Hello everyone!
We have talked a lot about Skills and Blessings in our blog. What did we take from the skill system of previous M&M parts? Which skills and blessings are relevant for the game mechanics?
In short: in MMX, skills are combat-oriented; they affect a single character and you can invest points into them for improvement. Blessings, in turn, are non-combat features that apply to the entire party. Now let's look at them in more detail:
SKILLS
In MMX, skills are combat-oriented. Here is their list:
- Dagger
- Axe
- Mace
- Sword
- Spear
- Bow
- Crossbow
- Two-handed Weapon
- Dual Wielding
- Shield
- Martial Arts
- Magic Focus
- Endurance
- Mysticism
- Arcane Disciplines
- Evasion
- Medium Armor
- Heavy Armor
- Magic (Air/Earth/Water/Fire/Light/Dark/Fundamental)

For example, Новичок in Martial Arts (there seems to be a typo here in the article, as mentioned in the comments; Mysticism or something else was likely intended. - note by OMEGA) start with an increased maximum Mana point pool, which grows with each new skill level. Additionally, they start with the Martial Arts skill. Two additional Martial Arts bonuses are added with each new tier of mastery obtained by the character.

A few more examples:
- The Endurance skill increases the character's maximum Health by several points per level, with percentage bonuses for each tier of mastery.
- Новичок in Arcane Disciplines have increased resistance to all magic schools, which grows with each skill level. Experts reduce incoming damage from critical magic hits by several percent, and it will be further reduced upon reaching the Master tier. A Grandmaster of Arcane Disciplines restores a certain amount of mana points when they successfully deflect an enemy spell.
- Sword Новичок start with increased damage and attack. With each new skill level, these increase even further. Upon reaching the Expert tier, characters also increase their chance for a critical hit. At the Master tier, an additional main-hand strike against a target is added when it has been successfully hit by a first critical strike (if the attack was performed with a sword). Grandmaster once again increases damage from swords, but at a higher percentage per skill level than Новичок.
BLESSINGS
Blessings are permanent positive non-combat effects that affect the entire party. They are obtained as rewards for certain actions, and their impact on Gameplay is global, meaning they do not depend on the actions of a single character. There is one blessing from each of the six Dragon Gods of Ashan.

Six dragons represented in six blessings.
Secret Detection and Swimming, for example, are represented as blessings in the game. Each blessing also provides several general advantages for all party members: additional resistance to the School of Magic associated with a specific blessing, as well as access to certain locations on the map.
So, why do blessings affect everyone? Because we wanted to create a distinction between Skills (where you can invest points to improve effect/efficiency) and what are now called "Blessings," which either act or they don't. Or, in the words of Julien (to be honest, I don't know if it means Julien or Julia. - note by OMEGA): "If it is a skill, you can invest points into it; if it is a blessing, you get it once and for all."
But not all non-combat skills that you may remember from previous M&M parts have been converted into Blessings. Your characters can also obtain them through spells (such as Identify), and there are also mercenaries in the game who provide the party with certain abilities (for example, Negotiator). Some features provided by skills in previous parts of the series have now been converted into standard game functions. Thus, we decided to abandon the "Sense of Direction" and "Cartography" skills, since auto-maps and direction indicators on the minimap have made them obsolete.
Some abilities have several forms. Trap Detection, for instance, exists as a spell, as a blessing, and is also provided by a mercenary.
SUMMARY
In MMX, the difference is between Skills (combat-oriented, affect one character, points can be invested to increase efficiency) and Blessings (abilities that affect the entire party and are binary: either they exist or they don't). Additionally, you can obtain some abilities via spells or mercenaries.
Added after 1 hour 23 minutes
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Original article in English.
After we published some details about the Free Mage last week, we saw that some of you began to wonder about other classes, one of which is the archer. Dafunkjoker even suggested that an archer could become a GM in Earth Magic!
Let's see how right he is! Presenting some details about our Ranger, one of the ranged classes in MMX!
Please leave your comment if you have any questions or feedback regarding the Ranger!
Thank you for your attention and enjoy!
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"The bow is the Ranger's favorite weapon. Although she can fight reasonably well in close combat, she does not wish to practice it, as she could die quite quickly. She loves supporting the party with Earth Magic."
The Ranger is an excellent character for dealing damage from a distance using a bow and providing Earth magic support. She has excellent perception, which she uses to find vulnerable points in her enemies.
The Ranger can use all types of weapons, but her strength is not enough to be deadly dangerous in close combat. Nevertheless, the Ranger can learn a sufficient level of Martial Arts to become a decent fighter as long as she has enough Mana. Like all elves, she prefers light armor, and although she herself is quite fragile, she evades attacks very well.

As already mentioned in the articles about character classes and races, trainers and character creation, as well as the article about the Free Mage, each class is guaranteed its own racial features. In the case of the Ranger, these are Elven Features:
Earth Resistance and Evasion Value

When the Ranger gains a level, she must find the right trainer to reach the Expert, Master, or Grandmaster tiers.

If she has enough money to pay for training, she can become an Expert, Master, or Grandmaster (depending on level) in the following skills:
| Elf Ranger | |
| Dagger | Grandmaster |
| Bow | Grandmaster |
| Crossbow | -/- |
| Mace | -/- |
| Axe | -/- |
| Sword | Master |
| Spear | -/- |
| Two-handed Weapon | -/- |
| Shield | -/- |
| Dual Wielding | Master |
| Martial Arts | Expert |
| Medium Armor | Master |
| Heavy Armor | -/- |
| Evasion | Grandmaster |
| Endurance | Grandmaster |
| Arcane Disciplines | Expert |
| Magic Focus | -/- |
| Mysticism | Expert |
| Fire Magic | -/- |
| Water Magic | -/- |
| Air Magic | Master |
| Earth Magic | Master |
| Light Magic | -/- |
| Dark Magic | -/- |
| Fundamental Magic | -/- |
As already written in the post Part 1: Character Classes and Races, an advanced class can be obtained through a Quest or NPC and provides access to the Grandmaster tier. The character gains advantages from the advanced class features, meaning the character is improved with additional attribute points and additional resistances.
Additionally, each character receives special abilities depending on their class:
The Warden receives the "Point-Blank Shot" ability:
he can shoot enemies even at minimum distances.
MALE VERSION
Have you already seen the male version of the ranger?

(Please note that all information in this article and everything visible in screenshots is still under development and may change before the game's release.)

