It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I recently started Planescape: Torment and I've been enjoying it quite a bit. I'm currently going through the catacombs, and I've started to have a few questions. i'm avoiding a walk through due to risk of spoilers, so I would appreciate a more knowledgeable player answering my questions.

Question 1: Is there a risk to spending to much time in an area? Whenever I have a big fight and other members of my party are injured, it feels like the best thing to do is to run back to a rest area and sleeping off their wounds instead of using 5 bandages per fight. The problem is, if Dak'kon is overly injured, I have to rest 3 or 4 times to get him back to full. Is there a risk to taking to long to achieve certain milestones, or can I spend 3-4 days resting per dungeon without any worries?

Question 2: Given that other characters can not heal and I have yet to find a way to revive them if they fall, it seems like making the Nameless one a tanky cleric type of character would be a natural fit. (I also may have put allot of points into wisdom for memory recovery purposes) I've encountered the trainers that will let me switch from fighter to thief and back again, but is there a way to become a cleric? If so, don't tell me where, I'll locate it on my own, I would just like to know if it exists anywhere. Also, tell me if making TNO a cleric is a terrible idea.

Question 3: How do I learn new spells? I have yet to observe Dak'kon learning new spells, so I'm curious if it's a level thing or if I need to do something in the world. If I make TNO into a cleric, for instance, how do I learn a revive spell? I'm also looking at all my unidentified items, wondering when Dak'kon will learn an identify spell. Come on, I want to "know" the item!

Question 4: Any other absolute need to know information that will make my play experience better that can't be reasonable puzzled out on my own?

Again, I would like to avoid spoilers, and I greatly appreciate the help of anybody who know the game well enough to answer my questions. Thank you!
1) You can spend as much time as you want resting. Items lying on the floor disappear after some time so make sure you pick up the loot from combat (or the inventory of party members who died in combat) before you retreat for resting for a long time.

2) TNO cannot become a cleric but wisdom is the most useful stat for him nevertheless.

3) Fighters can't learn spells, thieves can't either. Mages Like Dak'kon can learn new spells from mage scrolls.

4) Use more than just one save game. Don't let yourself get spoiled. There's no "best" way to play the game.
Post edited March 22, 2015 by kmonster
avatar
Turtlewax64: I recently started Planescape: Torment [...]
Congrats on that. It's a great, great game.
avatar
Turtlewax64: Question 1: Is there a risk to spending to much time in an area? Whenever I have a big fight and other members of my party are injured, it feels like the best thing to do is to run back to a rest area and sleeping off their wounds instead of using 5 bandages per fight. The problem is, if Dak'kon is overly injured, I have to rest 3 or 4 times to get him back to full. Is there a risk to taking to long to achieve certain milestones, or can I spend 3-4 days resting per dungeon without any worries?
There are no time limits for any quests (except for one that must be finished before you access the Lower Ward, but that limit is event-based, not clock-based). Rest as much as you need.

Incidentally, if you can afford tattoos, you can buy some that increase Constitution and slap them on Dak'kon. Any party member who gets their Constitution to 20 starts regenerating HP just like TNO does.
avatar
Turtlewax64: Question 2: Given that other characters can not heal and I have yet to find a way to revive them if they fall, it seems like making the Nameless one a tanky cleric type of character would be a natural fit. (I also may have put allot of points into wisdom for memory recovery purposes) I've encountered the trainers that will let me switch from fighter to thief and back again, but is there a way to become a cleric? If so, don't tell me where, I'll locate it on my own, I would just like to know if it exists anywhere. Also, tell me if making TNO a cleric is a terrible idea.
TNO can't be a Cleric. There's a plot reason for that, though it's never explained outright.

I'm not sure if you missed her or botched the dialogue with her somehow, but there's a character in the Mortuary who can trigger TNO's memory of how to revive companions (the result is Raise Dead as a special ability, usable 3 times per day). Failing that, there's a (hugely expensive) item sold by some stores that can do that. There's also a companion you can recruit later on who will be able to cast Raise Dead normally.
avatar
Turtlewax64: Question 3: How do I learn new spells? I have yet to observe Dak'kon learning new spells, so I'm curious if it's a level thing or if I need to do something in the world. If I make TNO into a cleric, for instance, how do I learn a revive spell? I'm also looking at all my unidentified items, wondering when Dak'kon will learn an identify spell. Come on, I want to "know" the item!
Mages don't gain spells with levels like Clerics do - you'll need to buy or find spell scrolls to learn from. Dak'kon's Unbroken Circle of Zerthimon is a source of spells if you're a Mage class and have high enough Wisdom and Intelligence to study the Circle texts. (The Circle is one of the best parts of the game, really. Ask Dak'kon to teach you the Art once you've been trained to be a Mage yourself.)
avatar
Turtlewax64: Question 4: Any other absolute need to know information that will make my play experience better that can't be reasonable puzzled out on my own?
High mental stats are your friends (Wisdom is a must, but you've figured that out already; Intelligence and Charisma are good to keep high as well, you don't really need anything else anyway). As long as you're wise and smart enough to get all of the dialogue options, you're okay. And yeah, save often and in separate slots.
Post edited March 22, 2015 by YnK
avatar
YnK: Incidentally, if you can afford tattoos, you can buy some that increase Constitution and slap them on Dak'kon. Any party member who gets their Constitution to 20 starts regenerating HP just like TNO does.
Thanks for the tip, I did not know I could get them to regenerate as well. Right now I can afford to pump up Dak'kon, but it would take almost all my cash, so I'll hold off for now. I will keep that in mind though
avatar
YnK: I'm not sure if you missed her or botched the dialogue with her somehow, but there's a character in the Mortuary who can trigger TNO's memory of how to revive companions (the result is Raise Dead as a special ability, usable 3 times per day). Failing that, there's a (hugely expensive) item sold by some stores that can do that. There's also a companion you can recruit later on who will be able to cast Raise Dead normally.
I went back to the mortuary to search, the ghost woman made the most sense to teach me it so I talked to her again and got the ability, I had taken a different path through that dialogue tree. My quicksave button thanks you.
avatar
YnK: High mental stats are your friends (Wisdom is a must, but you've figured that out already; Intelligence and Charisma are good to keep high as well, you don't really need anything else anyway). As long as you're wise and smart enough to get all of the dialogue options, you're okay. And yeah, save often and in separate slots.
Allright, thank you. I will keep pumping up TNO's mind as i continue. Thanks for your help! :)
Post edited March 22, 2015 by Turtlewax64
avatar
Turtlewax64: Thanks for the tip, I did not know I could get them to regenerate as well. Right now I can afford to pump up Dak'kon, but it would take almost all my cash, so I'll hold off for now. I will keep that in mind though
You can actually get him to have his natural Constitution increased by 2 permanently (along with some other stats). This requires fully studying the Unbroken Circle. So if it's easier for you to become a mage and get the right stats, go that route, it's more than worth it.
avatar
Turtlewax64: Allright, thank you. I will keep pumping up TNO's mind as i continue. Thanks for your help! :)
Also, just so you know: there are a few occasions in the game where TNO can get permanent stat bonuses by talking to the right characters the right way (I think the earliest one is O in the Smoldering Corpse Bar). Wisdom bonuses are quite abundant. Therefore, talking to everyone while being reasonably polite can be productive. Since true dialogue screw-ups in PS:T largely amount to "I ticked off a really powerful being and got perma-killed", saving beforehand is strongly recommended. :)

Plus, one of the advantages of being a mage -- or one of the many reasons this game is blatantly biased towards that class -- is that mage specialization upgrades raise Intelligence. (Whereas other available classes raise physical stats which are nowhere near as important. Class specialization is awarded at levels 7 and 12, but only for the first class to reach those levels.)
Post edited March 22, 2015 by YnK
TNO can't become a cleric because all gods forsook him long ago. Leastways, that's the explanation that does the rounds; I don't know the original source.
4. Get Wisdom to level 25 as soon as possible, it gives a big XP boost. Can be done by level 6. The fewer party members you have, the more xp each one gets. I had the most fun playing each class solo. Don't worry about which faction to join, you can switch.