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Heroes of Might and Magic

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Heroes of Might and Magic
Company typeVideo game franchise
IndustryVideo games
PredecessorNew World Computing
Founded1995
FounderJon Van Caneghem
ProductsTurn-based strategy video games
OwnerUbisoft
ParentUbisoft

Heroes of Might and Magic (often abbreviated as HoMM), and known under the title Might & Magic Heroes between 2011 and 2024, is a video game franchise developed by Jon Van Caneghem through the studio New World Computing.

This series forms part of the broader Might and Magic universe and underwent several ownership changes: initially managed by New World Computing, then acquired by The 3DO Company, and eventually transferred to Ubisoft following 3DO’s closure. The gameplay centers on turn-based strategy set in a fantasy realm, where players lead armies composed of legendary creatures. The inaugural release appeared in 1995, with the latest main installment, Might & Magic Heroes VII, launching on September 29, 2015.

Following the shutdown of New World Computing after Heroes of Might and Magic IV, Ubisoft maintained control over the IP. Subsequent development was handled by different studios: Nival Interactive produced Heroes of Might and Magic V, Black Hole Entertainment took charge of Might & Magic Heroes VI, and later Limbic Entertainment managed updates, downloadable content, and the creation of Might & Magic Heroes VII. The standalone expansion Shades of Darkness was developed by Virtuos.

While primarily designed for DOS and Windows, the franchise has seen occasional support for macOS. Additionally, Heroes II was adapted for RISC OS, and Heroes III received a Linux port. Starting in 2006, the first four titles became accessible via GameTap. There have also been remakes tailored for the Game Boy Color platform.

Precursors

The 1990 release King's Bounty, created by New World Computing, laid foundational gameplay concepts that influenced the Heroes series and is sometimes regarded as its predecessor in various collections. This title was reimagined for the PlayStation 2 in 2001 under the name Heroes of Might and Magic: Quest for the Dragon Bone Staff. Separate from this lineage, the company 1C Company launched unrelated sequels beginning in 2008 with King's Bounty: The Legend.

The original Heroes of Might and Magic game succeeded the first five entries of the Might and Magic series but introduced the world of Enroth—a setting revisited in the sixth through eighth installments of Might and Magic, featuring interconnected story arcs. The fourth entry in the Heroes franchise along with the ninth Might and Magic title took place on Axeoth following Enroth’s destruction; however, their plots remained distinct from one another.

Main series

Portable titles

Online titles

Spin-off games

Collections and special releases

  • Heroes of Might and Magic Compendium (1997), features King's Bounty, the initial two Heroes installments, plus the Price of Loyalty expansion. Published by 3DO/Ubisoft.
  • Heroes of Might and Magic II Gold (1998), contains Heroes II, its expansion pack, along with 31 extra scenarios. Released by 3DO.
  • Heroes of Might and Magic Millennium (1999), includes King's Bounty, Heroes I, Heroes II Gold, and Heroes III. Issued by 3DO.
  • Heroes of Might and Magic III: Complete (2000), comprises Heroes III with all expansions fully updated. Distributed by 3DO.
  • Heroes of Might and Magic Trilogy (2000), combines the first three titles: Heroes I, II, and III. Released by 3DO/Ubisoft.
  • Heroes of Might and Magic: Platinum Edition (2002), bundles together Heroes I, II Gold, and III Complete. Published by 3DO.
  • Heroes of Might and Magic III+IV Complete (2002), merges the complete editions of Heroes III and IV. Released by Ubisoft.
  • Heroes of Might and Magic IV Complete (2004), contains Heroes IV including all expansions. Published by Ubisoft.
  • Heroes of Might and Magic V: Silver Edition (2006), features the base game plus the Hammers of Fate expansion.
  • Heroes of Might and Magic V: Collector's Edition (2007), includes all expansions accompanied by bonus DVDs with trailers, developer diaries, and fan-created material. Released by Ubisoft.
  • Heroes of Might and Magic: Complete Edition (2007), compiles the first five Heroes games along with expansions, soundtracks, an artbook, and merchandise. Issued by Ubisoft.
  • Might and Magic Heroes V: Epic Collection (2009), packages together Heroes V with both expansion packs. Published by Encore Games.
  • Heroes Pack (2009), offers a bundle including Dark Messiah, Heroes V, plus expansions. Available on Steam.
  • Might & Magic Heroes Collection (2011), encompasses all five main series entries with their expansions; globally released by Ubisoft.
  • Might & Magic Heroes VI: Limited Edition (2011), contains both Heroes VI, Heroes III, plus exclusive in-game content. Distributed by Ubisoft.
  • Might & Magic Heroes VI: Deluxe Digital Edition (2011), digital version featuring concept art book, soundtrack, poster, alongside a one-month subscription to Heroes Kingdoms. Released by Ubisoft.
  • Might and Magic Franchise Pack, (2012), includes major titles such as Dark Messiah, Heroes V, Clash of Heroes, and Heroes VI. Available on Steam.
  • Might & Magic Heroes VI: Gold Edition (2012), bundles the base game with two adventure packs. Published by Ubisoft.
  • Might & Magic: Heroes VI: Complete Edition (2013), incorporates version 1.5.1 updated standalone expansion plus adventure packs.

Gameplay

The Heroes franchise is categorized within the turn-based strategy genre, where players control heroes who recruit troops, explore maps, secure resources, and engage in battles. These heroes incorporate role-playing game aspects, possessing statistics that enhance their armies, wielding artifacts that boost their capabilities, and casting magical spells for offensive or tactical purposes. Through combat experience, heroes grow considerably stronger; seasoned heroes often persist throughout campaigns but seldom transfer between separate scenarios.

At the beginning, players command a single town aligned with one of several factions—ranging from four in Heroes I to nine in the Heroes III expansion Armageddon's Blade. Each faction provides distinct creatures, hero classes, bonuses, and affinities toward specific skills or magic types. Towns serve as essential hubs for income generation and unit recruitment, with the primary goal frequently being to seize all opposing towns. Some maps contain neutral towns that can be conquered but do not produce heroes. When towns are captured, they maintain their original faction alignment, permitting armies composed of mixed units; however, Heroes VI introduced a mechanic allowing players to alter a town’s alignment to match the conqueror’s faction. Elimination occurs when a player or team loses all towns and heroes or fails to hold any town for seven consecutive days. Victory is awarded to the last player or team remaining.

A recurring optional objective involves obtaining a powerful artifact—the "ultimate artifact" (in Heroes I and II), the Holy Grail (in III and IV), or the Tear of Asha (in V, VI, and VII)—which is concealed somewhere on the map. Except for Heroes VI, players discover the artifact’s location by visiting special sites such as obelisks or oracles. In Heroes VI, gathering four Fragments of the Moon Disc summons the Tear of Asha. Possession of this artifact grants major advantages; both the grail and Tear of Asha allow construction of unique town buildings that deliver significant player benefits.

Time and resource model

A single turn—comprising all players’ moves—represents one day, grouped into weeks and months (each month consists of four weeks). Gold is the primary resource, produced daily by towns and sufficient for basic structures and most creature recruitment. As players progress in development, secondary resources such as wood, ore, gems, crystals, sulfur, and mercury become necessary. These materials are gathered from mines and other map structures that must be captured by heroes. Similar to towns, mines can be overtaken by enemy heroes, introducing strategic competition.

At the start of each week (or each day in Heroes IV), creature dwellings generate new units while neutral armies typically increase in strength (though this growth can be disabled). In certain installments, new months trigger mass spawning of neutral armies across the map, presenting fresh strategic challenges and opportunities.

Combat

When combat initiates, gameplay transitions from the adventure map to a tactical battlefield displayed on a hexagonal or square grid. This mode is turn-based and requires armies to fight until one side is defeated without reinforcements or withdrawal options. Battles conclude when an army either deserts, is destroyed, or surrenders—allowing surviving units to remain intact.

Armies are composed of stacks containing multiple units of a single creature type; stack size limits vary between titles. Players position these stacks strategically to inflict maximum attrition. An automatic combat feature exists where artificial intelligence controls battle tactics. Heroes influence combat both passively by enhancing their troops’ abilities and actively through direct participation in battles or spellcasting. Typically, heroes cannot be harmed; however, in Heroes IV, they function as units capable of being "killed," with fallen heroes confined to dungeons until rescued by allied forces.

Combat results involve random chance simulating dice rolls that determine damage outcomes. Hero skills and bonuses affect unit luck and morale statistics, which influence special effects during battle. Positive luck increases inflicted damage or reduces received damage; high morale grants additional turns. Some games also introduce negative effects on luck and morale. These attributes improve through hero development, artifacts, and spells but may deteriorate under overwhelming odds or incompatible unit combinations (such as mixing Chaos with Order units).

Evolution of mechanics

Knowledge allows heroes to cast additional spells, achieved through spell memorization in HoMM I or by using spell points in versions II through V.

The introduction of secondary skills in Heroes II enabled heroes to acquire various abilities at different proficiency levels. These skills grant particular advantages, such as logistics enhancing army movement range and leadership improving morale.

From Heroes II onward, certain creatures gained upgrade options; by the time of Heroes III, almost every creature (excluding those not tied to castles) could be upgraded.

With Heroes III, artifact handling was redesigned, replacing the original 14-slot universal inventory with a larger backpack system that restricts equipping to one artifact per category (for instance, only one helmet or one pair of boots).

Longevity and customization

The franchise frequently offers map editors and random map generators, supported by vibrant fan communities that design, share, and evaluate custom maps.

Old World Setting

Apart from Heroes of Might and Magic V, VI, and VII, the Heroes series exists within the same universe as the Might and Magic franchise, with later entries featuring references and intersecting locations.

The first two games, Heroes I and II, take place on Enroth’s northern continent during the era of the Ironfist dynasty. The main character in Heroes I, Lord Morglin Ironfist from Varn (also the setting for Might and Magic Book One: The Secret of the Inner Sanctum), discovers Enroth via a portal while escaping usurpers, ultimately uniting the continent under his leadership.

The plot of Heroes II revolves around a power struggle between Morglin’s sons, Roland and Archibald. While Roland is canonically victorious, players can choose either faction. This title was notable for featuring playable heroes as campaign protagonists instead of solely representing the player.

The storyline shifts with Heroes III and the Heroes Chronicles series to focus on the Gryphonheart dynasty located on Antagarich’s southern continent. These installments introduce the Kreegan as both allies and adversaries. In Heroes III, Queen Catherine Gryphonheart returns to find Antagarich torn apart by factional conflicts. Expansion packs further develop characters and broaden the world with additional and returning heroes.

Events preceding Heroes IV involve Enroth’s devastation caused by clashes between Armageddon's Blade and Sword of Frost. Survivors flee through portals to Axeoth, where campaigns in Heroes IV depict their attempts to establish new realms.

The 2025 release titled Heroes of Might and Magic: Olden Era revisits this old world timeline, set 500 years before Heroes I. It takes place on Jadame, a continent on Enroth previously seen in Might and Magic VIII: Day of the Destroyer, marking its first appearance in the Heroes series.

New World Setting

The launch of Heroes of Might and Magic V signified a transition to Ashan, a new world introduced as part of Ubisoft's franchise reboot. Its six campaigns follow leaders from various factions, all connected through Isabel Greyhound, Queen of the Holy Griffin Empire. Subsequent expansions continued this narrative thread, eventually leading into Dark Messiah of Might and Magic. The prequel, Heroes VI, is set 400 years prior, while Heroes VII takes place centuries after Heroes VI, yet still a century before the events in Heroes V.

Reception

The series has been met with predominantly favorable reviews, with GameRankings scores spanning from the upper 70s to the upper 90s.

By October 1997, sales of the Heroes of Might and Magic franchise had exceeded 500,000 units, reaching 1.5 million by December 1999. Including the entire Might and Magic franchise, which encompasses the Heroes titles, total sales surpassed 4.5 million copies by May 2001.

In 1999, Next Generation placed the series at number 31 in its "Top 50 Games of All Time," commending its combination of solid design and compelling strategic gameplay, achieved without dependence on extravagant visual effects.

External links