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
Buildings
Schism buildings
Дерево строительства
Очередность развития города
Abyssal Remnant
Abyssal Remnant
Great Library
Great Library
Lesser Summoning Rite
Lesser Summoning Rite
Cultist Spire
Cultist Spire
Mage Guild
Mage Guild
Tavern
Tavern
Abyssal Remnant II
Abyssal Remnant II
Aga’Shoth Stables
Aga’Shoth Stables
Lesser Summoning Rite II
Lesser Summoning Rite II
Disturbing Summoning Rite
Disturbing Summoning Rite
Cultist Spire II
Cultist Spire II
Involuntary Summons
Involuntary Summons
Mage Guild II
Mage Guild II
Marketplace
Marketplace
Abyssal Remnant III
Abyssal Remnant III
Bank
Bank
Fortifications
Fortifications
Aga’Shoth Stables II
Aga’Shoth Stables II
House of Chains
House of Chains
Disturbing Summoning Rite II
Disturbing Summoning Rite II
Mage Guild III
Mage Guild III
Artifact Merchant
Artifact Merchant
Resource Depot
Resource Depot
Treasury
Treasury
Fortifications II
Fortifications II
Bloated Mansion
Bloated Mansion
Alchemic Depot
Alchemic Depot
House of Chains II
House of Chains II
Eerie Summoning Rite
Eerie Summoning Rite
Mage Guild IV
Mage Guild IV
Fortifications III
Fortifications III
Bloated Mansion II
Bloated Mansion II
Eerie Summoning Rite II
Eerie Summoning Rite II
Mage Guild V
Mage Guild V
Faction
Units Schism
Ra’Shoth
- Rating
- 59
- Attack
- 3№4
- Defense
- 3№5
- Damage
- 3-3№3
- Health
- 10№4
- Speed
- 4№2
- Initiative
- 2№6
- Growth
- 20
Details4
No additional abilities or skills.
Stinging Ra’Shoth
- Rating
- 78
- Attack
- 4№3
- Defense
- 4№4
- Damage
- 3-3№3
- Health
- 10№4
- Speed
- 4-1№2
- Initiative
- 4+1№4
- Growth
- 20
Details4
No additional abilities or skills.
Ferocious Ra’Shoth
- Rating
- 78
- Attack
- 4№3
- Defense
- 4№4
- Damage
- 3-3№3
- Health
- 10№4
- Speed
- 5+1№1
- Initiative
- 3-1№5
- Growth
- 20
Details5
No additional abilities or skills.
Cultist
- Rating
- 138
- Attack
- 5№4
- Defense
- 4№3
- Damage
- 3-5№3
- Health
- 15№3
- Speed
- 4№4
- Initiative
- 4№6
- Growth
- 12
Details3
No additional abilities or skills.
Binder
- Rating
- 184
- Attack
- 6-2№3
- Defense
- 7+3№1
- Damage
- 4-5-0.5№2
- Health
- 15№3
- Speed
- 5№3
- Initiative
- 5+1№5
- Growth
- 12
Details4
No additional abilities or skills.
Votary
- Rating
- 184
- Attack
- 8+2№1
- Defense
- 4-3№3
- Damage
- 3-7+0.5№1
- Health
- 15№3
- Speed
- 5№3
- Initiative
- 4-1№6
- Growth
- 12
Details4
No additional abilities or skills.
Aga’Shoth Rider
- Rating
- 194
- Attack
- 7№3
- Defense
- 7№3
- Damage
- 5-7№2
- Health
- 20№3
- Speed
- 4№6
- Initiative
- 6№6
- Growth
- 8
Details5
No additional abilities or skills.
Aga’Shoth Tamer
- Rating
- 276
- Attack
- 8+1№2
- Defense
- 8+1№2
- Damage
- 5-7№2
- Health
- 20-5№3
- Speed
- 7+1№3
- Initiative
- 9+2№3
- Growth
- 8
Details5
No additional abilities or skills.
Aga’Shoth Mat’ha
- Rating
- 276
- Attack
- 7-1№3
- Defense
- 7-1№3
- Damage
- 5-7№2
- Health
- 25+5№2
- Speed
- 6-1№4
- Initiative
- 7-2№5
- Growth
- 8
Details6
No additional abilities or skills.
Grand Shoth
- Rating
- 453
- Attack
- 11№5
- Defense
- 11№5
- Damage
- 10-13№5
- Health
- 50№2
- Speed
- 5№3
- Initiative
- 8№2
- Growth
- 4
Details5
No additional abilities or skills.
Unspeakable Shoth
- Rating
- 657
- Attack
- 11№5
- Defense
- 11№5
- Damage
- 10-13№5
- Health
- 50№2
- Speed
- 8+2№1
- Initiative
- 8-5№2
- Growth
- 4
Details6
No additional abilities or skills.
Unthinkable Shoth
- Rating
- 657
- Attack
- 11№5
- Defense
- 11№5
- Damage
- 10-13№5
- Health
- 50№2
- Speed
- 6-2№2
- Initiative
- 13+5№1
- Growth
- 4
Details6
No additional abilities or skills.
Concubus
- Rating
- 567
- Attack
- 16№2
- Defense
- 13№6
- Damage
- 14-20№4
- Health
- 60№3
- Speed
- 2№7
- Initiative
- 5№8
- Growth
- 3
Details5
No additional abilities or skills.
Mistress of Chains
- Rating
- 849
- Attack
- 16№2
- Defense
- 13№6
- Damage
- 14-20-3№4
- Health
- 60№3
- Speed
- 4-2№5
- Initiative
- 7+2№6
- Growth
- 3
Details7
No additional abilities or skills.
Bewitcher
- Rating
- 849
- Attack
- 16№2
- Defense
- 13№6
- Damage
- 20-20+3№2
- Health
- 60№3
- Speed
- 6+2№3
- Initiative
- 5-2№8
- Growth
- 3
Details7
No additional abilities or skills.
Arbitrator
- Rating
- 1411
- Attack
- 20№7
- Defense
- 20№6
- Damage
- 18-22№9
- Health
- 75№8
- Speed
- 4№6
- Initiative
- 5№8
- Growth
- 2
Details6
No additional abilities or skills.
Rift Arbitrator
- Rating
- 2259
- Attack
- 22-6№6
- Defense
- 24+2№4
- Damage
- 18-22-2№9
- Health
- 75№8
- Speed
- 5№5
- Initiative
- 12+4№2
- Growth
- 2
Details7
No additional abilities or skills.
Bloated Arbitrator
- Rating
- 2259
- Attack
- 28+6№2
- Defense
- 22-2№5
- Damage
- 20-24+2№7
- Health
- 75№8
- Speed
- 5№5
- Initiative
- 8-4№6
- Growth
- 2
Details7
No additional abilities or skills.
Abyssal Envoy
- Rating
- 3822
- Attack
- 30№5
- Defense
- 30№5
- Damage
- 40-60№5
- Health
- 250№4
- Speed
- 5№7
- Initiative
- 9№8
- Growth
- 1
Details5
No additional abilities or skills.
Abyssal Overseer
- Rating
- 6719
- Attack
- 40+5№1
- Defense
- 40+5№1
- Damage
- 40-60-10№5
- Health
- 250№4
- Speed
- 6-1№6
- Initiative
- 10-1№7
- Growth
- 1
Details7
No additional abilities or skills.
Abyssal Executor
- Rating
- 6719
- Attack
- 35-5№2
- Defense
- 35-5№3
- Damage
- 60-60+10№3
- Health
- 250№4
- Speed
- 7+1№5
- Initiative
- 11+1№6
- Growth
- 1
Details6
No additional abilities or skills.
Heroes
Laws
Schism laws
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
The cooldowns of all the battle spells of enemy heroes are increased by 1 round(s).
Faction law
Call of the Deep
Your Schism heroes’ spells and friendly creatures’ abilities summon +10% units.
- Cost
- 2
- Level count
- 2
Your Schism heroes’ spells and friendly creatures’ abilities summon +10% units.
Your Schism heroes’ spells and friendly creatures’ abilities summon +20% units.
Faction law
Cold Shoulder
You can use Involuntary Summons in your Schism cities twice per week.
- Cost
- 6
- Level count
- 1
You can use Involuntary Summons in your Schism cities twice per week.
Faction law
Cold Touch
All effects applied by your heroes and friendly creatures last 1 additional round(s).
- Cost
- 3
- Level count
- 2
All effects applied by your heroes and friendly creatures last 1 additional round(s).
All effects applied by your heroes and friendly creatures last 2 additional round(s).
Faction law
Depths of Mind
Your Schism heroes restore +10% mana each morning.
- Cost
- 1
- Level count
- 2
Your Schism heroes restore +10% mana each morning.
Your Schism heroes restore +20% mana each morning.
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
Abyssal Envoy growth in your cities increases by 1. They gain 3 Speed and Initiative.
Abyssal Envoy growth in your cities increases by 2. They gain 3 Speed and Initiative.
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
Aga’Shoth Rider growth in your cities increases by 2. They gain 5 HP.
Faction law
Elite Arbitrators
Arbitrator growth in your cities increases by 1. They deal +4 Damage.
- Cost
- 3
- Level count
- 1
Arbitrator growth in your cities increases by 1. They deal +4 Damage.
Faction law
Elite Concubi
Concubus growth in your cities increases by 1. They gain 4 Attack and Defense.
- Cost
- 3
- Level count
- 1
Concubus growth in your cities increases by 1. They gain 4 Attack and Defense.
Faction law
Elite Cultists
Cultist growth in your cities increases by 4. They deal +1 Damage.
- Cost
- 3
- Level count
- 1
Cultist growth in your cities increases by 4. They deal +1 Damage.
Faction law
Elite Grand Shoth
Grand Shoth growth in your cities increases by 2. They gain 1 Speed.
- Cost
- 3 / 2
- Level count
- 2
Grand Shoth growth in your cities increases by 2. They gain 1 Speed.
Grand Shoth growth in your cities increases by 4. They gain 1 Speed.
Faction law
Elite Ra’Shoth
Ra’Shoth growth in your cities increases by 4. They gain 1 Initiative.
- Cost
- 3 / 2
- Level count
- 2
Ra’Shoth growth in your cities increases by 4. They gain 1 Initiative.
Ra’Shoth growth in your cities increases by 8. They gain 1 Initiative.
Faction law
Frostbite
Each round of battle, enemy heroes lose 6 mana.
- Cost
- 3
- Level count
- 1
Each round of battle, enemy heroes lose 6 mana.
Faction law
Frozen Homeland
Friendly creatures gain 1 Attack and Defense when they battle on their Native Terrain.
- Cost
- 3
- Level count
- 3
Friendly creatures gain 1 Attack and Defense when they battle on their Native Terrain.
Friendly creatures gain 2 Attack and Defense when they battle on their Native Terrain.
Friendly creatures gain 3 Attack and Defense when they battle on their Native Terrain.
Faction law
Generational Wisdom
Your heroes gain +10% XP.
- Cost
- 4
- Level count
- 2
Your heroes gain +10% XP.
Your heroes gain +20% XP.
Faction law
Ice Power
Your heroes gain +1 Spell Power.
- Cost
- 2
- Level count
- 3
Your heroes gain +1 Spell Power.
Your heroes gain +2 Spell Power.
Your heroes gain +3 Spell Power.
Faction law
Ice Storms
All enemy creatures lose 1 Speed and Initiative.
- Cost
- 4
- Level count
- 1
All enemy creatures lose 1 Speed and Initiative.
Faction law
Inevitable Destruction
When destroying artifacts, you gain +10% Alchemical Dust.
- Cost
- 2
- Level count
- 3
When destroying artifacts, you gain +10% Alchemical Dust.
When destroying artifacts, you gain +20% Alchemical Dust.
When destroying artifacts, you gain +30% Alchemical Dust.
Faction law
Mind Freeze
Each round of battle, the enemy loses 1 Focus Charge(s).
- Cost
- 4
- Level count
- 1
Each round of battle, the enemy loses 1 Focus Charge(s).
Faction law
Mining: Mercury
Produces 1 Mercury daily.
- Cost
- 2
- Level count
- 2
Produces 1 Mercury daily.
Produces 2 Mercury daily.
Faction law
Otherworldly Magic
Arcane spells of your heroes gain 1 level.
- Cost
- 3
- Level count
- 1
Arcane spells of your heroes gain 1 level.
Faction law
Planar Explorers
Produces 250 Astrology points daily.
- Cost
- 2
- Level count
- 3
Produces 250 Astrology points daily.
Produces 500 Astrology points daily.
Produces 750 Astrology points daily.
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
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
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
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
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
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
Faction law
Survival Conditions
Your cities produce +1 Wood and Ore.
- Cost
- 3
- Level count
- 2
Your cities produce +1 Wood and Ore.
Your cities produce +2 Wood and Ore.
Faction law
Tax Collectors
Produces 250 Gold daily.
- Cost
- 2
- Level count
- 2
Produces 250 Gold daily.
Produces 500 Gold daily.
Faction law
The Abyss Stares Back
Your Schism heroes start each day with maximum Communion level.
- Cost
- 5
- Level count
- 1
Your Schism heroes start each day with maximum Communion level.
Faction law
The World is Ours
Friendly creatures treat all Terrains as Native.
- Cost
- 3
- Level count
- 1
Friendly creatures treat all Terrains as Native.
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
Tier‑1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier‑1 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
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
Tier‑2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier‑2 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
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
Tier‑3 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier‑3 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
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
Tier‑4 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier‑4 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
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
Tier‑5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier‑5 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
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
Tier‑6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier‑6 friendly creatures gain 20% of their hero’s Attack and Spell Power as Attack, 20% of their Defense and Knowledge as Defense.
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
Tier‑7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
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