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Might and Magic VIII: Day of the Destroyer Hints
Notes and Extras
1 of 7: The Day of the Gods pedestal in town is a good one to use right before going out to combat the local thugs, since it adds temporarily to everyone's stats.
2 of 7: The well north of the stable and tavern will add a permanent +2 to a character's Might every time he clicks on it if his Might is less than 16.
3 of 7: The town fountain a ways west of that will restore spell points an unlimited number of times, as well as allowing you to Town Portal here after you drink from it.
4 of 7: The well just east of the Merchant Guildhouse will add a temporary +25 to Personality. That's good for your Cleric, Vampire, and/or Minotaur to drink from before filling up at the town fountain.
5 of 7: The grandmaster Elemental Guild is in Alvar, so be sure to stock up on high-level spell books from it before you leave even if you can't learn the spells yet. The ones I'd most highly recommend are Water Walk, Town Portal, and Lloyd's Beacon (all Water Magic). Do save your game before entering the guild for the first time, just in case the random inventory generation routine doesn't stock what you want.
6 of 7: There's a treasure chest under the bridge near the outdoor Ogre camp with the cauldron.
7 of 7: There are people in houses in the east section of Alvar and in the little village way to the south who can turn ore lumps into armor, weapons, and items. As for which of those you should go for, I'd always have items made unless you particularly need armor or weapons. As with all random things, you could save outside the ore-convertin' guys' houses and then restore and try again if they don't give you enough good stuff.