MM7: most useful Misc. Skill

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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MM7: most useful Misc. Skill

Body Building
1
3%
Disarm Trap
11
37%
Identify Item
1
3%
Identify Monster
0
No votes
Learning
7
23%
Meditation
3
10%
Merchant
4
13%
Perception
3
10%
 
Total votes: 30

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accabear
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Postby accabear » Oct 27 2007, 13:57

I'll say learning but disarm would be following quite closely because without it your party would be just tombstones and flowers every time you open just about any higher level chest.

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GrayFace
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Postby GrayFace » Dec 15 2007, 20:44

Armsmaster for sure!
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Tress
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Postby Tress » Dec 15 2007, 22:25

Imo disarm traps. Without it game becomes frustrating. Rest of skill can be done at shop until you get sufficient skill yourself, but while you dont have enaugh disarm your forced to skipp place until you do or boost skill up to nescesary value(npc,items or simply put points). Well you can open chest without but when half party is dead or disabled it realy ruins procces.

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AndyNZ
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Postby AndyNZ » Feb 18 2008, 10:46

I think the Learning skill is not worth putting hard earned skill points into. I haven't fully calculated it out but I think you would spend more skill points building it up than you would gain. Also, you would be using your skill points on it early in the game when they are really needed for other skills.

Disarm Trap and ID item (and Repair later) are very useful. Arms Master is too, I guess, but it's not as easy to see it's effect.

The others are only mildly useful, at best, IMO.

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Bandobras Took
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Postby Bandobras Took » Feb 19 2008, 6:37

I find it the reverse -- it's more in the mid-game that skill points come into their own. But even one point of Learning+Scholar can make a large difference.

The question is not whether you get more Skill Points than you invest with Learning -- the point of Learning is that you're getting more HP/SP sooner. That wiggle room can come in handy both early and late -- early, when every hit point matters, and later, when you just need to survive the Walls of Mist. :)
Far too many people speak their minds without first verifying the quality of their source material.

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AndyNZ
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Postby AndyNZ » Feb 19 2008, 8:46

That's a good point about getting the extra spell and hit points by going to higher levels - I didn't consider that aspect of it.

I'm only half way through MM VII so I will see how helpful it would be to have the extra spell and hit points later... :)

Larec
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Postby Larec » Mar 8 2008, 12:40

I would say Repair. I appoint my knight as the standard repair jobber. Next to that, I'd say Disarm Trap, for obvious reasons.

True, you can make hardening potions, but like the other guy said, relics will always break. Plus with a GM Repair Knight, you don't even have to build up alchemy (I didn't in my last game).

I hope no one slams me for that. I mean no disrespect to alchemists. I'm actually much too old and lazy to mix potions and have an allergy to most reagents. ;)

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Bimbasto
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Postby Bimbasto » Mar 12 2008, 17:23

Disarm Trap first priority - traps are doing a lot of damage, particularly while first part of the game.
Alchemy a little bit less - a lot of useful things. Potions like Haste, Heroism, Hardened Item and so on.

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Roj
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Postby Roj » Apr 30 2008, 17:38

Armmaster for fighter and thief.
Meditation for sorcerer and cleric.
Achemy for druid.
Nothing for others.


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