Olden Era skills, creature abilities and spells explained
Tell hero skills, creature abilities and spells apart in Olden Era. Check the target, resource, level, duration and conditions before planning a combo.
Heroes of Might and Magic: Olden Era spells: magic schools, levels, mana costs, and effects.
Magic school
3 spells
| Spell | Mana | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|---|
| 20 | Summons a copy of a target friendly creature. The copy deals –75% and takes +300% Damage and can’t use special abilities. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). | Damage dealt: –75% > –67%. Damage taken: +300% > +200%. | Damage dealt: –67% > –50%. Damage taken: +200% > +100%. | Damage dealt: –50% > –30%. Damage taken: +100% > +50%. | |
| 17 | Restore [ 50 + 20 × hero’s Spell Power ] HP to a target friendly creature. This can revive fallen units. | Base Recovery: 50 > 100. | HP per Spell Power: 20 > 25. | HP per Spell Power: 25 > 35. | |
| 10 | Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting the creature’s movement, ending its current turn and cancelling its next turn. After triggering, the trap disappears. If the trapped hex is the creature’s final destination , the trap does not trigger. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). | Mana: 5 Base mana cost: 10 > 5. | Traps: 2 > 3. | Traps: 3 > 4. |
Tell hero skills, creature abilities and spells apart in Olden Era. Check the target, resource, level, duration and conditions before planning a combo.