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Heroes of Might and Magic Wiki


Heroes of Might and Magic

is a series of video games originally created and adult by
New World Computing. As part of the

Might and Magic

franchise, the series changed ownership when NWC was acquired past
3DO
and again when 3DO closed down and sold the rights to
Ubisoft Entertainment.
[1]

The games feature turn-based, fantasy-themed conflicts in which players control armies of mythical creatures. The series began in 1995 with the release of the first title, and has most recently seen a release in 2015 with a seventh championship. Was phone call
Might & Magic: Heroes
from the 6th installment onwards.

The serial is directed primarily at the DOS and Windows platforms, with sporadic back up for Mac OS over the years.
Heroes Three
was ported to Linux.
[2]

GameTap has carried the kickoff 4 games in the series since 2006.
[3]

Remakes accept appeared on the
Game Male child Color.

Games

[
]



Screenshot from

Heroes of Might and Magic II



Screenshot from

Heroes of Might and Magic V


Rex’s Bounty

(1990), an earlier game from
New World Computing, largely precipitated the design of
Heroes
and is included in some
Heroes
anthologies. It was later remade and branded equally a
Heroes
title for the
PlayStation 2
game,

Quest for the Dragon Bone Staff
. A sequel to

King’s Bounty

was released in 2008 as

Rex’s Compensation: The Legend
.

Spin-offs

[
]

Anthologies

[
]

  • Heroes of Might and Magic Compendium
    (1997), includes

    King’southward Bounty

    and start 2
    Heroes
    games including expansion pack. Released past 3DO.
  • Heroes of Might and Magic Millennium
    (1999), includes

    King’southward Bounty
    ,

    Heroes I
    ,

    Heroes Two Gilt

    and

    Heroes Three
    , but no expansions to
    Heroes 3. Released past 3DO, in a 3 CD-ROM disc ready.
  • Heroes of Might and Magic Trilogy
    (2000),

    Heroes I
    ,

    Heroes II

    and

    Heroes III
    , but no expansions to
    Heroes 2
    nor
    Heroes 3. Released in a joint venture by 3DO and Ubisoft, in a three CD-ROM disc ready.
  • Heroes of Might and Magic Platinum Edition
    (2002), includes
    Heroes I,
    Heroes Two Gold
    and
    Heroes 3 Complete. Released by 3DO, in a 4 CD-ROM disc set.
  • Heroes of Might and Magic III+Four Consummate
    (2003), includes

    Heroes Iii Complete

    and

    Heroes IV Complete
    . Released by Ubisoft, in a 1 DVD-ROM disc set.
  • Heroes of Might and Magic V Silver Edition
    (2006), includes

    Heroes V

    and the expansion pack

    Hammers of Fate
    .
  • Heroes of Might and Magic Consummate Edition
    (2008), includes all five
    Heroes
    games and their expansions. Released by Ubisoft.
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Gameplay

[
]

The
Heroes
series is within the genre of turn-based strategy. The titular heroes are player characters who tin recruit armies, move effectually the
hazard map, capture resource, and engage in combat. The heroes besides incorporate some role-playing game elements; they possess a fix of statistics that confer bonuses to an army,
artifacts
that heighten their powers, and knowledge of
magic
that can be used to attack enemies or produce strategic benefits. Likewise, heroes gain
experience
from boxing, such that veteran heroes are significantly more powerful than inexperienced ones. Experienced heroes may persist through a campaign, but exercise non deport over between single scenarios.

On a typical map, players brainstorm a game with one boondocks of a chosen alignment. The number of dissimilar alignments varies throughout the series, with the lowest count of four appearing initially in
Heroes I
and peaking at nine in the
Heroes III
expansion
Armageddon’southward Blade. Each boondocks alignment hosts a unique selection of creatures from which the player can build an army. Town alignment also determines other unique traits such every bit native hero classes, special bonuses or abilities, and leanings toward sure skills or kinds of magic.

Towns play a central role in the games since they are the primary source of income and new recruits. A typical objective in each game is to capture all enemy towns. Maps may also start with neutral towns, which practice non ship out heroes but may still be captured by any player. It is therefore possible, and common, to accept more towns than players on a map. When captured, a town retains its alignment type, potentially allowing the new owner to create a mixed army. A player or squad is eliminated when no towns or heroes are left under their command. Disallowment whatsoever special weather, the last player or team remaining is the victor.

A side objective commonly appearing in the series is the acquisition of a powerful object called either the
grail
or the “ultimate antiquity,” buried under a random tile on the map. As heroes visit special locations called
obelisks, pieces are removed from a jigsaw puzzle-like map, gradually revealing its location to the histrion. Once found, it confers immense bonuses to the histrion capable of breaking stalemates: the grail tin be taken back to a town and used to build a special construction, while the ultimate artifact provides the bonuses straight through possession.

Fourth dimension and resource model

[
]

Each plow (consisting of all players’ moves) is represented every bit a single
day, and days are organized into cycles of weeks and months (measured as four weeks). The primary resource is
gilded, which is generated by towns on a daily basis. Gold lonely is sufficient for obtaining basic buildings and most creatures. As structure progresses, increasing amounts of secondary resource such every bit
wood,
ore, gems, crystals, sulfur, and mercury are required. These resources, equally well as gold, are produced at
mines
and other secondary structures, which are located on the map and crave heroes to capture them. Every bit with towns, mines can also be captured past enemy heroes, presenting an additional avenue for conflict.

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At the start of each week, creature
dwellings
produce new recruits. In some of the games, the outset of a new month causes neutral armies to spawn all over the map, providing fresh challenges and opportunities.

Gainsay

[
]

Whenever a player engages in battle, the game changes from the adventure map display to a combat screen, which is based on either a hexagonal or square grid. In this mode, the game mimics the turn-based tactics genre, as the engaged armies must conduct through the battle without the opportunity to reinforce or gracefully retreat. With few exceptions, gainsay must end with the losing army deserting or being destroyed, or paying a heavy cost in
gold
to surrender. Surrendering allows the thespian to proceed the remaining units intact.

Creatures in an army are represented by unit stacks, each of which consists of a single type of creature, in any quantity. A limited number of stacks are available to each army, varying by game. Players more often than not maneuver their stacks attempting to achieve the most favorable rate of attrition for themselves. The games also have an automatic combat option that allows the figurer to make tactical choices for a player. Heroes participate in battle as well: passively by granting bonuses to their army, and actively by engaging in combat and casting spells. In most of the games, heroes do not act as units, and cannot exist harmed. Nevertheless, in
Heroes Four
they practice act every bit regular units and can be “killed”; dead heroes are transferred to a dungeon where they can exist re-recruited by the battle winner.

Combat is affected by several random factors. In addition to simulating dice rolls to make up one’s mind damage, a diverseness of influences including hero abilities and special bonuses determine a unit’south luck and morale ratings, which affect the likelihood of those units triggering a bonus during combat. A unit that triggers good luck deals more (or receives less) damage, and a unit that triggers high morale receives an actress turn. In some other games, luck and morale can also be negative, with opposite corresponding effects. Luck and morale can be improved by hero abilities, artifacts, and spells.
Morale
may endure with overwhelming odds in combat or by mixing incompatible unit types (eg.
Chaos
with
Order.)

History of changes

[
]

Knowledge allows heroes to cast more spells, either through a spell memorization (HoMM I) or spell signal (2-V) system.

Heroes Two introduced secondary skills. Heroes can learn a limited diverseness of secondary skills with several levels of proficiency. Secondary skills give specific, miscellaneous bonuses to heroes and their armies. For example, skill in
Logistics
increases the distance a hero’s army tin can travel, while skill in
Leadership
gives their army a
morale
bonus.

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Replay value

[
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Games in the series include a map editor and random map generator (except in fourth installment). Several fansites collect and rate user-generated maps.

Storyline

[
]

Original universe

[
]



A single-player campaign map of Antagarich as seen in

Heroes III: Armageddon’due south Bract
.

Up until

Heroes of Might and Magic V
, the
Heroes
series took place in the aforementioned fictional universe as the

Might and Magic

serial, and later
Might and Magic
instalments heavily referenced the games, with some taking place in the same earth.


Heroes I

and

II

have place on the planet of
Enroth, on a northerly continent of the same proper name, and chronicle the adventures of the Ironfist dynasty. The protagonist of
Heroes I
is
Lord Morglin Ironfist, a knight who discovers a portal to the realm of Enroth while fleeing from his throne’southward usurpers, and goes on to conquer and dominate the continent, establishing a unified kingdom and a new rule.

Heroes Two
featured a ii-sided conflict between Morglin’s sons,
Roland
and
Archibald, both vying for their deceased begetter’s throne. Canonically, Roland defeats Archibald, though the player tin cull to align themself with either side. It was the first game in the series to feature playable heroes equally campaign characters – the main characters of
Heroes I
were represented past the actor’southward presence rather than every bit commanders on the battleground.

The storylines of

Heroes 3

and the

Heroes Chronicles

shift focus to the
Gryphonheart dynasty
on the southern continent of
Antagarich, and introduces the
Kreegan
as playable characters and enemies. In
Heroes Iii, Queen Catherine Gryphonheart, Male monarch Roland’s wife, is called abode to attend her begetter’s funeral, to discover Antagarich being torn apart by various factions.
Heroes Iii’south
expansions
build on the setting with more prominent grapheme evolution, featuring new and quondam heroes from the serial in differing roles.

The events preceding

Heroes Four

precipitated the destruction of
Enroth
due to a clash between
Armageddon’s Blade
and the
Sword of Frost. The ensuing destruction brings well-nigh portals leading to another globe,
Axeoth, through which many characters escape.
Heroes Iv’s campaigns focus on the scattered survivors from Enroth and
Antagarich
every bit they class new kingdoms and alliances in the new world.

Ubisoft continuity

[
]


Heroes of Might and Magic 5

was the beginning
Might and Magic
title to take place on the previously unheard-of world of Ashan, as part of Ubisoft’due south franchise-wide continuity reboot. Its six campaigns are each centered around a faction leader, tied together by the character of Isabel Greyhound, Queen of the Griffin Empire. The
Heroes V
expansions

Tribes of the East

and

Hammers of Fate

both continued this storyline, leading into the events of

Dark Messiah of Might and Magic
.

Sources

[
]




  1. .
    Ubisoft Entertainment SA acquires 3DO Co-Heroes of Might & Magic from 3DO Co. The Alacra Store (Dec 23, 2003). Retrieved on 2009-x-05.



  2. .
    Heroes III ported to Linux. Loki Software, Inc (October 28, 2000). Retrieved on 2009-10-05.



  3. .
    Heroes of Might and Magic Invade GameTap. GameZone (February 23, 2006). Retrieved on 2009-10-05.

External links

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]



Source: https://mightandmagic.fandom.com/wiki/Heroes_of_Might_and_Magic