Olden Era Wiki

Faction

Schism

Schism in Heroes of Might and Magic: Olden Era: faction overview, 18 heroes, 21 units and creatures, 35 buildings, 36 laws, with internal links to heroes, units, buildings, and laws.

Related pages

Schism - faction Heroes of Might and Magic: Olden Era

All factions

Buildings

Schism buildings

Separate page

Дерево строительства

Очередность развития города

35 строенийВсего на город
Стоимость всех зданий не указана

Firmament’s Abyss

Mage Guild

Abyssal Remnant II

Aga’Shoth Stables

Cultist Spire II

Involuntary Summons

Mage Guild II

Marketplace

Abyssal Remnant III

House of Chains

Mage Guild III

Fortifications II

Bloated Mansion

Mage Guild IV

Fortifications III

Mage Guild V

Faction

Units Schism

Rank 1
Compare
Line rating: 59
Base

Ra’Shoth

Rating
59
Attack
34
Defense
35
Damage
3-33
Health
104
Speed
42
Initiative
26
Growth
20
Details4

No additional abilities or skills.

Upgrade

Stinging Ra’Shoth

Rating
78
Attack
43
Defense
44
Damage
3-33
Health
104
Speed
4-12
Initiative
4+14
Growth
20
Details4

No additional abilities or skills.

Alternative

Ferocious Ra’Shoth

Rating
78
Attack
43
Defense
44
Damage
3-33
Health
104
Speed
5+11
Initiative
3-15
Growth
20
Details5

No additional abilities or skills.

Rank 2
Compare
Line rating: 138
Base

Cultist

Rating
138
Attack
54
Defense
43
Damage
3-53
Health
153
Speed
44
Initiative
46
Growth
12
Details3

No additional abilities or skills.

Upgrade

Binder

Rating
184
Attack
6-23
Defense
7+31
Damage
4-5-0.52
Health
153
Speed
53
Initiative
5+15
Growth
12
Details4

No additional abilities or skills.

Alternative

Votary

Rating
184
Attack
8+21
Defense
4-33
Damage
3-7+0.51
Health
153
Speed
53
Initiative
4-16
Growth
12
Details4

No additional abilities or skills.

Rank 3
Compare
Line rating: 194
Base

Aga’Shoth Rider

Rating
194
Attack
73
Defense
73
Damage
5-72
Health
203
Speed
46
Initiative
66
Growth
8
Details5

No additional abilities or skills.

Upgrade

Aga’Shoth Tamer

Rating
276
Attack
8+12
Defense
8+12
Damage
5-72
Health
20-53
Speed
7+13
Initiative
9+23
Growth
8
Details5

No additional abilities or skills.

Alternative

Aga’Shoth Mat’ha

Rating
276
Attack
7-13
Defense
7-13
Damage
5-72
Health
25+52
Speed
6-14
Initiative
7-25
Growth
8
Details6

No additional abilities or skills.

Rank 4
Compare
Line rating: 453
Base

Grand Shoth

Rating
453
Attack
115
Defense
115
Damage
10-135
Health
502
Speed
53
Initiative
82
Growth
4
Details5

No additional abilities or skills.

Upgrade

Unspeakable Shoth

Rating
657
Attack
115
Defense
115
Damage
10-135
Health
502
Speed
8+21
Initiative
8-52
Growth
4
Details6

No additional abilities or skills.

Alternative

Unthinkable Shoth

Rating
657
Attack
115
Defense
115
Damage
10-135
Health
502
Speed
6-22
Initiative
13+51
Growth
4
Details6

No additional abilities or skills.

Rank 5
Compare
Line rating: 567
Base

Concubus

Rating
567
Attack
162
Defense
136
Damage
14-204
Health
603
Speed
27
Initiative
58
Growth
3
Details5

No additional abilities or skills.

Upgrade

Mistress of Chains

Rating
849
Attack
162
Defense
136
Damage
14-20-34
Health
603
Speed
4-25
Initiative
7+26
Growth
3
Details7

No additional abilities or skills.

Alternative

Bewitcher

Rating
849
Attack
162
Defense
136
Damage
20-20+32
Health
603
Speed
6+23
Initiative
5-28
Growth
3
Details7

No additional abilities or skills.

Rank 6
Compare
Line rating: 1411
Base

Arbitrator

Rating
1411
Attack
207
Defense
206
Damage
18-229
Health
758
Speed
46
Initiative
58
Growth
2
Details6

No additional abilities or skills.

Upgrade

Rift Arbitrator

Rating
2259
Attack
22-66
Defense
24+24
Damage
18-22-29
Health
758
Speed
55
Initiative
12+42
Growth
2
Details7

No additional abilities or skills.

Alternative

Bloated Arbitrator

Rating
2259
Attack
28+62
Defense
22-25
Damage
20-24+27
Health
758
Speed
55
Initiative
8-46
Growth
2
Details7

No additional abilities or skills.

Rank 7
Compare
Line rating: 3822
Base

Abyssal Envoy

Rating
3822
Attack
305
Defense
305
Damage
40-605
Health
2504
Speed
57
Initiative
98
Growth
1
Details5

No additional abilities or skills.

Upgrade

Abyssal Overseer

Rating
6719
Attack
40+51
Defense
40+51
Damage
40-60-105
Health
2504
Speed
6-16
Initiative
10-17
Growth
1
Details7

No additional abilities or skills.

Alternative

Abyssal Executor

Rating
6719
Attack
35-52
Defense
35-53
Damage
60-60+103
Health
2504
Speed
7+15
Initiative
11+16
Growth
1
Details6

No additional abilities or skills.

Heroes

BlackhornHero
Changeling UrgoHero
DhüvriHero
Grellekh the BetrayerHero
Icequeen Hel’GhatHero
JänheiHero
KwinriHero
Mara Mat’haHero
Martyr ThoHero
Matastala the WhiteHero
NihilHero
Ra’DavokHero
Sister KeiriHero
The Eye CollectiveHero
The Iron MasterHero
TölkethHero
UlkuthHero
Wal’khaHero

Laws

Schism laws

LawAbsolute Zero1 levels

Faction law

Absolute Zero

The cooldowns of all the battle spells of enemy heroes are increased by 1 round(s).

Cost
3
Level count
1
Level 1Cost: 3

The cooldowns of all the battle spells of enemy heroes are increased by 1 round(s).

LawCall of the Deep2 levels

Faction law

Call of the Deep

Your Schism heroes’ spells and friendly creatures’ abilities summon +10% units.

Cost
2
Level count
2
Level 1Cost: 2

Your Schism heroes’ spells and friendly creatures’ abilities summon +10% units.

Level 2Cost: 2

Your Schism heroes’ spells and friendly creatures’ abilities summon +20% units.

LawCold Shoulder1 levels

Faction law

Cold Shoulder

You can use Involuntary Summons in your Schism cities twice per week.

Cost
6
Level count
1
Level 1Cost: 6

You can use Involuntary Summons in your Schism cities twice per week.

LawCold Touch2 levels

Faction law

Cold Touch

All effects applied by your heroes and friendly creatures last 1 additional round(s).

Cost
3
Level count
2
Level 1Cost: 3

All effects applied by your heroes and friendly creatures last 1 additional round(s).

Level 2Cost: 3

All effects applied by your heroes and friendly creatures last 2 additional round(s).

LawDepths of Mind2 levels

Faction law

Depths of Mind

Your Schism heroes restore +10% mana each morning.

Cost
1
Level count
2
Level 1Cost: 1

Your Schism heroes restore +10% mana each morning.

Level 2Cost: 1

Your Schism heroes restore +20% mana each morning.

LawElite Abyssal Envoys2 levels

Faction law

Elite Abyssal Envoys

Abyssal Envoy growth in your cities increases by 1. They gain 3 Speed and Initiative.

Cost
3 / 2
Level count
2
Level 1Cost: 3

Abyssal Envoy growth in your cities increases by 1. They gain 3 Speed and Initiative.

Level 2Cost: 2

Abyssal Envoy growth in your cities increases by 2. They gain 3 Speed and Initiative.

LawElite Aga’Shoth Riders1 levels

Faction law

Elite Aga’Shoth Riders

Aga’Shoth Rider growth in your cities increases by 2. They gain 5 HP.

Cost
3
Level count
1
Level 1Cost: 3

Aga’Shoth Rider growth in your cities increases by 2. They gain 5 HP.

LawElite Arbitrators1 levels

Faction law

Elite Arbitrators

Arbitrator growth in your cities increases by 1. They deal +4 Damage.

Cost
3
Level count
1
Level 1Cost: 3

Arbitrator growth in your cities increases by 1. They deal +4 Damage.

LawElite Concubi1 levels

Faction law

Elite Concubi

Concubus growth in your cities increases by 1. They gain 4 Attack and Defense.

Cost
3
Level count
1
Level 1Cost: 3

Concubus growth in your cities increases by 1. They gain 4 Attack and Defense.

LawElite Cultists1 levels

Faction law

Elite Cultists

Cultist growth in your cities increases by 4. They deal +1 Damage.

Cost
3
Level count
1
Level 1Cost: 3

Cultist growth in your cities increases by 4. They deal +1 Damage.

LawElite Grand Shoth2 levels

Faction law

Elite Grand Shoth

Grand Shoth growth in your cities increases by 2. They gain 1 Speed.

Cost
3 / 2
Level count
2
Level 1Cost: 3

Grand Shoth growth in your cities increases by 2. They gain 1 Speed.

Level 2Cost: 2

Grand Shoth growth in your cities increases by 4. They gain 1 Speed.

LawElite Ra’Shoth2 levels

Faction law

Elite Ra’Shoth

Ra’Shoth growth in your cities increases by 4. They gain 1 Initiative.

Cost
3 / 2
Level count
2
Level 1Cost: 3

Ra’Shoth growth in your cities increases by 4. They gain 1 Initiative.

Level 2Cost: 2

Ra’Shoth growth in your cities increases by 8. They gain 1 Initiative.

LawFrostbite1 levels

Faction law

Frostbite

Each round of battle, enemy heroes lose 6 mana.

Cost
3
Level count
1
Level 1Cost: 3

Each round of battle, enemy heroes lose 6 mana.

LawFrozen Homeland3 levels

Faction law

Frozen Homeland

Friendly creatures gain 1 Attack and Defense when they battle on their Native Terrain.

Cost
3
Level count
3
Level 1Cost: 3

Friendly creatures gain 1 Attack and Defense when they battle on their Native Terrain.

Level 2Cost: 3

Friendly creatures gain 2 Attack and Defense when they battle on their Native Terrain.

Level 3Cost: 3

Friendly creatures gain 3 Attack and Defense when they battle on their Native Terrain.

LawGenerational Wisdom2 levels

Faction law

Generational Wisdom

Your heroes gain +10% XP.

Cost
4
Level count
2
Level 1Cost: 4

Your heroes gain +10% XP.

Level 2Cost: 4

Your heroes gain +20% XP.

LawIce Power3 levels

Faction law

Ice Power

Your heroes gain +1 Spell Power.

Cost
2
Level count
3
Level 1Cost: 2

Your heroes gain +1 Spell Power.

Level 2Cost: 2

Your heroes gain +2 Spell Power.

Level 3Cost: 2

Your heroes gain +3 Spell Power.

LawIce Storms1 levels

Faction law

Ice Storms

All enemy creatures lose 1 Speed and Initiative.

Cost
4
Level count
1
Level 1Cost: 4

All enemy creatures lose 1 Speed and Initiative.

LawInevitable Destruction3 levels

Faction law

Inevitable Destruction

When destroying artifacts, you gain +10% Alchemical Dust.

Cost
2
Level count
3
Level 1Cost: 2

When destroying artifacts, you gain +10% Alchemical Dust.

Level 2Cost: 2

When destroying artifacts, you gain +20% Alchemical Dust.

Level 3Cost: 2

When destroying artifacts, you gain +30% Alchemical Dust.

LawMind Freeze1 levels

Faction law

Mind Freeze

Each round of battle, the enemy loses 1 Focus Charge(s).

Cost
4
Level count
1
Level 1Cost: 4

Each round of battle, the enemy loses 1 Focus Charge(s).

LawMining: Mercury2 levels

Faction law

Mining: Mercury

Produces 1 Mercury daily.

Cost
2
Level count
2
Level 1Cost: 2

Produces 1 Mercury daily.

Level 2Cost: 2

Produces 2 Mercury daily.

LawOtherworldly Magic1 levels

Faction law

Otherworldly Magic

Arcane spells of your heroes gain 1 level.

Cost
3
Level count
1
Level 1Cost: 3

Arcane spells of your heroes gain 1 level.

LawPlanar Explorers3 levels

Faction law

Planar Explorers

Produces 250 Astrology points daily.

Cost
2
Level count
3
Level 1Cost: 2

Produces 250 Astrology points daily.

Level 2Cost: 2

Produces 500 Astrology points daily.

Level 3Cost: 2

Produces 750 Astrology points daily.

LawResource Riches I1 levels

Faction law

Resource Riches I

Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Cost
1
Level count
1
Level 1Cost: 1

Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

LawResource Riches II1 levels

Faction law

Resource Riches II

Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Cost
2
Level count
1
Level 1Cost: 2

Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

LawResource Riches III1 levels

Faction law

Resource Riches III

Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Cost
3
Level count
1
Level 1Cost: 3

Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

LawSurvival Conditions2 levels

Faction law

Survival Conditions

Your cities produce +1 Wood and Ore.

Cost
3
Level count
2
Level 1Cost: 3

Your cities produce +1 Wood and Ore.

Level 2Cost: 3

Your cities produce +2 Wood and Ore.

LawTax Collectors2 levels

Faction law

Tax Collectors

Produces 250 Gold daily.

Cost
2
Level count
2
Level 1Cost: 2

Produces 250 Gold daily.

Level 2Cost: 2

Produces 500 Gold daily.

LawThe Abyss Stares Back1 levels

Faction law

The Abyss Stares Back

Your Schism heroes start each day with maximum Communion level.

Cost
5
Level count
1
Level 1Cost: 5

Your Schism heroes start each day with maximum Communion level.

LawThe World is Ours1 levels

Faction law

The World is Ours

Friendly creatures treat all Terrains as Native.

Cost
3
Level count
1
Level 1Cost: 3

Friendly creatures treat all Terrains as Native.

LawUnfrozen Strength I2 levels

Faction law

Unfrozen Strength I

Tier‑1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cost
2
Level count
2
Level 1Cost: 2

Tier‑1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Level 2Cost: 2

Tier‑1 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.

LawUnfrozen Strength II2 levels

Faction law

Unfrozen Strength II

Tier‑2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cost
2
Level count
2
Level 1Cost: 2

Tier‑2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Level 2Cost: 2

Tier‑2 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.

LawUnfrozen Strength III2 levels

Faction law

Unfrozen Strength III

Tier‑3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cost
2
Level count
2
Level 1Cost: 2

Tier‑3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Level 2Cost: 2

Tier‑3 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.

LawUnfrozen Strength IV2 levels

Faction law

Unfrozen Strength IV

Tier‑4 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cost
2
Level count
2
Level 1Cost: 2

Tier‑4 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Level 2Cost: 2

Tier‑4 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.

LawUnfrozen Strength V2 levels

Faction law

Unfrozen Strength V

Tier‑5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cost
2
Level count
2
Level 1Cost: 2

Tier‑5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Level 2Cost: 2

Tier‑5 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.

LawUnfrozen Strength VI2 levels

Faction law

Unfrozen Strength VI

Tier‑6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cost
2
Level count
2
Level 1Cost: 2

Tier‑6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Level 2Cost: 2

Tier‑6 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.

LawUnfrozen strength VII2 levels

Faction law

Unfrozen strength VII

Tier‑7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Cost
2
Level count
2
Level 1Cost: 2

Tier‑7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.

Level 2Cost: 2

Tier‑7 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.

Other

Uncategorized