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Mastering magic in Heroes of Might and Magic: Olden Era isn’t just about casting spells at random. The game introduces a detailed system where your kingdom’s infrastructure affects your hero’s magical abilities.
From the Observatory system to the use of Alchemical Dust, building a strong mage requires patience and strategy. Whether you’re aiming to keep your mana sustained during long sieges or choosing the spell schools that match your playstyle, understanding these basics is essential for controlling the map. Here’s what you need to know about magic in Olden Era.
Heroes of Might and Magic: Olden Era is in Early Access, so some details may change as development continues.
How to Learn Spells
Learning spells involves two main steps: using your Kingdom Observatory and your hero’s Spellbook. The Observatory acts as a global ‘library’. When you build Mage Guilds in your towns, random spells are added to the Observatory. Building multiple Mage Guilds in different towns may unlock new spells or upgrade existing ones. You can manually unlock spells here if you have a Mage Guild of the same Tier as the spell.
You can only manually upgrade a spell once. To upgrade further, you must unlock that spell through your Mage Guilds or improve it via equipment or your hero’s skills.
It’s important not to upgrade spells without careful consideration. Upgrades cost Alchemical Dust, which is also needed for many building upgrades. Make sure you’re not caught short before making a crucial upgrade.
Heroes learn spells by visiting towns. When a hero visits, they automatically learn all available spells they qualify for, including those added by Mage Guilds in other settlements. All heroes can learn Tier 1 and Tier 2 spells. To learn higher-tier spells (Tier 3, 4, or 5), heroes need to have the respective skill acquired upon leveling up.
You can also find spells by discovering scrolls or visiting specific map objects. These are unique to each hero and do not add spells to your global Observatory.
All Spell Schools
Heroes can focus on four main spell schools, each with its own purpose:
| Spell School | Speciality |
|---|---|
| Daylight | Buffs: Improving your units’ stats, speed, and survivability. Also includes healing spells. |
| Nightshade | Debuffs: Weakening enemy units and reducing their offensive power. |
| Primal | Damage: Offensive magic, including area blasts. |
| Arcane | Control: Battlefield manipulation, crowd control, and utility spells. |
There is also a fifth spell school related to map effects, such as teleportation and flight. These are unlocked using Astrology points in the Observatory and are more map-focused than battle-oriented.
How to Regain Mana
There are several ways heroes restore mana:
| Method | Description |
|---|---|
| Resting in Town | When a hero ends their turn inside a town with a Mage Guild, their mana fully refills the next day. |
| Passive Regeneration | Heroes naturally regain 10% of their maximum mana each day while out in the field. |
| Wells | Found on the map, Wells provide immediate mana refills. |
How to Raise Your Mana
A hero’s maximum mana depends mainly on the Knowledge attribute. Each point of Knowledge adds ten additional mana points to the maximum. Searching for gear that boosts Knowledge or skills that increase your mana reserves can also help.
Since daily regeneration is a percentage of the maximum, having a larger mana pool means you regain more mana each morning, making your magic more sustainable over time.





