Age of Heroes: Might and Magic Heroes VII Wiki: Game Features

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Confirmed Features in Might & Magic Heroes 7

This page contains the list of confirmed features in Might & Magic Heroes 7. If something is missing, please edit the page to add it. Remember to cite the source of each bit of information to ensure that we have a complete, accurate and reliable list.

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General Information

  • Heroes 7 is being developed by Limbic Entertainment and Ubisoft. [1]
  • Heroes 7 will use Unreal Engine 3. [1]
  • The music will be done by Rob King and Paul Anthony Romero [2]

General Features

  • Hotseat local multiplayer, competitive LAN battles, and Skirmish and Duel modes. [3]
  • Players will have to create or use their Uplay account to activate the game. After this one-time activation, the game can be played offline. [4]

Campaign & Story

  • The "framing" story of Might & Magic Heroes VII takes place in 853 YSD. That's ten years after the Fourth Eclipse and the death of Empress Maeve Falcon. [4]
  • The story of Heroes VII depicts the civil war that changed the ruling dynasty of the Holy Empire. The Empress' murder has left an empty throne, a realm in flames and too many hungry rivals intent on claiming it. Our main character Ivan, the Duke of Griffin, is the only one who may restore peace and prosperity. On his way to claiming the throne, Ivan will learn what it means to become a true leader - including all the tough choices and consequences it implies - with the help of The Council. [1]
  • We meet Ivan in a state of self-doubt: the war has taken its toll on both his body and mind. He saw a lot of horrors and devastation, and he probably committed a few himself. Now he is tired of it all, wanting to lay down arms, declare the independence of his Duchy and leave the Empire to the other main contestant to the crown - Seamus of Stag. But as he's about to make this fateful decision, his council of advisors (among them a few familiar faces) start telling him stories of past heroes, who, like Ivan, were faced with impossible choices. [4]
  • The Council consists of six councilors who have their own agendas, have their own backgrounds, and have their own goals. Each councilor represents one of the playable factions and with each campaign Ivan will learn about these factions: ancestral stories that shaped the fate of their people, their uniqueness, and eventually how they can impact his own quest to the throne. Each councilor's story results in an important lesson Ivan will learn that will help him fight his way to the throne and face his destiny. [1]
  • The game campaign is structured around a Hub allowing the player to play the 6 different campaigns in the order of his choosing. [1]
  • Over 60 hours worth of content in the single-player campaign. [3]

Towns & Economy

  • The core game will contain six factions: Haven, Academy, Stronghold, Necropolis, Sylvan and either Inferno or Dungeon depending on the fan vote - see Community Engagement. [5]
  • The Town Building system will be very similar to Heroes 5, but with more choices and more buildings affecting many aspects of the game. [6]
  • There will be six resources. Three common resources are gold, wood and ore. Four rare resources are Dragonblood Crystal, Starsilver, Shadowsteel and Dragonsteel. [7]
  • Some of the resources will be linked to specific unit tiers. Some factions will need certain resources more than others, but these factions will have means to generate their preferred resources even in difficult situations - through hero abilities and town buildings. [4]
  • Each town will have 3 Core units, 3 Elite units and 2 Champion units. Each unit will have one upgrade. [5]
  • Many town structures will be common to all factions while some will be faction-specific. Building trees will be different for each faction. [8]
  • Academy towns have access to Magic Guilds earlier, and can build special buildings to improve their Magic Guilds. Haven towns have fast access to the strongest possible walls. Stronghold towns offer dwellings before more elaborate buildings. [8]
  • Building prices will vary according to each faction, especially since the most elaborate buildings require rare resources, which create different needs in resources for each faction. For instance, Sylvan towns require more starsilver than most, while Strongholds rely a lot on wood. [8]
  • The development chart of a town is similar to that of Heroes V, since it adds a global “town level” requirement for building new content in addition to classic resource needs and building dependencies. For instance, to build a level 2 Magic Guild, you may not only need a level 1 Magic Guild and the necessary resources, but also to lift your town to global level 12, unlocking new buildings. [8]
  • The player will often need to make choices between two possible buildings. For example: building that boosts troop population vs building that boosts resource output. [8]
  • There will be many buildings that support a hero in battle. [8]
  • Only one town can be upgraded to capitol, just like in previous Heroes games. [8]
  • Towns in heroes VII cannot be converted to other factions. This will create both challenges and strategic opportunities. [8]

Heroes, Skills, Magic

  • Primary attributes of Attack, Defense, Spell Power and Knowledge will be back. Their functioning will be slightly different compared to earlier Heroes games. [6]
  • Hero Skills / Abilities system will be a mix between Heroes 6 (full control) and H5 (skills are structured in a wheel). Skills / abilities will not be offered at random. [6]
  • The magic system will be very close to the systems in Heroes 3 and Heroes 5. Magic guilds will return. [6]
  • Heroes will have a faction skill, and a class (like Paladin) that defines the rest of their skills. [4]
  • Skills will have a global effect and offer access to abilities, which have a more specialized effect. [4]
  • When leveling up, the player will spend a point to upgrade a skill or buy an ability. It will not be possible to have everything so strategic choices will have to be made. [4]
  • Skills will be divided into Might, Magic and Neutral categories, and will be consistent with the Hero's class. [4]

Adventure Map


  • Good Luck gives increased damage; good Morale gives an additional "half turn". Negative Luck is back and "fumble" is synonymous with try again or reduced damage dealt. [6]
  • Each faction will have unique Warfare Units, which are a hybrid of creatures and war machines - purchasable, destructible and upgradable. These support units will influence the gameplay style for each faction. [6]
  • A new flanking mechanic will be introduced whereby creatures take more damage if attacked from the side or rear. [6]
  • Combat Maps will use different sizes and layouts. [6]
  • Greater variety of battle maps (terrain, obstacles) and different victory conditions. [4]
  • A variety of NPC army compositions, formations and tactics. [4]
  • Neutral creatures will be an important part of the game and will add to the variety in random battle encounters. [4]

Map Editor

  • Map editor will come with the game. Developers are putting a lot of effort into the map editor to make it a core feature of the game and to make it as accessible as possible. [4]
  • Map editor will contain an enhanced "event" function. In addition to event scripts in the game database, fans will be able to create and share additional event scripts. [6]
  • The campaign editor is planned and would allow carryover heroes, artifacts and other data to be used for storytelling. At this point it is unclear whether it will ship with the game or be released later. [4]


  1. 1.0 1.1 1.2 1.3 1.4
  3. 3.0 3.1
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12
  5. 5.0 5.1
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7
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