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).

NameTypeClassSpecialtySpecialty DescriptionStarting SkillTier
IsterMightKnightWayfarerAdditional movement points on the adventure mapLogistics, RighteousnessA
Leon Sticky-FingersMightKnightPathfinderNo movement penalty on rough terrain, larger vision rangeScouting, RighteousnessB
John JohnsonMightKnightSalt of the EarthBonus to Swordsman unitsDefense, RighteousnessB
KestrelMightKnightJaegerBonus to Crossbowman unitsOffense, RighteousnessB
Aeos the ExaltedMightKnightRousing PresenceMorale bonus to all unitsLeadership, RighteousnessA
Heretic AvisMightKnightGem SeekerExtra gem income per turnRecruitment, Righteousness, GroundsightC
KeandraMightKnightJousterBonus to Cavalry unitsBattlecraft, RighteousnessB
Lord EdgarMightKnightTrue LordBonus attack and defense for all unitsAdvanced RighteousnessS
Old Lord MandallMightKnightHeroic SmiteEnhanced hero attack that increases damage taken by enemiesCombat, RighteousnessB
Merry EliasMagicClericSpiritual VigorMore map spell uses and manaDiplomacy, Righteousness, ReinforcementsA
PipMagicClericWish to LearnBonus experience gain and attribute upgradesInsight, Righteousness, Clear FogC
ZenithMagicClericWeaving the LightBonus to Lightweaver unitsWisdom, Righteousness, Heavenly BladesA
Lia the Untethered OneMagicClericRadiating KnowledgeDaylight Magic spell power bonusDaylight Magic, Righteousness, Inner LightA
JuliusMagicClericCompassionate HealerEnhanced Healing Water spellResistance, Righteousness, Healing WaterB
VesperMagicClericBlessingEnhanced Blessing spellBattle Magic, Righteousness, BlessingB
Anastasia the MeekMagicClericHymn to ArinaEnhanced Arina's Touch spellThaumaturgy, Righteousness, Arina's TouchC
NadirMagicClericHeart of HeartsEnhanced Vulnerability spellNightshade Magic, Righteousness, VulnerabilityC
ClarissaMagicClericWealthyExtra gold income per turnEconomy, Righteousness, From a Bird's EyeC

💀 Necropolis Heroes

18 heroes — 9 Death Knight (9) and 9 Necromancer (9).

NameTypeClassSpecialtySpecialty DescriptionStarting SkillTier
BulwarkMightDeath KnightBuilt DifferentPassive damage reduction for all unitsDefense, NecromancyA
King-of-KingsMightDeath KnightCharismaticDiplomacy bonus, retain army on retreatDiplomacy, NecromancyB
OnkosMightDeath KnightPerfect PuppetsBonus to Skeleton unitsOffense, NecromancyB
Kel'GhulMightDeath KnightDreadful WarBonus to Dread Knight unitsTactics, NecromancyA
NatalidaMightDeath KnightPart of a PackBonus to Undead Pet unitsScouting, NecromancyC
Artorius VeritasMightDeath KnightDrive 'em CrazyEnhanced Berserk spellResistance, Necromancy, BerserkB
MarlMightDeath KnightLanguid SoilEnhanced Web spellLogistics, Necromancy, WebC
TariusMightDeath KnightUndead LegionEnhanced Necromancy skill — more skeletons raisedAdvanced NecromancyS
ZamMightDeath KnightAlchemistExtra mercury incomeRecruitment, Necromancy, Primordial ChaosC
MagMagicNecromancerArcane DominionBonus to Arcane Magic spellsArcane Magic, Necromancy, Impending FateA
AdahnMagicNecromancerAmnesiacBonus to Wight unitsBattlecraft, Necromancy, Shade CloakB
EthricMagicNecromancerTomb-bound WillBonus to Lich unitsWisdom, Necromancy, Song of PowerA
Guildmaster KlastorMagicNecromancerBones GuildBonus to Graverobber unitsLuck, Necromancy, Naira's VeilC
Shadespinner OonaMagicNecromancerShadowmasteryBonus to Nightshade Magic spellsNightshade Magic, Necromancy, Umbral GripB
LauraMagicNecromancerMolderingEnhanced Despair spellSorcery, Necromancy, DespairB
Lord RufusMagicNecromancerWistful NostalgiaEnhanced Rewind Life spellThaumaturgy, Necromancy, Rewind LifeC
FunerellaMagicNecromancerUndead LegionEnhanced Necromancy for stronger summonsSummon Avatar, Necromancy, Read MindsB
Milossa the GoldenMagicNecromancerWealthyExtra gold incomeBattle Magic, Necromancy, Fatal DecayB

🌳 Grove Heroes

18 heroes — 9 Warden (9) and 9 Druid (9).

NameTypeClassSpecialtySpecialty DescriptionStarting SkillTier
EithMightWardenPathfinderNo terrain penalty, larger visionScouting, MurmuringB
Gorel SpearheadMightWardenShooterRanged damage amplificationOffense, MurmuringA
GingertailMightWardenFaunsongBonus to Faun unitsBattlecraft, MurmuringB
Old PilgrimMightWardenNatural SelectionEnhanced Guillotine spellBattle Magic, Murmuring, GuillotineB
OctaviaMightWardenFour-Leaf HorseshoeLuck bonus for all unitsLuck, MurmuringA
MreowaMightWardenCharming ShineExtra crystal incomeCombat, Murmuring, BerserkC
FaleorMightWardenHksmilla's StepEnhanced Fireball spellAdvanced Murmuring, FireballA
Alluring Sh'aMightWardenCharismaticDiplomacy bonus, retain army on retreatDiplomacy, MurmuringC
Aunt DaliarMightWardenWish to LearnBonus experience and attribute gainsInsight, MurmuringC
VatawnaMagicDruidSpiritual VigorMore map spell uses and manaWisdom, Murmuring, Primordial ChaosA
Elder Tss'kishMagicDruidOldest Known TreeBonus to Herbomancer unitsThaumaturgy, Murmuring, EnergizeB
AelinielMagicDruidTempered EmbersEnhanced Firewall spellPrimal Magic, Murmuring, FirewallB
GlaciaMagicDruidIce BoltEnhanced Ice Bolt spellPrimal Magic, Murmuring, Ice BoltA
VimMagicDruidRock It up!Enhanced Cave In spellPrimal Magic, Murmuring, Cave InB
HalonMagicDruidThunder and LightningEnhanced Chain Lightning spellPrimal Magic, Murmuring, Chain LightningS
EcholilyMagicDruidMurmuring CopyEnhanced Mirror Copy spellArcane Magic, Murmuring, Mirror CopyB
SullieMagicDruidMurmurwood NativeSummons stronger AvatarsSummon Avatar, Murmuring, Weakening RayA
The MinstrelMagicDruidWandering MusicianStarts with Focus PointsSorcery, Murmuring, Energy ExplosionB

🐝 Hive Heroes

8 heroes — 5 Enforcer (5) and 3 Hive Mind (3).

NameTypeClassSpecialtySpecialty DescriptionStarting SkillTier
NievMightEnforcerShooterRanged damage amplificationOffense, Summon SwarmA
ZixxMightEnforcerSwarm CommanderBonus to all Drone-type unitsLeadership, Summon SwarmA
KlikMightEnforcerChitin ArmorDefense bonus to all unitsDefense, Summon SwarmB
BzzaraMightEnforcerStingerBonus poison damage on attacksOffense, Summon SwarmB
MantixMightEnforcerScythe ArmsBonus to Mantis unitsCombat, Summon SwarmB
PsycheMagicHive MindCollective MindSpell power scales with army sizeSorcery, Summon Swarm, Mind BlastA
BuzzMagicHive MindPheromone ControlEnhanced crowd control spellsWisdom, Summon Swarm, ConfusionB
VenomMagicHive MindToxic CloudEnhanced poison-based spellsBattle Magic, Summon Swarm, Toxic CloudB

⛓️ Schism Heroes

6 heroes — 3 Abyssal Knight (3) and 3 Rite Keeper (3).

NameTypeClassSpecialtySpecialty DescriptionStarting SkillTier
Vorr the DeepMightAbyssal KnightTidal ForceBonus damage near water terrainOffense, Abyssal RiteA
KorathMightAbyssal KnightTentacle GripBonus to Deep One unitsCombat, Abyssal RiteB
N'zaraMightAbyssal KnightEldritch ArmorDamage reduction for summoned creaturesDefense, Abyssal RiteB
Vori SageMagicRite KeeperAncient RitesReduced mana cost for summoning spellsWisdom, Abyssal Rite, Summon Deep OneS
Mira the DrownedMagicRite KeeperSilence the WavesEnhanced spell denial abilitiesResistance, Abyssal Rite, SilenceA
CtharaMagicRite KeeperGrowing MadnessSummons gain stats each turnSorcery, Abyssal Rite, MadnessA

🕳️ Dungeon Heroes

6 heroes — 3 Warlord (3) and 3 Warlock (3).

NameTypeClassSpecialtySpecialty DescriptionStarting SkillTier
ShiraMightWarlordShadow StrikeFirst strike bonus damageOffense, SubterfugeA
DrizlakMightWarlordMinotaur LordBonus to Minotaur unitsCombat, SubterfugeB
VelaraMightWarlordAssassin GuildBonus to Assassin unitsTactics, SubterfugeA
MalakarMagicWarlockDragon CultBonus to Black Dragon unitsWisdom, Subterfuge, Dragon FireS
SelindraMagicWarlockMedusa GazeEnhanced petrification spellsSorcery, Subterfuge, PetrifyB
ZarathMagicWarlockArcane PenetrationIgnores portion of enemy magic resistanceArcane Magic, Subterfuge, Mana DrainA

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.