Patches/v0.81.02 auto
From Heroes of Might and Magic: Olden Era Official Wiki
Patch v0.81.02 was released on 2026-09-30.
The changes below were detected automatically. For the official release notes, see Patches/v0.81.02.
Automated Patch Notes
| Target | Note |
|---|---|
| arbitrator_upg_3 | Deals 25 Pure Damage to all enemies and gives them –1 Speed and Initiative. Duration: 2 🔽 ❌ Deals 25 Pure Damage to all enemies and gives them –1 Speed and Initiative. Duration: 2 rounds. ✅ Deals 25 Pure Damage to all enemies and gives them –1 Speed and Initiative. Duration: 2 round(s). |
| base_passive_immunity_magic_3💬 | unit_ability_name: 🔽 ❌ Magic Immunity III ✅ Spell Immunity III |
| base_passive_immunity_magic_4💬 | unit_ability_name: 🔽 ❌ Magic Immunity IV ✅ Spell Immunity IV |
| base_passive_immunity_magic_5💬 | unit_ability_name: 🔽 ❌ Magic Immunity V ✅ Spell Immunity V |
| hero_specialization_1_heroStat_parameters: 🔽 ❌ ✅ immuneToDebuffs,true |
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| hero_specialization_1_unitBoolStat_parameters: 🔽 ❌ immuneToDebuffs,true ✅ |
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| hero_specialization_2_heroStat_parameters: 🔽 ❌ ✅ enableImmuneDebufInMap,true |
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| hero_specialization_2_unitBoolStat_parameters: 🔽 ❌ enableImmuneDebufInMap,true ✅ |
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| hero_specialization_3_heroBattleAbility_parameters: 🔽 ❌ ✅ skill_mage_ability,0 |
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| hero_specialization_3_heroStat_parameters: 🔽 ❌ enableImmuneDebufInMap,true ✅ |
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| hero_specialization_4_heroBattleAbility_battle_type: 🔽 ❌ ✅ forCity |
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| hero_specialization_4_heroBattleAbility_parameters: 🔽 ❌ skill_mage_ability,0 ✅ attack_siege_ability,0 |
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| hero_specialization_4_heroBattleAbility_receiver_role: 🔽 ❌ ✅ attacker |
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| hero_specialization_5_heroBattleAbility_battle_type: 🔽 ❌ forCity ✅ |
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| hero_specialization_5_heroBattleAbility_parameters: 🔽 ❌ attack_siege_ability,0 ✅ |
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| hero_specialization_5_heroBattleAbility_receiver_role: 🔽 ❌ attacker ✅ |
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| hero_specialization_5_heroStat_parameters: 🔽 ❌ ✅ magicSchoolSet,neutral,1,0 |
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| hero_specialization_6_heroStat_activation_level: 🔽 ❌ ✅ 4 |
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| hero_specialization_6_heroStat_parameters: magicSchoolSet,neutral, 🔽 ❌ magicSchoolSet,neutral,1,0 ✅ magicSchoolSet,neutral,2,0 |
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| hero_specialization_7_heroStat_activation_level: 🔽 ❌ 4 ✅ 8 |
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| hero_specialization_7_heroStat_parameters: magicSchoolSet,neutral, 🔽 ❌ magicSchoolSet,neutral,2,0 ✅ magicSchoolSet,neutral,3,0 |
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| hero_specialization_8_heroStat_activation_level: 🔽 ❌ 8 ✅ 12 |
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| hero_specialization_8_heroStat_parameters: magicSchoolSet,neutral, 🔽 ❌ magicSchoolSet,neutral,3,0 ✅ magicSchoolSet,neutral,4,0 |
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| hero_specialization_9_heroStat_activation_level: 🔽 ❌ 12 ✅ |
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| hero_specialization_9_heroStat_parameters: 🔽 ❌ magicSchoolSet,neutral,4,0 ✅ |
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| dragon_hunter_passive_2 | unit_ability_name: Dragon 🔽 ❌ Dragon hunter ✅ Dragon Hunter |
| druid_upg_alt_passive_2 | Increases the level of the hero’s 🔽 ❌ Increases the level of the hero’s spells by 1. This effect does not stack. ✅ Increases the level of the hero’s battle spells by 1. This effect does not stack. |
| eldritch_flyer_upg | With the right incantations, shoth can be turned into incredibly precise and focused weapons, capable of striking without mercy. 🔽 ❌ With the right incantations, shoth can be turned into incredibly precise and focused weapons, capable of striking without mercy. ...What happens if a spell scroll is torn off? ✅ With the right incantations, shoth can be turned into incredibly precise and focused weapons, capable of striking without mercy. …What happens if a spell scroll is torn off? |
| ethereal_knowledge_item_set_tier_1 | All effects applied by the hero and friendly creatures last + 🔽 ❌ All effects applied by the hero and friendly creatures last +{0} round(s). ✅ All effects applied by the hero and friendly creatures last +8 round(s). |
| fraction_law_dungeon_22 | Your heroes gain 1 🔽 ❌ Your heroes gain 1 to Attack, Defense and Spell Power. ✅ Your heroes gain 1 Attack, Defense, and Spell Power. |
| fraction_law_dungeon_22 | Your heroes gain 2 🔽 ❌ Your heroes gain 2 to Attack, Defense and Spell Power. ✅ Your heroes gain 2 Attack, Defense, and Spell Power. |
| fraction_law_human_32 | desc_sid: 🔽 ❌ fraction_law_human_32_desc ✅ fraction_law_human_32_desc_new |
| fraction_law_human_32 | Friendly 🔽 ❌ Friendly creatures are immune to negative effects when fighting on their Native Terrain. ✅ Friendly heroes are immune to negative effects in battles and on the global map. |
| fraction_law_human_32 | law_name: Sacred 🔽 ❌ Sacred Lands ✅ Sacred Protection |
| fraction_law_human_32 | name_sid: 🔽 ❌ fraction_law_human_32_name ✅ fraction_law_human_32_name_new |
| fraction_law_human_32_L1 | law_level_0_battleSubskillBonus_parameters: 🔽 ❌ unit_buff,power_of_the_dragon_father_item_set_bonus_1 ✅ |
| fraction_law_human_32_L1 | law_level_0_heroStat_parameters: 🔽 ❌ ✅ immuneToDebuffs,true |
| fraction_law_human_32_L1 | law_level_1_heroStat_parameters: 🔽 ❌ ✅ enableImmuneDebufInMap,true |
| minos_passive_1 | This creature always has positive Morale, and its maximum increases to 5. Chance 🔽 ❌ This creature always has positive Morale, and its maximum increases to 5. Chance of Morale triggering increases by 5% for each total point. ✅ This creature always has positive Morale, and its maximum increases to 5. Chance to take an additional turn increases by +5% for each total point of Morale. |
| minos_upg_alt_passive_1 | This creature always has positive Morale, and its maximum increases to 5. Chance 🔽 ❌ This creature always has positive Morale, and its maximum increases to 5. Chance of Morale triggering increases by 5% for each total point. ✅ This creature always has positive Morale, and its maximum increases to 5. Chance to take an additional turn increases by +5% for each total point of Morale. |
| minos_upg_passive_1 | This creature always has positive Morale, and its maximum increases to 5. Chance 🔽 ❌ This creature always has positive Morale, and its maximum increases to 5. Chance of Morale triggering increases by 5% for each total point. ✅ This creature always has positive Morale, and its maximum increases to 5. Chance to take an additional turn increases by +5% for each total point of Morale. |
| Bonus Movement points: 🔽 ❌ Bonus Movement points: 40 > 60. ✅ Bonus Movement points: 60 > 60. |
|
| pet_upg | Among the simple folk, it is believed that barghests abduct children who refuse to heed their parents, delivering them to vampiric lords who curse them with vampirism. Of course, it’s just a folk legend 🔽 ❌ Among the simple folk, it is believed that barghests abduct children who refuse to heed their parents, delivering them to vampiric lords who curse them with vampirism. Of course, it’s just a folk legend... isn’t it? ✅ Among the simple folk, it is believed that barghests abduct children who refuse to heed their parents, delivering them to vampiric lords who curse them with vampirism. Of course, it’s just a folk legend… isn’t it? |
| artifact_0_battleSubskillBonus_parameters: 🔽 ❌ ✅ side_buff,shackles_of_war_artifact_bonus_1 |
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| artifact_0_heroStatBattle_parameters: 🔽 ❌ enableBattleEscapeBan,true ✅ |
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| artifact_0_heroStatBattle_receiver_allegiance: 🔽 ❌ all ✅ |
|
| artifact_1_battleSubskillBonus_parameters: 🔽 ❌ ✅ side_buff,shackles_of_war_artifact_bonus_2 |
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| Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting However, the trap Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). 🔽 ❌ Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting the creature’s movement, ending its current turn and cancelling its next turn. After triggering, the trap disappears. If the trapped hex is the creature’s final destination, the trap does not trigger. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). ✅ Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger. However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). |
|
| Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting However, the trap Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). 🔽 ❌ Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting the creature’s movement, ending its current turn and cancelling its next turn. After triggering, the trap disappears. If the trapped hex is the creature’s final destination, the trap does not trigger. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). ✅ Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger. However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). |
|
| Place up to 3 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting However, the trap Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). 🔽 ❌ Place up to 3 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting the creature’s movement, ending its current turn and cancelling its next turn. After triggering, the trap disappears. If the trapped hex is the creature’s final destination, the trap does not trigger. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). ✅ Place up to 3 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger. However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). |
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| Place up to 4 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting However, the trap Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). 🔽 ❌ Place up to 4 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting the creature’s movement, ending its current turn and cancelling its next turn. After triggering, the trap disappears. If the trapped hex is the creature’s final destination, the trap does not trigger. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). ✅ Place up to 4 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger. However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s). |
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| skill_sub_first_aid_1💬 | 🔽 ❌ ✅ Revives an additional +{0}% of units lost during the battle. This bonus is doubled if the hero knows “Recruitment.” |
| skill_sub_first_aid_1💬 | sub_skill_name: 🔽 ❌ ✅ Return to Service |
| skill_sub_first_aid_2💬 | 🔽 ❌ ✅ Whenever a friendly stack takes Damage and survives, it gains +{0}% to Damage dealt and –{0}% to Damage taken until the end of the next round. |
| skill_sub_first_aid_2💬 | sub_skill_name: 🔽 ❌ ✅ Adrenaline |
| skill_sub_first_aid_3💬 | 🔽 ❌ ✅ Grants a new ability. It dispels all negative effects from the target. |
| skill_sub_first_aid_3💬 | sub_skill_name: 🔽 ❌ ✅ Antidotes |
| skill_sub_first_aid_4💬 | 🔽 ❌ ✅ Whenever a friendly creature kills an enemy, it fully restores its HP. This cannot revive fallen units. |
| skill_sub_first_aid_4💬 | sub_skill_name: 🔽 ❌ ✅ Thrill of Battle |
| skill_sub_first_aid_5💬 | 🔽 ❌ ✅ Friendly creatures gain +{0} HP. |
| skill_sub_first_aid_5💬 | sub_skill_name: 🔽 ❌ ✅ Healthy Decoctions |
| skill_sub_first_aid_6💬 | 🔽 ❌ ✅ Grants a new ability. It revives a target friendly corpse, partially restoring its HP. Usable once per battle. |
| skill_sub_first_aid_6💬 | sub_skill_name: 🔽 ❌ ✅ Ammonia |
| skill_sub_formation_3💬 | Friendly creatures gain 🔽 ❌ Friendly creatures gain overwatch when they choose to wait in battle. While overwatching, they will counterattack when an enemy moves into their Melee Range. ✅ Friendly creatures gain Overwatch when they wait in battle. While overwatching, they will hit an enemy walking or flying away from a hex in their Melee Range. |
Source: Data:Patches/v0.81.02


