Posts from Heroes of Might & Magic: Olden Era - Обсуждение
But in the seventh installment, the castle guards are extremely weak and fall apart in auto-battles. In the fifth game, a stack of dwarves was really effective and helped a lot.
But I think that guards are unnecessary. Luring the enemy away from an empty city is half the fun.
🏹🎪+⛓️♿=💕
P.S. It's not new and it's not a fake. The second trailer showed rideable creatures.
A topic was raised on Steam about capturing empty castles. It's a real absurdity that there isn't a guard (growing with the city's level) to protect against such an attack, when you're far away, and an opponent with a few weak units takes an empty castle.
Try to quickly capture an "empty" Castle with two "thugs" while the main army is at war.
It would have been better to bring back the Fortress castle instead of the tentacled underwater creatures, beetle demons, and drunken bumblebees...
And the fact that heroes ride on all sorts of cool creatures instead of horses is great; it's one of my favorite aspects of the fifth game. And in the fourth game, I really liked that the Sylvan faction rode on zebras, and the Chaos faction rode on nightmares. And in the sixth and seventh games, it's good that they didn't mess up this aspect.
🏹🎪+⛓️♿=💕
Hello everyone!
We would like to thank you all for participating in our Arena tests!
We've received an enormous amount of feedback that we now have to analyze in order to improve future Arena experience and ensure that we meet all the technical standards we have set for ourselves.
We would also like to use this opportunity to apologize for not being able to include everyone. We can see how incredibly excited everyone is to get a chance to test; however, our goals with this phase were to test our matchmaking, network, and overall stability of the game. We got enough information to process, and the team is really blown away by the quality of the feedback provided.
You exceeded our wildest expectations with the number of sign-ups – 10 times more than we anticipated!
For now, we'll be shutting down the Arena Playtest as we go over the collected data and will let you know about additional stages once we have everything set up and ready. Once more, thank you for your support, and we'll let you know more soon!
Added 15 hours 17 minutes ago

Vatavna was born on the island of Karigor, but her earliest memories are tied to the lands around Murmurwood, where she spent her youth wandering the outskirts and open fields in search of hidden wisdom. When her parents died, the home she once knew lost its warmth, and the forest no longer satisfied her thirst for knowledge. Accepting the offer of the mage Alvar, who saw her natural inclination for magic, she became his apprentice, studying and traveling under his guidance for many years.
Returning to Murmurwood, she felt the forest in a way she never had before – its vast flow of mana was now clear to her senses. What once seemed like a place of tranquility now pulsed with magical brilliance, revealing secrets that she had only glimpsed in her childhood. Enchanted by this new understanding, she left her mentor to join a circle of druids, studying the ways of the elements and the forces that shaped the world.
Now, as the winds of change stir, Vatavna stands at a crossroads. Will she remain to protect the ancient forests that nurtured her, or will she follow the path of knowledge that her mentor once guided her towards, seeking her place beyond Murmurwood?
Specialization: Spiritual Power
Her spell limit is increased by 1 for all global map spells that have one. In addition, her maximum mana pool is increased by 25%, plus 5% for every 2 levels.
https://mightandmagic.fandom.com/wiki/Vatawna_(Enroth)
🏹🎪+⛓️♿=💕
🏹🎪+⛓️♿=💕

Watavnu is well-portrayed, although the idea of prequels for old characters is a bit unsettling. Did she definitely live on this continent, according to the old lore?
The Specialist is unusual. I haven't seen anything about strategic magic yet, but if she can cast portals to various cities more often, that sounds specific. If they came up with magic in this era that summons reinforcements or something like that, then it would be useful.
🏹🎪+⛓️♿=💕

Eons ago, Octavia was among the efreet tasked with maintaining the balance of worlds. For her, true balance lay in absolute freedom—sometimes at the expense of stability. Trapped in the Plane of Fire, which felt like an eternity, she unexpectedly found herself drawn into a story when a druid from Murmurwood's failed attempt to summon a djinn instead brought her forth. Seeing opportunity in the chaos, Octavia decided to reshape the forest's order in her own way, encouraging the use of fire magic and, consequently, attracting the watchful eye of Halon.
Although Murmurwood had long accepted the presence of fire, Octavia's arrival added a spark of disorder to the ancient grove. Nevertheless, through cunning and strength, she avoided the forest's wrath, proving herself to be its unpredictable yet capable guardian.
Recently, however, her interest has turned to something far removed from flames and chaos. Beyond the forests, peoples are forging "coins" and pursuing wealth with relentless zeal. Intrigued by this obsession, Octavia has decided to master the strange art of fortune—to earn, spend, and accumulate her own wealth. Ever optimistic and undoubtedly lucky, she is confident that wealth, like everything else, will one day be hers.
Specialization: Four-Leaf Clover
Increases the hero's Luck by 1. The chance for bonus damage per point of Luck increases by 1% for every 5 hero levels.