marco75: - There are so many NPCs in the world, each required for levelling a particular skill to a particular level;
Check your journal. There is a tab for Instructors, and it will list the (rough) location of every skill instructor that you've heard about. You can get new entries by talking to each instructor you find; each instructor will tell you where to find the higher level instructors. So the person teaching Expert Perception will tell you where to find the Master Perception and GM Perception instructors.
I seem to recall there are a few entries in the journal that are not right, but only a very few.
Also check your map. The map records the location of skill instructors that you have found.
marco75: - Each class can only use certain items or rank up skills to a certain level; (A D&D staple)
- On more than one occasion, I spent skill points on something and then found the character could not become proficient in that skill and I had wasted precious skill points; the game tries to help you in this with the right-click help: It is color-coding Normal, Expert, Master and GM levels and explaining what bonuses they have.
To help deal with this, take an hour or so and plan out the skill growth for each of your characters.
Look in the manual for charts listing weapon/armor, magic, and misc. skills (a quick google search for MM7 skill charts should also turn them up). Decide which characters are going to advance which skills, and how far they are going to advance them.
For example:
Cleric will get:
-GM Body, Mind, Spirit, and Light/Dark.
-Master in mace, Expert in Chain, and Master in Shield, spending only enough skill points on each of those skills to achieve the relevant level of mastery.
-GM Merchant (this is a party skill, so no one else will spend any points on this skill), and Master Meditation (useful to the character). No points will be spent on any other Misc skill (except Learning, if you choose to go that route); if the skill is a useful party level skill, then another member of the party is better suited toward training for it.
-Once the above skill masteries have been obtained, then all further skill points will be devoted toward Light/Dark magic.
You can make your own chart, indicating which skills each party member will be advancing. Some skills, like Disarm Trap and Alchemy, should only be advanced by one character. Each character should pick their own weapon and armor skills; if the character could do well with several different kinds of equipment, then pick something that no other character is using (or that the fewest number of other characters are using).
Example:
-A knight should always be using plate armor, regardless of who else is in the party. He'll do significantly better with Plate armor than with any other type of equipment.
-A ranger can master both Leather and Chain. If several other party members are using Leather, then have the Ranger use Chain. If you have several people using Chain, then have the Ranger use Leather armor instead. Basically, try to reduce overlapping equipment, so you don't have multiple characters competing for the same pieces of gear. Your best suit of Leather might be better than your 3rd best suit of Chain.
I can give you a suggested skill breakdown if you indicate your party composition.