![]() Barbarian |
![]() Knight |
![]() Necromancer |
![]() Sorceress |
![]() Warlock | ![]() Wizard |
- For other uses of the term, see Sorceress.
"Sorceress creatures are generally very fast, but have low hit points. Weak in the early game, and moderate at best in the endgame, the Sorceress creatures are the best in the midgame. The combination of speed, flying, and range attack becomes incredibly potent. Medium maps are perfect for Sorceress creatures."
—Heroes II Manual
The Sorceress is both a faction and a class of Hero in Heroes of Might and Magic II.
Lore[]
The Sorceress faction is based on the Forest faction from Heroes of Might and Magic I, using the same creatures. The Sorceress army has a great ranged presence.
The Rainbow that can be built in Sorceress towns grants defenders +2 luck.
Creatures[]
| Tier | Unit | Icon | Description | Att | Def | Dmg | Shots | HP | Speed | Growth | Hire cost | Upg. cost |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Sprite | Flies. Creatures attacked by Sprites cannot retaliate. Sprites are powerful in large numbers. | 4 | 2 | 1-2 | — | 2 | average | 8 | 50 |
— | |
| 2 | Dwarf | 25% Magic resistance. Dwarves make excellent garrison units because of their toughness and magic resistance. | 6 | 5 | 2-4 | — | 20 | very slow | 6 | 200 |
100 | |
| 2+ | Battle Dwarf | 25% Magic resistance. The upgrade of the Dwarf is faster and tougher. | 6 | 6 | 2-4 | — | 20 | average | 6 | 250 |
— | |
| 3 | Elf | Fires 2 shots per turn. Elves are incredible offensive units, able to deal large amounts of damage at range. | 4 | 3 | 2-3 | 24 | 15 | average | 4 | 250 |
100 | |
| 3+ | Grand Elf | Fires 2 shots per turn. The Elf upgrade becomes faster and more skilled. Grand Elves are able to whittle down enemy forces quickly. | 5 | 5 | 2-3 | 24 | 15 | very fast | 4 | 300 |
— | |
| 4 | Druid | Druids are one of the best range strike units available. Though weak, few units can close to melee range on the Druid without dying. | 7 | 5 | 5-8 | 8 | 25 | fast | 3 | 350 |
100 | |
| 4+ | Greater Druid | The Druid upgrade is faster and tougher. Greater Druids and Grand Elves complement each other well. | 7 | 7 | 5-8 | 16 | 25 | very fast | 3 | 400 |
— | |
| 5 | Unicorn | 20% chance to Blind enemy creature. Unicorns are solid ground creatures. They are tough, fast, and deal good damage. | 10 | 9 | 7-14 | — | 40 | fast | 2 | 500 |
— | |
| 6 | Phoenix | Flies. Attack affects two hexes. Immune to elemental spells. Extremely fast and powerful, Phoenixes can be formidable opponents. | 12 | 10 | 20-40 | — | 100 | ultra fast | 1 | 1500 1 |
— |
Buildings[]
Basic[]
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| Tent | Castle | Statue | Well | Tavern |
| The Tent provides workers to build a castle, provided the materials and the gold are available. | The Castle improves town defense and increases income to 1000 gold per day. | The Statue increases your town's income by 250 per day. | The Well increases the growth rate of all dwellings by 2 creatures per week. | The Tavern increases morale for troops defending the castle. |
Requires: N/A |
Requires: 205000 |
Requires: 51250 Castle | Requires: 500Castle | Requires: 5500 Castle |
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| Marketplace | Thieves' guild | Shipyard | Crystal garden | Rainbow |
| The Marketplace can be used to convert one type of resource into another. The more marketplaces you control, the better the exchange rate. | The Thieves' Guild provides information on enemy players. Thieves' Guilds can also provide scouting information on enemy towns. Additional Guilds provide more information. | The Shipyard allows ships to be built. | The Crystal Garden increases production of sprites by 8 per week. | The Rainbow increases the luck of the defending units by two. |
Requires: 5500 Castle | Requires: 5750 Castle | Requires: 202000 Castle | Requires: 1000Castle | Requires: 101500 Castle |
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Castle upgrades[]
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| Left turret | Right turret | Moat | Captain's quarters | |
| The Left Turret provides extra firepower during combat. | The Right Turret provides extra firepower during combat. | The Moat slows attacking units. Any unit entering the moat must end its turn there and becomes more vulnerable to attack. | The Captain's Quarters provide a captain to assist in the castle's defense when no hero is present. | |
Requires: 51500 Castle |
Requires: 51500 Castle |
Requires: 750Castle | Requires: 500Castle | |
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Mage guild[]
Creature production buildings[]
Unupgraded[]
Upgraded[]
Heroes[]

The Sorceress is the namesake class of the Sorceress faction. Sorceresses are Magic heroes, and start with 2 Spellpower and 3 Knowledge, and the skills Basic Wisdom and Advanced Navigation.
Skills[]
- Primary skill When levelling up below level ten, the Sorceress has a 10% chance to increase Attack, a 10% chance to increase Defense, a 30% chance to increase Spellpower, and a 50% chance to increase Knowledge. At level ten and beyond, it's 20% each for Attack and Defense and 30% for Spellpower and Knowledge.
- Secondary skills: The Sorceress is most likely to learn Navigation and Wisdom, followed by Archery, Ballistics, Luck, and Mysticism, followed by Diplomacy, Eagle Eye, Estates, Logistics, and Pathfinding, and least likely to learn Leadership and Scouting. The Sorceress cannot learn Necromancy.

















































