Heroes of Might and Magic III Remake Factions, Heroes, and Artifacts
The nine towns returning in 2027, plus the commanders and relics that make them move.
This hub is the roster. Heroes of Might and Magic III Remake brings back every original town, including Conflux from Armageddon’s Blade, and it keeps the hero-and-artifact RPG layer that sits on top of the strategy map. If the Guides hub teaches you how a day works, this hub teaches you who you are when that day starts.
The nine towns
Castle, Rampart, Tower, Inferno, Necropolis, Dungeon, Stronghold, Fortress, and Conflux. Each has a creature tree of seven tiers, a unique building, a pair of hero classes, and a resource appetite. The faction overview is the identity guide: what the town wants, how it fights, and which beginner mistakes it punishes. The faction tier list is the power argument. Read identity first. Rankings make more sense when you know why Fortress looks slow.
Ubisoft listed those nine names in the announcement article. There is no tenth town in the remake’s marketed box. Cove, Factory, and other later-mod towns are not part of this product. If a friend is talking about those, they are talking about Horn of the Abyss or Olden Era, which the edition comparison keeps separate.
Heroes as characters, not skins
Every town offers two classes with different primary-stat biases and starting skills. A Knight is not a Cleric. A Wizard is not an Alchemist. Specialties boost a creature, a skill, or a spell. The heroes page is the roster logic: whom to hire on day one, whom to use as a mule, and why a bad specialty still wears Boots of Polarity. The hero tier list ranks the skill wheel that those classes roll on.
The remake adds cinematics and, according to Ubisoft, more voice and audio cues around morale and spells. That does not rewrite Crag Hack. It does mean new players might actually remember names. Use that. A named hero with a plan is easier to teach than “the guy on the horse.”
Artifacts are the third town
Relics, majors, minors, and treasures fill slots and can exceed a dwelling’s value. Cloak of the Undead King is a strategy. Spellbinder’s Hat is a strategy. A random helm of something-plus-one is a detour. The artifact guide is the catalogue of the pieces that change maps, plus the combination artifacts original players still chase. How those relics are guarded — and which stacks are actually a wipe — lives on the creature roster.
On the adventure map, artifacts are guarded. The combat guide is how you decide whether the guard is a tax or a wall. Do not pick up a cursed combination piece in Shadow of Death campaigns unless the briefing wants you to. Those missions are traps with flavour text.
How to use this hub during a session
Before a campaign map, open the town you were handed and read its identity. During a random map, open the tavern page and the artifact page only when you have a choice to make. After a loss, open the tier lists and be honest about whether you lost to power or to how to play fundamentals. The roster is deep. The loop is still mines, Mondays, and not walking into unknown range.
Frequently Asked Questions
Quick answers for new commanders and returning veterans.
Are all nine factions in the remake?
Yes. Ubisoft listed all nine, including Conflux, as day-one content with both expansions.
Where do I find power rankings?
In the Tier List section. This hub explains identity; those pages argue about first picks.
Will the remake add new towns?
Nothing like that has been announced. Extra towns remain the territory of mods and of Olden Era.