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Skills Guide (cont.)

Merchant

Merchant is a highly prized skill. Definitely get this skill as early as possible and start adding points to it. The sooner you do so, the richer you'll become. All the merchants in Might and Magic VII will stiff you with exorbitant prices and give you the lowest possible price when buying your equipment. However, with a good merchant skill, you can start getting more equitable deals. At grandmaster level, you can actually buy and sell things at fair value. Only the cleric can become grandmaster in this skill. The thief can become a master. Only one character should learn this skill.

Normal level: Skill adjusts shop prices in your favor
Expert level: Double skill
Master level: Triple skill
Grandmaster level: Buy and sell items at cost
Where you learn it: Temple
Where you upgrade to expert level: Thain's House, Stone City (Barrow Downs); Weatherson's House, Pierpont (Tularean Forest)
Where you upgrade to master level: Caverhill Residence, Evenmorn Island
Where you upgrade to grandmaster level: Brigham's House, Bracada

Mind Magic

Mind magic is one of the self schools of magic. It provides protective and informative spells. Charm, berserk, and remove fear are some mind spells. Druids, clerics, paladins, rangers, and monks can cast spells from this school. Only the cleric can become a grandmaster in this skill. Druids and paladins can become masters.

Normal level: Effects vary per spell
Expert level: Effects vary per spell
Master level: Effects vary per spell
Grandmaster level: Effects vary per spell
Where you learn it: Mind guild
Where you upgrade to expert level: Julian's Home, Steadwick (Erathia); Whitesky Residence, Mount Nighon
Where you upgrade to master level: Featherwind Residence, Avlee
Where you upgrade to grandmaster level: Breman Residence, Tatalia

Next: Perception and plate
 


 

 
 
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