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Skills Guide Choosing the right skills for your characters is very important. Each class has skills it excels in and skills it just can't seem to master. The sorcerer, for example can become a grandmaster in identify, but will always be a novice with the bow. All the skills are useful to some extent, and some, like merchant and disarm trap, are hugely important to your success in gameplay. Skills like perception and identify are equally valuable. In Might and Magic VII, skills and advancement in skills are two important considerations and rewards in your adventures. In this section, we list every skill and show what its varying degrees of expertise entail as well as where you learn the skills and who to talk to to progress in skill from the normal to grandmaster levels. Air Magic Air magic has some good attack and movement spells as well as the useful wizards eye spell. Sorcerers and druids should become masters in this school, so they can learn to cast fly spells. Jump is also useful for reaching difficult areas. Sorcerers can become grandmasters in this skill, while archers and druids can become masters. Normal level:
Effects vary per spell
Next: Alchemy |
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