Faction Guides
6 Heroes of Might and Magic: Olden Era pages in Faction Guides.
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Dungeon GuideDungeon in Heroes of Might and Magic: Olden Era wins with early tempo from Triumvirate's Strength stances, a strong economy from its trade laws, and Hydras and Dragons late. Swap stances each round, use fighting styles, and take growth, market and spell-level laws. -
Grove GuideThe Grove wins in Olden Era through abilities: its Warden and Druid heroes bank Focus Charges with Murmuring, its laws raise the Focus limit and make abilities cheaper, and Primal Magic, awakened Qilins and reborn Phoenixes finish fights, while a careful early game avoids its costly losses. Built from Unfrozen's notes as of Oct 21, 2026. -
Hive GuideThe Hive wins in Olden Era by aggression: an army made mostly of Hive creatures, Fire Larvae from Summon Swarm to soak and explode, and laws for fast expansion, while keeping its own losses down, its main weakness. Built from Unfrozen's patch notes as of Oct 21, 2026. -
Necropolis GuideNecropolis in Heroes of Might and Magic: Olden Era wins by growing its army after every fight with Necromancy, which since Patch #11 raises defeated enemies of any tier from a 3,000 to 5,000 energy reserve. Plan routes to bank and spend necro energy, and take the laws that feed it. -
Schism GuideSchism wins in Olden Era by snowballing: its faction skill Abyssal Communion adds temporary units to every battle at a level that grows with each win and falls each day, so one main hero should fight every day, while its laws drain enemy mana and multiply summons. This guide is built from Unfrozen's own notes as of Oct 21, 2026. -
Temple GuideTemple in Heroes of Might and Magic: Olden Era wins with sturdy knights, Griffins and Angels backed by fast building and flexible magic. Build twice a day with its laws, lean on Righteousness, and remember Unfrozen judged it weak in the late game until the Aug 20, 2026 law overhaul.