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Might and Magic VIII: Day of the Destroyer Hints
What spells should I use?
1 of 9: I'm not going to go into detail here about every useful spell in the game; just my favorite ones that I use all the time.
2 of 9: The combination of the Heroism spell and the Fire Aura spell on your fighters and their weapons can really make a big difference, especially early in the game.
3 of 9: When entering a new area and facing its monsters, always cast resistance spells (or Day of Protection if you can) that are appropriate. Also, Pain Reflection is a good spell to use once you have a Dark Magic expert, and Regeneration (expert Body Magic) is good to have on at all times when you're not at full health.
4 of 9: You gotta watch out for that one, though, because if a character with Regeneration on him is knocked unconscious in combat and then wakes up with 1 hit point, the next blow could kill him instantly.
5 of 9: One of the main disadvantages of turn-based combat is that you have no way of dodging ranged attacks. That is, unless you have the Fly spell on. You can always move up and down, even when it isn't your turn to attack or move. This is very useful when facing monsters with very powerful ranged attacks. The only drawback is that the Fly spell only works outdoors.
6 of 9: Whenever you're fighting monsters that can paralyze you, stone you, kill you, or eradicate you with a special attack, it's best to have a grandmaster of Body Magic cast Protection from Magic right before battle. That will make you immune to all those special attacks, at least until you get hit with too many of them and the spell vanishes (at which time you should recast it).
7 of 9: When you get a Water Magic grandmaster, you can have him cast Lloyd's Beacon and then Town Portal if you're in a huge battle that's going badly and you don't want to restore your saved game. Have him Town Portal you to Alvar or Shadowspire, where you can replenish your spell points at the town fountain. Your Cleric can heal everyone up (and sip his spell points back to max), and then you can beacon right back into the battle. This is the main reason a Necromancer is a must for any party, even though Dark Elves can master in all elemental spells.
8 of 9: Once you have a Dark Magic grandmaster, his Reanimate spell will work very well, and you can use it to reanimate dead enemies to fight still-living ones. Also, you can leave them to guard an area, since they'll stick around and stay friendly even if you exit and reenter the area (despite what the spell's description says). Note that reanimated monsters of different types may sometimes fight each other, even though they're both friendly to you. Also, before you get any dead monsters to reanimate, use the grandmaster Mind Magic spell, Enslave, to help get you some.
9 of 9: Of course, a Dark Magic grandmaster can also cast Soul Drinker, which is a great combo "hurt them and heal me" spell, kind of like Moon Ray was in MM6. Be sure to train up your Dark Magic GM as much as possible and give him more than the essential 10 points in Dark Magic to make this spell (and the ever-fun Dragon Breath and Reanimate) even more effective.