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Character Generation + Hirelings


There are 24 Hirelings in the game of Might and Magic 2. A hireling is a party member that you can include in your party and in turn is payed in gold. This gold is deducted every time your party rests, so you can avoid it by not resting unless necissary. Hirelings are important as you can have 8 people in your party, with 2 being hirelings. Without hirelings your party could only contain 6 characters and so would have a significant loss in combat effectiveness. The downside is the cost of hirelings and the fact that the experience is divided between 8 people rather than 6.

The 24 Hirelings can be found in the following locations:

Hireling 1Hireling 2Location of Hirelings
Sir HyronDrog[0, 15] Middlegate Cavern
H K Phooey[4, 10] Sandsobar
Thund R.Aeriel[4, 2] Vulcania
Big BootayCleogotcha[0, 14] Atlantium
Harry KariNo Name[1, 10] Vulcania Cavern
GertrudeRat Fink[15, 10] Tundara
Friar FlyDark Mage[8, 4] Castle Hillstone
Red DukeDead Eye[14, 1] D1
NakazawaSherman[10, 1] B4
FlailerFumbler[8, 1] A3
Sir KillJed I[7, 2] Sarakin's Mine
Holy MoleySlick Pick[4, 11] Dawn's Mist Cavern
Mr. Wizard[1, 14] D3


Character Generation:



There are 7 different statistics in Might and Magic 2. These affect all aspects of your character, from their hit points and mana to their chance to hit. Upon character generation all statistics are randomly generated between 3 and 21. When you are making your character remember that you can swap stats around during the generation process, but once you select ok, then you cannot change them again (excepting powerful magic). A higher statistic is better than a lower one.
The stats are as follows:

Mgt: A character strength determines how hard he hits the enemy.
Int: This determines a characters ability to use logic. It affects sorcerer spell points.
Per: A characters personality/charisma. It affects cleric spell points.
End: A characters endurance/stamina affects the number of hit points he/she has.
Spd: A characters agility. This determines base armor class as well as combat order.
Acc: Accuracy affects a characters ability to land a blow during combat.
Lck: Luck is an unknown factor in battles, this stat gives a random value to all dice rolls the character makes. Higher luck give a higher chance of better rolls.

Character Classes:



Knight:
Prime Statistic: Might (15 or greater)
Hit points gained per experience level: 1 - 12
Spell skills: None
A knight begins with the best all-around fighting skills of any character. He/she can use any weapon or item of armor, unless of opposite alignment or designed exclusivly for another class.

Paladin:
Prime Statistic: Might, Personality (13 or greater)
Hit points gained per experience level: 1 - 10
Spell skills: Clerical, at higher experience levels
A paladin can use any weapon or item of armor, unless of opposite alignment or designed exclusivly for another class. General fighting skills are equal to an archer's except that a paladin cannot use missle weapons in hand-to-hand combat.

Archer:
Prime Statistic: Intellect, Accuracy (13 or greater)
Hit points gained per experience level: 1 - 10
Spell skills: Sorcerer, at higher experience levels
An archer can use any weapon, unless of opposite alignment or designed exclusivly for another class. An archer can wear only chain mail or lighter armor and cannot carry a shield. An archer can use any missle weapon, even during hand-to-hand combat.

Cleric:
Prime Statistic: Personality (13 or greater)
Hit points gained per experience level: 1 - 8
Spell skills: Cleric (defensive, healing)
A cleric can use splint mail or any lighter armor and can carry a shield. Weapons are restricted to clubs, maces, cudgels, whips, mauls, flails, staffs and hammers. A cleric may not use missle weapons. At higher experience levels, a cleric gains the ability to use higher level spells.

Sorcerer:
Prime Statistic: Intellect (13 or greater)
Hit points gained per experience level: 1 - 6
Spell skills: Sorcerer (offensive, combative)
A sorcerer may wear only padded armor and may not carry a shield. Weapons are restricted to clubs, whips, pipes, staffs, knives and daggers. As a sorcerer advances in experience level, he/she gains the ability to use more powerful, high level spells.

Robber:
Prime Statistic: Luck (13 or greater)
Hit points gained per experience level: 1 - 8
Spell skills: Pick locks, find traps, backstab
A robber's armor is limited to chain mail and shield. Weapons include sling, crossbow and all one handed weapons. As experience levels increase, the robber increases his/her ability to pick locks and disarm traps, as well as being better at backstabbing in combat. A robber's fighting abilities equal those of a cleric. Robber's have the best chance to pick locks, find traps, as well as having a special attack (backstab). A successful result will be displayed, incurring extra damage

Ninja:
Prime Statistic: All (13 or greater)
Hit points gained per experience level: 1 - 8
Spell skills: Pick lock, find traps, backstab and assassinate
A ninja's armor is limited to ring mail and lighter. He/she cannot use a shield. A ninja can use most one handed weapons but only swords specifically designed for a ninja. Two handed weapons are limited to the staff and naginata. Most missle weapons can be used. Ninja's have the same abilities as robber's to a lesser degree. A ninja's first attack, if possible, will automatically attempt to be an assassination. A successful result will be displayed, incurring extra damage.

Barbarian:
Prime Statistic: Endurance (15 or greater)
Hit points gained per experience level: 1 - 12
Spell skills: None
A barbarian begins with the greatest number of hit points. Barbarian's are limited to scale armor and lighter armor and can use most shields. A barbarian can use most weapons except swords. Missile weapons are limited to slings and blowpipes.



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