Raven.rpg:
I have to sleep sometime.


Crimson Ghost:
Joram covered just about everything...
With the enchantment machine in your tower, it doesn't make a difference if you talk to your enchanter or use the machine yourself.

I avoided most level 10 enchantments, since they require a malachite gem (which are fairly rare), and don't give that much of a bonus over level 9 enchantments. Healing auras on jewelry always require a malachite gem, so that is the only level 10 enchantment I used (in fact, I didn't use any lower level ones, as I was lucky enough to find a level 10 healing aura enchantment formula in the Broken Valley enchanter's cellar).

With your runners fully upgraded they will be back in the tower after you leave and return (wait until they are out before leaving). Sent one runner for diamonds, one for malachite ore (assuming you don't need specific materials for enchantments) and the other for ginseng (or whatever plant you need for the strongest health potion you can make), then sell the diamonds and malachite ore to get gold.

Level 1 of the healing spell is fairly handy. Your creature should help, as well, as a distraction, and depending on the location and distribution of opponents, it can sometimes make an excellent shield. I found a ranger head much better than warrior, and a mage head best.

Have you cleared out the path to High Hall and the harbour? If you are having a lot of trouble, there may be easier areas you could do first.