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Might and Magic VIII: Day of the Destroyer Hints
Where can I make more money?
1 of 5: One of the most important money-related tips is to build up a Merchant grandmaster as soon as possible. If you feel like going on an Aggressive Campaign, you could push on to Murmurwoods very early in the game and rescue Cauri Blackthorne. She starts out as a Merchant GM. If that's not something you want to do, make sure you pick up a Dark Elf and start using skill points on his Merchant skill (or have your Cleric be your merchant, since he can become a master of it).
2 of 5: In an area with a temple and shops, always donate 5 times at the temple in order to raise your reputation a bit and get better prices at the shops. Also, since killing the local peasants and/or guards doesn't lower your rep any (game glitch!), go right ahead and do it and loot the suckers for more money!
3 of 5: Always pick up loose items lying around on the ground and in dungeons, even if they're not something you want to keep. You can always sell them somewhere (or, in the case of Ore Lumps, have them made into usable/sellable items). Also, always click on dead monsters' bodies to clean up the place and to possibly get some gold and/or items.
4 of 5: Once you have a Water Magic master, cast Enchant Item on non-enchanted weapons, armor, and other wearables before selling them. It's best if your skill in Water Magic is 10, so there will be no failures. Also, remember that you can only enchant weapons whose value is 250 or more and non-weapons whose value is 450 or more. Similarly, Dark Magic grandmasters can use Vampiric Weapon on suitable weapons to make them more valuable, and Fire Magic GMs can use Fire Aura.
5 of 5: As a last resort, there are unlimited money-making gimmicks in Alvar (one of the trick trees), Shadowspire (the guy who sells Silver Dust of the Sea), and Ravage Roaming (the guy who sells Ground Wyvern Horn). And that's not counting the areas that regenerate in 6 months and can be plundered again and again!