What the fuck, how was I supposed to know to use Spirit as the statue of Enkidu in Mystic Woods? I only did it by complete accident.
You could use Beast Horn found in the same spot as well.
Here you find a simple wilderness shrine, tended by a lonely druid. He
welcomes you to his temple, saying the place of worship is open to all.
The shrine is earthy and natural. The walls seem rooted in the depths of the
earth, the rock seems alive with animal spirit, the very air is crisp and sweet.
You see that the patron deity of this shrine is the man-animal Enkidu. “He is
the god of beast-men and man-beasts,” the druid explains. “He respects only
the strong and pure, to whom he will grant a powerful boon Before Namtar’s
purge, the god was in residence in this forest, where he presided over a vast
druid colony. Now Enkidu is gone, the brotherhood is broken, and knowledge
of our magic is lost
And in that department - does having high Intelligence actually make your spells better? My 2 mage characters have 20 Int from char gen but in retrospect I feel like I should have put them in Spirit now for more MP.
And I hope Strength actually makes you deal more damage
STRENGTH (STR):The most immediate effect of great strength is the
ability to cause additional damage to foes. Strength is also useful for
breaking things, lifting heavy objects, and opening stubborn pop bottles.
High strength is required to use certain weapons; strength in excess of what
a weapon requires provides additional damage. Inquiring at a weapons shop
will sometimes tell you the strength requiring to use certain weapons.
DEXTERITY (DEX): A high dexterity makes you light on your feet,
improves your chance of hitting the bad guys, and diminishes the chance of
getting nailed yourself. Dexterity also determines the order in which a
character acts in combat, starting with the highest dexterity and moving
down to the lowest. Consider designing some magic-users with low
dexterity, so they can cast healing spells at the end of a combat round.
INTELLIGENCE (INT): Ultimately, your characters are only as intelligent
as you are. This statistic measures a character’s abstract intelligence; it is
important for learning spells and solving puzzles. Intelligence also affects
your chance of successfully hitting an opponent with a spell.
SPIRIT (SPR): On Oceana, the mundane realm is just one part of life.
Spirit reflects the strength of a person’s soul, and is important for casting
spells and resisting evil spirits. Spirit also determines the number of power
points retained by magic users.
POWER (POW): Power is derived from spirit, and represents spell points
used for energizing magic spells. Once spent on a spell, power points do not
naturally regenerate… you will need to use a Dragonstone or find some
other means of regenerating Power. For this reason, power points should be
used with discretion. Power is twice your Spirit.
HEALTH: Health is terrifically important, for when health is reduced to
zero, the character dies. Health can be restored only by certain spells,
retaining the services of a healer, or through the use of the BANDAGE skill.