


If you are responsible for one of the above issues.

It also gives non-MM8 races some skill access to balance it out a bit.ĥ - Goblin Thief, Vampire Cleric, Elf Sorcerer, Vampire Sorcerer. I am also really enjoying the Racial Skills mod which gives racial abilities independent of class (so you can have a Vampire Cleric who has the Vampire ability, for instance).

It lets you start with any class on any continent. I highly suggest that you get the Character Creation Unlocker. This would let you, for instance, convert a MM6 Arch Mage (who gets Master in Dark and Light Magic) to a MM7 Archmage (who gets Grandmaster in Light Magic). I know there are two of them in Blackshire. In addition, there are NPCs that will let you switch from Path of Light or Path of Dark to the other. Just be aware that the MM8 initial classes are equivalent to the first promotion of MM6 or MM7. However, you can rank up similar paths (so Sorcerer, for instance, can eventually become an MM8 Lich and a MM8 Necromancer can become an MM7 Archmage). Though there are some additional permanent potions, including "Essence Of" (which are now white-level), Potion of Doom, Potion of the Gods, and Pure Resistance.Ĥ - By default, the initial classes available to you are limited to what's on that continent. A month late but I'm playing through Merge Mod and having a blast, so just in case you still need answers (or somebody else does):Ģ - In Free Haven, there's an Adventurer's Inn that replaces an unused building from MM6 ( right next to the 51 on this map, if I remember correctly)ģ - One-time use.
