Hero class is a gameplay concept in the Heroes of Might and Magic games which determines the abilities of a hero and boosts they may provide to their army. Classes are tied to a specific faction.
A Strategic Quest[]
There are four classes in Heroes of Might and Magic: A Strategic Quest, one for each faction. Each class differs in starting creatures, Primary skills, the rate at which certain primary skills grow, and one special bonus. Each individual hero from each class is functionally identical, differing only in their portrait.
| Name | Faction | Image | Bonus |
|---|---|---|---|
| Knight | Farm |
|
+1 morale. |
| Barbarian | Plains |
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Ignores all terrain penalty. |
| Sorceress | Forest |
|
Increased movement in boats. |
| Warlock | Mountain |
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+1 scouting radius. |
Heroes II[]
Heroes II functions similarly to the first game. Each faction has only one hero class, and they only differ in starting skills and appearance. However, heroes now also have Secondary skills. The hero's starting secondary skills are determined by their class. Once again, different heroes of the same class are functionally identical. Factions are named directly after their associated hero type.
| Name | Image | Starting skills |
|---|---|---|
| Knight |
|
Basic Ballistics, basic Leadership |
| Barbarian |
|
Advanced Pathfinding |
| Sorceress |
|
Basic Wisdom, advanced Navigation |
| Warlock |
|
Basic Wisdom, advanced Scouting |
| Wizard |
|
Advanced Wisdom |
| Necromancer |
|
Basic Wisdom, basic Necromancy |
Heroes III[]
Heroes of Might and Magic III introduced two classes per faction, one focused on Might and the other focused on Magic. In addition to classes having different primary skills and probabilities of learning primary and secondary skills, classes also have different Alignments. Heroes of the same class are no longer identical, and each hero has unique starting skills as well as a unique Specialty. All magic classes except for Necromancers start with at least basic wisdom.
| Faction | Name | Image | Notes |
|---|---|---|---|
| Castle | Knight |
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All knights start with basic or advanced Leadership. |
| Cleric |
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| Rampart | Ranger |
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| Druid |
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| Tower | Alchemist |
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| Wizard |
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| Inferno | Demoniac |
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| Heretic |
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| Necropolis | Death Knight |
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All Necropolis heroes start with basic or advanced Necromancy. |
| Necromancer |
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| Dungeon | Overlord |
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| Warlock |
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| Stronghold | Barbarian |
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All barbarians start with basic or advanced Offense. |
| Battle Mage |
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| Fortress | Beastmaster |
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All beastmasters start with basic or advanced Armorer. |
| Witch |
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| Conflux |
Planeswalker |
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| Elementalist |
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All elementalists start with basic Air, Earth, Fire, or Water Magic. |
Heroes IV[]
In Heroes of Might and Magic IV, there is a Might and Magic class for each faction, except for Stronghold which only has the Might class Barbarian. Heroes of the same class no longer have specialties or differing starting skills, making them only cosmetically different once again. Heroes that level certain skills will become an advanced class, gaining a special passive bonus. See Advanced class (H4) for a full list.
| Faction | Name | Image | Starting skills |
|---|---|---|---|
| Haven Life |
Knight |
|
Basic Tactics, basic Defense |
| Priest |
|
Basic Life Magic, basic Healing | |
| Stronghold Might |
Barbarian |
|
Basic Combat, basic Melee, basic Magic Resistance |
| Academy Order |
Lord |
|
Basic Nobility, basic Estates |
| Mage |
|
Basic Order Magic, basic Enchantment | |
| Preserve Nature |
Archer |
|
Basic Combat, basic Archery |
| Druid |
|
Basic Nature Magic, basic Herbalism | |
| Necropolis Death |
Death Knight |
|
Basic Tactics, basic Offense |
| Necromancer |
|
Basic Death Magic, basic Occultism | |
| Asylum Chaos |
Thief |
|
Basic Scouting, basic Stealth |
| Sorcerer |
|
Basic Chaos Magic, basic Conjuration |
Heroes V[]
Heroes of Might and Magic V returns to each faction having access to a single hero type. However, heroes once again have unique starting skills and specialties to differentiate them. Additionally, each hero class has a factional skill that they all start with which cannot be learned by any other class.
| Name | Faction | Image | Faction skill |
|---|---|---|---|
| Knight | Haven |
|
Counterstrike |
| Demon Lord | Inferno |
|
Gating |
| Necromancer | Necropolis |
|
Necromancy |
| Ranger | Sylvan |
|
Avenger |
| Warlock | Dungeon |
|
Irresistible Magic |
| Wizard | Academy |
|
Artificer |
| Runemage |
Fortress |
|
Runelore |
| Barbarian |
Stronghold |
|
Blood Rage |
Heroes VI[]
Might & Magic: Heroes VI once again features a Might and Magic class for each town, while retaining specialties, unique starting skills, and factional skills for each hero. Heroes can also become one of two advanced classes by earning either Blood or Tears reputation, which allows access to additional faction-specific bonuses.
Heroes VII[]
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This section is incomplete and requires more information. Please help and contribute your knowledge by editing or expanding it. |
Olden Era[]
Heroes of Might and Magic: Olden Era features a Might and Magic class for each faction, as well as factional abilities for each faction. Heroes also have unique starting skills and specialties. Advanced classes are also available, although rather than being part of regular progression they are instead extremely powerful passive bonuses gained by leveling five prerequisite skills to Expert level.








































































































