Beginner
Everything new players need to know — from your first turn to your first victory. Master economy, combat, and hero progression in Heroes of Might & Magic: Olden Era.
Welcome to Heroes of Might & Magic: Olden Era. If you are new to the HoMM series or returning after a long break, this page walks you through the fundamentals. Olden Era combines town building, hero progression, turn-based tactical combat, and strategic map exploration into a deeply rewarding experience. The learning curve is real — but with the right foundation, you will be conquering Jadame in no time.
Start with the Temple faction. Temple's balanced unit roster and forgiving buff mechanics make it the ideal learning faction. Lord Edgar provides a straightforward attack and defense bonus to all units — no complex conditions, no specific unit requirements, just pure, reliable power. Once you are comfortable with Temple, branch out to other factions that match your evolving playstyle.
Your opening moves set the trajectory for your entire campaign. Early hero deployment is the single most impactful decision in Olden Era — every turn a hero is inactive costs you resources and map control.
This unlocks hero recruitment and is always your first building. Nothing else on turn one competes with it.
Even a basic hero doubles your map presence and resource gathering. Never end your first turn without both heroes deployed and moving.
Reveal the fog of war in all directions. Prioritize finding mines and treasure before you commit to an expansion direction.
Gold, wood, ore, and gems all matter early. The second hero exists to sweep the map while the main hero clears.
Especially gold mines and sawmills. These generate passive income every turn and compound faster than any single purchase.
Gold is the lifeblood of Olden Era. Every unit, building, and hero costs gold. Your primary gold sources are town income from Town Hall upgrades, gold mines on the adventure map, and treasure chests found during exploration. Secondary resources — wood, ore, gems, crystals, mercury, and sulfur — are required for advanced buildings and top-tier units.
Different factions consume different rare resources, so plan your map priorities around your faction's needs.
| Faction | Rare Resource Needs |
|---|---|
| Temple | Gems |
| Necropolis | Mercury |
| Grove | Crystals |
| Hive | Sulfur |
| Schism | Mercury and crystals |
| Dungeon | Gems and crystals |
The Economy skill is a game-changer. At expert level, it increases gold income by 45%. On a secondary hero who does not need combat skills, Economy provides immense passive value. Similarly, the Recruitment skill increases weekly creature growth, meaning more units available for purchase each week. Prioritize capturing and defending resource generators — losing a gold mine in the early game can set you back by 2-3 turns of development. Protect your economic infrastructure with secondary heroes or garrisons.
All six factions are viable, but they do not ask the same things of a new player. The table below pairs each faction's tier with the playstyle it actually rewards and the weakness that most often ends a beginner run. Read the weakness column first — it tells you what your save will feel like when things go wrong.
| Faction | Tier | Playstyle | Key Units | Main Weakness |
|---|---|---|---|---|
| Necropolis | S | Attrition warfare — undead rise again after battles, backed by debuffs, curses and life-drain | Skeleton, Wight, Vampire, Lich, Dread Knight | Undead cannot benefit from morale boosts and are vulnerable to Light/Holy magic |
| Temple | A | Well-rounded, with units gaining extra benefit from every buff — armies snowball as buffs stack | Swordsman, Crossbowman, Cavalry, Lightweaver, Angel | Slow early expansion and heavy reliance on buffs, so dispel effects hurt badly |
| Grove | A | Spellcaster-focused with unique elemental creatures and the best casting heroes in the game | Faun, Ranger, Druid, Treant, Phoenix | The most expensive faction, with fragile low-HP units that are slow to replace after losses |
| Dungeon | A | Versatile dark elves whose units all have two attack types, adapting to any enemy composition | Assassin, Dark Elf, Minotaur, Medusa, Black Dragon | Expensive across the board, mana-dependent and heavy on combat micro-management |
| Hive | B | Aggressive rush faction with the highest initiative and hivemind bonuses for same-type stacks | Drone, Soldier Ant, Dragonfly Rider, Mantis, Queen Ant | Limited ranged options, fragile units and poor performance in prolonged siege battles |
| Schism | B | Control faction that denies enemy spells and abilities while summoning ever-larger eldritch hordes | Cultist, Abomination, Deep One, Kraken Spawn, Eldritch Horror | Slow early game because summons need time to build up, and weak against fast rushes |
Temple is the gentlest entry point because its roster has no major gaps and its healing and support magic forgive positioning errors. Necropolis rates highest overall thanks to Necromancy raising fallen enemies as skeletons, which turns every won battle into free army growth, but its slow units punish sloppy adventure-map planning. Avoid Schism as a first faction — it is explicitly the most complex to play effectively, and its slow build-up gives a rushing opponent a long free window.
Your army composition should reflect your faction's strengths. Temple builds balanced armies with Swordsmen as the frontline, Crossbowmen for ranged damage, and Cavalry for flanking. Necropolis focuses on skeleton stacks supplemented by Wights and Vampires. Grove invests heavily in Rangers and Druids with Treant protection. Hive stacks same-type units for hivemind bonuses. Schism relies on Cultists and summoned creatures. Dungeon rotates between dual-attack units with Minotaur frontline support.
Upgrade your core units early — upgraded tier 1-3 units are more cost-effective than un-upgraded tier 4 units. The power jump from un-upgraded to upgraded is significant, often 30-50% stat increases plus new abilities. Build creature dwellings in this priority order: tier 1-3 upgrades first, tier 4-5 mid-game, tier 6-7 late game. The most expensive units are not always the best — a full stack of upgraded Swordsmen will outperform a half-stack of un-upgraded Cavalry in most situations.
Olden Era combat is turn-based and tactical. Units act in Initiative order — higher initiative means acting first each round, and Hive units consistently have the highest initiative. Position your units carefully: ranged units and spellcasters should stay behind durable frontline units. Use terrain to your advantage — forests provide cover, hills grant elevation bonuses, and native terrain provides combat bonuses for your faction.
Counter-attacks are a critical mechanic. Each unit can only counter-attack once per turn unless it has a special ability. Bait enemy counter-attacks with cheap or expendable units before committing your heavy hitters. This simple tactic alone can swing the outcome of evenly-matched battles. Heroes contribute to combat through spells and Focus Point abilities — never let your hero stand idle during battle. Every turn, your hero should be casting a spell, using a Focus Point ability, or attacking.
Focus Points are Olden Era's defining combat innovation. Heroes generate FP each turn based on their stats and skills, and those points can be spent on powerful hero abilities that are separate from regular spells and attacks. FP abilities include direct damage, unit buffs, enemy debuffs, battlefield manipulation, and summoning. Managing your FP economy is just as important as managing mana.
Do not spend FP the moment you have enough. Save them for critical moments: when you need to eliminate a high-value enemy unit, save a dying ally, or break through enemy defenses. A well-timed FP ability can turn a losing battle into a decisive victory. Grove heroes generate FP the fastest, making them excellent at chaining multiple FP abilities in a single battle. New players often forget FP exists — check your FP bar at the start of every combat turn.
Not recruiting a second hero on turn one is the single biggest beginner mistake. A second hero doubles your map presence, resource gathering, and scouting. The gold cost is trivial compared to the value gained.
Building creature dwellings before your Town Hall and resource structures starves your economy. Gold compounds over time — every turn without upgraded economy buildings is lost gold.
Picking skills randomly will cripple your hero by mid-game. Plan your build from level one, choose a primary specialization (Combat, Magic, or Adventure) and commit.
Losing units to neutral stacks is never worth it. If the battle preview shows you will lose significant forces, skip it and return later — neutral creatures do not move.
Once you have mastered these fundamentals, dive deeper into faction-specific strategies on the Factions page. Study hero synergies on the Heroes page. Learn advanced combat mechanics in the Combat guide. And most importantly — play. Olden Era rewards experience. Every game teaches you something new about unit interactions, map layouts, and strategic timing.
The full Olden Era wiki covers every faction, the complete hero roster, the reworked skill system, combat mechanics, economy routing, and the Patch 12 balance changes.