Let's Prepare Might and Magic Book II! Part 1 - Character Creation
I wasn't very informative in the video itself about the character classes, so here's a summary of the eight classes.
Knight - Can equip all generic weapons and armors. Gains HP at the second highest rate and can cast no magic. Earns extra hits in a single round of combat quickly.
Paladin - Can equip nearly all generic weapons and armors. Gains HP at a slightly lower rate than the Knight and can begin casting Cleric spells at level 7. Earns additional hits in a single round of combat slightly slower than the Knight
Archer - Cannot equip armor heavier than Chain Mail, cannot equip helmets or shields. Gains HP at the same rate as the Paladin and can begin casting Sorcerer spells at level 7. Earns additional hits in a single round of combat at the same rate as the Paladin. Can attack with ranged weapons even in Melee combat.
Cleric - Cannot equip armor heavier than Splint Mail, cannot equip any non-blunt weapons. Can cast Cleric spells from level 1. HP gains comparable to the Paladin. Cannot use ranged weapons.
Sorcerer - Cannot equip any armor than Padded Armor, limited to knives, daggers, whips, and staves, and can use slings and blowpipe ranged weapons. Cannot wear helmets and shields. Can cast Sorcerer spells from level 1. Lowest HP gains. Slowest rate of gain of extra hits per attack in battle.
Robber - Cannot equip any armor heavier than Chain Mail, cannot use two-handed weapons or helmets. Limited to Crossbow for ranged weapons. Has the Thievery stat and can unlock doors and disarm traps. Learns no spells.
Ninja - Cannot equip armor heavier than Ring Mail, cannot use many conventional weapons, but has several special weapons that only itself and the Knight can use. Limited to Longbow for ranged weapons. Starts with half as much Thievery as the Robber. Learns no spells.
Barbarian - Cannot equip armor heavier than Scale Mail, certain weapon limitations. Limited to Slings for ranged weaponry. Gains HP at the highest rate of all classes. Gains extra hits in combat at the same rate as the Knight. Learns no spells.
The different races alter initial stats somewhat. Elves reduce Might and Endurance a little to increase Intellect and Accuracy a little. Dwarves reduce Speed and Accuracy a little to increase Might and Endurance a little. Gnomes reduce Endurance and... Speed I think, to increase Luck. Half-Orcs reduce Intellect and Personality to increase Might and Speed. Humans keep the stats that are on the screen. Race is used in a few places to limit where you can go, usually only in certain dungeons.
Alignment is mostly a concern when finding treasure that has a high plus attached to it. Certain equipment can only be used by Good, Neutral, or Evil alignments. There's places in certain dungeons that can change this, however.
Gender is mostly a concern when fighting certain enemies. Some enemies cannot be affected by a certain gender, so having a good mix of both Males and Females would likely be a good idea. In certain dungeons, there are places that will turn the ENTIRE team to one gender or the other, so we should probably be careful what we touch in dungeons.
Please feel free to comment here with a character made up of one Class, Race, Gender, and Name, and I'll will endeavor to create and use them at some point. Using characters will be potentially random, though I will try to keep the whole of them around the same level, and will try to keep a balanced party as often as possible. Have fun making characters!
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