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Game Mechanics

How combat stats, luck, morale, and other systems work in Heroes of Might & Magic: Olden Era.

Hero Stats

Attack

The hero increases the Attack of all creatures in their army by the value of their own Attack attribute. This bonus directly affects the Damage those creatures deal in battle.

Defense

The hero increases the Defense of all creatures in their army by the value of their own Defense attribute. This reduces the Damage those creatures take in battle.

Spell Power

Enhances the strength of the hero's spells, increasing both their Damage and the duration of applied effects.

Knowledge

Increases the hero's maximum mana by 10 for each point of Knowledge (formerly called Intelligence in earlier HoMM titles).

Unit Stats

Health

Total hit points for each creature in the stack. When a creature's HP reaches 0, it dies. Only the top creature in a stack can be partially damaged.

Attack & Defense

The damage formula is DM = (20 + attacker's Attack) / (20 + target's Defense). Minimum modifier is 0 — Defense can never make a unit invulnerable.

Damage

The range of base damage each creature deals per attack (e.g. 50–75). Final damage is multiplied by the Attack/Defense formula above.

Initiative

Determines the turn order in battle. The higher it is, the earlier the stack acts.

Speed

Determines the stack's movement range in battle. The higher it is, the farther they can move. It is also a secondary parameter affecting turn order.

Value

The AI value of each creature, used for army strength calculations and balancing encounters on the adventure map.

Battle Mechanics

🍀Luck

By default, every point of Luck above zero grants a 6% chance to deal 150% Damage (Lucky Strike). Every point below zero grants a 6% chance to deal 50% Damage (Unlucky Strike). The default hero range is –5 to +5; each creature has its own minimum and maximum Luck based on its type and traits.

Morale

By default, every point of Morale above zero grants a 4% chance to take an extra turn. Every point below zero grants a 4% chance to skip a turn. The default hero range is –5 to +5; each creature has its own minimum and maximum Morale. Armies with creatures from many factions take morale penalties (1 faction: +1, 2: +0, 3: −1, 4: −2, 5: −3, 6: −4, 7: −5).

🔄Retaliation

Standard Melee Attacks provoke counterattacks. Some units have a 'no counterattack' melee attack so enemies do not counterattack. Ranged units, when attacked in melee, switch to a weaker melee attack — and their retaliation also uses that weaker attack.

🏹Ranged Attacks

Ranged units can attack at any range, but at close (adjacent) range they are replaced with a weaker Melee attack (with a damage reduction). Targets at long distance also take reduced Damage per hex beyond a threshold (capped). Some ranged units (e.g. with 'no_close' or 'no_range' variants) avoid one or both penalties.

Magic Schools

Spells belong to schools (Day, Night, Primal, Space, and Neutral). Heroes learn spells from Magic Guilds or through skills. Spell effectiveness scales with Spell Power. The Magic Guild in each town offers spells based on the town type.

Damage Formula

Base damage is rolled between the unit's min and max damage values, then multiplied by the number of creatures in the stack.

Final Damage = Base Damage × Stack Size × ATK/DEF Modifier
  • If Attack > Defense: +5% damage per point difference (max +300%)
  • If Defense > Attack: ~2.5% damage reduction per point difference
  • Lucky Strike: +50% damage
  • Unlucky Strike: –50% damage
  • Native Terrain bonus applies when fighting on matching terrain
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