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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
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