toku49: I have the default party of sorcerer archer paladin cleric. what are the best skills for each? are skill points finite or can I just put them in any of their main skills without fearing screwing up my character? how to I rank a skill up to master? Is that based on skill points or do I need to find a trainer?
1) "Best skills" depends on what you want each character to do. Look at the manual and you'll see what each character can learn. More on this below.
2) Skill points are effectively finite. You mostly get them from levels, with a few extras from horseshoes. Figure you'll be around level 70-100 by the time you're ready to finish the game. For the first ten levels or so, you'll get 5 skill points per level, and eventually the number of the skill points per level ticks up (so 11-25 might get you 6 per level, 26-40 might get you 7 per level, etc). Skill points per level listed here are only examples to illustrate my point; I don't know exactly which levels are the start of increased numbers of skill points.
3) You'll have to find teachers to rank up your skills. In MM6, anyone can master any skill they can learn (this isn't true for MM 7 or 8). You'll always have to get Expert training in a skill before you can get Master training. Generally Expert training requires 4 skill points in the skill. Master training requirements vary for different skills; Fire magic requires 12 skill points if I recall correctly, while Air only requires 4 skill points and a particular quest be completed. The trainer will tell you the requirements to receive training. Skill training (usually) requires gold, but gold generally isn't a problem by the time you're ready to get serious about reaching Expert and Master in your skills.
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-Only invest skill points in one or two melee weapons per character, and if a character is going to use a shield then that takes one of your weapon slots. For each character, look at their available options and decide what you want them to use long term. A two handed weapon will, of course, mean you invest in a single weapon and skip investing in Shield. I like to reach Master Bow with each character, and I only invest enough to reach Master.
-Try to split up who is using which kinds of weapons. If one person uses axe, second person uses sword, third uses mace, and fourth uses dagger, then you can use the best weapon you find of each type. If everyone uses daggers, then you're using the first, second, third, and fourth best daggers you find.
-For each character, only invest skill points in one kind of armor.
-For magic skills, decide who is doing what. Keep in mind that your cleric and sorcerer will generally have significantly more spell points available than your paladin and archer, so plan for your cleric and sorc to be primary casters. Invest enough skill points for your paladin to act as a back up healer to your cleric, and maybe have your archer invest enough to back up your sorcerer for any spells that remove status effects (like Stone to Flesh). You may want to split Light and Dark between your Cleric and Sorcerer, which each being the primary caster for one of those kinds of magic.
-Miscellaneous skills come in two varieties. Some affect only the skill's owner (Meditation boosts depend on each character's individual skill level), and some are effectively used for the whole party (only on character can open a given chest at a time, so there's no reason for more than one character to invest in Disarm Trap). For each "party" skill, pick who is going to invest in it; I'd suggest splitting these between your paladin and archer so that your cleric and sorcerer can focus more on magic. For individual misc skills, each character will need to invest as much as you see fit (I like to Master them and then leave them alone).
-Once you have an idea of how far you want each character to go in each skill, pick one or two of their skills as a "skill point dump" where all further points will be assigned for extra advancement. Generally this will be a single weapon or a single magic so you can increase your damage.
-I like to buy every skill possible for each character, even if I don't intend to use them much. Learning a skill only costs gold, not skill points.
Example skill mastery list:
Paladin
Weapon: Axe and one of Sword/Shield/Nothing - You'll mostly use an axe. You'll either use a Sword or Shield in your off-hand, or you'll use a 2 handed axe (skipping both Sword and Shield). Use a shield if your best axe is 1 handed (unless you decided to use a sword in your off-hand).
Armor: Plate
Magic: Each Self magic
Misc: Repair Item, Merchant, Learning, Body Building, Meditation
Dump: Axe
Archer
Weapon: Spear and one of sword/dagger - Spear in your main hand, and place a sword or dagger in your off-hand whenever your mastery level permits.
Armor: Chain
Magic: Each Elemental magic
Misc: Id Item, Perception, Disarm Trap, Learning, Body Building, Meditation
Dump: Spear or one kind of magic (to boost damage of a favorite spell; Air is popular for this, I believe)
Cleric
Weapon: Mace and Shield
Armor: Chain
Magic: Each Self magic, Light, and Dark
Misc: Learning, Body Building, Meditation
Dump: Light magic
Sorcerer
Weapon: Dagger, eventually dual wielding them
Armor: Leather
Magic: Each Elemental magic, Light, and Dark
Misc: Learning, Body Building, Meditation
Dump: Dark magic