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Heroes of Might and Magic
Company typeVideo game franchise
IndustryVideo games
PredecessorNew World Computing
Founded1995; 31 years ago (1995)
FounderJon Van Caneghem
FateAcquired by Ubisoft
Area served
Worldwide
Key people
Jon Van Caneghem
ProductsHeroes of Might and Magic series
OwnerUbisoft
ParentUbisoft

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

This series forms part of the broader Might and Magic universe and experienced changes in ownership, initially when New World Computing was bought by The 3DO Company, and subsequently when 3DO ceased operations and sold the intellectual property to Ubisoft. The gameplay centers on turn-based strategic battles set in a fantasy realm where players lead armies composed of legendary creatures. The inaugural game debuted in 1995, followed by the seventh main entry, Might & Magic Heroes VII, which was released on September 29, 2015.

Following New World Computing’s closure after Heroes of Might and Magic IV, Ubisoft assumed control of the franchise. Development of Heroes of Might and Magic V was undertaken by Nival Interactive, while Black Hole Entertainment produced Might & Magic Heroes VI. The responsibility for updates, downloadable content, and the seventh installment, Might & Magic Heroes VII, was managed by Limbic Entertainment. The standalone expansion titled Shades of Darkness was created by Virtuos.

The series primarily targets platforms such as DOS and Windows, with occasional releases for macOS. Notably, Heroes II was adapted for RISC OS, and Heroes III for Linux. Since 2006, the initial four titles have been available via GameTap. Additionally, remakes have been launched on handheld consoles like the Game Boy Color.

Precursors

Developed by New World Computing in 1990, King's Bounty served as a precursor to the Heroes series and is often included in collections as its spiritual predecessor. 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 sequels unrelated to this lineage have been produced by 1C Company starting in 2008, beginning with King's Bounty: The Legend.

The original five games within the Might and Magic franchise preceded the launch of the first Heroes installment, which introduced Enroth as a new setting within the universe. Subsequent entries—specifically the sixth to eighth Might and Magic games—also took place on Enroth, featuring narratives that intertwined with those from the initial three Heroes titles. After Enroth’s destruction, both the fourth Heroes game and the ninth Might and Magic installment transitioned to a different world called Axeoth, presenting independent storylines distinct from their predecessors.

Main series

Portable titles

Web-based games

Derivative works

Collections and special releases

  • Heroes of Might and Magic Compendium (1997), features King's Bounty, the first 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, and 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. Distributed by 3DO in a three CD-ROM set.
  • Heroes of Might and Magic III: Complete (2000), comprises Heroes III along with all expansions updated to their latest versions. Published by 3DO.
  • Heroes of Might and Magic Trilogy (2000), bundles Heroes I, II, and III, excluding expansions. A joint release from 3DO and Ubisoft.
  • Heroes of Might and Magic: Platinum Edition (2002), features Heroes I, II Gold, and III Complete. Released by 3DO.
  • Heroes of Might and Magic III+IV Complete (2002), includes full versions of both Heroes III and IV. Published by Ubisoft.
  • Heroes of Might and Magic IV Complete (2004), contains Heroes IV with all its expansions. Distributed by Ubisoft.
  • Heroes of Might and Magic V: Silver Edition (2006), includes the base game plus the Hammers of Fate expansion.
  • Heroes of Might and Magic V: Collector's Edition (2007), features all expansions along with bonus DVDs containing trailers, developer diaries, and fan creations. Released by Ubisoft.
  • Heroes of Might and Magic: Complete Edition (2007), compiles the first five main titles with their expansions, soundtracks, an artbook, and a T-shirt. Published by Ubisoft.
  • Might and Magic Heroes V: Epic Collection (2009), contains Heroes V plus both expansion packs. Released by Encore Games.
  • Heroes Pack (2009), bundles together Dark Messiah, Heroes V, and related expansions. Available via Steam.
  • Might & Magic Heroes Collection (2011), includes all five core games with their expansions; globally released by Ubisoft.
  • Might & Magic Heroes VI: Limited Edition (2011), comprises Heroes VI, III, along with exclusive in-game content. Published by Ubisoft.
  • Might & Magic Heroes VI: Deluxe Digital Edition (2011), digital package featuring concept art book, poster, soundtrack, plus a one-month subscription to Heroes Kingdoms. Released by Ubisoft.
  • Might and Magic Franchise Pack, (2012), combines key titles such as Dark Messiah, Heroes V, Clash of Heroes, and VI. Offered on Steam.
  • Might & Magic Heroes VI: Gold Edition (2012), includes the original game plus two adventure expansions. Published by Ubisoft.
  • Might & Magic: Heroes VI: Complete Edition (2013), presents an updated base game together with standalone expansion and adventure packs.

Gameplay

The Heroes franchise is a turn-based strategy title where players oversee heroes who enlist troops, navigate the map, secure resources, and engage in battles. These heroes incorporate elements typical of role-playing games, featuring stats that enhance their forces, artifacts that augment their capabilities, and magical spells used either offensively or tactically. Through combat experience, heroes grow stronger; while some seasoned heroes can continue across campaigns, they generally do not carry over between individual scenarios.

At the beginning, players control a single town aligned with a specific faction, with the number of alignments expanding from four in Heroes I to nine in the Armageddon's Blade expansion for Heroes III. Each faction provides unique creatures for army composition alongside distinct hero classes, bonuses, and affinities toward particular skills or magic disciplines.

Towns serve as the main hubs for income generation and troop recruitment. A frequent goal is to capture all opposing towns. Maps often feature neutral settlements that can be taken over but do not produce heroes. The number of towns on a map may surpass the number of players. While captured towns retain their original alignment allowing mixed armies, Heroes VI introduces the ability to convert a town’s alignment to that of its conqueror. Players or teams are eliminated if they lose all their towns and heroes or fail to control any town for seven consecutive days. Victory is awarded to the last surviving player or team.

A common secondary objective involves obtaining a powerful "ultimate artifact," known by different names across the series—such as the ultimate artifact (in Heroes I and II), the grail (in III and IV), or the Tear of Asha (in V, VI, and VII)—which remains hidden somewhere on the map. Except in Heroes VI, players discover its location by visiting designated sites like obelisks or oracles. In Heroes VI, gathering four Fragments of the Moon Disc triggers the Tear of Asha’s emergence. Holding this artifact confers substantial benefits; both the grail and Tear of Asha permit construction of a special building within towns that provide significant strategic advantages.

Time and resource model

Each turn—comprising all players’ actions—represents one day, structured into weeks and months (with four weeks per month). Gold serves as the primary resource, generated daily by towns and sufficient for basic structures and most creatures. Advanced buildings require additional resources such as wood, ore, gems, crystals, sulfur, and mercury. These materials are produced at mines and other facilities scattered across the map that heroes must capture. Since enemy heroes can also seize towns and mines, controlling resources becomes a critical strategic objective.

At the start of each week (and every day in Heroes IV), creature dwellings produce new units, while neutral armies typically grow stronger—though this growth can be disabled if preferred. Certain installments trigger neutral army spawns at the beginning of each month, introducing new threats and opportunities on the map.

Combat

When combat initiates, gameplay shifts from the adventure map to a tactical battle screen laid out on either a hexagonal or square grid. This turn-based combat mode involves armies clashing without reinforcements or retreat options. Battles conclude when one side deserts, is annihilated, or surrenders for gold payment—allowing surviving units to be preserved.

Armies are composed of stacks—groups of identical units—with a maximum number of stacks varying by game version. Players strategically position these stacks to optimize attritional advantages. An automatic combat feature enables AI-controlled tactical decisions. Heroes influence battles passively by enhancing their armies and actively through direct combat participation and spellcasting. Typically, heroes cannot be harmed; however, in Heroes IV, heroes function as units capable of being "killed" and subsequently imprisoned in nearby town dungeons until rescued.

Combat results depend on random elements simulating dice rolls for damage calculation along with hero abilities and bonuses affecting unit luck and morale. Elevated luck increases damage dealt or reduces damage received; high morale grants additional turns during combat. Some titles include negative luck and morale effects as well. These attributes can be improved via hero skills, artifacts, and spells but may deteriorate under overwhelming odds or incompatible unit combinations (for example, mixing Chaos with Order units).

Evolution of gameplay mechanics

The ability to cast spells has evolved throughout the series, with earlier titles like HoMM I relying on spell memorization, while later installments (II through V) introduced the use of spell points to govern spellcasting capacity.

With the arrival of Heroes II, secondary skills were implemented, enabling heroes to acquire diverse proficiencies that grant targeted advantages. For instance, the logistics skill extends the distance armies can travel, and leadership enhances troop morale.

From Heroes II onward, certain creatures became eligible for upgrades; by the time Heroes III was released, virtually all creatures—excluding those absent from castles—could be enhanced.

Additionally, Heroes III overhauled artifact management by expanding the hero’s inventory space but restricting equipment to a single artifact per category, such as helmets or boots.

Longevity and user engagement

The franchise frequently incorporates map editors and random map generators, fostering vibrant communities that share and curate user-created content through dedicated fan websites.

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 saga, featuring interconnected locations and references.

The initial two titles, Heroes I and II, unfold on Enroth’s northern landmass and narrate the saga of the Ironfist lineage. Lord Morglin Ironfist escapes usurpers from his native world Varn (the setting for Might and Magic Book One) and unites Enroth under his dominion.

The storyline of Heroes II revolves around a succession struggle between Morglin’s heirs, Roland and Archibald. Although Roland is canonically victorious, players may opt to support either claimant. This installment was notable for presenting campaign heroes as playable characters rather than mere avatars.

In Heroes III and the accompanying Heroes Chronicles, attention shifts to the Gryphonheart dynasty on Antagarich’s southern continent, introducing factions like the Kreegan. Queen Catherine Gryphonheart returns to a fractured Antagarich torn by factional conflict. Expansion packs enrich this narrative with additional heroes, both new and returning.

Prior to Heroes IV, Enroth is devastated due to clashes involving powerful artifacts such as Armageddon's Blade and Sword of Frost. Survivors escape through portals to Axeoth, where new realms emerge—forming the backdrop for Heroes IV's campaigns.

The 2025 release titled Heroes of Might and Magic: Olden Era revisits Enroth’s continent Jadame, set five centuries before the events of the original game. This installment marks a return to the classic Old World setting after entries V through VII established a distinct continuity.

New World Setting

The release of Heroes of Might and Magic V signaled a transition to Ashan, a new world introduced within Ubisoft's rebooted continuity. The title features six campaigns centered on faction leaders connected by Isabel Greyhound, monarch of the Holy Griffin Empire. Subsequent expansions continued this storyline, bridging into Dark Messiah of Might and Magic. Heroes VI serves as a prequel set four centuries earlier, while Heroes VII occurs several centuries after Heroes VI but still a century before the events in Heroes V.

Critical reception

The franchise has consistently garnered favorable reviews, with aggregate scores on GameRankings spanning from the upper 70s to high 90s percentile ranges.

By October 1997, sales figures for the Heroes of Might and Magic series had exceeded 500,000 units, escalating to 1.5 million by December 1999. The entire Might and Magic franchise—including its Heroes titles—surpassed 4.5 million copies sold by May 2001.

In 1999, Next Generation placed the series at number 31 in their "Top 50 Games of All Time," highlighting its compelling strategic gameplay and solid design rather than relying on superficial features.

External links