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MM9 - Classes, which will you go for?
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Maggot
Magister of the Light
Magister of the Light




Joined: 17 Jul 2001
Posts: 392
Location: Reykjavik, Iceland
MM9 - Classes, which will you go for?
   

From what I've found:<br>
You start out your character as either might or magic or rather Fighter or Initiate <br>
The Initiate can promote to either Healer or Scholar<br>
The Healer can Promote to either Priest or Druid <br>
The Scholar can promote to Lich or Magician <br>
The Fighter can promote to either Mercenary or Soldier (I think)<br>
The Mercenary can promote to either Assasin or Gladiator <br>
The Soldier can promote to either Paladin or Ranger<br>
Mr. Dag Petersen wrote most of this on some TELP forum.<br>
I think it's too soon to actually decide which to go with, but I think I'd aim for Paladin, Assassin or Gladiator, Magician, Priest or Druid. Would be a nice, round party, but of course all this might change when I see the game, seeing as it's likely some classes are favoured. <br>
I for one don't miss the Archer class, probably and hopefully, Ranger and Archer have been merged. I don't remember much about the Archer in MM7, but it sure sucks in MM6.

<font size=-1>[ This Message was edited by: Maggot on 2002-03-20 04:56 ]</font>
Post Wed Mar 20, 2002 10:52 am
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Maggot
Magister of the Light
Magister of the Light




Joined: 17 Jul 2001
Posts: 392
Location: Reykjavik, Iceland
   

The races possible are btw Elves, Dwarves, Humans,Orcs, so it looks very similar to MM7 in that respect.
Post Wed Mar 20, 2002 10:59 am
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Michael C
Black Dragon
Black Dragon




Joined: 09 Jul 2001
Posts: 1595
Location: Aarhus, Denmark
   

Instead of "Soldier" I have read that the class will be "Crusader".
Post Wed Mar 20, 2002 12:52 pm
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Maggot
Magister of the Light
Magister of the Light




Joined: 17 Jul 2001
Posts: 392
Location: Reykjavik, Iceland
   

Hmm, it could be that you're right. I remember seeing that now. A Crusader promoting to a ranger seems weird to me, though.
Post Wed Mar 20, 2002 1:14 pm
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Michael C
Black Dragon
Black Dragon




Joined: 09 Jul 2001
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Location: Aarhus, Denmark
   

Yep had exactly the same though Crusader to ranger don't seem logical! But Soldier to Ranger is not much better!
Post Wed Mar 20, 2002 1:24 pm
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Maggot
Magister of the Light
Magister of the Light




Joined: 17 Jul 2001
Posts: 392
Location: Reykjavik, Iceland
   

Nope, let's just imagine I wrote 'Crusader' in that post. While I agree with you (in another post) to some degree where you say that it's still too early to decide on a party, you must have some thought, based on the names of the classes if nothing else....
Post Wed Mar 20, 2002 1:28 pm
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Michael C
Black Dragon
Black Dragon




Joined: 09 Jul 2001
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Location: Aarhus, Denmark
   

Well, yes me initial thoughts is to start with 2 fighters and 2 initiates. On the magic side I will probably want to end up with a priest and a magician or lich!
On the figthers side I have a hard time to decide, but probably a Gladiator as a power house and either a Assasin or ranger as "lockpicker"/fighter hybrid.

I know my choises can be affected much when I know the limitations of the skills according to the professions. I like to have a party, where you can mention any skill and at least one of my characters can grandmaster in it! (or almost any skill I find usefull).
Post Wed Mar 20, 2002 1:44 pm
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Maggot
Magister of the Light
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Joined: 17 Jul 2001
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That was almost impossible in MM7, wasn't it? At least to have a grandmaster in almost every skill.... Especially the non-combat or magic ones.
Post Wed Mar 20, 2002 1:50 pm
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Michael C
Black Dragon
Black Dragon




Joined: 09 Jul 2001
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Location: Aarhus, Denmark
   

I came very close to be able to grandmaster in every non-combat/spell skills. But in MM8 you also could have 5 characters. But I must also say that I separate the skills in "desirable" and "nice to have".
Desired skills is like. "Perception", "ID-Item", "Alchemy", All Magic realms, "lockpicker skill" (can't remember name), repair, and a few more skills.

Nice to have skills is like: Bodybuilding, learning, Mentality, ID-Monster, Regeneration etc.. All skills that only enhance abilities you already got or is unnecessary, and strictly you can easy live without.

It's ofcourse the desired skills I want covered with grandmaster with at least one character.
Post Wed Mar 20, 2002 2:10 pm
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dteowner
Shoegazer
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Joined: 21 Mar 2002
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Location: Third Hero of Erathia
   

I'm a little curious who's going to be the "thief" class in the beginning of the game. It would seem that the assassin class would be the lockpick, but that's two promotions into the game. Who's going to open chests in the early game? As for party composition, I'll probably head toward the traditional "tank/thief/healer/wizard" for a while. I usually play an RPG for a few hours and then start over anyway.
Post Fri Mar 22, 2002 11:01 pm
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Maylander
High Emperor
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Joined: 22 Mar 2002
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I really like the spellcasters, and in MM, they are unbalancing.
Post Tue Mar 26, 2002 2:11 am
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Maylander
High Emperor
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Joined: 22 Mar 2002
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Open chests? As far as I know, there is no locked chests in any MM. Only those you can open with a key.

The chests are armed with traps however, and you need disarm trap skill to disarm them.
Post Tue Mar 26, 2002 2:12 am
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Michael C
Black Dragon
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Joined: 09 Jul 2001
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Location: Aarhus, Denmark
   

Aaaahhhaaa, yes you are right, the "disarm trap" skill . No wonder I couldn't remember the "lockpicker" skill.
Post Tue Mar 26, 2002 8:32 am
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Maggot
Magister of the Light
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Joined: 17 Jul 2001
Posts: 392
Location: Reykjavik, Iceland
   

quote:

On 2002-03-22 17:01, dteowner wrote:
I'm a little curious who's going to be the "thief" class in the beginning of the game.

I think Mercenary sounds like a mildly illegal occupation.
Post Tue Mar 26, 2002 12:39 pm
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Maylander
High Emperor
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Joined: 22 Mar 2002
Posts: 1712
Location: Norway
   

Yupp, I keep mixing up the skills of the different RPG series, and lockpicking is one of the most common skills! Play Baldur's Gate for a long time and you'll be telling your thief in MM to lay a trap!
Post Tue Mar 26, 2002 5:58 pm
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