting to play, while the Sprint, Harmony, and Exodus templates have been adjusted to increase overall pace of the game. Along with these changes, we have updated the template pool for the matchmaking.
Finally, we have patched-out a number of exploits and crucial bugs. In particular, we have removed the ability to abuse Alt+F4 to disconnect from games, fixed an exploit that allowed players to peek at the opponent’s setup during the tactics phase, and eliminated a bug that permitted free creature upgrades.
Furthermore, we have taken disciplinary action against players who knowingly exploited these vulnerabilities to secure unfair victories, as well as those who encouraged other community members to use them.
⚠️ A Quick Reminder: Intentionally exploiting in-game bugs in competitive play can result in a temporary or permanent multiplayer ban! Engaging in such behavior may also violate the rules of the platform you're playing on, risking a platform-wide ban. Don't jeopardize your account for a dubious advantage — play fair!
Full changelog is below. Good luck on the battlefield!
Changelog
v. 0.80.18
Bug Fixes
Combat and Creature Behavior
Ghouls spawned during combat now correctly leave a corpse on the battlefield upon death.
Fixed a bug where increasing the maximum health of an Energy Phoenix caused its passive ability "Eternal Flame" to malfunction.
When creating a copy of a Crystal Iriyad stack, its passive ability "Crystal Thorns" now correctly applies to both the original stack and the copy.
The Naiad passive ability "Embodiment of Water" now correctly grants the stack immunity to the effects of "Ice Bolt" and "Circle of Winter" as intended.
Fixed a rare bug where the morale debuff from Avatars of War failed to be removed from enemies when two or more of them died simultaneously.
Positive and negative effects applied by friendly stacks now correctly expire when the source stack dies.
Fixed a bug where summoned creatures under the effect of max-level "Heavenly Blades" were destroying themselves.
Creatures with ranged and long-reach attacks surrounded by other stacks now correctly switch to melee attacks while under the effect of "Berserk."
Fixed a rare bug where a stack would skip its turn instead of waiting.
Fixed a bug where creatures in combat could not trigger the positive Morale effect after waiting.
Fixed a bug where immunity to the Vampirism mechanic, destruction of summoned creatures, and destruction of temporary stacks was not working correctly.
Heroes, Skills, and Spells
The Lich ability "Death’s Embrace" now correctly interacts with the "Masterful Despair" spell effect applied by Laura.
Fixed a bug where Spell Power bonuses scaling from the level of Summon Avatar specialist heroes were not working.
Fixed a bug where the Grove hero sub-skills "Burst of Energy," "Just One More Time," and "Strong Connection" were incorrectly triggering when using abilities that did not actually consume Focus.
Fixed the "Revenge" sub-skill of the "Combat" skill — the hero now correctly receives a bonus Heroic Strike after a friendly stack dies.
The "One for All" and "All for One" sub-skills no longer incorrectly grant attribute bonuses for corpses on adjacent hexes.
Changes to Spell Power during combat now correctly update the numeric values of active effects and spells.
Magic Defense now correctly reduces magic damage from damage-over-time effects.
Fixed a bug in the effect applied to a hero by the "Shadowflight" spell.
The "Thaumaturgy" skill is no longer offered at the "Wise Owl" map object.
Fixed the synergy between the "Fortune’s Favored" Elite class and "As Luck Would Have It" sub-skill, which was causing abnormally high Defense values on creatures.
Fixed a bug where the Temple faction's "Chosen One" active ability had no cooldown.
Fixed incorrect descriptions of the "Temporal Spheres" spell upgrades.
Exploit Fixes
Alt+F4 protection: Reworked the emergency application close system. If a player closes the game via Alt+F4, the system now correctly assigns an automatic loss to that player and a win to their opponent.
Fixed an exploit that allowed seeing the enemy army placement during the Tactics Phase using a creature with high Speed.
Fixed a bug that allowed dishonestly swapping low-tier creatures for high-tier ones by switching their positions.
Sieges and Cities
Fixed a bug where traps created during a siege were not dealing damage to creatures that stepped on them.
Defensive tower damage during sieges now correctly scales based on the number of buildings in the city.
Fixed a bug causing a "zero" stack to appear when sending a hero to the "Guild of Six Winds" in a Temple city.
Multiplayer and UI Bugs
Fixed a bug where interacting with a map object in the last second of a player's timer would lock that object for the rest of the match.
Fixed a bug where Tier-7 creatures in the diplomacy window were blocking the purchase of all other creatures in that window.
Fixed incorrect display of a player kicked from a match when reopening the connection issues window.
Fixed incorrect display of the current income and point totals for Laws and Astrology when passing the turn in hotseat mode.
Fixed the Spellbook automatically closing when the opponent performed certain actions.
Fixed incorrect behavior of the hire window when there was insufficient gold to purchase creatures.
The tooltip for "Pocket Dimension" now disappears from the screen on its own.
The ~ hotkey (by default) now correctly resumes and stops hero movement.
Fixed the objects controlled by Black Player incorrectly marked as controlled by Red Player.
Description Fixes
Fixed incorrect numeric values for the Dungeon faction law "Leaders of the Nation."
The Dungeon faction law "Triumvirate’s Agents" now correctly applies only to heroes of that faction, as intended.
Fixed incorrect values in the description of the Minotaur Vanguard passive ability "Adrenaline Surge."
Fixed errors in the descriptions of the artifacts "Singing Pan‑Pipe" and "Clenching Ring."
Campaign and Scenarios
⚠️ This fix will not apply to saves made inside a mission before the patch ⚠️
The victory screen no longer covers the final story dialogue.⚠️ This fix will not apply to saves made inside a mission before the patch ⚠️
Fixed broken quest and event triggers when loading certain missions.Fixed a bug that locked artifact item slots when carrying them over from one mission to another.
The "Restart" button is no longer locked when loading a save.
Autosaves made within the same in-game day no longer overwrite each other — a save number in parentheses is added instead.
UI Improvements
Fixed a visual bug with creature movement range display during the tactics phase.
Holding Shift on elite class tooltips (in the hero window) now allows you to view details about the skills required to unlock those classes.
Positive and negative effects applied to heroes and creatures are now significantly more visible.
Various other visual improvements.
Balance
Skills
"Summon Avatar"
The skill has been significantly reworked and now the summoned avatar has its own unique scaling rules.
The summoned Avatar no longer receives a Defense bonus, and the Attack bonus now scales from the hero's Spell Power (not from Attack).
The Avatar no longer has a regular HP. Instead, it can survive a fixed number of hits: 2, 3, or 4 (depending on skill level).
The number of hits the Avatar can survive is increased by bonuses that increase creature HP.
The Avatar's HP cannot be restored during combat via healing spells or abilities.
Changes to the Avatar's base stats:
Damage increased: 6–6 → 12–12.
Initiative decreased: 6 → 5.
Speed decreased: 6 → 5.
Changes to stat bonuses (per 1 point of hero Spell Power):
HP changed: 12/18/24 → N/A.
Damage increased: 6–6/12–12/18–18 → 12–12/18–18/24–24.
Restriction: the Avatar can no longer be copied using the "Mirror Copy" spell.
Sub-skill updates:
"Avatar of Fury": now increases the summoned Avatar's Damage by 25%. The bonus is doubled if the hero has the "Leadership" skill.
"Avatar of Toughness": now allows the Avatar to survive one additional hit. The bonus is doubled if the hero has the "Defense" skill.
"Murmuring"
- Child of the Woods: Maximum mana granted has been reduced: 30 → 20.
- Expert-level sub-skills have been significantly reworked.
"Just One More Time." The cooldown reduction for all spells in the Spellbook when using Focus has been increased: 1 → 2 rounds.
"Burst of Energy." The bonus Damage to the Heroic Strike has been increased from 5% to 15%, but it now only lasts until the end of the current round.
"Strong Connection." The hero attribute bonus has been increased from 1 to 2, but now only lasts until the end of the current round.
"Righteousness"
Sub-skill "Chosen One." Stat bonuses granted to a creature from the hero's attributes have been reduced: 100% → 50%.
Sub-skill "Strong Faith." The bonus to additional attribute per round when a stack dies has been reduced: 2 → 1.
"Sorcery"
Sub-skill "Piercing Spells." Magic resistance ignored on targets has been increased: 20% → 25%.
Sub-skill "Magical Influence" has been replaced by a new sub-skill "Summoning Sorcery": All summoned creatures in battle gain +25% health and deal +25% damage.
"Insight"
Sub-skill "Civic Innovation." Bonus Law points: 100% → 30%.
"Offense"
Bonus damage from regular attacks reduced: 15/20/25% → 10/15/20%.
"Defense"
Damage reduction from regular attacks reduced: 15/20/25% → 10/15/20%.
Hero Specializations
Spell specialists have been slightly buffed. They now gain 1 additional Spell Power for their spell for every 2 hero levels (previously every 3 levels). Affected heroes:
Temple: Julius, Vesper, Anastasia the Meek, Nadir.
Necropolis: Marl, Laura, Lord Rufus.
Grove: Old Pilgrim, Faleor, Aeliniel, Glacia, Vim, Halon, Echolily, Sullie.
Schism: Changeling Urgo, Ra'Davok, Sister Keiri.
Hive: Mila.
Dungeon: Tellaris the Betrayed, Sister Deira.
Diplomat heroes have been slightly buffed. The base diplomacy power bonus has been increased from +5% to +10%. They also now gain +1% to persuasion power for every 3 hero levels (previously every 4 levels). Affected heroes:
Necropolis: King‑of‑Kings.
Grove: Alluring Sh'a.
Dungeon: Ylwari.
Morale specialists have been slightly nerfed. The additional morale trigger chance now increases by 1% for every 6 hero levels (previously every 4 levels). Affected heroes:
Temple: Aeos the Exalted.
Hive: Goldentongue.
Physical damage specialists have been nerfed. Base and specialized stack damage now increases by 1% for every 4 hero levels (previously every 2 levels). Affected heroes:
Necropolis: Bulwark.
Grove: Gorel Spearhead.
Schism: Grellekh the Betrayer, Icequeen Hel’Ghat.
Hive: Niev.
Magic Damage specialists have been buffed. Magic damage now increases by 1% for every hero level (previously every 2 levels). Affected heroes:
Schism: Blackhorn.
Dungeon: Zakron the Great.
Lord Edgar (Temple) has been nerfed. Bonus attack and Defense granted to creatures from the hero's attributes reduced: "20% + 5% per 6 hero levels" → "10% + 5% per 6 hero levels."
Aeliniel (Grove) has been buffed. Additional duration of Firewall increased: +1 → +2 rounds.
Tarius and Funerella (Necropolis) have been buffed. They now gain a 2% bonus to Necromancy power for every 5 hero levels (previously 1%).
Tavi (Hive) is now a Magic hero, and Pauper (Hive) is now a Might hero.
Starting Spell Changes
Temple
Heretic Avis: started with no spell → "Groundsight."
Pip: "Early Start" → "Clear Fog."
Lia the Untethered One: "From a Bird’s Eye" → "Inner Light."
Clarissa: "Energize" → "From a Bird’s Eye."
Necropolis
Zam: started with no spell → "Primordial Chaos."
Adahn: "Silence" → "Shade Cloak."
Ethric: "Shade Cloak" → "Song of Power."
Guildmaster Klastor: "Read Minds" → "Naira's Veil."
Shadespinner Oona: "Sleep" → "Umbral Grip."
Funerella: "Shackles" → "Read Minds."
Grove
Eith: "From a Bird’s Eye" → no spell.
Mreowa: started with no spell → "Berserk."
Elder Tss'kish: "Song of Power" → "Energize."
Schism
Important! Since all heroes of this faction are hybrids between Might and Magic, each of them now receives a starting spell. In addition, their starting army sizes have been averaged and no longer depend on the hero's specific class.
Nihil: started with no spell → "Energize."
Blackhorn: started with no spell → "Ice Bolt."
Matastala the White: started with no spell → "Optical Illusion."
Jänhei: started with no spell → "Early Start."
Mara Mat’ha: started with no spell → "Unnatural Calm."
The Iron Master: started with no spell → "Silence."
Changeling Urgo: no spell → "Shackles."
Martyr Tho: started with no spell → "Assemble!"
Grellekh the Betrayer: "Blessing" → "Enlarge Shadow."
Icequeen Hel'Ghat: "Ice Bolt" → "Shorten Shadow."
Kwinri: "Groundsight" → "Riposte."
Eye Collective: "Wean" → "Reinforcements."
Tölketh: "Reinforcement" → "Circle of Winter."
Ulkuth: "Unnatural Calm" → "From a Bird’s Eye."
Dhüvri: "Blink" → "Thick Hide."
Hive
Nor: "Impending Fate" → no spell.
Pauper: "Fireball" → no spell.
Leira: "Vulnerability" → "Wean."
Khariset: "Anti-Magic" → "Fireball."
Tavi: started with no spell → "Anti-Magic."
Dungeon
Creta, Daughter of Navarr: "Groundsight" → "Mind Reading."
Gleard the Grey: "Shackles" → "Temporal Spheres."
Kelarr, Son of Navarr: "Groundsight" → "Wean."
Glastor: "Thick Hide" → "Clear Fog."
Starting Skill Changes
Temple
Vesper: "Daylight Magic" → "Battle Magic."
Necropolis
Zam: "Battlecraft" → "Recruitment."
Adahn: "Recruitment" → "Battlecraft."
Funerella: Advanced "Necromancy" → Basic "Necromancy" and "Summon Avatar."
Grove
Mreowa: "Sorcery" → "Combat."
Dungeon
Motley: "Luck" → "Recruitment."
Hive
Pauper: "Battle Magic" → "Luck."
Oriax: "Summon Avatar" → "Recruitment."
Spells
Daylight Magic
"Healing Water." Base HP restored increased: 25/25/25/25 → 50/50/50/50.
"Inner Light." Base reduction to negative effect duration changed: −2/−3/−3/−3 → −2/−4/−4/−4.
"Vengeance":
Base Damage dealt reduced: 100/100/100/100 → 60/60/60/60.
Damage scaling from Spell Power reduced: 20/20/30/30 → 15/15/20/20.
"Judgement." Base damage dealt changed: 200/300/300/300 → 200/400/400/400.
Nightshade Magic
"Web." Casting cost reduced: 11 → 9.
"Umbral Grip." Damage scaling from Spell Power increased: 8/12/16/16 → 10/15/20/20.
"Summon Star Children":
Base number of summoned creatures increased: 4/4/4/4 → 8/8/8/8.
Number of summoned creatures scaling from Spell Power reduced: 2/2/2/3 → 1/1/1/2.
"Naira's Kiss":
Base Damage dealt reduced: 200/300/300/300 → 150/200/200/200.
Damage scaling from Spell Power reduced: 20/20/30/30 → 15/15/20/20.
Arcane Magic
"Shackles." Casting cost reduced: 9 → 6.
"Mirror Copy." Casting cost reduced: 24 → 20.
"Impending Fate." Damage per target level changed: 20/25/35/35 → 20/30/45/45.
"Reality Distortion." Casting cost reduced: 21 → 15.
Primal Magic
"Wean." Base reduction to positive effect duration increased: −1/−2/−2/−2 → −2/−4/−4/−4.
"Ice Bolt." Initiative reduction on target increased: 2 → 3.
"Firewall." Base damage dealt increased: 60/60/90/90 → 80/80/120/120.
"Anti-Magic." Casting cost reduced: 18 → 16.
"Summon Primal Remnant":
Base number of summoned creatures increased: 6/6/6/6 → 12/12/12/12.
Number of summoned creatures scaling from Spell Power reduced: 2/2/2/3 → 1/1/1/2.
"Armageddon":
Base Damage dealt increased: 100/200/300/300 → 150/250/350/350.
Damage scaling from Spell Power increased: 10/10/10/20 → 15/15/15/25.
Neutral Magic
"Magic Arrow." All damage is now dealt across three consecutive strikes.
Artifacts
Ring of Neutrality:
Rarity: Epic → Rare.
Effect reworked: the artifact now only neutralizes Luck (instead of both Luck and Morale previously).
Monster Head:
Rarity: Common → Rare.
Effect reworked: the artifact now neutralizes the Morale of all stacks in combat.
Sixth Finger:
Enemy Morale and Luck reduction reduced: 2 → 1.
"Ethereal Knowledge" set:
2-artifact bonus weakened: bonus XP gained by the hero 100% → 50%.
4-artifact bonus changed: it now increases the duration of all applied effects by 8 rounds (previously they lasted indefinitely until the end of combat).
Factions: Creatures, Buildings, Pandora's Boxes, and More
During our analysis of game statistics, we found that some passive abilities were incorrectly accounted for during the initial balancing process (for example, the "Parry" creature passive). As a result, some creatures were over-tuned and have been adjusted downward.
We also made a large number of targeted stat adjustments. These are mainly aimed at buffing upgraded versions of creatures that, according to collected data, were underperforming compared to their base versions.
Pandora's Boxes
The number of creatures players can receive from Pandora's Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:
Temple:
Tier 3, Griffin: 22/16 → 26/18.
Necropolis:
Tier 1, Skeleton: 80/60 → 65/50.
Tier 2, Wight: 40/30 → 45/35.
Tier 3, Undead Pet: 46/32 → 50/35.
Tier 5, Lich: 33/23 → 27/18.
Tier 6, Dread Knights: 17/11 → 16/10.
Grove:
Tier 2, Hoplet: 25/20 → 30/20.
Tier 3, Vine Iryad: 24/16 → 28/20.
Tier 4, Naiad: 21/15 → 24/17.
Tier 5, Herbomancer: 15/11 → 18/12.
Tier 6, Qilin: 11/7 → 12/8.
Schism:
Tier 1, Ra’shoth: 45/35 → 35/30.
Tier 3, Aga'shoth Rider: 26/18 → 32/23.
Tier 4, Grand Shoth: 17/12 → 20/14.
Tier 5, Concubus: 20/13 → 22/15.
Hive:
Tier 1, Parasite: 35/30 → 40/30.
Tier 2, Locust: 30/20 → 35/25.
Tier 3, Hornet: 24/18 → 30/22.
Tier 4, Scorpion: 26/18 → 29/20.
Tier 5, Reaver: 14/10 → 15/10.
Tier 6, Waurms: 12/8 → 13/8.
Temple
Tier 4:
Lightweaver:
Attack: 10 → 11.
Defense: 10 → 11.
Hierophant:
Defense: 15 → 16.
Initiative: 4 → 6.
Sun Herald:
Attack: 15 → 16.
Damage: 11–17 → 11–18.
Initiative: 4 → 5.
Tier 6:
Inquisitor. Health: 95 → 90.
Excommunicator:
Health: 95 → 90.
Damage: 22–32 → 23–33.
Tier 7:
Archangel. Gained the "Duelist" passive, same as the Apotheosis.
Apotheosis. Defense: 30 → 35.
Buildings:
Construction of "Sundrop Chapel I" and "Sundrop Chapel II" (Tier 4 dwelling) is now 250 gold more expensive.
Construction of "Threshold Basilica I" (Tier 6 dwelling) is now 500 gold cheaper.
Building "Hippodrome I" (Tier 5 dwelling) now requires "Griffin Rookery I" (Tier 3 dwelling) instead of "Mews I" (Tier 2 dwelling). Construction of both versions of the dwelling is now 500 gold cheaper.
Necropolis
Tier 2:
Wight. Initiative: 7 → 5.
Wraith. Initiative: 9 → 7.
Phantom. Initiative: 8 → 6.
Tier 3. Barghest:
Attack: 8 → 4.
The "Call the Pack" ability no longer ends the stack's turn. Its effectiveness has been reduced from 25% to 20%.
Tier 4:
Graverobber:
Defense: 9 → 10.
Damage: 6–8 → 6–9.
Merchant of Death:
Defense: 9 → 10.
Damage: 7–9 → 7–10.
"Dig Up Bones" ability. Number of summoned skeletons scaling from stack size increased: 2 → 3.
"Ensnare Memories" ability. Number of summoned Wights scaling from stack size reduced: 2 → 1. Ability casting cost reduced: 3 → 2.
Kennelmaster:
Attack: 12 → 13.
Defense: 13 → 10.
Damage: 6–8 → 6–9.
Speed: 5 → 6.
Tier 5:
Lich:
"Rewind Death" ability. Health restored changed: 60 + 10 × stack size → 20 + 10 × stack size.
Sanguine Lich:
"Rewind Death" ability. Health restored changed: 60 + 15 × stack size → 40 + 20 × stack size.
Tier 7. Vampire Scholar:
Stack abilities no longer end its turn.
"Corpse Explosion" ability replaced by new ability "Cleansing Blood": removes all negative effects from a chosen friendly stack.
Buildings:
Construction of "Bone Exchange II" (Tier 4 dwelling) is now 250 gold more expensive.
Law "Elite Liches." Bonus to Lich healing ability power: 100% → 50%.
Grove
Tier 1. Base weekly growth in all cities increased: 12 → 13. All hero starting armies adjusted accordingly.
Faun. Initiative: 5 → 4.
Faun Archer. Initiative: 6 → 5.
Faun Warrior. Initiative: 7 → 6.
Tier 2. Base weekly growth in all cities increased: 8 → 9. All hero starting armies adjusted accordingly.
Dusk Hoplet. "Bloom" ability. Spell Power bonus until end of round reduced: 3 → 2.
Tier 3:
Vine Iriyad:
Attack: 4 → 6.
Defense: 10 → 11.
Fungal Iriyad:
Attack: 4 → 6.
Defense: 10 → 11.
Initiative: 2 → 3.
Crystal Iriyad:
Attack: 4 → 6.
Defense: 10 → 11.
Initiative: 2 → 3.
Tier 4:
Naiad:
Health: 35 → 40.
Defense: 9 → 10.
Damage: 10–12 → 10–14.
Vernal Naiad:
Health: 35 → 40.
Defense: 9 → 14.
Damage: 14–16 → 14–18.
Brumal Naiad:
Health: 35 → 40.
Attack: 13 → 15.
Defense: 9 → 10.
Damage: 14–16 → 14–18.
Tier 5. Murmurmancer. "Shroomsong" ability. Mana restored per Focus point reduced: 8 → 6.
Tier 6:
Thunder Qilin. Damage: 27–36 → 30–36.
Mist Qilin:
Attack: 26 → 24.
Defense: 26 → 24.
Damage: 27–33 → 27–36.
Tier 7:
Phoenix:
Attack: 26 → 28.
Defense: 24 → 26.
Flaming Phoenix:
Attack: 32 → 34.
Defense: 24 → 26.
Energy Phoenix. Attack: 26 → 28.
Buildings:
Construction of "Faun Huts I" (Tier 1 dwelling) is now 250 gold more expensive.
Construction of "Hop Patch I" and "Hop Patch II" (Tier 2 dwelling) is now 250 gold more expensive.
Construction of "Blooming Pond I" and "Blooming Pond II" (Tier 4 dwelling) is now 250 gold more expensive.
Construction of "Shroomwood Shack II" (Tier 5 dwelling) is now 5 Wood cheaper.
Construction of "Thunder Lair I" and "Thunder Lair II" (Tier 6 dwelling) is now 500 gold cheaper.
Schism
Tier 1:
Ra’shoth. Initiative: 2 → 5.
Stinging Ra’shoth:
Attack: 4 → 5.
Defense: 4 → 5.
Initiative: 4 → 5.
Ferocious Ra’Shoth. Initiative: 3 → 6.
Tier 2:
Cultist. Damage: 3–5 → 4–6.
Binder:
Damage: 3–5 → 4–6.
Speed: 5 → 6.
Votary:
Damage: 3–7 → 4–8.
Attack: 8 → 9.
Tier 5:
Mistress of Chains. Attack: 16 → 20.
Bewitcher. Initiative: 5 → 6.
Tier 6. No longer deals 1.5× damage in Melee due to the "Paradoxical Shooter" passive: their damage is now reduced the same as all other ranged units.
Rift Arbitrator:
Attack: 22 → 24.
Defense: 24 → 26.
Bloated Arbitrator. Damage: 20–24 → 22–26.
"Involuntary Summons" building no longer requires other buildings to be constructed first.
Buildings:
Construction of "Lesser Summoning Rite I" (Tier 1 dwelling) is now 500 gold more expensive.
Construction of "Cultist Spire II" (upgraded Tier 2 dwelling) is now 250 gold more expensive.
Construction of "Aga'Shoth Stables I" (Tier 3 dwelling) is now 250 gold cheaper.
Construction of "Disturbing Summoning Rite I" and "Disturbing Summoning Rite II" (Tier 4 dwellings) is now 250 gold cheaper.
"Involuntary Summons" building no longer requires other buildings to be constructed first.
"The World is Ours" law Tier reduced: 5 → 3.
Hive
Tier 2. Overgrown Locust. Damage: 3–5 → 3–4.
"Burning Soul Burrows" (Tier 6 dwelling) no longer requires "Paper Nest" (Tier 3 dwelling) to be built first.
Buildings:
Construction of "Burning Soul Burrows I" and "Burning Soul Burrows II" (Tier 6 dwellings) is now 500 gold more expensive.
Construction of "Tower of Love I" (Tier 7 dwelling) now requires 5 Wood and Ore.
Construction of "Tower of Love II" (Tier 7 dwelling) is now 2500 gold more expensive.
Dungeon
Tier 2. Guile Infiltrator. Defense: 2 → 3.
Tier 4:
Minotaur. Morale: 2 → 1.
Minotaur Lord:
Attack: 12 → 11.
Initiative: 7 → 6.
Morale: 2 → 1.
Minotaur Vanguard:
Defense: 12 → 11.
Morale: 3 → 2.
Tier 5:
Medusa Sculptor. Attack: 18 → 20.
Medusa Queen. Initiative: 6 → 7.
Tier 6:
Chthonic Hydra:
Health: 150 → 160.
Defense: 32 → 34.
Infernal Hydra. Damage: 30–33 → 30–38.
Tier 7. Ashen Dragon. Attack: 33 → 37.
Neutral Creatures
Tier 4. Primal Remnant. "Emboldening Spores" ability replaced by new ability "Cleansing Spores": removes all negative effects from this creature and all friendly stacks in adjacent hexes.
Tier 8. Lich Dragon. This creature's magic resistance now reduces incoming Magic Damage by 85% (previously 60%).
Map Generator and Objects
General Changes
Adjusted the internal guards of the "Tomb of Vigilance" object:
Number of Undead Pets and their upgraded versions depending on object difficulty: 13/26/37/47 → 14/28/40/50
Adjusted the internal guards of the "Ritual Pyre" object:
Number of Herbomancers and their upgraded versions depending on object difficulty: 5/10/14/18 → 4/8/11/14
Adjusted the internal guards of the "Carrion Pile" object:
Number of Locusts and their upgraded versions depending on object difficulty: 18/36/52/65 → 19/38/55/69
Maps now generate slightly more Wood and Ore relative to other resources.
Gold rewarded for defeating the "Research Laboratory" guards reduced: 30000/40000/50000/60000 → 20000/30000/40000/50000.
Jebus Cross
Starting areas:
Artifact generation improved.
Pandora's Box creature generation slightly improved.
Guard strength for optional cities reduced by 35%.
Probability of high-tier creature dwelling generation slightly increased.
Central area:
Number of Prisons slightly reduced.
"Remote Foothold" generation adjusted: they now spawn more evenly, and the roads leading to them cover a larger area.
Default creature count in external dwellings increased to 2× the standard growth.
Default-built "Tavern" and "Mage Guild" removed from all cities. Other pre-built buildings have also been slightly adjusted.
Side areas:
2 mandatory guarded "Town Gates" added, allowing players to return to any city they own.
Spells and creatures completely removed from Pandora's Boxes in these areas.
Default creature count in external dwellings increased to 3× the standard growth.
Each side area now guarantees one city matching the player's faction. All creature recruitment buildings are fully constructed in these cities and in the area's central city.
Arcade
Maximum number of possible "Dragon Utopias" in the central area increased.
Several artifacts unsuitable for this template have been removed from generation.
Guard strength of objects in the central area increased.
Exodus
Pandora's Boxes granting +3 and +4 to all hero stats can no longer generate in player final areas.
Pandora's Boxes granting +1 and +2 to all hero stats are less frequent in player final areas, but their value (and external guard strength) has been increased relative to standard values.
Creature dwelling generation in player starting areas adjusted: the statistical bias toward low-Tier dwellings has been removed.
Sprint
All heroes now start with the "Primordial Chaos" spell, with its casting cost reduced to 0.
The spells "Assemble!", "Groundsight," "From a Bird’s Eye," "Naira's Veil," and "Clear Fog" are fully blocked.
Guard strength between areas increased.
The number of Astrology points and Law points required to gain new levels has been reduced.
All "Logistics" specialist heroes are banned.
The number of unguarded resources in all areas has been reduced.
Harmony
Template size reduced to 112×112 for more dynamic gameplay.
Unguarded resource count reduced in all areas.
Guard strength increased between the 2nd and 3rd areas of each player, and between the 3rd areas of both players.
A mandatory "Redwood Observatory" added to the 2nd area.
The 2nd area now contains two "Town Gates," positioned away from roads.
Vendetta
More creature dwellings and "Town Gates" now generate in the starting area.
More creature Pandora's Boxes now generate in the central area.
Jebus Outcast
Several variations for starting area generation have been added to the template.
Miracle
The generator now lays dirt roads to help players visually identify exits from the starting area more quickly.
Matchmaking
We hear your requests for the ability to play exclusively on the templates you prefer. As mentioned in the early access roadmap, this feature will definitely be added in the future. In the meantime, we've prepared a small change to the online game settings and rotated the templates available for competitive play.
Classic Mode
Map rotation updated:
Old set: Jebus Cross, Universe, Infinity, Last Fortress, Arcade.
New set: Jebus Cross, Universe, Infinity, Sand Clover, Arcade.
Jebus Cross is always included in the selection pool.
Timer settings adjusted on some templates:
Jebus Cross. +60 seconds added to the daily timer.
Universe. −120 seconds from the starting timer.
Infinity. −60 seconds from the starting timer.
At high Ranks, combat time on all templates increased from 90/105 to the standard 120 seconds.
Single Hero Mode
Map rotation updated:
Old set: Harmony, Sprint, Exodus, Jebus Outcast, Vendetta.
New set: Harmony, Sprint, Exodus, Blitz, Vendetta.
Exodus is always included in the selection pool.
Timer settings adjusted. Combat time is now set to uniform values across all leagues: 60 seconds for Sprint and Vendetta, 80 seconds for all other templates.
Arena Mode
We are beginning to plan a major arena update that will make battles even more engaging and exciting. It will arrive a bit later — but in the meantime, to keep things fresh, we're making some small balance adjustments to the current ruleset to shake up the meta.
The following artifacts have been removed from the mode: "Orb of Inhibition," "Ring of Neutrality," "Monster's Head," "Chain Link," "Deck of Spells," and "Runestone Shards."
The following artifacts will appear much less frequently: "Nightshade Tome," "Daylight Tome," "Arcane Tome," "Primal Tome," "Robe of Enlightenment," "Bottled Spells," and "Spellbinder’s Hat."
Players are now offered a choice of 10 spells when building a loadout (previously 9).
Level 4 spells no longer appear in the Arena. The chance of receiving a level 2 or 3 spell has been reduced.
The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):
Temple
Tier 4. Lightweaver: 60/40 → 58/40.
Necropolis
Tier 1. Skeleton: 350/265 → 370/280.
Tier 3. Undead Pet: 135/95 → 130/90.
Tier 4. Graverobber: 62/42 → 64/44.
Tier 5. Lich: 56/38 → 54/36.
Tier 7. Vampire: 22/12 → 22/13.
Grove
Tier 1. Faun: 145/110 → 150/115.
Tier 2. Hoplet: 100/75 → 105/75.
Tier 3. Vine Iriyad: 70/50 → 75/55.
Tier 4. Naiad: 52/38 → 52/36.
Tier 5. Herbomancer: 32/22 → 35/24.
Tier 6. Qilin: 20/12 → 24/15.
Schism
Tier 1. Ra’shoth: 250/195 → 215/165.
Tier 2. Cultist: 105/80 → 100/75.
Tier 3. Aga'shoth Rider: 90/65 → 95/70.
Tier 4. Grand Shoth: 46/32 → 50/34.
Tier 5. Concubus: 46/31 → 48/32.
Tier 6. Arbitrator: 25/16 → 25/15.
Tier 7. Abyssal Envoy: 13/7 → 12/7.
Hive
Tier 1. Parasite: 190/145 → 180/140.
Tier 2. Locust: 125/95 → 110/85.
Tier 3. Hornet: 75/55 → 70/50.
Tier 4. Scorpion: 66/46 → 58/40.
Tier 5. Reaver: 30/20 → 27/18.
Tier 6. Waurms: 23/14 → 20/13.
Tier 7. Hive Queen: 13/8 → 12/7.
Steam reviews — thank you!
Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.
Official Wiki
New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!
Join the Community
Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!
With love,
💙 Unfrozen Team
Greetings, Heroes!
A new update is now live! This patch focuses on significantly improving the overall campaign experience, eliminating progression-breaking script crashes, and optimizing map areas. We have also fixed several bugs that were unfairly abused in some games, ensuring a fair and competitive playing field for everyone.
Additionally, this update introduces a couple of quality-of-life features: the in-game bug-report form has been slightly improved, and you can now select an alternative starting camera position during combat.
Rest assured, the next patch is already on the way! Get ready to see it next week — its main focus will be balance changes, and we cannot wait to share them with you!
Changelog
v. 0.80.16
New Features
Added an alternative starting camera position in combat. It allows you to zoom the starting position in a little closer or, conversely, further out.
Bug Fixes
Fixed the pocket dimension logic with the "Direct Supervision" skill that allowed army size to be doubled.
Fixed a bug that doubled garrison troops during a city siege.
Fixed incorrect behavior of the "Taunt" effect.
Fixed a bug where the camera would sometimes zoom in too far at the start of combat.
Disabled camera position saving between battles.
Fixed a bug where a hero on the map could not interact with a city by pressing Space.
Fixed a bug that made it impossible to use a hero's strike when using the upgraded Excalibur.
Fixed incorrect camera behavior in certain situations.
Fixed tournament information display after loading a save.
Fixed UI breaking when loading the game in map view mode after one of the participants had left the match.
Fixed incorrect display of the name of a participant who lost or left the game.
Fixed the "Perception" sub-skill of the "Insight" skill.
Fixed Cyrillic character display in player nicknames.
Campaign
⚠️ Most fixes will not apply to saves made inside a mission prior to the patch ⚠️
General
Fixed game area layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.
Fixed the timing of story dialogue windows in a number of missions — dialogues following the defeat of story enemies now play strictly after their death animation, not before it.
Necromancy is now enabled by default for Necromancer heroes.
"Into the Woods"
Fixed a bug that caused the dialogue with the Crystal Canyon guards to repeat after the player chose to attack them.
"Never-ending Conflict"
Removed a pile of resources that was located inside decorations and was inaccessible.
Added unique inventory icons for quest-related items.
"Burning Hearts"
Fixed a bug in the dialogue with the builders: selecting "Give Resources" now correctly deducts them from the player's total.
The builders' quest is now correctly removed from the journal if the player changes their mind about fulfilling the conditions and decides to attack them instead.
Fixed a bug where Ignatius would appear in the final dialogue even when he shouldn't have. ;)
The neutral Warlock will no longer return and attack the spies at the portal.
"Deal with a Vampire"
Fixed bugs with quest markers.
"Saving the Knight"
Fixed a critical bug related to the Sentinel of Glory that broke all subsequent mission scripts.
Fixed a critical bug related to the Troglodyte that broke all subsequent mission scripts.
Fixed the Troglodyte dialogue replaying after selecting "Attack."
"Renegade" and/or "Corruption"
Fixed a bug where, during the amplifier destruction quest, the player received a negative effect despite having the option available to avoid it.
Added a unique model and icon for one of the quest items.
Fixed a bug that caused an infinite tactical phase in the battle with the Necromancer at the portal.
Updated the bonus movement point logic for all heroes.
Minor mission balance tweaks.
Fixed quest markers.
Fixed a bug that caused an error in one of the quests.
Replaced one outdated voice-over audio track.
"Alvar Diruil"
Fixed a bug that allowed one of the battles to be skipped.
Map exit points and paths leading to them are now more visually prominent.
Fixed incorrect speaker name and portrait display in certain dialogue lines.
Scenarios
⚠️ Most fixes will not apply to saves made prior to the patch ⚠️
General
Fixed game territory layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.
"Fun and Graves"
Fixed a bug that blocked mission completion after winning in one of the possible situations.
Fixed a bug where the game incorrectly registered the death of one of the characters.
Fixed the portrait of one of the non-player characters.
"Glittering Strait"
Fixed a bug that caused an empty, broken dialogue to appear.
Localization
Updated localization for all languages: added translations for new settings, fixed errors, etc.
Added the ability to select the localization language in the bug report submission form.
Steam reviews — thank you!
Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.
Official Wiki
New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!
Join the Community
Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!
With love,
💙 Unfrozen Team
Greetings, Heroes!
We're releasing a small hotfix addressing two annoying bugs that affected AI behavior and multiplayer stability.
Changelog
[p align="start"]v. 0.80.15Fixed a bug where AI was not constructing buildings in its cities.
Fixed a bug where a player would sometimes not appear in the "Connection Problem" window for kicking.
Thanks for your reports — keep sending in bug reports, it helps us make the game better!
With love,
[p align="start"]💙 Unfrozen TeamGreetings, Heroes!
We have just released a new patch focused on multiplayer stability, gameplay improvements, and a wide range of fixes across the campaign, user experience, and interface. This patch resolves several causes of desynchronizations and softlocks in online play, reworks certain timer-related mechanics, and introduces additional balance adjustments for difficulty levels and AI behavior.
We have also introduced a new “Moderate” difficulty setting for skirmish maps. Located right between Normal and Hard, it’s designed to help you transition to tougher challenges with ease.
Thank you for your continued feedback and bug reports — they help us keep the game stable and steadily improving. Have a great time exploring Jadame and stay tuned for the next updates!
Changelog
[p align="start"]v. 0.80.14Bug Fixes
Network & Stability
Fixed a desync issue caused by the “Involuntary Summons” building in loaded saves.
Fixed a desync issue caused by the “Guild of Six Winds” building.
Fixed a freeze in loaded saves where simultaneous turns had been interrupted.
Network lobby & matchmaking:
Fixed windows closing for players when lobby settings were changed.
Reconnection timeout after a disconnect reduced from 6 to 4 minutes.
Improved opponent search in matchmaking.
Fixed a bug where a player who left a match was not actually removed from it, potentially causing the match to run indefinitely.
Kicked players no longer appear in the connection issues window.
Various other network stability improvements.
Timers, Hotseat & UI
Fixed a bug preventing combat from starting on templates with tournaments and “Hell Light Arena” in hotseat mode.
Players now receive +5 seconds on the timer after each stack ends its turn in combat.
Changed the rules for timer penalty accumulation when restarting a match.
Fixed incorrect display of time spent in the campaign.
Redesigned building windows on the city construction screen.
Buildings with a choice are now more prominent: options are displayed separately, and the text indicating a choice must be made has been added to the button.
Camera tracking has been disabled in the following situations: entering a town and leaving without a hero; dismissing a hero.
Balance
Difficulty levels in the campaign and on random maps have been adjusted:
A new AI difficulty level has been added to random maps, sitting between Normal and Hard. The full list in ascending order: Easy, Normal, Moderate, Hard, Unfair, and a separate Multiplayer difficulty outside this scale.
AI behavior on Hard and Unfair difficulties has been slightly adjusted. As these levels are intended to challenge experienced players, AI strength on these difficulties has been increased.
Balancing of Easy and Normal campaign difficulties is ongoing. Changes have been made to the missions “Never-ending Conflict,” “Burning Hearts,” “Deal with a Vampire,” and “Alvar Diruil.” A mission restart is recommended to apply changes in full.
We will continue monitoring difficulty levels in both the campaign and standard play to ensure every player can find their comfort zone. Keep sharing your feedback in the comments and on social media.
Campaign
General Fixes
Fixed portrait display for certain characters in the final campaign missions.
Fixed camera tracking on enemy heroes in the missions “Never-ending Conflict,” “Burning Hearts,” “Renegade,” “Corruption,” and “Alvar Diruil” (when the relevant setting is enabled).
Mission-Specific Fixes
Garner Hills
Fixed a missing final dialogue when all minotaurs had been lost.
Into the Woods
Fixed territory boundary markings.
Moved some quest objects for better narrative flow.
Fixed dialogue timing after combat with an enemy: it now plays after the enemy's death animation, not before.
Alvar Diruil
Fixed quest markers displaying above creature banks.
Fixed various cases of dialogue appearing at the wrong time.
Eternal Conflict
Fixed fog of war reveal over a quest object.
Fixed a bug preventing combat with a story character from starting.
Burning Hearts
Fixed a quest marker remaining above the astrologer's tower after the related objective was completed.
Corruption
Fixed a reward not being granted for one of the side quests.
Fixed reputation values shown in one of the dialogues.
Fixed the speaker name on one of the slides.
Scenarios
“Fun and Graves” — Removed redundant dialogues and made minor map design tweaks.
“Gorges of Discord” — Fixed the position of the infiltrator dwelling when playing as the Dungeon faction; it can no longer be captured for free.
Localization
Added descriptions for the new difficulty level.
Updated Czech localization: fixed various errors and typos.
Replaced some narrative placeholder texts in Russian, English, and Czech (remaining localizations to follow in the next patch).
Steam reviews — thank you!
[p align="start"]Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.[p align="start"]Official Wiki
[p align="start"]New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving![p align="start"]Join the Community
[p align="start"]Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts![p align="start"][p align="start"]With love,[p align="start"]💙 Unfrozen TeamGreetings, Heroes!
We have just deployed another update to address several technical issues and quality-of-life bugs reported by the community. This patch focuses on refining Multiplayer UI, and squashing persistent bugs within the Diplomacy and Recruitment skills. We’ve also tightened turn-timer logic in online play to ensure a fair experience for everyone.
Looking ahead, our next update will focus on futher rebalancing lower difficulty levels as well as improving the network stability.
Thank you for your detailed bug reports — they allow us to keep the portals to Jadame running smoothly! We hope you all have a fantastic weekend enjoying the game.
Changelog
[p align="start"]v. 0.80.13Bug Fixes
Gameplay and AI-player:
Fixed a rare AI error occurring during combat.
Fixed a bug that blocked the recruitment of creatures when using the Diplomacy skill with Negotiator sub-skill.
Fixed the Mentors sub-skill of the Recruitment skill.
Fixed an issue that allowed players to repeatedly select responses in dialogue windows.
UI and Multiplayer:
Fixed the display of skill and sub-skill tooltips in the hero window when using the Shift key.
Combat timers no longer overlap the Initiative bar on 16:10 aspect ratio screens.
Fixed the gold growth display after constructing a Bank or Treasury.
Fixed a UI error occuring when spliting stacks.
The Alt key is now functional again during the pick&ban in multiplayer.
The Exit to Desktop button now correctly closes the application while in multiplayer.
Fixed the localization of the opponent’s name in the battle log.
Fixed the display of losses for stacks containing temporary units.
Fixed a multiplayer bug when a player could continue taking actions even after their turn timer had expired.
Map Editor:
Fixed the customizable version of the University object (custom_university): it no longer crashes the game when loading a map.
Steam reviews — thank you!
Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.
Official Wiki
[p align="start"]New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving![p align="start"]Join the Community
[p align="start"]Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts![p align="start"][p align="start"]With love,[p align="start"]💙 Unfrozen TeamGreetings, Heroes!
Thank you for sticking with us and sharing your feedback on Discord, the Steam forums, and in reviews — we read every comment. Keep it coming!
We've seen a lot of reports about issues playing with multiple friends, so we're putting out a hotfix for this as quickly as possible. We're also aware of connection problems in certain regions and are actively working on a fix. AI balance remains on our radar as well.
In upcoming patches, we plan to introduce changes relating to game difficulty, and we are continuing to work on improving the stability of online play.
Changelog
[p align="start"]v. 0.80.12Bug Fix:
Fixed a crash occurring in multiplayer matches with 3 or more players when unit abilities were used during player vs. player combat.
Localization:
Fixed missing ability description text for Temps magique in French.
Fixed game date display in Japanese.
Fixed various typos across multiple languages.
Official Wiki
[p align="start"]New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving![p align="start"]Join the Community
[p align="start"]Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts![p align="start"][p align="start"]With love,[p align="start"]💙 Unfrozen TeamGreetings, heroes!
In this update, we’ve focused on bug fixes, improving network stability, and balance adjustments.
Critical bugs affecting campaign progression and AI-player behaviour have been fixed, and errors in creature and object stats have been corrected.
The network is now more stable — we’ve improved lobby entry, the reconnection process, and client synchronisation. In multiplayer, we’ve adjusted timers, the “Diplomacy” skill parameters, and the cost of several Hive faction buildings. We’ve also made adjustments to hero skills and fixed localisation mistakes in several languages.
We keep actively working on network stability and balance — there are many more improvements to come. Thank you for your feedback and bug reports: it is thanks to you that we can make the game better with every update.
Changelog
[p align="start"]v. 0.80.11Bug Fixes
Fixed a bug that occured when loading several save files in a row and attempting to open the Esc menu.
Fixed a bug blocking progress in the “Into the woods” mission.
Fixed a campaign bug where the Mountain Monastery object increased hero attributes by 1 instead of 2.
Fixed a rare AI-player error during sieges.
The recruitment window now automatically closes once all available units have been hired.
Fixed an issue with construction menu scaling on 21:9 monitors.
Restored missing tooltips explaining stats within the neutral creature window.
⚠️ Experimental Feature: Added an option to enable input from peripheral devices. Important! Full support for controllers is still not available.
Set the default AI difficulty in lobbies to Easy.
⚠️ Please double-check your settings when creating a new lobby if you want to change it!Fixed Crystal Iriyad Defense stat (8 → 10).
Fixed the cost of the “Nature’s Fury” ability of Faun Warriors (1 → 2).
Fixed an issue where the “Children of the Wild” faction law was not functioning.
Added a notification when receiving an artifact from the “Crow Nest” object.
Fixed an issue causing AI-player to freeze in some battles.
Fixed a bug where the “Beelzebub’s Blessing” bonus incorrectly stacked with “Battle Frenzy” and “As Luck Would Have It” subskills, resulting in unintended massive attribute boosts of the Maniacal Reavers.
Fixed the incorrect tooltip for AoE attacks that only target enemy creatures (previously they incorrectly stated they affected all creatures).
Infernal hydra now correctly applies Weakening Venom when using its alternative attack.
Network
Resolved several issues related to joining lobbies and starting games.
Fixed the reconnection system during active game.
Added a game version check when inviting friends (via the Invite button or lobby code) to prevent desynchronization caused by version mismatches.
Improved filtering for lobbies without password protection.
Various general networking improvements.
Balance
Timers in Multiplayer:
Time for selecting heroes, skills, and artifacts on Arena increased from 5 to 6 minutes.
PvE combat timer in Single Hero mode reduced by 5 seconds. The daily timer bonus increased by 15 seconds, and the weekly bonus by 30 seconds.
Diplomacy skill:
The additional cost for recruiting joining creatures reduced from +100% resources to +50%.
Increased the influence of army composition and hero level on the likelihood of creatures joining the player.
Slightly reduced army strength requirements when attempting to recruit "Hostile" squads.
Defense tower damage per constructed building increased from 10% to 15%.
Hive faction construction costs:
Chitinous Ziggurat: Gold: 2250 → 3750. Crystals: 5 → 0.
Burning Soul Burrows: Gold: 4500 → 6000. Crystals: 10 → 5.
Hero Skills:
Battle Magic: Attack and Defense bonus based on Magic stats: 15/20/25% → 15/25/35%.
Thaumaturgy: Additional mana cost for re-casting a spell: 150/125/100% → 100/75/50%.
Tactics: “One for All” sub-skill. Attack bonus reduced from 3 to 2 per adjacent enemy.
Tactics: “All for One” sub-skill. Defense bonus reduced from 3 to 2 per adjacent friendly creature.
Localization
Fixed the outdated game title translation in Traditional Chinese.
Fixed an incorrect translation for the hero Le Ménestrel in French.
Fixed translation error in the tutorial quest log in Polish.
Fixed a bug with the "Leeching Hop" ability for Hoplets and Dusk Hoplets.
Fixed a bug with the Lich Dragon ability description.
Minor typo fixes across all supported languages.
Steam reviews — thank you!
Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.
Official Wiki
[p align="start"]New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving![p align="start"]Join the Community
[p align="start"]Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts![p align="start"][p align="start"]With love,[p align="start"]💙 Unfrozen TeamGreeting, Heroes!
[p align="start"][p align="start"]Over the past two days since launch, we've been carefully reading through your reviews and feedback. Your thoughts on AI difficulty were heard loud and clear — and we got to work right away.Difficulty adjustments
[p align="start"]This patch focuses on making the early game experience more enjoyable, especially for those who prefer a relaxed pace. Many of you have expressed concerns that the AI-player was treating you a bit too harshly on Easy and Normal difficulties in custom games. Making the game feel balanced and rewarding for every playstyle is a top priority for us, so we’ve implemented the needed changes.
[p align="start"]Thank you for taking the time to share your experience with us — it genuinely shapes how the game evolves.
Changelog
[p align="start"]v. 0.80.10Balance:
Adjusted the AI difficulty for random maps and scenarios:
Easy. Significantly weakened. The AI will now act very passively, giving players plenty of time for calm, unhurried development.
Normal. Weakened. The AI is now less aggressive and uses less complex hero and city management (less army transfering between the heroes and the cities, as well as unit upgrading).
We will continue to monitor AI difficulty across all difficulties and make timely adjustments, including the addition of new difficulty levels if necessary.
Bug Fixes:
Fixed a bug that caused the siege sub-skill text to display an error.
Fixed an issue where building effects would disappear or display incorrectly during construction.
Fixed an issue with cloud saves.
Restored missing tooltips explaining stats within the creature window.
Fixed the display of the hero window after leveling up during combat.
Removed the ability to launch scenario maps in the online lobby (this caused desynchronization). However, players can still load old scenario saves in the online lobby, doing so will likely results in errors.
Localization:
Fixed an incorrect description of the Chant de champignons ability in French.
Minor typo fixes across various languages.
Steam Reviews: Keep Them Coming!
We read every single review — and this patch is proof. Your feedback on AI difficulty directly shaped the changes you see today. If you haven't left a review yet, now's a great time: it helps us understand what matters most to you and guides what we tackle next.
Official Wiki
[p align="start"]New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving![p align="start"]Join the Community
[p align="start"]Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!May your heroes be mighty and your castles ever-growing.
With love,
💙 Unfrozen Team
Current Release
23341160
Uploaded May 25, 2026
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How to Install
HeroesOldenEra.exe to play
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