These are the adventure map structures in Heroes of Might and Magic II.
Treasures[]
| Name | Image | Description |
|---|---|---|
| Treasure chest | ![]() |
Treasure chest contains a varying amount of gold or an artifact. When picked up by a hero, they can either keep the gold, or give it away for the experience. 31,7% chance of 1000 gold / 500 exp., 31,7% chance of 1500 gold / 1000 exp., 30,7% chance of 2000 gold / 1500 exp., or 5,9% chance of 1st level artifact. After the visit, it disappears. |
| Campfire | ![]() |
The first hero to visit the campfire will have a random chance to find 400 gold and 4 random resources, 500 gold and 5 random resources, or 600 gold and 6 random resources. The campfire can only be visited once, and then it disappears. |
| Skeleton | ![]() |
The first visiting hero have a 10% chance of obtaining an artifact of any level and 90% to find nothing at all. After the first visit, it will remain empty. |
| Wagon | ![]() |
The first visiting hero will obtain 1-2 pieces of a random resource with a chance of 50,5%, an artifact of 1/2 level with a chance of 9,9%, or find nothing at all with a chance of 39,6%. After the first visit, it will remain empty. |
| Lean To | ![]() |
First visiting hero will obtain 1-4 pieces of a random resource. After the first visit, it will remain empty. |
| Sea chest | ![]() |
The first visiting hero will obtain 1500 gold with a chance of 69,3%, an artifact of 1st level and 1000 gold with a chance of 10,9%, or find nothing at all with a chance of 19,8%. After the first visit, it disappears.. |
| Flotsam | ![]() |
The first hero to visit the flotsam will have a random chance to find 10 wood and 500 gold, 5 wood and 200 gold, 5 wood, or find nothing at all. The flotsam can only be visited once, and then it disappears. |
| Shipwreck survivor | ![]() |
The first hero to rescue the survivor will find an artifact of 1st level with a chance of 59,4%, an artifact of 2nd level with a chance of 19,8%, or an artifact of 3rd level with a chance of 20,8%. There is no cost, no battle, and it disappears off the map. |
Attribute Modifier[]
| Name | Image | Description |
|---|---|---|
| Gazebo |
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Adds 1000 experience to visiting hero. Can be visited once per hero. |
| Shrine of the first circle |
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As long as the hero has a spellbook, the acolytes will teach them a level one spell. |
| Shrine of the second circle |
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As long as the hero has a spellbook, the acolytes will teach them a level two spell. |
| Shrine of the third circle |
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As long as the hero has a spellbook and Basic Wisdom, the acolytes will teach them a level three spell. |
| Mercenary camp |
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The structure grants a one-time bonus of +1 to the attack skill of visiting heroes. |
| Fort |
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The structure grants a one-time bonus of +1 to the defense skill of visiting heroes. |
| Standing stones |
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The structure grants a one-time bonus of +1 to the spellpower skill of visiting heroes. |
| Witch doctor's hut |
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The structure grants a one-time bonus of +1 to the knowledge skill of visiting heroes. |
| Xanadu |
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The structure grants a one-time bonus of +1 to all 4 primary skills of visiting heroes. A hero without the diplomacy skill must be at least level 10 to receive the bonus. Basic Diplomacy reduces the requirement to level 8, Advanced Diplomacy to level 6, and Expert Diplomacy to level 4. |
| Witch's hut |
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Grants a hero a secondary skill of a Basic level, except Leadership and Necromancy. The hero will receive a skill if it is not yet known to the hero and the hero has a free slot for a new secondary skill. |
| Tree of Knowledge |
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Structure provide an extra level for any hero that visits it, either for free, for 2000 gold, or for 10 gems. |
| Magic well |
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Once per day restores the first visiting hero's spell points to the maximum amount. |
| Artesian Spring |
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Once per week restores the first visiting hero's spell points to double the maximum amount. Can give drink to two heroes per week, as it consists of two interactive cells on each side. |
| Fountain |
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Provides a temporary +1 bonus to luck when visiting the fountain, which lasts until the next battle. |
| Idol |
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Provides +1 luck for the next battle that the hero fights. |
| Faerie ring |
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Provides +1 luck for the next battle that the hero fights. |
| Temple |
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Provides +2 morale for the next battle that the hero fights. |
| Watering Hole | Provides +1 morale and increases the current and maximum amount of moving points by 400 until end of day. | |
| Oasis |
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Provides +1 morale and increases the current and maximum amount of moving points by 800 until end of day. |
| Buoy |
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Provides +1 morale for the next battle that the hero fights. |
| Arena (The Price of Loyalty) |
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The hero can choose to gain +1 attack, +1 defense, or +1 spellpower. Can be visited once per hero. |
| Stables (The Price of Loyalty) |
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Increases the current moving points by 400 until end of day, and maximum amount of moving points to 400 for the rest of that week, allowing heroes to move further on the adventure map. Only the first visit to any stables each week gives a bonus to the moving points. In addition, it upgrades cavalry units to champions for free. |
| Mermaid (The Price of Loyalty) |
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Provides +1 luck for the next battle that the hero fights. |
| Sirens (The Price of Loyalty) |
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They can be found at sea, and if anyone visits them, they will kill 30% of that hero's army, but give them experience based on the hit points of the creatures. |
Creature banks[]
| Name | Image | Description |
|---|---|---|
| Graveyard |
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The hero can choose to fight 100 Mutant zombies for the reward of 1000 gold and a random artifact. After reward is received, all the subsequent visits will grant -1 morale to any hero until the end of the next battle. |
| Daemon cave | ![]() |
When the hero enters the daemon cave, they can choose to encounter a demon or his minions. If chosen to fight the minions, the combat with earth elementals commence for the reward of 2500 gold. If chosen to fight the demon, there is no actual fight, but a random chance for several outcomes: 30% chance to redeem the hero for 2500 gold, otherwise he will die, 30% chance to gain 1000 experience, 30% chance to gain 1000 experience and 2500 gold, 10% chance to gain 1000 experience and a random artifact. |
| Pyramid |
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The hero can choose to fight a group of royal mummies and vampire lords for the reward of level five spell. Requires the Magic Book and Expert Wisdom to learn the spell. If the hero cannot learn the spell, it will simply disappear. After reward is received, all the subsequent visits will grant -2 luck to any hero until the end of the next battle. |
| Derelict Ship |
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The hero can choose to fight 200 skeletons for the reward of 5000 gold. After reward is received, all the subsequent visits will grant -1 morale to any hero until the end of the next battle. Can only be visited by ship from the sea. |
| Shipwreck |
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The hero can choose to fight a random amount of ghosts for the reward. 30% chance to encounter 10 ghosts for 1000 gold reward, 30% chance to 20 ghosts for 2000 gold, 30% chance to 25 ghosts for 5000 gold, and 10% chance to 50 ghosts for 2000 gold and a random artifact. After reward is received, all the subsequent visits will grant -1 morale to any hero until the end of the next battle. |
Dwellings[]
| Name | Image | Description |
|---|---|---|
| Goblin hut |
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The first hero to visit each week gets a random amount of goblins added to the party. Initial number of creatures is 15–40, weekly growth is 3-6. There is no cost, and there is no battle. |
| Watch tower |
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The first hero to visit each week gets a random amount of orcs added to the party. Initial number of creatures is 7-10, weekly growth is 1-4. There is no cost, and there is no battle. |
| Troll Bridge |
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The first visiting hero can choose to fight a group of trolls and war trolls. If victorious, any subsequent hero can hire trolls there for 600 gold each once per week without fighting. Initial number of creatures is 4-6, weekly growth is 1-3. |
| Peasant hut |
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The first hero to visit each week gets a random amount of peasants added to the party. Initial number of creatures is 1–41, weekly growth is 5-10. There is no cost, and there is no battle. |
| Archer's house |
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The first hero to visit each week gets a random amount of archers added to the party. Initial number of creatures is 10–25, weekly growth is 2-4. There is no cost, and there is no battle. |
| Tree house |
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The first hero to visit each week gets a random amount of sprites added to the party. Initial number of creatures is 15–25, weekly growth is 4-8. There is no cost, and there is no battle. |
| Tree City |
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Allows the hero to hire sprites for 50 gold each. When all available sprites are purchased, the city remains empty until the following week. Initial number of creatures is 20-40, weekly growth is 10-20. |
| Dwarf cottage |
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The first hero to visit each week gets a random amount of dwarves added to the party. Initial number of creatures is 1–21, weekly growth is 2-4. There is no cost, and there is no battle. |
| Cave |
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The first hero to visit each week gets a random amount of centaurs added to the party. Initial number of creatures is 10-20, weekly growth is 3-6. There is no cost, and there is no battle. |
| Dragon City |
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The first visiting hero can choose to fight a group of green, red, and black dragons. If victorious, any subsequent hero can hire red dragons there for 3500 gold and 1 sulfur each once per week without fighting. Initial number of creatures is 2, weekly growth is 1. |
| Excavation |
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The first hero to visit each week gets a random amount of skeletons added to the party. Initial number of creatures is 10–25, weekly growth is 4-8. There is no cost, and there is no battle. |
| City of the Dead |
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The first visiting hero can choose to fight a group of Necromancer faction creatures. If victorious, any subsequent hero can hire power liches there for 900 gold each once per week without fighting. Initial number of creatures is 4-6, weekly growth is 1-3. |
| Halfling hole |
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The first hero to visit each week gets a random amount of halflings added to the party. Initial number of creatures is 20–40, weekly growth is 5-10. There is no cost, and there is no battle. |
| Wagon camp |
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Allows the hero to hire rogues for 50 gold each. When all available rogues are purchased, the camp remains empty until the following week. Initial number of creatures is 30-50, weekly growth is 3-6. |
| Desert tent |
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Allows the hero to hire nomads for 200 gold each. When all available nomads are purchased, the tent remains empty until the following week. Initial number of creatures is 10-20, weekly growth is 1-3. |
| Ruins |
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Allows the hero to hire medusa for 500 gold each. When all available medusa are purchased, the ruins remains empty until the following week. Initial number of creatures is 3-5, weekly growth is 1-3. |
| Ancient lamp |
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Allows the hero to hire 2-4 genies for 650 gold and 1 gems each. When all available genies are purchased, the lamp disappears. There is no weekly growth in the lamp. |
| Air summoning altar (The Price of Loyalty) |
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Allows the hero to hire air elementals for 500 gold each. When all available air elementals are purchased, the altar remains empty until the following week. Initial number of creatures is 2-5, weekly growth is 2-5. |
| Earth summoning altar (The Price of Loyalty) |
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Allows the hero to hire earth elementals for 500 gold each. When all available earth elementals are purchased, the altar remains empty until the following week. Initial number of creatures is 2-5, weekly growth is 2-5. |
| Fire summoning altar (The Price of Loyalty) |
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Allows the hero to hire fire elementals for 500 gold each. When all available fire elementals are purchased, the altar remains empty until the following week. Initial number of creatures is 2-5, weekly growth is 2-5. |
| Water summoning altar (The Price of Loyalty) |
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Allows the hero to hire water elementals for 500 gold each. When all available water elementals are purchased, the altar remains empty until the following week. Initial number of creatures is 2-5, weekly growth is 2-5. |
| Barrow mounds (The Price of Loyalty) |
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Allows the hero to hire ghosts for 1000 gold each. When all available ghosts are purchased, the mound remains empty until the following week. Initial number of creatures is 2-5, weekly growth is 2-5. |
Mines[]
| Name | Image | Description |
|---|---|---|
| Sawmill | ![]() |
Provides 2 wood per day. |
| Ore mine | ![]() |
Provides 2 ore per day. |
| Alchemist lab | ![]() |
Provides 1 mercury per day. |
| Sulfur mine | ![]() |
Provides 1 sulfur per day. |
| Crystal mine | ![]() |
Provides 1 crystal per day. |
| Gem mine | ![]() |
Provides 1 gem per day. |
| Gold mine | ![]() |
Provides 1000 gold per day. |
| Abandoned mine | ![]() |
Guarded by 30-60 ghosts. Once the ghosts are defeated, the abandoned mine turns into a gold mine. |
Traveling and miscellaneous[]
| Name | Image | Description |
|---|---|---|
| Magic garden | ![]() |
Leprechaun gives either 500 gold or 5 gems. The leprechaun can only be visited for a reward once per week. You can tell from the appearance of the magic garden whether it currently has a resource. |
| Windmill | ![]() |
The visiting hero receives 2 pieces of a random resource, except for wood. The windmill can only be visited once a week. |
| Waterwheel | ![]() |
The visiting hero receives 1000 gold. Visiting at the first week only brings 500 gold. The waterwheel can only be visited once a week. |
| Observation Tower | ![]() |
Reveals the map within a radius of 20 cells. |
| Obelisk | ![]() |
The obelisk reveals a peice of the puzzle map so the player can find the ultimate artifacts. |
| Trading post | ![]() |
The trading post acts as a marketplace. Prices are the same as in 3 castle markets. |
| Oracle | ![]() |
Shows information about players like the five thieves' guilds. |
| Freeman's foundry | ![]() |
Upgrades pikemen, swordsmen, and iron golems. There is no cost. |
| Hill fort | ![]() |
Upgrades orcs, ogres, and dwarfs. There is no cost. |
| Sphinx |
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Makes you answer a riddle. The correct answer gives a reward in the form of a resource or artifact, or can take away the amount of resources set by the map's creator. An incorrect answer instantly kills the visiting hero. The Sphinx can only give a reward once per game. |
| Stone lith | Teleports the hero to another random monolith of the same type. Cannot teleport to a monolith already occupied by another hero. | |
| Sign | ![]() |
Displays a text message which can be anything the map's creator writes. |
| Lighthouse | ![]() |
Each lighthouse under the player's control increases the maximum moving range on water by 500 movement points for each player's heroes. |
| Boat | ![]() |
Allows the hero to move across the ocean. Boarding and disembarking from a ship takes away all of the hero's remaining movement. |
| Bottle | ![]() |
As a sign in the ocean. Displays a text message which can be anything the map's creator writes. Disappears after visiting. |
| Magellan's maps | ![]() |
Retired captain offers to reveal all of the water on the map for 1000 gold. |
| Whirlpool | ![]() |
The whirlpool can be used to travel to another part of the map, but that has 1/3 chance to kill 50% of the creatures in the hero's lowest-tier stack. |
| Jail (The Price of Loyalty) |
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The jail holds a hero that will join the side of anyone who frees them. Rescuing a prisoner from a jail is sometimes one of the objectives of a scenario. If the map's creator does not set properties for the jailed hero, a default hero will appear like in a tavern. If the player has 8 heroes, it is impossible to open the jail. |
| Alchemist's Tower (The Price of Loyalty) |
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For 750 gold, destroys all artifacts with any negative effects that the visiting hero has. This includes artifacts with mixed effects, such as Heart of Ice or Arm of the Martyr for example. |
| Hut/Eye of the Magi (The Price of Loyalty) |
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Visiting the Hut will reveal the area around the Eye of the Magi within a radius of 8 cells. The eye cannot be interacted with, and its only use is to provide sight through the Hut. |
| Traveller's tent (The Price of Loyalty) |
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Gives an actual password that the player has to remember and type in to open the barrier of the corresponding color. If player forget the code, they have to revisit the traveller's tent. The barrier will not activate unless the tent is visited first, preventing random guesses. |





















































































