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1) Which skills you can take and how far you can take them are determined by class.
2) When you level up you get three skill points to spend as you wish.
3) At the 7 (expert), 15 (master), and 25 (grand master) points you need to seek a trainer.
That's standard classic M&M, actually...;) Trainers everywhere, from expert all the way up. Some skills could be leveled up to GM, some only to Expert, depending on character class & attributes. No one teacher handled everything. X follows the same pattern.
In the old M&M's, though, you could buy certain skills at certain points. For instance, a player beginning the game without the bow skill could usually buy the bow skill later in the game, when he met the right NPC, had enough money, etc.
I am really enjoying X, myself, but that was a question I wondered about, too--whether I could buy a skill if I didn't have one listed on the skills page at the beginning of the game. I guess not, eh?
@johnandsusanne I guess it is not possible. An orc shaman can not use shields and swords for example.
I'm used to MM3-5 where each town had a single trainer for levels, plus guys who would stand around and teach you specific skills, such as cartography. I know I played 6 and 7 and some point but they occupy no space in my mind for some reason. I will be going back to them later, after I finish 3,4, and 5 again.
MMX doesn't compare favorably to MM3 on some points but for the class and skills system MMX is hugely better and deeper.