Magic – HoMM: Olden Era Begginer’s Guide #4
Magic is used by your Heroes in battle, known as Combat Magic, and on the Global Map as High Neutral Magic, so understanding this mechanic is essential to good tactical strategy across the entire game.
Combat Magic
Combat Magic is broken up into four schools: Daylight, Nightshade, Arcane, and Primal. Each school of Combat Magic has its unique effects, be it offensive or defensive bonuses, healing abilities, and battlefield modification, to name a few.
There are five Tiers of Combat Magic, each with increasingly more powerful spells, with each level also needing more Mana to cast on the battlefield.
Hovering over any spell will provide you with its effects, and selecting any spell will allow you to unlock it if you have the Resources and a high enough Mage Guild building constructed, or upgrade it using Alchemical Dust if you’ve already unlocked it. Upgrading a spell doubles its effect.
Your Heroes can learn all unlocked tier spells of any Mage Guild inside a City, as well as a possible outcome of leveling up Skills. We will go into Combat Magic more in the Battle section of this guide.
Neutral Magic
High Neutral Magic is a single set of spells that interacts with your Heroes on the Global Map only, from Movement Point restoration to teleportation, stashing items, and the ability to fly. These spells can only be unlocked through the accumulation of Astrology Points. Once the bar at the bottom of the screen fills up, you are awarded an Insight, with which you can unlock the High Neutral Spells.
HoMM: Olden Era Begginer’s Guides:
- #1 – Global Map
- #2 – Movement & Exploration
- #3 – Cities & Faction Laws
- #4 – Magic
- #5 – Heroes
- #6 – Creatures
- #7 – Battle






