

The Dungeon faction, often called the Warlocks' faction, has remained a beloved choice among fans while fitting perfectly into Heroes of Might & Magic: Olden Era's storyline. Our first encounter with Jadame revealed creatures intrinsically linked to the Dungeon faction, complete with their own territories on the continent. This allowed developers to create a faction grounded in classic lore while introducing fresh concepts.
If we had to describe the Dungeon faction's identity throughout the series in two terms, "strength" and "exiles" capture it best. Returning to Enroth gives us the opportunity to reinterpret these feared warlocks. Drawing inspiration from Jadame’s history (especially Might and Magic VIII, where the Alvaric Pact reshaped the Dungeon faction).
Once-feared creatures now forge alliances with red-skinned dark elves, who were historically cast aside for their practical methods. Together, they thrive through diplomacy, commerce, and tactical alliances—a notable departure from earlier portrayals of the faction.
Across the Heroes series, cunning warlocks and authoritative leaders have been recurring features in playable cities. Each game presented them from distinct angles:
- In Heroes I and Heroes II: Followers of Lord Alamar and King Archibald pursued power, uniting like-minded creatures under their rule.
- In Heroes III: Nighon’s warlords embraced the philosophy that might equals right, ruling from subterranean tunnels while plotting to dominate Antagarich.
- In Heroes IV: Chaotic sorcerers and thieves dominated Axeoth’s marshlands, assembling rogues to carve out territory in the new world.
- From parts five through seven: Ashan’s dark elves aligned with Dragon-Goddess Malassa and the underworld, crafting a layered tale of deception and ambition.