Spells & Magic Guide
Harness the arcane arts. Master all six magic schools in Olden Era and learn which factions synergize best with each school's unique spell arsenal.
Quick FAQ
How does magic work in Olden Era?
Heroes cast spells using mana during combat. Each turn generates Focus Points, which can be spent on hero abilities or converted into additional mana. Spells are unlocked by learning the corresponding magic school skill (e.g., Primal Magic, Arcane Magic) and reaching the required Wisdom level.
Which magic school is the strongest?
Daylight Magic is often considered the strongest due to its healing, buffs, and anti-undead capabilities. Primal Magic deals the highest raw damage. The "best" school depends on your faction — Temple should prioritize Daylight and Thaumaturgy, while Grove excels with Primal Magic.
Can Might heroes use magic?
Yes, but with limitations. Might heroes have lower Spell Power and smaller mana pools. They can still learn spells and benefit from Battle Magic or utility spells. A Might hero with Battle Magic investment can be surprisingly effective at hybrid play.
How the Magic System Works
Magic in Olden Era is governed by three primary stats: Spell Power (damage/healing magnitude), Knowledge (maximum mana pool), and Wisdom (maximum spell level accessible). Additionally, each magic school skill provides scaling bonuses to spells of that school — 10% at Basic, 20% at Advanced, and 30% at Expert.
Spells are categorized into six distinct magic schools. Heroes can learn spells from any school as long as they have the corresponding magic skill and sufficient Wisdom. Most heroes specialize in one or two schools, as spreading skill points too thin weakens your overall casting power.
Magic heroes (Clerics, Necromancers, Druids, Hive Minds, Rite Keepers, Warlocks) naturally excel at spellcasting with higher base Spell Power and Knowledge. Might heroes can cast spells but should focus on Battle Magic or buff/debuff spells that don't rely heavily on Spell Power scaling.
Primal Magic
Elemental destruction — Fire, Ice, LightningBest with Grove. Also strong on Temple (Fire spells) and Dungeon (Lightning spells).
Arcane Magic
Pure magic energy and mana manipulationBest with Necropolis and Dungeon. Grove and Temple can also utilize Arcane effectively.
Daylight Magic
Holy light, blessings, and anti-undeadBest with Temple — it is their signature magic school. Essential when facing Necropolis opponents.
Nightshade Magic
Shadow, curses, and life-drainBest with Necropolis and Dungeon. Temple can learn Nightshade but has less synergy with it.
Battle Magic
Combat augmentation and tactical spellsBest with Temple (Might builds) and Grove (Might builds). Useful for any Might hero wanting spell utility.
Thaumaturgy
Buff enhancement and utility magicBest with Temple. Valuable for any faction that relies on buffs and support magic.
Magic School Tier List
| Tier | School | Best Factions | Role | Why This Tier |
|---|---|---|---|---|
| S-Tier | ☀️ Daylight Magic | Temple | Healing, Buffs, Anti-Undead | Healing is always valuable, and anti-undead damage is the hardest counter in the game. Temple buffs stack with Daylight spells for exponential power growth. |
| A-Tier | 🔥 Primal Magic | Grove, Temple, Dungeon | Direct Damage, Control | Highest raw damage output. Chain Lightning alone can win battles. Lacks utility compared to Daylight but makes up for it with sheer destructive power. |
| A-Tier | ✨ Arcane Magic | Necropolis, Dungeon | Mana Control, Pure Damage | Bypasses elemental resistances, making it consistently reliable. Mana Drain alone can shut down enemy casters. Excellent utility with Mirror Copy and Disenchant. |
| A-Tier | 🌑 Nightshade Magic | Necropolis, Dungeon | Debuffs, Life-Drain | Devastating when combined with Necropolis curses. Vulnerability + Despair can reduce enemy stats by 40%+. Life-drain provides excellent sustain for caster survival. |
| B-Tier | ⚔️ Battle Magic | Temple (Might), Grove (Might) | Combat Utility, Control | Excellent for Might heroes who want spell utility. Guillotine can execute key targets. Lacks the raw power of dedicated magic schools but fills an important hybrid niche. |
| B-Tier | 🔮 Thaumaturgy | Temple, Grove, Schism | Buff Enhancement, Utility | Multiplies the power of other magic schools. Empower is devastating when combined with Primal spells. Ranks lower because it requires another magic school to shine. |
In-Depth School Analysis
Primal Magic
Elemental destruction — Fire, Ice, LightningPrimal Magic channels the raw forces of nature. It specializes in direct damage spells that scale with Spell Power. Fire spells deal high single-target damage, Ice spells include control effects, and Lightning spells deal chain damage to multiple targets. Grove is the premier Primal Magic faction, with Druids like Halon unleashing devastating Chain Lightning. Temple and Dungeon also make good use of Primal Magic's damage options.
Arcane Magic
Pure magic energy and mana manipulationArcane Magic deals with the fundamental forces of magic itself — raw energy, mana manipulation, and reality warping. Arcane spells often ignore elemental resistances, making them reliable against all enemies. They also include powerful utility effects like mana drain, mirror images, and fate manipulation. Necropolis value Arcane Magic for its resistance-bypassing damage. Dungeon Warlocks excel at Arcane due to their innate magic penetration.
Daylight Magic
Holy light, blessings, and anti-undeadDaylight Magic embodies the power of the sun and divine radiance. It excels at healing, cleansing debuffs, buffing allies, and dealing massive damage to undead and shadow creatures. Temple is the undisputed master of Daylight Magic, with Clerics like Lia the Untethered One receiving direct bonuses. Every Temple hero benefits from Daylight Magic investment. It's also the hard counter to Necropolis, as Light spells deal bonus damage to undead units.
Nightshade Magic
Shadow, curses, and life-drainNightshade Magic draws power from darkness and shadow. It specializes in debilitating debuffs, life-drain effects, and psychological warfare. Necropolis and Dungeon are the primary Nightshade users. Curses from this school stack multiplicatively with Necropolis debuffs, creating devastating combo potential. Dungeon Warlocks use Nightshade to set up their dual-attack units for maximum damage.
Battle Magic
Combat augmentation and tactical spellsBattle Magic bridges the gap between physical combat and spellcasting. It focuses on spells that directly affect the battlefield — terrain manipulation, unit repositioning, and combat buffs that complement martial heroes. Battle Magic is favored by Might heroes who want spellcasting utility without heavy Magic skill investment. Temple Knights and Grove Wardens are the best Battle Magic users.
Thaumaturgy
Buff enhancement and utility magicThaumaturgy is the school of magical enhancement and transformation. It doesn't deal direct damage but amplifies the effectiveness of all other spells and abilities. Thaumaturgy spells improve buff durations, reduce enemy resistances, and create powerful utility effects. Temple gets the most value from Thaumaturgy because it synergizes with their buff-stacking playstyle. Grove and Schism also benefit from Thaumaturgy's utility.
Faction Magic Recommendations
Each faction has natural affinity with specific magic schools. Here is the optimal magic build for each faction.
| Faction | Primary School | Secondary School | Strategy |
|---|---|---|---|
| Temple | Daylight Magic | Thaumaturgy | Stack Daylight buffs with Righteousness for exponential growth. Thaumaturgy doubles buff duration. |
| Necropolis | Nightshade Magic | Arcane Magic | Stack debuffs with Necromancy curses. Arcane bypasses resistances against Light-immune enemies. |
| Grove | Primal Magic | Arcane Magic | Maximum elemental damage with Primal. Arcane provides utility and mana sustain for longer fights. |
| Hive | Battle Magic | Primal Magic | Hive has the weakest magic heroes. Focus Battle Magic for combat utility, supplement with Primal damage. |
| Schism | Arcane Magic | Nightshade Magic | Arcane for mana denial, Nightshade for debuffs. Complement the summon-based playstyle with control magic. |
| Dungeon | Nightshade Magic | Arcane Magic | Nightshade debuffs set up dual-attack units. Arcane penetration stacks with innate magic penetration. |
Advanced Magic Mechanics
Understanding these advanced mechanics will elevate your spellcasting game.
Each unit has hidden magic resistance values for different damage types. Undead take bonus damage from Light/Holy but are immune to mind-affecting spells. Dungeon dragons have high universal resistance. Match your spell school to enemy weaknesses.
Focus Points are the resource that powers hero abilities and can be converted to mana. Magic heroes generate more FP per turn. Deciding whether to spend FP on abilities or save for a big spell is a critical combat decision.
Buffs from the same source don't stack, but buffs from different schools do. Temple can stack Daylight buffs + Thaumaturgy buffs + Righteousness faction buffs on the same unit for massive stat increases.
Spell damage = Base Damage × (1 + Spell Power × 0.05) × (1 + School Bonus). Against resistant enemies, subtract the resistance percentage. A 30% school bonus at Expert level makes a significant difference.