Might and Magic VIII: Day of the Destroyer Hints

Can you give me some combat tips?

  • 1 of 6: One of the most often useful combat strategies is to retreat and fire. This works really well when you have four or five characters who all fire bows (or breathe fire, in the case of Dragons). If the monsters are slow enough, and there's no danger of them surrounding you, you can do this very effectively in real-time combat. However, it's often useful to do it in turn-based mode. That's because you can't run backward as fast as you can run forward, and you don't want to be turning around constantly in real-time combat. In turn-based, you can fire arrows, breath, and/or spells at the enemy at your leisure, then turn around and run (don't walk) in the opposite direction when you get the fist icon that means you can move. Then just turn back to face the monsters and fire some more. Just make sure you don't run out of space to maneuver, especially if you're in a small indoor area.
  • 2 of 6: When a monster is killed, the XP is divided up among all the party members who are alive and conscious. Fortunately, this does not apply to quests; each character in the party gets a certain fixed amount of XP for finishing a quest, even if they're unconscious or dead.
  • 3 of 6: When fighting non-flying monsters outdoors in an area with lots of streams, get the monsters on one side of the stream and you on the other. If they don't even have ranged attacks (like the Ogres in Alvar), then that makes it a simple shooting gallery.
  • 4 of 6: When you leave an area and reenter, the surviving monsters always return to their assigned starting locations and are fully healed. The part about them returning to their original spots can be helpful if they'd all gotten together and ganged up on you so that you had to retreat, but the part about the injured but not dead monsters being fully healed isn't so good. That's the main reason you should concentrate your entire party's resources against one monster (or small monster group) when battling a bunch of them. If you knock eight of them down to 1 hit point each and then retreat, that's not nearly as good as killing three of them and leaving the rest uninjured.
  • 5 of 6: A related tip involves the friendly little peasants and guards wandering about most villages. If you accidentally (or purposely) hurt one of them, making a group of them hostile, you can make them friendly again by just leaving and reentering the area.
  • 6 of 6: The best combat tip, really, is to have at least one Dragon in your party, and get him promoted to Great Wyrm with a GM in Dragon Ability as soon as possible. Once fully developed, he can fly you around any outdoor area and can really toast the enemy with his standard breath attack and his Flame Blast ability. I don't know why the game designers allowed Dragon hirelings to be so gosh-darned powerful. It really unbalances play way toward the easy side, but that's the way it goes. When such things are available to you in a game without your having to resort to cheat codes or savegame editing, there's simply no point in not using them.