HoMM: Olden Era – Faction Laws and Law Points
One of the main HoMM: Olden Era gameplay mechanics that will influence each faction and something entirely new to the series are the Faction Laws.
Faction Laws expand the traditional gameplay loop by introducing a system similar to technology trees found in other games. This feature has been carefully adapted to fit the classic Heroes formula while adding a completely new layer of balance. Through it, factions can receive unique upgrades that enhance certain unit tiers as well as their economic capabilities.
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Enacting Laws
When heroes defeat guards, they gain not only experience but also Faction Law points. These points accumulate, and once enough are gathered, the player earns a Seal — functioning similarly to a skill level-up. A Seal can be spent immediately to enact a law or saved for later, as some laws require multiple Seals to unlock.
The bonuses gained through these laws can enhance heroes, armies, or the economy, while others offer unique faction-specific features.
For example, Temple can enact a law that allows building structures twice per day, while Sylvan can reduce the Focus Charge cost of their units’ abilities.
To maintain progression balance, Faction Laws are divided into tiers. Each tier becomes available only after spending a required number of Seals and offers increasingly powerful bonuses.
Law points are earned at the same rate as experience by default, though subskills and certain laws can increase the income. Capturing external dwellings also grants Law points, enabling secondary heroes to generate Seals in steady bursts. Town halls further produce a fixed amount of Law points each turn depending on their upgrade level.
Examples of Defining Laws
Temple forces can gain immunity to negative effects when fighting on Grasslands, or enact a law allowing Temple heroes to learn any spell of any tier.
The Druids of Murmurwoods can expand their Focus Charge limit or reduce the Focus Charge cost of all unit abilities. Another law prevents enemy heroes from fleeing or surrendering.
Necropolis can ignore morale penalties when mixing units from different factions, or make their heroes always fight on native terrain.
Dungeon can specialize in trade and diplomacy, granting improved town growth and perfect market rates. Alternatively, players can boost the levels of their Dungeon heroes’ spells by 1 for a more offensive approach.
Hive laws encourage aggressive expansion, enabling upgraded units to be hired from dwellings and granting strong bonuses in territories they do not yet control. A unique Hive law also reveals significantly more information about enemy heroes and cities.
Schism focuses on depriving enemies of essential resources by draining mana or adding powerful utility options such as summoning creatures via spells or friendly unit abilities.
Faction Laws shaping gameplay
With Faction Laws, Unfrozen aims to give players more ways to express their playstyle, allowing each match to unfold differently. Some games may be played quickly and aggressively, while others may focus on acquiring higher-tier units and the laws support both approaches. They also strengthen faction identity by providing distinctive bonuses across each Law tier.
In summary, players can expect:
- A new strategic layer never before seen in the series
- Empowerments for each unit tier based on player choices
- Multiple build paths unlocked through unique perks affecting heroes, armies, or economy
- Factions that remain strong throughout the entire game, even after capturing cities of other factions
- Additional options to focus on Might or Magic depending on the chosen faction
- Olden Era aims to combine both returning and brand-new features to become the best Heroes experience possible.
Source: https://store.steampowered.com/news/app/3105440/view/493835742757257276





