Heroes of Might and Magic II Wizard Guide By Kevin Jacobsen (kevjac@antisocial.com) Index: 1. Legal stuff 2. Credits 3. History 4. Introduction 5. Ways to Win 6. Loss Conditions 7. Wizard Overview 8. Wizard Units 9. Wizard Structures 10. Required/Helpful Skills 11. Helpful Spells 12. Worst Enemy 13. Conclusion 1. Legal Stuff: Don't copy or publish this FAQ without my express permission anywhere for any reason. This is a copyrighted work, and you will be hit with the full extent of the law if you reprint this or publish it without permission. 2. Credits: - Lord Zero, who wrote a Necromancer guide for the same game, for giving me the idea for writing this FAQ, and for giving me a model to use. - CJayC, owner of GameFAQs, for putting this on his site. - 3DO and New World Computing, for making this great game. 3. History Version 1.0 - FAQ created, July 2, 2000. 4. Introduction Heroes of Might and Magic II is one of my favorite computer games. It is a turn based strategy game, which means you do all the things you want to or can do in one turn, then the other players (usually the computer, unless you're playing a multiplayer game) do their stuff. Each area of the map in every scenario is encased in darkness, with the exception of your immediate area. As you explore, the map is revealed. Only when the map is revealed, or when your opponents enter the viewable area, will you have any idea of what they are doing. You begin each scenario with at least one castle, and at least one Hero. Each castle has different types of structures, and you need to build each structure to increase your army size. There are seven different resources that you'll need to build these structures: wood, ore, gems, sulfur, mercury, crystal, and gold. There are mines for each of these structures, and loose resources are scattered throughout the maps. There are also artifacts, buildings, and random monsters located on the maps as well. When you encounter monsters, one of 3 things will happen: A) you'll fight them, B) they'll be afraid of your army size and begin to run, and you'll have the option of chasing and fighting them, or C) they'll offer to join your army, either out of a desire for greater glory, or for a price. Each Hero has 4 primary skills: Attack, Defense, Spell Power, and Knowledge. Attack, Defense and Spell Power are pretty self explanatory. Some spells vary in damage depending what your Power rating is. For example, Magic Arrow does 10 times your Power rating (if your rating is 5, the spell will do 50 damage). Your Knowledge level determines how many maximum magic points you have: 10 times your Knowledge level = your maximum magic points (i.e. a knowledge level of 7 means you'll have 70 magic points). A Hero can also learn up to 8 secondary skills. These skills can be at 3 different levels: Basic, Advanced, and Expert. Each time your Hero gains a level, one of his primary skills will go up 1, and he or she can learn one of two secondary skills. They can either learn a new skill, or increase their proficiency in a skill they already have. 5. Ways to Win: A. Standard. This is the most common. Just defeat all your opponent's Heroes and capture all their towns. B. Capture Castle: Capture a specific castle. C. Defeat Hero: Defeat a particular enemy Hero. D. Find Artifact: Find a particular artifact. E. Wealth: Accumulate a specific amount of gold in your treasury. F. Team: Your team must defeat the opposing team. 6. Loss Conditions: A. Standard: Lose all your Heroes and castles. B. Lose Castle: Lose a particular castle. C. Lose Hero: Lose a particular Hero. D. Time Limit: Fail to complete objectives before time runs out. 7. Wizard Overview: A. High Points: Three range creatures, including the two best in the game. Three very fast creatures (when all are upgraded). Two of the range creatures have no adjacent creature penalty. Good attack skills, decent defense skills. Most troops are not very expensive. Excellent long term army, good in mid-game, but rough at beginning until all structures are upgraded. B. Low Points: Only one flying creature. Titans and the upgraded Cloud Castle are EXPENSIVE. Most troops are very slow in beginning of game. C. Overall: A very good army. First or second best (the Warlock army battles it for the top spot) in strength. Get Gems in plentiful reserves, you'll need them for the Cloud Castles. Titans are great. Able to beat Dragons in one-on-one combat. 8. Wizard Units: A. Halflings Cost: 50 Gold Attack: 2 Defense: 1 Damage: 1-3 Hit Points: 3 Speed: Slow Shots: 12 Notes: First of three range creatures for the Wizard. But slow and weak. But still good early in the game for their range strike. B. Boars Cost: 150 Gold Attack: 5 Defense: 4 Damage: 2-3 Hit Points: 15 Speed: Very Fast Shots: None Notes: Fast and strong for a second level creature. Good support for Halflings early in the game. C. Iron Golem Cost: 300 Gold Attack: 5 Defense: 10 Damage: 4-5 Hit Points: 30 Speed: Very Slow Shots: None Notes: Despite the speed, this is a very good creature. Especially in garrisons. High defense, 1/2 damage from elemental spells. D. Steel Golem Cost: 350 Gold Attack: 7 Defense: 10 Damage: 4-5 Hit Points: 35 Speed: Slow Shots: None Notes: Faster, more hit points, and stronger than the Iron Golem. Still 1/2 damage from elemental spells. Still great garrison creature. E. Roc Cost: 400 Gold Attack: 7 Defense: 7 Damage: 4-8 Hit Points: 40 Speed: Average Shots: None Notes: Only flying creature available to the Wizard. Solid offense and defense, decent hit points. F. Mage Cost: 600 Gold Attack: 11 Defense: 7 Damage: 7-9 Hit Points: 30 Speed: Fast Shots: 12 Notes: Hit points are a little low, but great offensive power and speed. No range penalty for attacking adjacent units. G. Archmage Cost: 700 Gold Attack: 12 Defense: 8 Damage: 7-9 Hit Points: 35 Speed: Very Fast Shots: 24 Notes: Second best range creature in the game. No adjacent penalty. 20% chance to dispel beneficial spells on target. Tougher, stronger, faster than Magi. H. Giant Cost: 1,250 Gold + 1 Gem Attack: 13 Defense: 10 Damage: 20-30 Hit Points: 150 Speed: Average Shots: None Notes: Immune to mind affecting spells. Great damage, hit points, attack, and defense. Worth the high cost. I. Titan Cost: 5,000 Gold + 2 Gems Attack: 15 Defense: 15 Damage: 20-30 Hit Points: 300 Speed: Very Fast Shots: 16 Notes: Whew boy. Titans are expensive. But they're worth it. Hit points are equal to that of a Black Dragon, and they have the highest attack and defense of any creature in the game. No adjacent penalty, immune to mind affecting spells, and can go against Black Dragons and defeat them. In fact, they do extra damage against Black Dragons. 9. Wizard Structures A. Habitat Cost: 400 Gold Building Requirements: None (usually built at beginning of scenario) Growth: 8 Halflings per week B. Boar Pen Cost: 800 Gold Building Requirements: Habitat (sometimes built at beginning of scenario) Growth: 6 Board per week C. Foundry Cost: 1,500 Gold + 5 Ore + 5 Wood Building Requirements: Habitat Growth: 4 Iron Golems per week D. Foundry Upgrade Cost: 1,500 Gold + 5 Mercury Building Requirements: Foundry, Well Growth: 4 Steel Golems per week E. Cliff Nest Cost: 3,000 Gold + 5 Wood Building Requirements: Boar Pen Growth: 3 Rocs per week F. Ivory Tower Cost: 3,500 Gold + 5 of every resource Building Requirements: Foundry, Mage Guild Growth: 2 Magi per week G. Ivory Tower Upgrade Cost: 4,000 Gold + 5 Wood + 5 Ore Building Requirements: Library, Ivory Tower Growth: 2 Archmagi per week H. Cloud Castle Cost: 12,500 Gold + 5 Wood + 5 Ore + 20 Gems Building Requirements: Cliff Nest, Mage Guild Growth: 1 Giant per week I. Cloud Castle Upgrade Cost: 12,500 Gold + 5 Wood + 5 Ore + 20 Gems Building Requirements: Cloud Castle Growth: 1 Titan per week J. Library Cost: 1,500 Gold + 5 of each resource Building Requirements: None Effect: Adds 1 spell to each level in the Mage Guild The following structures are common to every castle. K. Tavern Cost: 500 Gold + 5 Wood Effect: Gives castle defenders a bonus to morale; offers rumors. Not available in Necromancer town. L. Mage Guild Cost: Varies for each level Effect: Allows spellbook purchase and teaches spells. Note: 5 levels possible. 1st level cost: 2000 Gold + 5 Wood + 5 Ore 2nd level: 1000 Gold + 5 Wood + 5 Ore + 4 each of other 4 resources 3rd level: 1000 Gold + 5 Wood + 5 Ore + 6 each of other 4 resources 4th level: 1000 Gold + 5 Wood + 5 Ore + 8 each of other 4 resources 5th level: 1000 Gold + 5 Wood + 5 Ore + 10 each of other 4 resources M. Thieves Guild Cost: 750 Gold + 5 Wood Effect: Gives information concerning other players. More Guilds = more information. One guild per town, so you need to capture more towns for more guilds. N. Shipyard Cost: 2000 Gold + 20 Ore Effect: Ship construction Cost of ships: 1000 Gold + 10 Ore Note: Only available when castle is near water. O. Statue Cost: 1250 Gold + 5 Ore Effect: Increases income by 250 Gold P. Marketplace Cost: 500 Gold + 5 Wood Effect: Allows you to trade resources for other resources. More marketplaces = better trading rates Q. Well Cost: 500 Gold Effect: Increases creature production by 2 for each structure. R. Horde Building (in the Wizard castle, it's the Orchard) Cost: 1000 Gold Effect: Increases 1st level creature production by 8 per week. S. Left Turret Cost: 1500 Gold + 5 Ore Effect: Helps in castle defense by adding a small ballista in the walls. T. Right Turret Cost: 1500 Gold + 5 Ore Effect: Same as Left Turret. U. Moat Cost: 750 Gold Effect: Puts moat around castle. Stops ground movement when entered, and creatures have -3 Defense while in moat. 10. Required/Helpful Skills Here are some secondary skills which will prove useful: A. Leadership: This gives a morale increase. High morale equals more turns. Always helpful to get more attacks out of your creatures, particulary your range troops. Basic gives +1 bonus; Advanced +2; Expert +3. B. Archery: This increases damage done by your range creatures. You have three, and the more damage they can do, the better. Basic = an increase in damage by 10%; Advanced = 25%; Expert= 50%. C. Wisdom: You need this to be able to learn more spells at the Mage Guild. Basic lets you learn 3rd level; Advanced: 4th level; Expert: 5th level. Wizards usually start with Advanced Wisdom. D. Ballistics: This increases catapult shots, accuracy, and damage done to walls. Basic: 1 shot, and extra damage. Advanced: 2 shots, extra damage. Expert: 2 shots, maximum damage. E. Luck: This increases your luck, which, when in battle, allows a creature to cause maximum possible damage. Basic: +1, Advanced: +2, Expert: +3. F. Estates: Titans are expensive, as are their dwellings. Try and get this one early. This skill nets you more gold per day. Basic: 100 gold per day; Advanced: 250 gold; Expert: 500 gold. 11. Helpful Spells: A. Bless: Causes creatures to inflict maximum damage. Lasts one round per Power. 1st level, 3 magic points. B. Bloodlust: Adds +3 to a creature's Attack skill. Lasts one round per Power (Power of 3, lasts 3 rounds). 1st level, 3 magic points. C. Chain Lightning: 40 X Power, then half damage to nearest creature until bolt hits 4 creatures. Be warned though: this can affect your creatures as well, and it won't affect enemy dragons. 15 magic points, level 4. D. Haste: You'll have some slightly slow creatures (Golems, Rocs, Halflings), and Haste adds +2 to a creature's speed. Lasts one round per Power. Costs 3 magic points, is a level 1 spell. E. Blind: Blinds a creature for one round per Spell Power. Enemy can't move until attacked, and retaliates with half strength. Level 2, 6 magic points. There are lots of other spells, these are just a few. 12. Worst Enemy The worst enemy for the Wizard is the Warlock. The Dragons, namely the Black Dragons, are really the only creatures who can go up against the Titans and win. All the other 6th level creatures can't compare to the Titans in strength and defense. The Black Dragons also give the enemy hero a chance to use a spell which will negatively affect your creatures. But Titans do extra damage against Black Dragons, and that's a plus for them. 13. Conclusion Well, not much to say here. If you like this, great, if you don't, tell me if I missed something, or have something that's wrong. If you have any tips or suggestions, email me (kevjac@antisocial.com) and I'll add them, and give you credit for it. Otherwise, thanks for reading this, and I hope that it proved helpful and that you enjoyed it.