Olden Era Unit Upgrades Guide: The Two-Path Switching System
How Olden Era's branching unit upgrades work — two upgrade paths per creature, free switching back in town, and how to pick the right path for the fight in front of you.
If you’ve played any classic Heroes game, you know the upgrade ritual: build the upgrade building, click the button, your Swordsmen become Crusaders forever. One direction, no take-backs. Olden Era throws that out, and once you understand the replacement, it changes how you fight every battle.
Every creature in Olden Era has two upgrade paths instead of one. And the part that breaks old habits: you can switch between them whenever you’re back in town. This is the signature mechanic of the game, and players coming from older Heroes titles keep under-using it because the old reflexes are so strong.
How the Two Paths Work
Each base creature has its own upgrade building. Build it, and you unlock both upgraded versions of that unit, not just one. The two versions are genuinely different from each other. They have different stats, different abilities, and even different looks, so you can tell at a glance which one a stack is running.
The split usually pulls in two directions. One path tends toward raw output, leaning into higher damage. The other leans toward going first, with higher initiative, or carries a different ability that changes how the unit behaves in combat. The Onyx Dancer is a clean example: both upgrade paths share the same attack and damage, but one path jumps the unit’s initiative well above the other. Same creature, two very different roles depending on which path you’ve got active.
So you’re not choosing a permanent power-up. You’re choosing a temperament for that unit, and you can change your mind.
Switching Is Free and You Should Do It Constantly
Here’s the habit to build. When you roll back into town between fights, look at what’s coming next and re-pick your upgrade paths to suit it. There’s no penalty for flipping. The creatures don’t reset, you don’t lose anything, you just retune.
This is the single biggest thing players miss. In old Heroes you committed once and lived with it. In Olden Era, leaving a unit on the wrong path for the wrong fight is leaving free value on the floor. The town visit is your tuning bench.
Why Initiative Matters So Much for the Choice
Combat in Olden Era runs on Initiative first, with Speed only breaking ties. The unit with higher Initiative acts sooner in the round. That’s why the high-initiative upgrade path isn’t just a stat bump, it’s control. Going first lets you delete a dangerous enemy stack before it ever swings, or land a debuff before the enemy can act on their plan.
The high-damage path, by contrast, is about closing fights you’re already winning, or hitting hard enough that order matters less. Knowing which lever you’re pulling is the whole skill here.
Picking the Path for the Fight
I think about it as two questions: what am I fighting, and do I need to go first?
Fighting a boss or a tough single target? Lean toward the high-damage paths. When the enemy is one big threat, the priority is raw output to bring it down in as few rounds as possible. Initiative matters less when there’s only one thing to race.
Clearing neutral stacks for zero losses? This is where high-initiative paths shine. Going first lets you blow up the enemy’s most dangerous stack before it retaliates, which is exactly how you walk away from a fight without a scratch. Zero-loss clearing is the backbone of a good economy, and acting first is how you get it.
Need to control the opening? If your plan depends on landing a spell, a debuff, or a key hit on turn one, the high-initiative path buys you that turn-one tempo. Control compositions live and die on who moves first.
Mixed army, mixed enemy? Tune per unit, not per army. Your frontline bruisers can sit on the damage path while your fragile high-value units take the initiative path so they act before they can be focused down. You’re not forced to pick one philosophy for the whole stack.
A Few Practical Notes
You still have to build the upgrade building before either path is available, so your town build order still gates which units can upgrade at all. Switching only changes which of the two unlocked paths is active. It doesn’t conjure upgrades you haven’t built toward yet.
Because the appearances differ, get in the habit of reading enemy stacks too. If you’re up against another player or a tougher AI, the model tells you whether their units are tuned for damage or for speed, which is real information about how the fight will open.
And don’t overthink it on easy clears. If you’re stomping a weak stack, whatever path is already active is fine. Save the careful retuning for the fights that are actually close or actually matter.
Quick Takeaways
- Every creature has two upgrade paths, unlocked together when you build its upgrade building.
- The paths differ in stats, abilities, and appearance, usually splitting between higher damage and higher initiative or a different ability.
- You can switch freely between the two paths whenever you’re in town, with no penalty.
- Use high-initiative paths for zero-loss neutral clears and control openings, high-damage paths for bosses and tough single targets.
- Tune per unit and per fight. Leaving units on the wrong path is the most common way new players leave power on the table.
Once flipping paths in town becomes automatic, you stop fighting every battle with the same army and start fighting each one with the army that battle needs. That flexibility is the whole point of the system, and it’s a genuine edge over anyone still playing like upgrades are permanent.