Might and Magic VII: For Blood and Honor Hints

Merchant

  • 1 of 5: Some people will swear that there's enough gold in the game to go around.  I actually had problems with gold for a lot of the game -- in large part because of the order in which I took the quests.  Learning the skill just to level 1 or 2 for *all* your characters can save you a little gold over the long run, because Merchant skill bonuses apply to that character's training costs.  (And if you just get it at level 1, you don't even need to spend skill points, just cash that you'll save in the long run.)

    Whether you need higher levels may depend on the order in which you take the optional quests, or whether you take them at all.  But Grand Master Merchant really does help if you need it -- a lot of spell books are overpriced by a factor of 5 or 6, and Grand Master eliminates the inflation on those and all other products completely.
  • 2 of 5: Learn: temples and other healers
  • 3 of 5: Expert (requires 2,000 GP, level 4): Jobber Thain in Stone City (north then east from the central fountain) or Matric Weatherson in the Tularean Forest (north side of the main pier of Pierpont)
  • 4 of 5: Master (requires 5,000 GP, level 7, Personality 50): Bethold Caverhill in Evermorn Island (south of the docks)
  • 5 of 5: Grandmaster (requires 8,000 GP, level 10): Brigham the Frugal in the Bracada Desert (on a ridge near the stables)