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Planescape: Torment Online Walkthrough by Montresor

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This is a list of the joinable NPCs in the game. Some of the information may contain spoilers about parts of the game you haven't seen at the time the NPC joins you.

You can interact with NPCs in Planescape: Torment in more ways than in any other game I have seen. Many of the NPCs can be upgraded through dialog and can offer valuable information on yourself and your past (in fact, some of them know you from the past, though they won't always tell you so unless prompted!).

Click the name of the NPC you wish to read about:


Race: Human. Well ... Human Skull.

Gender: Male.

Class: Level 2 Fighter.

Alignment: Chaotic Good.

Stats: STR 12*, INT 13, WIS 9, DEX 16*, CON 16*, CHR 6.
* Upgradable, please see below.

Found: In the Mortuary at the start of the game. Joins immediately.

Faction: None.

Use in Battle: Morte is the first companion to join you on your travels. He doesn't seem like much of a fighter – or anything for that matter – but his high resistances, AC Bonuses and Armor Class makes him an excellent tank in the early parts of the game, even though his only weapon is his bite – be it physical or verbal.

Special abilities: Morte has a special ability at the start of the game and gains one more if you keep him in your company until Act 5.

Conversation Options: Morte seems like an easygoing character but he does have some secrets, which you can discover during the game. He can also offer you some good advice and general information about Sigil and the planes in general.

Tattoo: With Morte in your party you can buy the Tattoo of the Skull in Fell's Tattoo Parlor.

Upgrades: If you learn that you pulled Morte from the Pillar of Skulls, you will both receive 10,000 XP, and Morte gains a significant stat increase: +4 to Strength, +2 to Constitution and +2 to Dexterity.



Race: Githzerai.

Gender: Male.

Class: Level 3 Fighter/Level 3 Mage.

Alignment: Lawful Neutral.

Stats: STR 17*, INT 13, WIS 13, DEX 16*, CON 16*, CHR 13.
* Upgradable, please see below.

Found: In the Smoldering Corpse Bar in the Southeastern Hive Sector. Joins when you speak to him.

Faction: None.

Use: Due to his modest Intelligence, Dak'kon is more of a Fighter than a Mage. As such, he is best employed at the front line in battle; however he can also support the Fighters with spell power from the back.

Dak'kon can not train you as a fighter or a mage if you haven't been trained before but he can change your class back to fighter or mage if you have had the initial training. So with him in the party you can switch freely between these two classes.

The Unbroken Circle of Zerthimon: If you are playing a Mage, Dak'kon can teach you the "Way of Zerthimon". Dak'kon asks you to read the Circle of Zerthimon from his inventory, and for each circle that you understand correctly you gain an XP bonus and one of his Githzerai-specific spells. From the sixth circle onwards, YOU will be teaching Dak'kon.

Special Abilities: Githzerai-specific spells.

Conversation Tips:

Upgrade Options: When you teach Dak'kon the Eighth Circle of Zerthimon, he comes to *know* himself better and gains a significant stat increase (+1 to Strength, +2 to Constitution, +2 to Dexterity). He also makes the pronouncement of "Two Deaths as One".

If you Raise Dak'kon to fight with you at the end battle, if he has made this pronouncement of "Two Deaths as One", he gains a bonus of 2,000,000 XP and a stat increase of +1 to Strength, +3 to Constitution, +3 to Dexterity.



Race: Tiefling.

Gender: Female.

Class: Level 4 Fighter/Level 4 Thief.

Alignment: Chaotic Neutral.

Stats: STR 14, INT 12, WIS 10, DEX 18, CON 16, CHR 13.

Faction: The Free League ("Indeps").

Found: Hangs out in the Northwestern Hive Sector at the start of the game but doesn't join until you speak to Pharod at the start of Act 4.

Use: Annah is certainly a capable Fighter who can hold her own in a battle, but it is as a Thief she really excels. Don't forget that she can wear some of Fell's tattoos; a Dexterity-enhancing tattoo in particular will help bring out the best in her. In battle, try to keep her hidden in shadows so she can get in a backstab. After that you can safely employ her on the front line.

Make sure to equip Annah with some of the magical Punch Daggers you find in the game. The ones she comes with aren't very good.

Annah can also help you switch your class to Thief if you have had the initial training from a Thief trainer. If you are playing as a Thief, you and Annah can learn from each other through dialog. Just ask her if she can teach you anything about thieving – for each Thief ability where one of you has a proficiency of 45% you can teach the other a few tricks and gain 1,000 XP.

Tattoo: Having Annah in your party makes the Tattoo of Annah available in Fell's Tattoo Parlor.

Beware: One thing you should know about Annah: She will soon be very fond of you, and she is a jealous girl. She will not allow you to go with harlots (she will attack a harlot if you're trying to go with her, turning the harlot in question and all other harlots within sight hostile) and she will not be happy if you allow Fall-From-Grace to join you. You will need to treat her diplomatically if you want both women in the party.

Conversation Options:



Race: Human.

Gender: Male.

Class: Level 7 Mage.

Alignment: Chaotic Neutral.

Stats: STR 13, INT 19, WIS 8, DEX 16, CON 20, CHR 3.

Abilities: Special fire spells.

Found: In the Smoldering Corpse Bar in the Southeastern Hive Sector. Ignus will join you once you free him from his "prison". To do this, you must:

  1. Find the Decanter of Endless Water in the Drowned Nations.
  2. Learn from Glyve in the Weeping Stone Catacombs that Nemelle in Clerk's Ward knows the Decanter's command word.
  3. Speak to Nemelle to learn the command word.
  4. Return to the Smoldering Corpse Bar and use the Decanter on Ignus.

Faction: None.

Use: Ignus can't use weapons and his default attack is a small fireball which he hurls at the enemy. He should therefore be kept in the back in battle, from where his special spells can be used to good effect.

Learning the Art from Ignus: If you are a Mage, you can ask Ignus to teach you his magic. He can teach you four spells, but there is a price:

  1. First, Ignus will burn one of your fingers, causing you to lose 1 Base HP. You will gain 6,000 XP and a charm that allows you to copy the spell "Seeking Flames" into your spellbook.
  2. If you wish to learn more, Ignus will burn your hand, and you lose 3 Base HP. You will gain 12,000 XP and "Ignus' Hand", which will let you copy "Infernal Orb" into your spellbook.
  3. You wish to learn more, cutter? This time Ignus burns your eye, costing you another 2 Base HP. You gain another 12,000 XP and "Ignus' Eye", allowing you to copy "Ignus' Terror" into your spellbook.
  4. Finally, if you give him the string of intestines that Martha removed from your body in Act 3, you will gain 24,000 XP and "Ignus' Innards", which will allow you to copy "Infernal Shield" into your spellbook.

Conversation Options:

Tattoo: Having Ignus in your party makes the Tattoo of Ignus available in Fell's Tattoo Parlor.

Endgame Spoiler: If your alignment is Good or Neutral, you don't want to bring Ignus with you in Act 10. He turns on you so it's a waste of a party slot.



Race: Succubus.

Gender: Female.

Class: Level 7 Priest (godless).

Alignment: Lawful Neutral.

Stats: STR 13, INT 16, WIS 16, DEX 16, CON 16, CHR 19.

Found: In the Brothel of Slating Intellectual Lusts in Clerk's Ward. Joins after you have spoken to her "ten" students and convinced her to seek experience instead of letting it come to her.

Faction: Society of Sensation ("Sensates").

Use: Fall-From-Grace is next to useless in combat so try to keep her in the background and use her healing spells to support the fighters. She has a most annoying habit of running into the heat of battle to heal wounded party members, getting herself in harm's way. If this becomes a problem, deactivate Party AI during battles.

Background information: Fall-From-Grace is a Succubus of the Abyss. Her mother sold her as a slave to the Baatezu but she managed to win her liberty through a bet. She later came to Sigil where she established the Brothel of Slating Intellectual Lusts.

Beware of the possible conflicts with Annah. After getting Grace into the team, you should take a chat with Annah and make sure to be diplomatic and tell her that you still want her in the party.

Special Abilities:

Conversation Options:

Tattoo: Having Fall-From-Grace in your party makes the Tattoo of Saving Grace available in Fell's Tattoo Parlor.

Special Disappointment: No, you can't peek into her diary, either through conversation, brute force, lockpicking, pickpocketing, or in any other way. Not that I have tried, of course! What do you take me for?? Really, a lady must have her secrets! ;-)



Race: Rogue Modron.

Gender: Neither.

Class: Level 6 Fighter.

Alignment: Chaotic Neutral.

Stats: STR 16, INT 16, WIS 8, DEX 16, CON 16, CHR 8.

Found: In the Modron Maze, after you set the difficulty to "Hard".

Use: As Nordom can only use ranged weapons, you should of course keep him behind your melee fighters.

Make sure to give him any useful lenses and crossbow bolts that you find in the Modron Maze. The lens "Optix" is particularly useful, despite its being cursed, as it gives Nordom a significantly higher chance of a critical hit.

Also, make sure to speak to Fall-From-Grace and ask her for any useful tips on how to handle rogue modrons. She will suggest that although Nordom is a Rogue Modron, he is still highly ordered and logical. If he sees you as the leader, he will be unquestioningly loyal. Furthermore, he will have trouble with social situations requiring etiquette. You should help him make sense of his situation and his place in the party's hierarchy.

Faction: None.

Conversation Options:

First, Ask him how he ended up in Rubikon. Make sure to ask about the field test and what happened to the director. If you have killed the Evil Wizard Construct, you will have the option to tell Nordom that *you* are the new director of Rubikon; giving him a +1 bonus to Intelligence and Dexterity and gaining 36,000 XP for the party.

Ask what kind of duties the creative director gave Nordom. You will learn that Nordom has to obey you without question and that Nordom's jobs were:

If you ask about Mechanus, or what Modrons are, Morte and/or Fall-From-Grace will step in to explain these concepts. If you want Nordom's explanation, keep those two out of earshot. Otherwise, they can explain that Modrons share a "common energy source", so if a Modron is killed, it will be recreated. But by going rogue, Nordom has been cut off from this energy source, essentially becoming mortal.

Once you have learned that Nordom is separated from the Source, ask him how he is feeling. Ask him if the separation from the source caused him to become a smaller, louder entity than he used to be. He will gain a +1 to Intelligence and +1 to Dexterity (another 36,000 XP for the party).

If you ask Nordom how he is doing three times, he will ask how YOU are doing. You can discuss your amnesia with him in various degrees over the game; you should reopen this discussion after speaking to Ravel and Trias. Nordom will actually come pretty close to the truth of the matter – although he will of course be wrong in the critical details! ;-)

If you order Nordom to go hostile, he will. So don't!

Tattoo: With Nordom in your party, the Tattoo of Logic Cubed becomes available in Fell's Tattoo Parlor.

Upgrade Options:

As creative director you can upgrade Nordom in the following ways:



Race: Restless Spirit.

Gender: Male.

Class: Level 9 Fighter.

Alignment: Lawful Neutral.

Stats: STR 18/51, INT 10, WIS 10, DEX 13, CON 18, CHR 10.

Found: In Curst Prison, behind the portal to the Outlands.

Use: In battle, Vhailor belongs on the front line.

If you are a fighter, ask Vhailor if he can teach you how to use an axe. He can't improve your skills with an axe but if you are of a Lawful alignment (a Lawful counter of 15 or higher), he can teach you about Justice. Accept to get a glimpse of how he sees the world for a bonus to your Strength stat:

Faction: The Mercykillers.

Background Information: Vhailor is the ghost of a Mercykiller whom an earlier incarnation of yours lured into a trap in the prison below Curst where he died. The only thing left of him is the suit of armor and his restless spirit. When you first meet him, you can get him to join your party, or turn him hostile.


Upgrade Options: If you awaken Vhailor for the final battle and tell him what is going on, he gains 2,000,000 XP and a significant stat bonus: +3 to Strength, +25 to Constitution, +25 to Dexterity.

Endgame Spoiler: If you are of Evil alignment, you don't want to bring Vhailor with you in Act 10. It is a waste of a party slot, as Vhailor turns on you.
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