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I knew that Astral increases when healing, but I didn't artificially focus on it.
In one mission (I think it was about Eshel's tomb), there's a cool Necromancer with vampirism. You take a staff with the same vampirism (the main thing is not to overdo the damage) and let him attack you, and you heal. If you do everything right, you can go about your business for a few hours. You come back, and Astral is 98-99. In the first Allods, in one of the early missions, there was a mega-turtle. The warrior tries to attack, and the mages heal. With a bit of magic, you leave it overnight, and in the morning, you won't recognize your party.