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Might and Magic VIII: Day of the Destroyer Hints
Where can I find good items, and how should I use them?
1 of 9: For wearable items that enhance a skill, readying two or more that enhance the same skill is useless; you'll only get the bonus from the item with the biggest plus value. For instance, if you wear a Bronze Ring of Disarming with a +3 on it and Leather Gloves of Disarming with a +4, then your Disarm Trap skill (if you have it at all) will have a total bonus of 4, not 7. You might as well sell the ring. Note that this limitation doesn't apply to items that add to stats or resistances, so always ready as many of them as you can.
2 of 9: If you have two wearable items that give good bonuses, but you can't wear both at once, wear one and keep the other in your inventory so you can trade them out when it's useful to do so. For instance, ready the Dragonning Boots of Endurance +15 for your Necromancer most of the time, but switch in the Leather Boots of Alchemy +8 when he's mixing potions (unless he has a better Alchemy-enhancing item).
3 of 9: Each area in the game, both indoor and outdoor, has a regeneration cycle, at the end of which the area is completely refilled with monsters and treasure. Quests don't come back, so you can't do them again for more experience, but you can kill all the same monsters again and loot all the same treasure again. Even useful quest items (like Ebonest and Eclipse) regenerate with the areas they're found in. Just don't be too disappointed if random artifacts don't always come back; there is a limit on how many of those you can get before they stop appearing.
4 of 9: Note that an area doesn't regenerate while you're still in it, even if its cycle is up; you have to leave and reenter. Also, if it's been 9 months since you first entered an area that has a 6 month regen cycle, it won't actually regenerate and start the next 6 month countdown until you visit it again.
5 of 9: The exact contents of treasure chests (and stat barrels, and so forth) are set when you first enter an area, whether indoor or outdoor (or the first time you enter it after it regenerates). The only thing that's determined at the time you open the chest is how the items within it are arranged. That's fine, except that on rare occasions, the arrangement routine seems to screw up, and an item ends up missing.
6 of 9: This once happened to me when I was opening a chest that was supposed to have a random artifact in it, but it didn't! I had saved right before opening it, so I loaded my save and tried again, and got Elsenrail! I tried several more times and got the same thing. I guess poor Elsenrail just got excluded that first time. Even more important, Eclipse (a quest item and a very valuable artifact) didn't appear in the chest it was supposed to be in several times. I don't know why, but I strongly advise you to always save your game right before opening any chest with something important in it.
7 of 9: If you visit "tougher" areas like Murmurwoods and Garrote Gorge very early in the game, they will often shower you with reagents and ore. I actually saw items fall out of the sky several times when I first entered an area. Gifts from the gods!
8 of 9: Once you have a Dragon who's a GM in Dragon Ability, and therefore has the Wing Buffet ability, be careful when you use it. It can blow around anything that's movable, including dead bodies and items on the ground. If you're near water, the dead bodies and items can even be blown into the water, at which time they go splash and disappear (not usually desirable, but tremendously funny).
9 of 9: The only place in the game that you can safely store items indefinitely is in the inventories of hirelings. All chests and other containers regenerate with their areas periodically, so if you get something you don't want to use or carry around now, but definitely don't want to lose, then put it in the inventory of a hireling that's staying in an Adventurer's Inn. Remember that all available hirelings are in both A-Inns at once (in Dagger Wound Island and Ravenshore).