For the first time in the history of the Heroes of Might and Magic series, a feature requested by many, many fans over the years enters the spotlight: Spectator Mode! A tool that's valuable both in tournaments and among friends, spectator mode allows you to join a match and observe as other players face one another while they slowly but steadily conquer the map!Join Ana as she explains what Spectator Mode is and how it works in the video below!
Posts from Heroes of Might & Magic: Olden Era - Обсуждение

Matastala the WhiteMatastala does not fully embrace the Schism, but seeks balance, entering into an alliance with it not out of faith, but to be a firm voice among them.
Known for her intelligence and logic, she serves as an advisor and constantly plays chess with Gleardon, their rivalry sharpening both minds. Amidst the chaos of the Schism, Matastala always finds a way to entertain herself.Specialization: Grandmaster
In the tactical phase, she has +1 hex to her radius and sees the positions of neutral armies. Creatures in her army receive +1 to initiative for every 6 levels of the hero.
https://steamcommunity.com/games/310...29329545069114Whether they’re simple windmills or majestic dragon utopias, map objects are the lifeblood of every Heroes game. In Olden Era you will visit and claim many of new and returning locations that dot the Jadamean landscape.
Join Ana as she talks about some of them and what groups they fall into!
1) The presence of alternative upgrades right from the start, without patches or DLCs.
2) Almost every creature has active and passive unique abilities. Like in King's Bounty from Katauri or in HoMM 4, 5, 6.
3) Diverse specializations for heroes. Which are also enhanced compared to previous installments. Perhaps only part 5 is somewhere near the old era in this regard. And even there, the specializations for heroes like Talannar, Sorgal, Irbet, Wulfsten, Ilaya, etc., have not been fixed. This makes these heroes almost useless, and playing as them is not so interesting.
4) A rather unusual mechanic for improving spells. Spending a special resource on these improvements. It is clear that they were partly inspired by Disciples 2.
5) Working Multiplayer with the function of simultaneous turns already at the start of the game (they promised this for the launch in 2025/2026). None of the previous installments could boast this.
6) In general, good and balanced skills and abilities (although there is still room for improvement). It's a pity that they didn't go the way of building a skill tree like in the fifth part, but this will do.
7) An intuitively understandable strategic map. It is not difficult to distinguish objects on it. Nothing merges into a "graphic cacophony".
What I didn't like. Or rather, what didn't meet my personal expectations:
1) A classic linear turn-based system. Just like in the third or sixth installment. Too boring and not dynamic. Although it is easy to learn.
2) A strictly deterministic RNG in combat. Just like in the fifth or in HotA. I would like it to be more like in the original SOD, with more randomness and freedom in conducting battles. It is unlikely that this can be fixed with mods.
3) The design of the Factions and creatures, as well as the style of some hero portraits.
Fresh dew from fragrant lilies, popular among ambitious envoys, is known for its power and ability to instantly remove any consequences of days of fatigue.
Tear of Truth
Take a sip of this dew and feel a surge of new energy. Once a day, it fully restores movement points for each hero.
Finally, I managed to get the Grail. It was definitely not an easy task. I had to specifically level up daytime magic, bypass all the buffs, and acquire decent artifacts. And only after that was I able to destroy 1000 skeletons in two turns using a local equivalent of an explosion. The developers said they wanted to make the Grail accessible for quick games, but I personally don't understand how it can be obtained by a hero of level 12-15.
What bonuses did the Grail provide?

The Collective of Eyes
Sometimes, creatures emerge from the Rift that eerily resemble humanoids. They speak, interact, and even form something akin to relationships, leading some to believe that they can be understood, perhaps even trusted.
But their true intentions remain unknown. What are they seeking? Who knows? When we gaze into the Abyss, the Abyss gazes also into us. Perhaps these creatures are merely reflections of that gaze, and faith in them may lead to unforeseen consequences.Specialization: Herald of the Rift
The number of Great Archers in your cities increases by 1. Under his command, Great Archers gain 1 to Speed, 1 to Initiative, and 20% to Health. Their Attack and Defense increase by 1 for every 3 levels of the hero, and enemy Great Archers lose the same amount of Attack and Defense.
A pretty solid piece of evidence that there were originally beholders/evil eyes in this city, otherwise it doesn't make much sense.