Olden Era Heroes Guide
Complete hero database with tier rankings for all 56 heroes across all 6 factions. Compare specialties, starting skills, and find the best hero for your playstyle.
How do I choose the right hero?
Your hero choice should synergize with your faction and strategy. Might heroes (Knights, Death Knights, Wardens, Enforcers, Abyssal Knights, Warlords) excel at direct combat and army leadership. Magic heroes (Clerics, Necromancers, Druids, Hive Minds, Rite Keepers, Warlocks) dominate through spellcasting. Look for S and A-tier heroes first — they provide the most impactful specialties that scale throughout the game.
What's the difference between Might and Magic heroes?
Might heroes gain more attack and defense per level, making them stronger in direct combat. Their skills focus on unit enhancement, combat tactics, and army leadership. Magic heroes gain more spell power and knowledge per level, giving them larger mana pools and more devastating spells. Their skill trees emphasize magical schools, mana management, and spell amplification. Most competitive players run one of each type as a main and secondary hero.
Which heroes are considered S-tier and why?
Four heroes currently hold S-tier status: Lord Edgar (Temple) for his universal attack/defense buff, Tarius (Necropolis) for Advanced Necromancy generating massive skeleton armies, Halon (Grove) for his game-warping Chain Lightning, Vori Sage (Schism) for reduced summoning costs, and Malakar (Dungeon) for his Black Dragon amplification. Each provides a game-defining specialty that fundamentally changes how their faction operates.
Hero Overview
Olden Era features 56 unique heroes spread across 6 factions. Each hero belongs to either the Might or Magic archetype, determining their stat progression and available skill trees. Every hero has a unique specialty — a defining trait that provides a specific bonus or enhancement. Choosing the right hero is the most important decision you make in any Olden Era campaign, as your hero shapes your entire strategy from turn one.
Might heroes excel at frontline combat and army leadership. They gain more attack and defense per level and specialize in skills like Offense, Defense, Leadership, and Combat. Magic heroes gain more spell power and knowledge, making them devastating spellcasters with skills like Wisdom, Sorcery, and the various magic school specializations. The most effective strategy in Olden Era typically involves fielding one hero of each type — a main damage dealer and a support hero for map control and economy.
🛕 Temple Heroes
18 heroes — 9 Knight (9) and 9 Cleric (9).
| Name | Type | Class | Specialty | Specialty Description | Starting Skill | Tier |
|---|---|---|---|---|---|---|
| Ister | Might | Knight | Wayfarer | Additional movement points on the adventure map | Logistics, Righteousness | A |
| Leon Sticky-Fingers | Might | Knight | Pathfinder | No movement penalty on rough terrain, larger vision range | Scouting, Righteousness | B |
| John Johnson | Might | Knight | Salt of the Earth | Bonus to Swordsman units | Defense, Righteousness | B |
| Kestrel | Might | Knight | Jaeger | Bonus to Crossbowman units | Offense, Righteousness | B |
| Aeos the Exalted | Might | Knight | Rousing Presence | Morale bonus to all units | Leadership, Righteousness | A |
| Heretic Avis | Might | Knight | Gem Seeker | Extra gem income per turn | Recruitment, Righteousness, Groundsight | C |
| Keandra | Might | Knight | Jouster | Bonus to Cavalry units | Battlecraft, Righteousness | B |
| Lord Edgar | Might | Knight | True Lord | Bonus attack and defense for all units | Advanced Righteousness | S |
| Old Lord Mandall | Might | Knight | Heroic Smite | Enhanced hero attack that increases damage taken by enemies | Combat, Righteousness | B |
| Merry Elias | Magic | Cleric | Spiritual Vigor | More map spell uses and mana | Diplomacy, Righteousness, Reinforcements | A |
| Pip | Magic | Cleric | Wish to Learn | Bonus experience gain and attribute upgrades | Insight, Righteousness, Clear Fog | C |
| Zenith | Magic | Cleric | Weaving the Light | Bonus to Lightweaver units | Wisdom, Righteousness, Heavenly Blades | A |
| Lia the Untethered One | Magic | Cleric | Radiating Knowledge | Daylight Magic spell power bonus | Daylight Magic, Righteousness, Inner Light | A |
| Julius | Magic | Cleric | Compassionate Healer | Enhanced Healing Water spell | Resistance, Righteousness, Healing Water | B |
| Vesper | Magic | Cleric | Blessing | Enhanced Blessing spell | Battle Magic, Righteousness, Blessing | B |
| Anastasia the Meek | Magic | Cleric | Hymn to Arina | Enhanced Arina's Touch spell | Thaumaturgy, Righteousness, Arina's Touch | C |
| Nadir | Magic | Cleric | Heart of Hearts | Enhanced Vulnerability spell | Nightshade Magic, Righteousness, Vulnerability | C |
| Clarissa | Magic | Cleric | Wealthy | Extra gold income per turn | Economy, Righteousness, From a Bird's Eye | C |
💀 Necropolis Heroes
18 heroes — 9 Death Knight (9) and 9 Necromancer (9).
| Name | Type | Class | Specialty | Specialty Description | Starting Skill | Tier |
|---|---|---|---|---|---|---|
| Bulwark | Might | Death Knight | Built Different | Passive damage reduction for all units | Defense, Necromancy | A |
| King-of-Kings | Might | Death Knight | Charismatic | Diplomacy bonus, retain army on retreat | Diplomacy, Necromancy | B |
| Onkos | Might | Death Knight | Perfect Puppets | Bonus to Skeleton units | Offense, Necromancy | B |
| Kel'Ghul | Might | Death Knight | Dreadful War | Bonus to Dread Knight units | Tactics, Necromancy | A |
| Natalida | Might | Death Knight | Part of a Pack | Bonus to Undead Pet units | Scouting, Necromancy | C |
| Artorius Veritas | Might | Death Knight | Drive 'em Crazy | Enhanced Berserk spell | Resistance, Necromancy, Berserk | B |
| Marl | Might | Death Knight | Languid Soil | Enhanced Web spell | Logistics, Necromancy, Web | C |
| Tarius | Might | Death Knight | Undead Legion | Enhanced Necromancy skill — more skeletons raised | Advanced Necromancy | S |
| Zam | Might | Death Knight | Alchemist | Extra mercury income | Recruitment, Necromancy, Primordial Chaos | C |
| Mag | Magic | Necromancer | Arcane Dominion | Bonus to Arcane Magic spells | Arcane Magic, Necromancy, Impending Fate | A |
| Adahn | Magic | Necromancer | Amnesiac | Bonus to Wight units | Battlecraft, Necromancy, Shade Cloak | B |
| Ethric | Magic | Necromancer | Tomb-bound Will | Bonus to Lich units | Wisdom, Necromancy, Song of Power | A |
| Guildmaster Klastor | Magic | Necromancer | Bones Guild | Bonus to Graverobber units | Luck, Necromancy, Naira's Veil | C |
| Shadespinner Oona | Magic | Necromancer | Shadowmastery | Bonus to Nightshade Magic spells | Nightshade Magic, Necromancy, Umbral Grip | B |
| Laura | Magic | Necromancer | Moldering | Enhanced Despair spell | Sorcery, Necromancy, Despair | B |
| Lord Rufus | Magic | Necromancer | Wistful Nostalgia | Enhanced Rewind Life spell | Thaumaturgy, Necromancy, Rewind Life | C |
| Funerella | Magic | Necromancer | Undead Legion | Enhanced Necromancy for stronger summons | Summon Avatar, Necromancy, Read Minds | B |
| Milossa the Golden | Magic | Necromancer | Wealthy | Extra gold income | Battle Magic, Necromancy, Fatal Decay | B |
🌳 Grove Heroes
18 heroes — 9 Warden (9) and 9 Druid (9).
| Name | Type | Class | Specialty | Specialty Description | Starting Skill | Tier |
|---|---|---|---|---|---|---|
| Eith | Might | Warden | Pathfinder | No terrain penalty, larger vision | Scouting, Murmuring | B |
| Gorel Spearhead | Might | Warden | Shooter | Ranged damage amplification | Offense, Murmuring | A |
| Gingertail | Might | Warden | Faunsong | Bonus to Faun units | Battlecraft, Murmuring | B |
| Old Pilgrim | Might | Warden | Natural Selection | Enhanced Guillotine spell | Battle Magic, Murmuring, Guillotine | B |
| Octavia | Might | Warden | Four-Leaf Horseshoe | Luck bonus for all units | Luck, Murmuring | A |
| Mreowa | Might | Warden | Charming Shine | Extra crystal income | Combat, Murmuring, Berserk | C |
| Faleor | Might | Warden | Hksmilla's Step | Enhanced Fireball spell | Advanced Murmuring, Fireball | A |
| Alluring Sh'a | Might | Warden | Charismatic | Diplomacy bonus, retain army on retreat | Diplomacy, Murmuring | C |
| Aunt Daliar | Might | Warden | Wish to Learn | Bonus experience and attribute gains | Insight, Murmuring | C |
| Vatawna | Magic | Druid | Spiritual Vigor | More map spell uses and mana | Wisdom, Murmuring, Primordial Chaos | A |
| Elder Tss'kish | Magic | Druid | Oldest Known Tree | Bonus to Herbomancer units | Thaumaturgy, Murmuring, Energize | B |
| Aeliniel | Magic | Druid | Tempered Embers | Enhanced Firewall spell | Primal Magic, Murmuring, Firewall | B |
| Glacia | Magic | Druid | Ice Bolt | Enhanced Ice Bolt spell | Primal Magic, Murmuring, Ice Bolt | A |
| Vim | Magic | Druid | Rock It up! | Enhanced Cave In spell | Primal Magic, Murmuring, Cave In | B |
| Halon | Magic | Druid | Thunder and Lightning | Enhanced Chain Lightning spell | Primal Magic, Murmuring, Chain Lightning | S |
| Echolily | Magic | Druid | Murmuring Copy | Enhanced Mirror Copy spell | Arcane Magic, Murmuring, Mirror Copy | B |
| Sullie | Magic | Druid | Murmurwood Native | Summons stronger Avatars | Summon Avatar, Murmuring, Weakening Ray | A |
| The Minstrel | Magic | Druid | Wandering Musician | Starts with Focus Points | Sorcery, Murmuring, Energy Explosion | B |
🐝 Hive Heroes
8 heroes — 5 Enforcer (5) and 3 Hive Mind (3).
| Name | Type | Class | Specialty | Specialty Description | Starting Skill | Tier |
|---|---|---|---|---|---|---|
| Niev | Might | Enforcer | Shooter | Ranged damage amplification | Offense, Summon Swarm | A |
| Zixx | Might | Enforcer | Swarm Commander | Bonus to all Drone-type units | Leadership, Summon Swarm | A |
| Klik | Might | Enforcer | Chitin Armor | Defense bonus to all units | Defense, Summon Swarm | B |
| Bzzara | Might | Enforcer | Stinger | Bonus poison damage on attacks | Offense, Summon Swarm | B |
| Mantix | Might | Enforcer | Scythe Arms | Bonus to Mantis units | Combat, Summon Swarm | B |
| Psyche | Magic | Hive Mind | Collective Mind | Spell power scales with army size | Sorcery, Summon Swarm, Mind Blast | A |
| Buzz | Magic | Hive Mind | Pheromone Control | Enhanced crowd control spells | Wisdom, Summon Swarm, Confusion | B |
| Venom | Magic | Hive Mind | Toxic Cloud | Enhanced poison-based spells | Battle Magic, Summon Swarm, Toxic Cloud | B |
⛓️ Schism Heroes
6 heroes — 3 Abyssal Knight (3) and 3 Rite Keeper (3).
| Name | Type | Class | Specialty | Specialty Description | Starting Skill | Tier |
|---|---|---|---|---|---|---|
| Vorr the Deep | Might | Abyssal Knight | Tidal Force | Bonus damage near water terrain | Offense, Abyssal Rite | A |
| Korath | Might | Abyssal Knight | Tentacle Grip | Bonus to Deep One units | Combat, Abyssal Rite | B |
| N'zara | Might | Abyssal Knight | Eldritch Armor | Damage reduction for summoned creatures | Defense, Abyssal Rite | B |
| Vori Sage | Magic | Rite Keeper | Ancient Rites | Reduced mana cost for summoning spells | Wisdom, Abyssal Rite, Summon Deep One | S |
| Mira the Drowned | Magic | Rite Keeper | Silence the Waves | Enhanced spell denial abilities | Resistance, Abyssal Rite, Silence | A |
| Cthara | Magic | Rite Keeper | Growing Madness | Summons gain stats each turn | Sorcery, Abyssal Rite, Madness | A |
🕳️ Dungeon Heroes
6 heroes — 3 Warlord (3) and 3 Warlock (3).
| Name | Type | Class | Specialty | Specialty Description | Starting Skill | Tier |
|---|---|---|---|---|---|---|
| Shira | Might | Warlord | Shadow Strike | First strike bonus damage | Offense, Subterfuge | A |
| Drizlak | Might | Warlord | Minotaur Lord | Bonus to Minotaur units | Combat, Subterfuge | B |
| Velara | Might | Warlord | Assassin Guild | Bonus to Assassin units | Tactics, Subterfuge | A |
| Malakar | Magic | Warlock | Dragon Cult | Bonus to Black Dragon units | Wisdom, Subterfuge, Dragon Fire | S |
| Selindra | Magic | Warlock | Medusa Gaze | Enhanced petrification spells | Sorcery, Subterfuge, Petrify | B |
| Zarath | Magic | Warlock | Arcane Penetration | Ignores portion of enemy magic resistance | Arcane Magic, Subterfuge, Mana Drain | A |
Might vs Magic: Which Should You Main?
Might Heroes
Might heroes gain +2 attack and +2 defense per level on average, making them formidable combatants who can hold their own in direct combat. Their skill trees emphasize unit enhancement through Offense, Defense, Leadership, and Tactics. Might heroes excel in prolonged campaigns where army strength matters more than spell power.
Best for: Beginner and intermediate players. Temple with Lord Edgar, Necropolis with Tarius, and Hive with Zixx are the strongest Might-hero factions.
Magic Heroes
Magic heroes gain +2 spell power and +2 knowledge per level, giving them larger mana pools and more devastating spells. Their skill trees include Wisdom, Sorcery, and specialized magic schools. Magic heroes can turn battles with well-timed spells, making them ideal for players who enjoy tactical depth and spell-slinging gameplay.
Best for: Advanced players. Grove with Halon, Schism with Vori Sage, and Dungeon with Malakar are the strongest Magic-hero factions.
Hero Selection Strategy
When selecting your starting hero, consider three factors: your faction's natural playstyle, the map type, and your personal comfort level. Factions like Temple and Hive benefit from Might heroes who amplify their already strong combat units, while Grove and Schism demand Magic heroes to unlock their full magical potential. On larger maps with longer game times, scaling specialties (like Tarius's Advanced Necromancy or Cthara's Growing Madness) become increasingly valuable. On smaller maps, immediate-impact specialties like Lord Edgar's True Lord or Vori Sage's reduced summoning costs provide earlier power spikes.
Your secondary hero should complement your main hero's weaknesses. If your main is a Magic hero with low defense, recruit a Might hero with Defense and Logistics for map control and resource gathering. If your main is a Might hero, a Magic hero with Wisdom and Sorcery provides the spell support your army lacks. The Economy and Recruitment skills are excellent on secondary heroes regardless of type, as they generate passive value without requiring combat participation.