Might and Magic Wiki
Barbarian
Barbarian
Knight
Knight
Necromancer
Necromancer
Sorceress
Sorceress
Warlock
Warlock
Wizard
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
Heroes II Halfling Icon
Halflings provide solid, early range strike ability for the Wizard. 2 1 1-3 12 3 slow 8 50
2 Boar
Heroes II Boar Icon
Boars are fast and strong and make excellent units for exploring. 5 4 2-3 15 very fast 6 150
3 Iron Golem
Heroes II Iron Golem Icon
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
Heroes II Steel Golem Icon
1/2 damage from elemental spells. The Golem upgrade is faster, tougher, and stronger. 7 10 4-5 35 slow 4 350
4 Roc
Heroes II Roc Icon
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
Heroes II Mage Icon
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
Heroes II Archmage Icon
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
Heroes II Giant Icon
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
Heroes II Titan Icon
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[]

 
Tent Castle StatueWellTavern
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:

20 20
5000

Requires:

5
1250
Castle

Requires:

500
Castle

Requires:

5
500
Castle

MarketplaceThieves' guildShipyardOrchardLibrary
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:

5
500
Castle

Requires:

5
750
Castle

Requires:

20
2000
Castle

Requires:

1000
Castle

Requires:

5 5
5 5
5 5
1500
Castle
 


Castle upgrades[]

 
Left turret Right turret MoatCaptain'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:

5
1500
Castle

Requires:

5
1500
Castle

Requires:

750
Castle

Requires:

500
Castle
 


Mage guild[]

 
Mage guild (level 1) Mage guild (level 2) Mage guild (level 3)Mage guild (level 4)Mage guild (level 5)
The Mage Guild is where heroes learn and replenish spells. The Mage Guild is where heroes learn and replenish spells. The Mage Guild is where heroes learn and replenish spells.The Mage Guild is where heroes learn and replenish spells.The Mage Guild is where heroes learn and replenish spells.

Requires:

5 5
2000
Castle

Requires:

5 5
4 4
4 4
1000
Mage guild level 1

Requires:

5 5
6 6
6 6
1000
Mage guild level 2

Requires:

5 5
8 8
8 8
1000
Mage guild level 3

Requires:

5 5
10 10
10 10
1000
Mage guild level 4
 


Creature production buildings[]

Unupgraded[]

 
Habitat Pen FoundryCliff nestIvory tower
The Habitat produces halflings. The Pen produces boars. The Foundry produces iron golems.The Cliff Nest produces rocs.The Ivory Tower produces magi.

Requires:

400
Castle

Requires:

800
Habitat

Requires:

5 5
1500
Habitat

Requires:

5
3000
Pen

Requires:

5 5
5 5
5 5
3500
Mage guild (level 1)
Foundry

Cloud castle
The Cloud Castle produces giants.

Requires:

5 5
20
12500
Cliff Nest
Ivory Tower
 


Upgraded[]

 
Upg. Foundry Upg. Ivory tower Upg. Cloud castle
The Upg. Foundry produces steel golems. The Upg. Ivory Tower produces archmagi. The Upg. Cloud Castle produces titans.

Requires:

5
1500
Well
Foundry

Requires:

5 5
4000
Library
Ivory Tower

Requires:

5 5
20
12500
Cloud Castle
 


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[]

Wizard Heroes[]

The various wizard heroes seen in Heroes II.

Standard[]

Campaign Only (The Succession Wars)[]

Campaign Only (Price of Loyalty)[]