Posted October 31, 2017
I generally use a Scholar (GM ID Item, extra XP) and a Teacher (extra XP) early, swapping out the Teacher for an Instructor once I don't need to be as stingy with money. The Instructor provides a better bonus for your XP, but it takes a fair bit more of your gold.
xgambit: Great advice, thank you on the warning for hirelings, and with that said, what other hirelings do you suggest?
If I really need a particular thing (like I want to Town Portal somewhere, or I want to fly out to the islands in Avlee), then I'll hire that particular class, use their spell, and dump them. One other hireling I'll pick up is a Horseman when I'm farming Arena victories; the horseman removes almost all wait time between hopping out and back into the Arena and lets you hit the Arena every Sunday instead of every other Sunday. I dump the horseman as soon as I'm done with the Arena.
My rules of thumb:
xgambit: Also, when you say the heal status spells, wouldn't that be more economical than running to the healer/temple each time...? Wouldn't that make them a wise choice for spells? In any event, what spells would you say to get and what is your rule for buying a spell?
-If I can't go ahead and learn it right now, then I don't buy it since I might stumble across a free copy as treasure. Exception: if the spell is sufficiently useful and getting a copy on-demand is enough of a hassle, then I'll buy a copy for later (ex. Lloyd's Beacon can only be reliably bought in Evenmorn Isle, which is an annoyance to go visit).
-I look for spells that do things that might otherwise use a consumable item. Cure Poison, Cure Disease, Stone to Flesh, and Remove Curse are all good examples. I'll consider duplicates if the relevant condition will prevent the primary caster from fixing the problem; only one character needs to know Cure Poison, but a cleric can't cure their own paralysis.
-I look for spells that provide a lot of utility and/or make my life as a player easier. Wizard Eye, Fly, Torchlight, Water Walk (if I don't already have Fly), and Town Portal are all insta-buys if I can afford them and use them. Note that only one character needs to learn these spells for them to have their full effect, so I don't buy multiple copies.
-If the character can cast spells, especially if they are primarily a caster (sorcerer, cleric, or druid), then I'll pick up one or maybe two cheap direct damage spells. Acid Spray, Harm, Deadly Swarm, etc. This gives the character something that can finish off a monster on demand, or if I just need to make sure to lay out some damage.
-Once money is no longer a concern of mine, I'll fill out everything missing from my spell books. Even for classes like the Spy.
Every shop keeper buys and sells for some percentage higher/lower than the item's actual cost (this varies by area). The elven areas have a much less consumer friendly difference. To see this in action, pick a fairly valuable item. Check the sell price in Harmondale, then check the sell price in Avlee. You'll get a much better price in Harmondale. Generally the stronger areas have a higer markup/markdown for buying/selling.
xgambit: Question: why not sell in elven towns...? Is there no prestige to be had among the elves, just the dwarves...? I noticed the difference in price for leveling and made it a point to only level in Harmondale already, but I am glad you mentioned that and everything else.
If you have GM Merchant, then every shop keeper sells at cost, so this is no longer a concern.
This is pretty much correct. You can find better stuff in stores, but there is no need to buy anything in stores before you get GM Merchant (or Master, if you can't get GM). Once you can buy and sell at cost, then go nuts with any upgrade you can find because you don't lose any money on the transaction.
xgambit: Now you'll correct me if I'm wrong, but it has been my experience from other M&M games that the loot equips are quite adequate for my needs. I assume that is still the case in MM7. So far that seems to be the case.
Once you start enchanting things and turning in Stalt ore, you'll start seeing very little turn over in your equipment.
I generally hold off until I've completed some promotion quests and done some other side quests. You can go ahead and rescue the dwarves from the mines, just don't turn them in until you've got some levels under your belt. I seem to recall that being in the upper 20's should be sufficient. Don't do all the quests, or you'll find yourself scraping for things to do while waiting for some of the next timers to run out.
xgambit: To anyone: when should I try to repair Harmondale Keep? I was debating doing this right away, but I thought considering what the Barrow Downs had in the way of challenge I might be better off doing some leveling and so on. Any advice is appreciated. Also, what skills are best and where should I put my points? What skills are completely useless and a waste of money etc??
Which skills to invest in depends on your party composition. For example, only a thief should bother to level Disarm Trap. I'm unlikely to go hunting on Youtube for your particular channel, so just list what character classes you have.
xgambit: Also, what skills are best and where should I put my points? What skills are completely useless and a waste of money etc??
Don't spend any skill points on Stealing, regardless of your party composition.