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Hi, I seem to have either found bad guides or a bug in MM7 oO


In all guides I found it states that a sorcerers possible starting skills are: Dagger, Leather, Air, Water, Earth, ID Item, ID Monster, Meditation & Alchemy.
However this is not true for my game oO I don't have the option to choose Meditation, I instead have Merchant to choose from. Is this a bug or an error from my side?
You followed some bad guide. As you see on attached screenshot, it should be Merchant.

You can learn Meditation later in game without problems,
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Ok, thanks for the answer. Strange though that they can't learn it from the start oO
It isn't really strange. Meditation is considered to be mostly Cleric's skill, and Clerics rely more on SP than Sorcerers. If your Sorcerer is out of SP, he can shoot from bow or something, when Cleric is out of SP, it is probably time to rest or go back to town.
I like your take on Meditation. But the Cleric being a poor warrior-- that I don't know. My Cleric is usually my second best warrior. Chain, Shield, Bow, and Mace with some Might and Accuracy and the Cleric can do real Damage. Once I had a "Mace of Death" with some additional damage by fire, and that Cleric was deadly.
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macAilpin: I like your take on Meditation. But the Cleric being a poor warrior-- that I don't know. My Cleric is usually my second best warrior. Chain, Shield, Bow, and Mace with some Might and Accuracy and the Cleric can do real Damage. Once I had a "Mace of Death" with some additional damage by fire, and that Cleric was deadly.
It isn't about Clerics being poor combatants, it is about party running out of means to heal wounds and remove debuffs :)) Without it, party won't go far.
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macAilpin: I like your take on Meditation. But the Cleric being a poor warrior-- that I don't know. My Cleric is usually my second best warrior. Chain, Shield, Bow, and Mace with some Might and Accuracy and the Cleric can do real Damage. Once I had a "Mace of Death" with some additional damage by fire, and that Cleric was deadly.
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Sarisio: It isn't about Clerics being poor combatants, it is about party running out of means to heal wounds and remove debuffs :)) Without it, party won't go far.
Ah. Gotcha.
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Sarisio: It isn't about Clerics being poor combatants, it is about party running out of means to heal wounds and remove debuffs :)) Without it, party won't go far.
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macAilpin: Ah. Gotcha.
I've also found that Clerics actually have acess to some of the most powerful spells in the game that really make all the difference but cost nearly your entire spell points so therefore it is essential they get meditation. Those being the spells you learn after around midway through the game.

Seriously I can beat the game with just those few spells active.

Also I think once the sorceror gets to a certain level and completes promotions then it actually at one point gets more spell points than clerics anyway. That's if I remember it right, haven't played it in a few years now.