"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 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.
All text is taken from the Heroes II manual.
|1||Halfling||Halflings provide solid, early range strike ability for the Wizard.|
|2||Boar||Boars are fast and strong and make excellent units for exploring.|
|3||Iron Golem||1/2 damage from elemental spells. The high defense, partial magic resistance, and slow speed make Golems excellent garrison creatures.|
|3+||Steel Golem||1/2 damage from elemental spells. The Golem upgrade is faster, tougher, and stronger.|
|4||Roc||Flies. The only flying creature available to the Wizard, Roc offers solid offense and defense.|
|5||Mage||No penalty for attacking adjacent units. Though weak, Mages provide incredible offensive power.|
|5+||Archmage||No adjacent penalty. 20% chance to dispel beneficial spells on their target. Archmages are second only to Titans in range strike ability.|
|6||Giant||Immune to mind-affecting spells. Giants do good damage and have enormous hit points, making them the scariest creature on the ground.|
|6+||Titan||Immune to mind-affecting spells. No penalty for attacking adjacent units. Titans are capable of defeating Dragons in one on one combat.|
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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.
- 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.
The various wizard heroes seen in Heroes II.