Avernum 6 Annotated Maps

Strategy and Tips

Small tips:

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Construction places:
Use the items listed to make some new equipment for your party. The best recipe is acquired late in the game, and is the production of knowledge brews from all herbs. The limiting reagent for knowledge brews is mandrake root, so save them up for a late-game bonus to your stats.

Fort Draco:
Hrank
 2 healing herb                           = healing potion
 1 healing herb                           = curing potion
 1 healing, 1 spiritual, 1 energetic herb = speed potion

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Spell and Trainer list

Mage spells:
  Lark (Slightly Expensive)- Fort Monastery
Bolt of Fire
Call Beast
Spray Acid
Daze
Haste

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Trainers
Note that you can only improve a skill by up to two points, and only if you haven't already increased the skill by two points. Some skills are definitely more worthwhile to wait off on than others. One point skills aren't really worth holding off on unless you have money to burn or are otherwise so inclined. Cecil can be reached fairly early, and you should definitely use him to increase your mage's and priest's magery skill, and possibly their spellcraft as well. Shrum should be used to increase everyone's bow or sharpshooter skill, since he's the cheapest in the game.

KEY:
  Trainer- Location (cost)
Skill (saved points)    coins

  Townshend- Formello (expensive)
Arcane Lore    (1)         1400
Spellcraft     (3)         2800

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Spell book Locations
As before, spells aren't greatly benefited by increased levels. Some spells must be bought, most notably return life. Most all other spells can be found in the game for free, and these are summarized below.

Priest spells
  Minor Heal: Bandit Ruins

Mage Spells
  Call Beast: Aranea runes near Chitrach Caves