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Bookwyrm627: The default classes are fine for a starting party (Paladin, Archer, Cleric, Sorcerer), especially on your first time through. From what I've read, it doesn't have the sheer killy-death of 3-4 sorcerers, but it has two healers and a diverse array of equipment users (Not every one is going for the same dagger/staff/leather).

Starting off:
-Get everyone a bow asap. If you can start with the bow skill, do it. This is priority number 1.
-My second priority is pretty much always Expert Air magic. Get Wizard Eye running at expert, and all of the stuff that is lying around on the ground will be pinpointed on the mini-map.
-Water magic master is pretty awesome. This is where I'd start sinking Wizard skill points after you have 4 points in Air magic.
-Expert Fire is also useful, for a better torch light. That's a personal opinion of mine.
-Both the Paladin and the Cleric should push for Expert Body early. The Cleric will be your primary healer, while the Paladin will help keep the Cleric alive.

Long term skill advancement:
The Cleric and Sorcerer will mostly be advancing their magic skills. That leaves the misc skills to the Paladin and Archer. Paladin should use plate, Archer and Cleric use chain, and Sorcerer uses leather. Since the Archer can't use a shield, give him a two handed weapon (like a spear or axe) or dual wield (sword or dagger). I recommend dualing daggers (if the Sorcerer isn't using daggers), using a spear + sword, or the strongest two handed axe you can lay hands on (your choice of which option, just try to avoid overlapping weapon types among characters). The Cleric should use a shield and mace, while the Sorcerer uses either a staff or two daggers (I lean toward staff). The Paladin can use a shield + weapon (pick something no one else is using), or a two handed weapon (again, pick something no one else is using).

The idea here is to be able to use the strongest stuff you find. If everyone is using daggers, then all of the great swords, spears, axes, and maces will go to waste while someone is using the 7th and 8th best daggers you can find.

Other tips:
-Axe, Air Magic, and Spirit Magic each only require 4 skill points to get to master level. However, they require quests (or something else) instead.
-The reputation requirement for master Dark magic is easy to get. Just go armaggedon some towns. Afterwards, you can go to a temple and donate to get your reputation back up to where castles won't jail/execute you. The reputation requirement for master Light magic is much harder. Save some quests that boost reputation for when you get around to trying to get Master Light.
-Ignore the Diplomacy skill. It just doesn't do enough to be worth any of your skill points.
-Split up the Misc skills between your Paladin and your Archer. The Cleric and Sorcerer have skill point sinks in their magic skills already; the Paladin and Archer don't have the spell points to be primary casters.
-Only one person needs to invest skill points in Disarm Trap, Repair Item, ID Item, Perception, and Merchant. The character with the skill should be be the only one to ever do tasks related to the skill (ex. Disarm Trap character should always be the one to open chests, while Merchant should always be the one to buy and sell stuff to shops).
-For NPCs, I like to use an Instructor, and then I'll usually use a Teacher, but a Banker is another good choice (until you have enough gold, anyway).
-The Archer can pick up one or two areas of magic while the Sorcerer focuses on different ones. Later, when you've got the skill points, they can each cross train. Both the Paladin and the Cleric need to have access to Body magic, and the Paladin should move Spirit magic up as a second magic choice.

Other MM games: MM6 stands well on its own. Several of the previous games were pretty good, but they will be harder to play (you have to remember to do more things yourself, the farther back you go).
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piokken: By the way, do you mean i have ALL the skills like, Identify, merchant, perception, disarm trap and repair on the same character or divide them between the paladin & Druid

I tried to pick a druid instead of the archer to just make it a bit different.. This is doable as well i hope :-) I was just a bit interested in looking a bit at the other magic schools as well without spending important skill points on the main healer and main wizard guy.

Also, spirit magic is only needed on one if i understood correctly, ( for resurrection) or should two of them have it ?

And now as im having a Paladin, Druid, Cleric and wizard.

Would it be any point in getting healing skills on all 3 of them, or just druid and cleric and focus to get the paladin more of a melee damage dealer ?
Most people take the Paladin for healing rather than the Knight. So a non-healing Paladin would be a weak Knight.
Druids give you elemental and cleric schools of magic. Druids in MM6 are almost too powerful and in MM7 pretty useless. So a K,D,C,W party would be strong party. In MM6, the fighter pretty much is a reserve of hit points for the other players by the end of the game.
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piokken: By the way, do you mean i have ALL the skills like, Identify, merchant, perception, disarm trap and repair on the same character or divide them between the paladin & Druid
I always spread out the skills so that the skill levels between characters are even.

And it makes sense for certain characters to have certain skills. Like perception and disarm for archer, merchant for paladin, identify for sorceror...
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piokken: By the way, do you mean i have ALL the skills like, Identify, merchant, perception, disarm trap and repair on the same character or divide them between the paladin & Druid

I tried to pick a druid instead of the archer to just make it a bit different.. This is doable as well i hope :-) I was just a bit interested in looking a bit at the other magic schools as well without spending important skill points on the main healer and main wizard guy.

Also, spirit magic is only needed on one if i understood correctly, ( for resurrection) or should two of them have it ?

And now as im having a Paladin, Druid, Cleric and wizard.

Would it be any point in getting healing skills on all 3 of them, or just druid and cleric and focus to get the paladin more of a melee damage dealer ?
Feel free to buy every skill/spell for every character that can possess it (I do, even diplomacy). However, only one character ever needs to spend skill points in some skills (ex. ID Item), because you can only ever have one character at a time take that action. After the first Disarm guy has opened a chest, the trap is gone (regardless of disarm's success or failure); the second Disarm guy will never use his points in the skill. It is less relevant in this game WHICH character raises the skill, just have only one character do it. Feel free to designate the Paladin as your Merchant, while someone else does ID, a third does Repair, etc. Or you could put all of the misc skills on the same guy.

The principle is to be aware that skill points are effectively a limited resource, and to plan how each character is going to use their points so you can cover all of the party's needs. The higher you raise a skill, the more skill points it will take to raise it again.

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A Druid is perfectly viable, and I considered pointing him out as an option, but he is going to take the skill point problem of the Cleric and Sorcerer and he is going to magnify it. No one else gets as many magic skills as the Druid does, so he can't really afford to be spending his points in party utility skills like Repair Item. A little goes into weapon/armor skills, and he'll want Meditation and Learning, but after that he's mostly going to be raising his magic skills. I would not recommend trying to give him many (if any) of the party misc skills. A Paladin and Archer can effectively split the misc load, since neither one would be a primary caster of their available magics.

If you take Druid (D), Cleric (C), and Sorcerer (S), then you could swap the Paladin (P) out for a Knight (K). The Knight has better HP, and he could take over all of the Misc skills without much issue since he doesn't have anything else except weapons and armor. The trade off is that he would never have the option of becoming a 3rd string healer (the Druid will be fine as a back-up healer); you don't really need a 3rd string healer as anything except a minor convenience, so this isn't a big draw-back. One other note: you place the Druid and Sorcerer in some competition for equipment; this isn't too bad as long as the Druid takes one weapon type (probably Dagger) and the Sorcerer takes the other (probably Staff). Finding two decent Leather armors isn't a big issue.

Once again, just split which elemental magics the Druid and Sorcerer will work on, at first. The Sorcerer could take Air and Water as the more MP intensive fields, while the Druid takes Fire (torchlight) and Earth as less MP intensive work (the Druid will be spending MP on healing spells as well). Fire and Air should probably go to different characters, since those are the better damage dealing elemental magics.

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You'll want your main casters (C, S) to eventually have all of their respective magic skills at Master level. The only exception I'd consider would be Earth; I don't remember any really useful spells being in that class. Additionally, your back up healer should master the Self magics eventually, though they don't need to invest any skill points beyond attaining mastery. A big part of the back-up healer's job is to fix the main healer when something bad happens to the main, like curse, paralyze, death, or eradication. Your cleric can't resurrect himself, after all.

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One last note about stats: at character creation, Intellect and Personality should only be given to people that actually use them. Intellect boosts the amount of spell points for Archers, Sorcerers, and Druids. Personality boosts spell points for Paladins, Clerics, and Druids. The Knight gets zero (direct) use out of either one. If the character doesn't use them, then pull points out of that stat and put the points elsewhere. Go ahead and use the Divine X potion even on characters that don't use the stat, because everyone can benefit from the extra skill points attained by winning at challenge pedestals (you can use equipment and stat boosting spells to get the necessary total, too).

Everyone can make (varying) use of the other stats, especially Endurance and Speed. Speed affects how fast you can take actions (regardless of action), while Endurance both gives bonus HP and determines how far into negative HP you can go before you die.
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piokken: Hello im having a bit of trouble again, ive made my party and all is going decently id say, although i have some problems i hope some of you may have a few minutes to help me with.

First of all there is this Luck well i heard of but i cant find as im playing TCC mod of MM6 my starting locations is different and how important it is to find this at start and where i can eventually find it ?

Most important though is i need help on what skills should i have on which member and stats to raise ?
I feel im stuck at this moment because i have NO clue on what skills i should get up, and which skill i should get to my different members, really hope someone here can give me a little pointer so i can continue playing.
ANY input would be very welcome.

Current skills on my party

Warrior

Sword 1
Bow 1

Shield 1
Leather Armor 1
Plate Armor 1

Disarm Trap 1
Perception 1

Druid

Staff 1
Bow 1

Terra magic 2
Corpus magic 2

Identify Item 1

Priest

Bow 1
Mace 1

Animus Magic 1
Corpus Magic 2

Chain Armor 1

Meditation 1

Mage

Dagger 1
Bow 1

Ignis Magic 1
Aeros Magic 1

Meditation 1
I'll try to give you a bit of help. 3 out of 4 of your characters are magic oriented so you need to concentrate on developing their magic skills urgently. Having the Bow skill for all 4 is good as you really want to keep as many enemies at a distance as you can especially early on when you don't have magical WMD's. Your Druiid and Priest can both wear chain armour so get this skill for both as early as possible. I can't remember where but there is a set of plate for your warrior available early in the game but just in case, give him chain skill as well - also you'll find the Axe skill of great help later. I could probably advise you better on individual set pieces as I have played this one several times and i also have the Prima guide. If you feel you need any further help just post or contact me direct (colin.wheeler4@ntlworld.com). Good luck and enjoy!