Best Faction Laws in Heroes of Might and Magic: Olden Era
Too many laws to think of.
Faction Laws empower your kingdom in more ways than one in Heroes of Might and Magic: Olden Era. These are crucial to your progress, and although all Factions’ Laws are good, not all are equal depending on your strategy.
Here are some of the best Faction Laws to get in Heroes of Might and Magic: Olden Era.
Best Army Laws in Heroes of Might and Magic: Olden Era


All army laws have a trend. It is either you get more recruitment or units for each recruitment, a weekly reset with some little stat bonuses, or a massive power increase to your army. There are slight differences in Faction and Army Laws per faction, so we will generalize these nodes to be applicable to all factions.
For Army Laws, there’s no reason not to take nodes that give you more recruitment growth, which are usually on the left side of the Army Faction Laws. They catapult your army’s growth and power, and eventually you’ll earn enough Faction Law Points to get the powerful nodes on the right to further strengthen your army.
For example, in Schism, you can increase all recruitment growth on the left side and get a massive army. At a certain point in the middle or endgame, you’ll get more Faction Law Points to only get the Tier 5 or Tier 6 creature bonuses, since most of your army should be upgraded to max. The same should go for other factions, with a tiny difference in how they work, since all factions have a theme around them.
Best Faction Laws in Heroes of Might and Magic: Olden Era


For Faction Laws, it is different for all factions, but the left side of the tree is always centered around the economy. Faction Laws that give a “one-time” bonus aren’t exactly enticing unless you are struggling to find a specific resource and you don’t want to use the marketplace to make an inefficient trade early in the game.
So, the best Factions Laws are nodes that give you daily resources like Mercury, Crystals, and others. Gold is also good. As for unique Faction Laws, here are some of the best for each faction:
Temple
Training Defense/Spell Power/Knowledge (these are separate laws) – Your heroes gain defense/spellpower/knowledge (best combined with Hero’s Blessing).
Architect’s Mastery – You can construct +1 building daily.
Power of Faith – All your Temple heroes can learn any spells of any tier.
Necropolis
Animate Dead 1/2/34/5 – Your heroes gain +X% Necromancy Power – Your heroes gain +250 maximum Necromantic Energy.
Grove
Force of Nature – Your Heroic Strikes deal +10 basic damage.
Children of the Wild – Your Grove heroes gain 1 sight radius and 10 movement points.
Forest Magic – Each time you improve a Mage Guild in your Grove cities, +1 spell is unlocked in the Observatory.
Hive
Natural Selection – External dwellings in an area that you control produce an upgraded creature.
Prosper and Flourish – External dwellings increase respective creature growth in the cities by 50%.
These nodes make the Hive play around external dwellings or recruit from captured outposts.
Schism
Generational Wisdom – Your heroes gain +% XP.
The World is Ours – Friendly creatures treat all Terrains as Native (combined with Frozen Homeland).
Inevitable Destruction – When destroying artifacts, you gain 10% Alchemical Dust.
Dungeon
Magical Education – Spells of your heroes gain 1 level.
Triumvirate’s Agents – Your Dungeon heroes gain 1 to all attributes.
Jadame Maps – Your heroes gain 10 Movement Points.
People of Jadame – Your heroes’ Persuasion Power in Diplomacy increases by 10%.