Olden Era Patch 12 Changes Explained

Heroes of Might & Magic: Olden Era received two updates in the space of four days in July 2026, and together they reshape the Early Access meta. Patch 11 (v0.80.31, July 6) was the largest balance pass since the April 30 launch — a full Necromancy rework, sweeping creature and spell tuning, and four new tournament templates. Patch 12 (v0.80.34, July 10) is a smaller follow-up that fixes crashes introduced by Patch 11, buffs Sorcery, and corrects an Arena Mode overcorrection. This guide walks through every change that matters, with the exact before-and-after numbers, and closes with what it all means for your next match.

If you only read one section, read the Necromancy breakdown — the rework changes how every Necropolis game plays out, and the new energy math is easy to misread as a straight buff when it is anything but.

July 2026 Updates at a Glance

UpdateVersionRelease DateFocus
Patch 11v0.80.31July 6, 2026Necromancy rework, faction & skill balance, four new tournament templates, matchmaking overhaul
Hotfixv0.80.33July 6, 2026Advanced Battle Magic behavior fix, save-loading fix, Summon Avatar description correction
Patch 12v0.80.34July 10, 2026Crash and timer fixes, Sorcery buff, Arena draft correction, template tuning

Patch 12 (v0.80.34) — Every Balance Change

Patch 12 is deliberately small: it exists to stabilize what Patch 11 shipped. Even so, two of its six balance items matter for ranked play — the Sorcery buff is a real power increase for mage builds, and the Arena draft correction changes how the mode's economy feels from the first pick.

AreaBeforeAfterWhy It Matters
Skill — Sorcery+10/20/30% magic damage+20/30/40% magic damageDirect-damage mage builds get a straight buff at every tier of the skill.
Sorcery hero specialties10% + 1% per hero level15% + 5% per 3 hero levelsSpecialists scale far harder into the mid game — a level-12 specialist jumps from +22% to +35%.
Arena Mode draftLarger starting armies from Patch 11Draft-phase unit counts reduced againPatch 11's bigger drafts squeezed magic heroes too hard; this walks the correction back.
Template — SprintStables could still appearStables fully blocked from generatingNo more free movement snowball on the fast Sprint template.
Template — Jebus TournamentLarger starting areas, tougher guardsSmaller starting areas, slightly weaker standard and gate guardsFaster openings and earlier contact on the new competitive template.
Template — HelltidePoint of Balance could spawn in side areasPoint of Balance removed from side areasLess free stat swing from lucky side-area generation.

The bug-fix side of Patch 12 is short but high value for competitive players: a crash when a player's starting hero was missing at the start of a Jebus Tournament battle is gone, the Heroic Strike hotkey works again, the match timer no longer keeps running for both players while simultaneous turns are stopped, an enemy hero striking under Mirage no longer crashes the game, and an opponent leaving Arena Mode mid-targeting no longer crashes your client either.

Sorcery Spotlight — the Numbers Behind the Buff

Sorcery was a niche pick before July. At +10/20/30% magic damage it lost skill-slot value to almost every alternative, and its hero specialties scaled at a flat 1% per level, which fell behind Might scaling by the mid game. Patch 12 doubles the early value and changes the specialist curve entirely.

  • Basic Sorcery now grants +20% magic damage — the old Advanced value, one tier earlier.
  • Expert Sorcery grants +40%, a third more than the old cap of +30%.
  • A Sorcery specialist at level 6 goes from +16% to +25% magic damage; at level 12, from +22% to +35%; at level 18, from +28% to +45%.
  • The trade-off: pure per-level grinding matters less, and milestone levels (every third) are where your power spikes — plan fights around hitting level 9, 12, and 15 before key engagements.

Combined with Patch 11's cheaper Stone Fangs (18 → 11 mana) and Anti-Magic (16 → 12), Primal-flavored damage mages come out of the July updates as the clearest winners in the skill economy. Check the skills overview and spell reference for how the pieces fit into a full build.

Patch 11 Deep Dive — the Necromancy Rework

The headline change of the July cycle is the rebuilt Necromancy. The old system only let you raise a tier of undead if your army already contained that tier, which forced awkward army composition choices. The new system removes that restriction entirely: after any victory, every fallen enemy stack can be raised as the undead of its tier — tier-1 enemies become Skeletons, tier-2 become Wights, and so on up the ladder. If your army does field undead of the matching tier, the raised type follows what you carry: the base version if you field the base creature, the upgraded version (at a higher energy cost) if you only field the upgrade, and the numerically larger stack decides when you field several upgrades. Map tooltips now tell you exactly what a guard stack will raise into before you commit to the fight, and the battle results window lets you cancel the raise and manually recycle corpses into Necromantic Energy instead.

The catch is in the energy math. Maximum energy pools roughly tripled — from 1,000/1,250/1,500 at Basic, Advanced, and Expert to 3,000/4,000/5,000 — but the cost of every single raise went up by a factor of four (3.75 at tier 8). Fewer raises per pool, far more freedom in what those raises can be.

TierRaised AsOld Energy CostNew Cost (Base)New Cost (Upgraded)
Tier 1Skeleton line52026
Tier 2Wight line104054
Tier 3Matching tier-3 undead25100140
Tier 4Matching tier-4 undead50200290
Tier 5Matching tier-5 undead100400600
Tier 6Matching tier-6 undead2008001,280
Tier 7Matching tier-7 undead5002,0003,500
Tier 8Matching tier-8 undead2,0007,500
Bar chart comparing Necromancy before and after Patch 11: energy cost per raise quadruples at every creature tier (for example tier 1 rises from 5 to 20 energy and tier 8 from 2,000 to 7,500), while the maximum energy pool grows from 1,000/1,250/1,500 to 3,000/4,000/5,000 across the three skill levels.
Necromancy energy math before and after Patch 11 (v0.80.31): raise costs per creature tier (left) and maximum energy pool by skill level (right). Costs roughly quadruple while pools roughly triple — fewer raises per full pool, but any tier is now raisable.
Necromancy after Patch 11 — the raise-or-recycle decisionWin a battleFallen enemies countedBattle results windowNEWRaise as tier-matched undeadNo matching-tier creature needed in your army.Base version by default (T1 Skeletons, T2 Wights);upgraded version if your army fields the upgrade,at a higher energy cost. Tooltips preview the result.UNCHANGEDRecycle into energyConvert fallen enemies into Necromantic Energyat the same rates as before the patch.The energy math in one panelMax pool: 1,000/1,250/1,500 → 3,000/4,000/5,000Raise cost per tier: ×4 (tier 8: ×3.75)Net effect: ~15–25% fewer raises per full pool,but any fallen enemy tier is now raisable.Death Herald: +500 → +1,000 max energyEternal Service: heals 80 → 50 HPChronomancer: now refills your full pool dailyChanged in Patch 11Unchanged

If you play Necropolis, your week-one plan barely changes — skeleton raises are still cheap relative to income — but mid-game decisions flip: hoarding energy for a tier-7 raise now costs 2,000 energy instead of 500, so recycling low-value corpses into energy becomes a real choice rather than an afterthought. Our Necropolis build guide and Necropolis faction page cover the faction's broader game plan.

Battle Magic & Summon Avatar — the Mage Rebalance

Patch 11 walked Battle Magic back to its original scaling after earlier nerfs to Might heroes pushed mages too far ahead: creature Attack and Defense scaling from Spell Power and Knowledge drops from 15/25/35% to 15/20/25%, and the two Authority sub-skills fall from 20% to 15% each. Elsewhere in the skill trees, Luck now grants an 8% Lucky Hit chance per point (up from 6%), Rhythmic Cadence raises the mana cap bonus to 40% (from 30%), and Stargazer doubles daily Astrology Points from 250 to 500.

Summon Avatar was reworked into a build-around rather than a default pick. The summon now survives exactly 3 hits at every skill level, its base damage falls to 10-10, Spell Power scaling drops to 6/8/10 per point, and as a Tier-4 spell it carries a 5-round cooldown. The compensation is real: Avatar of Fury adds +40% damage, Avatar of Celerity adds +2 Speed and Initiative, and the new Summon Destruction sub-skill gives your hero and army +50% damage against summoned creatures. Slotting Effortless Strike and Ancient Scrolls now requires Expert-level parent skills, while Swordcraft and Thaumaturge Brilliance moved down to Advanced — check your saved builds before queueing into ranked.

Creature Balance — Winners and Losers

Patch 11 touched almost every roster. These are the changes with real game impact; faction pages for Grove, Dungeon, and the rest are being updated to match.

FactionUnitChangeImpact
NecropolisDread KnightHP 100 → 80Tier-6 anchor gets noticeably frailer.
NecropolisAvatar of WarHP 100 → 80, Initiative 11 → 10Slower and squishier.
NecropolisHollow ReaperHP 100 → 80, Damage 22-24 → 24-26, Initiative 10 → 11Trades bulk for speed and damage.
NecropolisLich & Sanguine LichDamage 12-16 → 13-16Small damage bump for the caster stack.
NecropolisPestilent LichAttack 16 → 12Pushes the upgrade toward its support role.
NecropolisWraithPhantom Vampirism healing 40% → 30%Less self-sustain on the tier-2 line.
NecropolisVampires (tier 7)Vampirism healing 40% → 50%Top-end lifesteal gets stronger.
NecropolisTier 2 / Tier 3 dwellingsWeekly growth 16 → 19 / 13 → 14Faster early and mid-game army build-up.
GroveHoplet lineDamage 3-6 → 4-8, Attack and Defense up on all variantsTier-2 fights stop being a liability.
GrovePhoenix lineSpeed 7 → 8 (base), 9 → 10 (upgrades); stat bumpsPhoenixes reach key targets a step earlier.
DungeonBlack & Ashen DragonDamage 60-65 → 65-75Big buff, on top of the alt-attack damage fix.
DungeonCave DragonDamage 45-50 → 50-60Base dragon hits much harder.
DungeonHydra lineInitiative 8 → 6 (Infernal 10 → 8), Chthonic Defense 34 → 30Slower, easier to focus down.
TempleGriffin lineHP 25 → 30Tier-3 dive bomb survives the return hit more often.
TempleCrossbowman lineInitiative 5 → 4 (Marksmen 7 → 6)Ranged opener acts later in round one.
HiveWaurms / Devourer / PyroborosAttack & Defense 20 → 21; Devourer damage 24-26 → 26-28Tier-6 line gets a flat buff.
SchismFerocious Ra'ShothSpeed 5 → 6Tier-1 reaches the front a hex sooner.

Two neutral-creature changes are worth knowing before your next map: Starchild now deals only 50% damage to adjacent targets with its basic attack, and Worldwatcher gained a passive that shields its stack from effects that instantly kill extra units on attack.

Spell Balance Highlights

SpellSchoolChangeVerdict
HasteDaylightDuration 1 → 2 rounds; cost 6 → 8 manaStronger
BlessingDaylightBonus 20/25/25/35% → 15/20/20/30%Weaker
Radiant ArmorDaylightReduction 20/30/30/40% → 15/25/25/35%; cost 18 → 22Weaker
Favorable WindDaylight20/25/35/50% → 20/30/40/40%; level 4 also removes the shooting penaltySituational
JudgementDaylightCost 35 → 30 manaStronger
SleepNightshadeDuration 1/2/3/3 → 2/3/4/4 roundsStronger
DespairNightshadeDamage 20/20/30/30 → 10/10/15/15; cost 9 → 11Weaker
VulnerabilityNightshade20/30/50/50% → 20/30/30/30%; cost 11 → 8; level 3 maximizes damage takenReworked
Ice BoltPrimalDamage 75/150/150/150 → 50/100/100/100Weaker
Cave InPrimalDamage 50/100/100/100 → 75/150/150/150; cost 10 → 12Stronger
Stone FangsPrimalCost 18 → 11 manaStronger
Anti-MagicPrimalCost 16 → 12 manaStronger

Web, Fatal Decay, and Early Start also had their base durations doubled to 2 rounds (Early Start now costs 8 mana). Full numbers for every spell live on the spells reference page.

New Templates, Rotations & Timers

Four tournament-format templates joined the map generator: Jebus Tournament for Classic Mode (best-of-5 battles across week 1-2, always fought by your starting hero — a dead hero is an automatic loss), and Outcast Tournament (best-of-3), Mix, and Galaxy for Single Hero Mode. The competitive rotations changed with them:

  • Classic Mode pool: Jebus Cross, Universe, Infinity, Last Fortress, Jebus Tournament, Arcade — Sand Clover and Arcade-era Harmony are out, and Jebus Cross plus Jebus Tournament are always in the selection.
  • Single Hero pool: Helltide, Sprint, Exodus, Blitz, Outcast Tournament, Vendetta.
  • Classic combat timers dropped from 120 to 90 seconds across leagues.
  • Single Hero timers now scale by league — 80 seconds from Iron through Silver, down to 60 in Master — with a further 20-second cut on Outcast Tournament and Vendetta, offset by a +15-second daily bonus everywhere.
  • Pick-and-ban order is now Player 1 ban, Player 2 ban, Player 1 pick, Player 2 pick, and side assignment is purely random instead of queue-time based.

Shorter timers reward pre-planned openings; the combat guide covers tactics-phase fundamentals that hold up under the 90-second clock.

What the July Updates Mean for the Meta

Winners

  • Direct-damage mages — Sorcery doubled down twice: the skill buff and the specialist rescale.
  • Grove — Hoplet and Phoenix buffs plus stronger laws pull the faction back from its post-launch slide.
  • Dungeon — dragon damage jumped to 65-75 and the alt-attack direction bug that halved dragon damage is fixed.
  • Necropolis quality of life — the raise preview tooltips and results-window recycling make the faction far easier to pilot.

Losers

  • Base Summon Avatar spam — 3 guaranteed hits, lower damage, and a 5-round cooldown end the low-investment version.
  • Necropolis tier-6 stacks — Dread Knight, Avatar of War, and Hollow Reaper all lost 20 HP.
  • Schism Single Hero — Abyssal Communion caps at level 3/4/5 and summons fewer temporary creatures per level.
  • Battle Magic sub-skill stacking — Authority sub-skills dropped from 20% to 15% scaling.

Expect the faction tier list to shift once ladder data settles; Grove and Dungeon are the factions most likely to climb, and the best builds page has Sorcery-flavored mage setups that benefit directly from Patch 12.

FAQ

What is the current version of Olden Era after Patch 12?

Version 0.80.34, live since July 10, 2026. It landed four days after Patch 11 (v0.80.31) and a same-day hotfix (v0.80.33). Patch 12 itself is a targeted follow-up: five crash, timer, and hotkey fixes, a Sorcery buff, an Arena draft correction, and template tuning on Sprint, Jebus Tournament, and Helltide.

Is the new Necromancy a buff or a nerf?

Both, depending on how you played it. Flexibility went up — you can raise any tier of undead even without that tier in your army — but the energy math tightened: raise costs are 4x higher per tier while energy pools only tripled (1,000/1,250/1,500 to 3,000/4,000/5,000). A full Expert pool now buys 2.5 tier-7 raises instead of 3, and 150 skeletons instead of 200. The Chronomancer elite class softens this by fully refilling your pool every day.

What happened to Summon Avatar in Patch 11?

The base summon was cut down hard: it now always falls after 3 hits regardless of skill level, deals 10-10 base damage, scales at 6/8/10 damage per Spell Power point instead of 12/12/12, and sits on a 5-round cooldown as a Tier-4 spell. In exchange, its sub-skills became real build paths — Avatar of Fury grants +40% damage, Avatar of Celerity grants +2 Speed and Initiative, and the new Summon Destruction sub-skill lets your whole army deal +50% damage to summoned creatures.

Is Sorcery worth taking after Patch 12?

Yes, for any hero planning to win through direct spell damage. The skill now grants +20/30/40% magic damage at Basic, Advanced, and Expert, and Sorcery specialists scale at 15% + 5% per 3 hero levels. A level-12 specialist now sits at +35% magic damage, up from +22% before the patch.

Which factions gained the most from the July 2026 updates?

Grove and Dungeon gained the most on paper. Grove received stat buffs across the Hoplet and Phoenix lines plus stronger laws after sliding down the meta, and Dungeon dragons jumped to 65-75 damage on the upgraded lines with the long-standing alt-attack damage bug fixed at the same time. Necropolis gained flexibility and growth but lost 20 HP on every tier-6 unit, and Schism's Single Hero Mode dominance was trimmed through the Abyssal Communion reductions.

Last updated: July 19, 2026