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No spoilers! What should I know before playing this game?

Discussion in 'Planescape: Torment (Classic)' started by Klorox, Jan 23, 2008.

  1. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    A couple of little spoilers ...

    Strength -- Putting a point in strength only progresses you through the strength categories (each level of exceptional strength taking one point. That is, unless you have an 18 strength at sixth level and take fighter as your seventh level. Bang! 19 strength.

    Dexterity -- Your Dex must be at least nine to gain thieving skills.

    Hit Points -- To max out hit points always take the fighter level up to a new level first through ninth level. At tenth level, take thief first (for 1d6 instead of +3 for fighter). At eleventh level, take mage first (for 1d4 instead of +3 for fighter). You get one hit point for every level of a second or third class. So if you are a 9/9/9 F/T/M (and took fighter first at all levels) you would have the normal amount of hit points for fighter, +9 hit points for thief, +9 hit points for mage.
     
  2. kmonster Gems: 24/31
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    When you first reach level 7 you get a small bonus depending on the class (+1 int for mage, +1 dex for thief,+1 str and being allowed ++++ in a weapon for fighter).
    When you reach level 12 first with the same class you get a big class dependent bonus, if you reach it with another class first you only get the small bonus for this class instead.


    Don't ever use a stat point to raise strength from 18 to 18/.. . Like T2B wrote you can get 6 raises for one if you get the strength raise from an external source, like the level 7 bonus for fighter.
    But the bonus isn't as earthshaking as it looks, if you have 9 strength, use the spell to raise it to 18 and wear a tattoo which gives +1 you also have 19.


    Although con doesn't help with dialogues I wouldn't underestimate it. With 9 con you regerate one hitpoint every 60 seconds, for each extra con point it takes 5 less seconds, at very high con you'll even regenerate several hitpoints per second (extremely powerful). You won't have a cleric in the party for a long time, so if your low con NO gets hurt you'll either have to do a long walk to the next resting place, die, spend money or wait for an eternity. If you start with 14 con you also have 10 permanent HP more than if you start with 9 con and rise it to 14 later.
    You should also know that you get the full con bonus to HP for each level of your highest class, so a mage15/fighter3/thief4 with 19 con gets 15*5=75 bonus HP for example.
     
  3. Enagonios Gems: 31/31
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    Yeah, as Rastor used to point out, playing TNO as a fighter makes the game MUCH easier. I played through as an LG fighter a few months ago and just skipped dex and char. I had a good wis, reasonable int and everything else went into Str and Con. After a certain part in the game it was too easy. TNO was just taking everything out. But I prefer playing the game as a mage with focus on int and cha.
     
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