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The secondary skills in Might and Magic IV: Clouds of Xeen, Might and Magic V: Darkside of Xeen, and Might and Magic: Swords of Xeen can improve the player characters, giving them new bonuses or abilities. All characters can learn all skills.

In Shangri-La, the party can learn all skills for 100,000 gold.

The following secondary skills are available:

Skill name Description Location
Arm Master Increases the character's chance to hit in combat. The increase is directly related to the character's level. Knights start out with the skill. Rivercity, 30, 3
Body Builder Gives the character more hit points per level. Location Rivercity, 30 ,1
Cartographer Enables the auto-mapping feature. Sorcerers start out with the skill. Vertigo, 8, 16
Crusader Allows the character to enter certain areas of the games. The entire party must have the skill to enter. Paladins start out with the skill. F4, 9, 3
Danger Sense Causes the bat at the top of the screen to animate when there are monsters nearby. Dwarves start out with the skill Dwarf Mine 3, 5, 11
Direction Sense The purple gem in the adventure screen (and s an arrow in the automap) shows which direction the party is facing. Druids start out with the skill. Dwarf Mine 3, 5, 11
Linguist Allows the character to read runes. Castle Burlock Level 1, 6, 5
Merchant Allows the character to receive full value instead of half when selling items. The character with the skill must be talking to the buyer. D2, 14, 2
Mountaineer At least two characters with this skill are needed to move through mountains on foot. Rivercity, 30, 30
Navigator Prevents the party from becoming lost when going through deserts. Rivercity, 22, 30
Pathfinder At least two characters with this skill are needed to move through dense forests on foot. Rangers start out with the skill. Vertigo, 25, 26
Prayermaster Clerics get +2 spell points per level, Paladins get +1. No effect for other classes. A2, 6, 13
Prestidigitator Sorcerers get +2 spell points per level, Archers get +1. No effect for other classes. Tower of High Magic Level 4, 6, 8
Spot Secret Doors Causes the gargoyle on the right of the adventuring screen to wave its arm when the party is approaching a secret door. Gnomes start out with the skill.
Swimming The whole party must possess this skill to move around in shallow water without magic. Humans start out with the skill, and it can be learned in Fountain Head Cavern for 200 gold. Rivercity, 19, 23
Thievery Required to pick locks. Base rating is 30 for Robbers and 15 for Ninjas; no other characters can learn it.


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