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Units

In Heroes of Might and Magic: Olden Era, there is a huge variety of units. They can be divided into two major categories: factional (belonging to a specific town/castle) and neutral (independent).

Faction Units

These units are recruited in their native towns. Every week, towns generate growth (reinforcements), after which the units can be picked up into the army. When you construct a unit building, you immediately receive one growth stack (without bonuses).

Recruitment requires gold. T7 units also require other resources. The main feature of faction units is upgrades: build the corresponding upgrade building in the town, and each unit will have two upgrade options. They differ in appearance, stats, and abilities. You can freely switch between upgrades simply by visiting the town with the required building.

This adds depth: one upgrade might focus on high damage, while the other offers super-high initiative (to act first and use abilities before the enemy’s turn). Or utility units like Arbitr — both upgrades have powerful abilities, and you’ll want to have both in battle.

Neutral Units

They do not belong to any faction, appear on the adventure map or guard objects. They cannot be upgraded — only one version exists. Ways to obtain:

  • Hiring buildings (specialized)
  • Defeating guards at objects — units as reward
  • — reroll native troops with a chance to get neutral units
  • Summoning spells (temporary stacks on the battlefield)

Unit Tiers

Tier is a rough measure of power. Faction units: 7 tiers (T1 — cheap/weak, T7 — top/expensive). Higher tier = better stats, powerful abilities, easier to clear without losses.

Neutral units: 8 tiers. T8 are elite with insane difficulty (they guard treasures). In the beta, T8 does not drop from the Chimerologist’s Hut. The most common T8 is Lich DragonLich Dragon : the Bone Armageddon Bone Armageddon Bone ArmageddonDeals [ 0 × amount of units ] Pure Damage to all other creatures. ability deals 333 damage to all units in battle!

Unit Stats

11 key stats determine a unit’s balance and value:

  • healthhealth — health. How much damage the unit can take.
  • damagedamage — base damage per hit (without modifiers).
  • attackattack — hero’s attack. Formula: (1 + 5% × ATK) — damage multiplier.
  • defencedefence — hero’s defense. Formula: (1 + 5% × DEF) — reduces incoming damage.
  • initiativeinitiative — turn order in the round. High value = acts earlier. “Wait” shifts the queue.
  • speedspeed — movement range in combat (tiles).
  • moralemorale — base morale (usually 0). Range depends on unit type. +1 = +4% chance of extra turn; -1 = chance to skip turn.
  • luckluck — base luck (usually 0). Range by unit type. +1 = +6% chance of extra damage; -1 = reduced damage.
  • growthgrowth — weekly growth (faction units only).
  • experienceexperience — EXP gained per unit on victory.
  • valuevalue — internal value for map balance (≈ EXP × 10, adjusted for rare cases).

Unit Abilities

In addition to stats, units have unique passive abilities (always active, e.g. HydraHydra hits multiple tiles with Sweeping Strike Sweeping Strike Sweeping StrikeDeals Damage to the target and two adjacent hexes to its sides., GriffinGriffin flies with Flying Flying FlyingMovement ignores obstacles and traps.) and active abilities. Active abilities consume focus points accumulated during combat. Build up enough — boom, powerful effect!

Attack Types

  • Melee Attack Melee Attack Melee AttackCan only attack adjacent enemies. Provokes counterattacks. — melee
  • Ranged Attack Ranged Attack Ranged AttackCan attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%). — ranged, across the entire field
  • Long Reach Long Reach Long ReachHas an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target. — ranged, but only 1 tile forward

Unit Types

Unit type determines morale/luck range, necromancy interaction, immunities to magic/abilities:

  • Hive Spawn Hive Spawn Hive SpawnA part of a hivemind that serves a powerful lord from beyond. Morale range: –5 to 5. Luck range: –5 to 5. Fallen Hive Spawn count towards the power of Necromancy reanimation after battle.
  • Living Living LivingA fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.
  • Magic Creature Magic Creature Magic CreatureA beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.
  • Embodiment Embodiment EmbodimentA spirit, soul, or other intangible power that has coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.
  • Undead Undead UndeadA creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.
  • 巨龙 巨龙 巨龙强大且古老的生物,通常具有智能,体内蕴含神奇魔法。 士气范围:0 至 5 幸运范围:0 至 3 阵亡巨龙生物会计入战斗结束后的死灵术复苏强度。
  • Construct Construct ConstructInert matter that has been reanimated with magic or other means. Morale: Always neutral. Luck: Always neutral. Fallen Constructs do NOT count towards the power of Necromancy reanimation after battle.

Native Terrain

On home terrain, units gain +1 Initiative:

  • Temple Temple: Grass
  • Necropolis Necropolis: Deathland
  • Dungeon Dungeon: Dirt
  • Schism Schism: Snow
  • Hive Hive: Lava
  • Sylvan Sylvan: Autumn

Morale and Luck: Limits and Super Boosts

Each unit type has its own morale/luck cap. Example: SwordsmanSwordsman (Living Living LivingA fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.) — max 5 (25% chance per the base formula of 4% per point). AngelAngel (Embodiment Embodiment EmbodimentA spirit, soul, or other intangible power that has coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.) — only 3 (15%).

The range cannot be changed, but you can boost the base modifier (increases the chance for all units):

  • Heroes: Aeos the Exalted:Aeos the Exalted, Rhea:Rhea
  • Set Knight’s Honor (Plate Armor Plate Armor, Lance Lance, Misericorde Misericorde, Armet Armet, Барабан войны Барабан войны) — +5%
  • Skills Expert Leadership Expert Leadership / Expert Luck Expert Luck : sub-skills ResolveResolve:ResolveFriendly creatures’ chance to take an additional turn increases by 1% for each point of Morale. This bonus is doubled if the hero knows “Battlecraft.” + Beastly ConfidenceBeastly Confidence:Beastly ConfidenceFriendly creatures have a 1% higher chance to land a Lucky Strike for each point of Luck. This bonus is doubled if the hero knows “Primal Magic.” (synergy doubles the effect)
  • Laws: 1EncouragementEncouragementThe chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale. (+2%)

Maximum boost: lvl 20 Aeos the Exalted:Aeos the Exalted (+7%) + set (+5%) + Resolve (+2%) + 1EncouragementEncouragementThe chance of Morale triggering for friendly creatures increases by 1% for each point of their Morale. (+2%) = 20% per point. SwordsmanSwordsman : 5 × 20% = 100% extra turn chance. AngelAngel : 3 × 20% = 60%.

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