![]() Barbarian |
![]() Knight |
![]() Necromancer |
![]() Sorceress |
![]() Warlock | ![]() Wizard |
- This article is about the faction and class in Heroes II. For other uses, see Wizard.
"Wizard creatures have a little of everything, some toughness, some speed, some range strike ability. Like the Necromancer, the Wizard is weak in the early game, strong in the midgame, and challenges the Warlock for endgame power. Titans and Archmages are the best range strike creatures around, and Titans match up to Dragons in power."
The Wizard is both a faction and a class of Hero in Heroes of Might and Magic II.
Lore[]
The Wizard faction is one of the two factions from Heroes II that aren't based on previous factions, the other being the Necromancer.
The Library building gives the Wizard access to more spells in their Mage Guilds than any other faction, one for each spell level. The Titan is the strongest ranged creature in the game, and the only creature that can match the black dragon in combat.
Creatures[]
| Tier | Unit | Icon | Description | Att | Def | Dmg | Shots | HP | Speed | Growth | Hire cost | Upg. cost |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Halfling | Halflings provide solid, early range strike ability for the Wizard. | 2 | 1 | 1-3 | 12 | 3 | slow | 8 | 50 |
— | |
| 2 | Boar | Boars are fast and strong and make excellent units for exploring. | 5 | 4 | 2-3 | — | 15 | very fast | 6 | 150 |
— | |
| 3 | Iron Golem | 1/2 damage from elemental spells. The high defense, partial magic resistance, and slow speed make Golems excellent garrison creatures. | 5 | 10 | 4-5 | — | 30 | very slow | 4 | 300 |
100 | |
| 3+ | Steel Golem | 1/2 damage from elemental spells. The Golem upgrade is faster, tougher, and stronger. | 7 | 10 | 4-5 | — | 35 | slow | 4 | 350 |
— | |
| 4 | Roc | Flies. The only flying creature available to the Wizard, Roc offers solid offense and defense. | 7 | 7 | 4-8 | — | 40 | average | 3 | 400 |
— | |
| 5 | Mage | No penalty for attacking adjacent units. Though weak, Mages provide incredible offensive power. | 11 | 7 | 7-9 | 12 | 30 | fast | 2 | 600 |
200 | |
| 5+ | Archmage | No adjacent penalty. 20% chance to dispel beneficial spells on their target. Archmages are second only to Titans in range strike ability. | 12 | 8 | 7-9 | 24 | 35 | very fast | 2 | 700 |
— | |
| 6 | Giant | Immune to mind-affecting spells. Giants do good damage and have enormous hit points, making them the scariest creature on the ground. | 13 | 10 | 20-30 | — | 150 | average | 1 | 2000 1 |
6000 2 | |
| 6+ | Titan | Immune to mind-affecting spells. No penalty for attacking adjacent units. Titans are capable of defeating Dragons in one on one combat. | 15 | 15 | 20-30 | 24 | 300 | very fast | 1 | 5000 2 |
— |
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 | Orchard | Library |
| 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 Orchard increases production of halflings by 8 per week. | The Library increases the number of spells in the Mage Guild by one for each level of the guild. |
Requires: 5500 Castle | Requires: 5750 Castle | Requires: 202000 Castle | Requires: 1000Castle | Requires: 55 5 1500 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 Wizard is the namesake class of the Wizard faction. Wizards are magic heroes, and start with 1 defense, 2 spellpower and 2 knowledge, and the skill Advanced wisdom.
Skills[]
- Primary skill When levelling up below level ten, the Wizard has a 10% chance each to increase attack and defense, a 40% chance each to increase spellpower and knowledge. At level ten and beyond, it's 20% each for attack and defense and 30% for spellpower and knowledge.
- Secondary skills: The Wizard is most likely to learn Wisdom, followed by Mysticism, followed by Ballistics and Eagle Eye, followed by Diplomacy, Estates, Leadership, Logistics, Luck, Navigation, Pathfinding, and Scouting, and least likely to learn Archery. The Wizard cannot learn Necromancy.
Wizard Heroes[]
The various wizard heroes seen in Heroes II.



















































