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TNO leveling *Spoilers maybe?

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sonny
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TNO leveling *Spoilers maybe?

Post by sonny »

TNO just got the ability to level up to Lv 11 Fighter.
In the past, using the "save-reload" method I was always able to get at least 9 hit points and a bonus. Now all I can get is 1 hit point and no bonus.

Is this normal? :confused:

Does this mean his HP's will now on only increase by one each time he levels? :eek:

Sorry to bug you guys again so soon :o

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Sonny :) :)
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Crenshinibon
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Post by Crenshinibon »

I believe that after a certain point, he will only gain a single point per level. Don't worry though, it'll be enough to take on challenges coming at you.

Any number of health is enough really. I personally never found the save and reload method of gaining maximum hit points all too fun, so I just stuck with what I had.
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Post by sonny »

Crenshinibon wrote:I believe that after a certain point, he will only gain a single point per level. Don't worry though, it'll be enough to take on challenges coming at you.
Thanks, that clears up the HP concern.

Sorry I misspoke about the word "bonus". I meant to say "Proficiency Points"
Have not gotten any lately when I level.
TNO has the following at Lv11
Fist +++
Edged Weapons +++
Axe ++
Do you have to be a certain level for these to increase?

The other thing I've noticed is not getting any stat points to add to Wisdom, Strength, etc. for a while. None at all from Lv 10 to Lv11. Checked game manual. Could not find any answers.

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Sonny :) :)
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sonny
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Post by sonny »

sonny wrote: The other thing I've noticed is not getting any stat points to add to Wisdom, Strength, etc. for a while. None at all from Lv 10 to Lv11. Checked game manual. Could not find any answers.
Hope its ok to quote yourself. Been trying to figure some of this out myself :confused:

When I said in another thread that I only trained NO up to level 7 as a Mage, I got to thinking that maybe I was wrong about that (I tend to forget some things. You should see the list of notes I keep :o )
So I made a save, had Dak'kon switch me back to a Mage, and sure enough I was wrong. I had leveled him up to Lv11 as a Mage, before switching him back to a Fighter.
Could this be the problem? Do I need to get him (as a Fighter) above Lv 11 before the Stat Points and Proficiency Points start coming back?
Or is this just an old man rambling and hoping for the best:laugh:

Thanks
Sonny :) :)
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Post by Qwinn »

Could this be the problem? Do I need to get him (as a Fighter) above Lv 11 before the Stat Points and Proficiency Points start coming back?
Yes and yes. This is how it works. You only get stat points when you gain a -new- level that you hadn't already reached in another class.

If you are gaining a level you'd reached in another class, you will always get only 1 hp.

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Post by kmonster »

You won't ever get a random HP roll again in your game, so there's no need to reload any more.

It's very useful if the class which reaches level 12 first is the same class which reached level 7 first, so make sure it's the fighter class.
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Post by sonny »

Thanks everyone.
Slowly but surely and with the help you guys give, I think I'm learning the game's inter working's if thats possible:speech:

Sonny :) :)
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Post by fable »

kmonster wrote:It's very useful if the class which reaches level 12 first is the same class which reached level 7 first, so make sure it's the fighter class.
Highlight below for details:
Spoiler
Fighter:
+ 1 str, 4 proficiency points in a weapon at 7th level
+ 1 str, + 1 con, + 3 HP, 5 proficiency points in a weapon at 12th level

Thief:
+1 dex at 7th
+2 dex, +1 luck at 12th

Mage:
+1 int at 7th
+2 int, +1 wis, +5 lore at 12th

Great deal. See your friendly local tattoo artist for details. ;)
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Post by kmonster »

Psst, don't spoil the surprise :angel:


You get the big level 12 bonus only if you reach level 7 and 12 in the same class first, if the classes are different you only get 2 small level 7 bonuses, therefore my recommendation.

Since XP requirements for level advancement are high after reaching level 11 it's time to find a primary class.

The most powerful way is taking the 13th fighter level to get the extra half attack per round and taking only mage levels afterwards. This way you get a mage with all important fighter benefits.

Another way is taking thief levels after fighter level 13 to get a thief with all important fighter benefits who can hide and backstab for big damage while gaining levels fast.

Or you could just ignore the other classes and keep on levelling as fighter to gain stat points faster, maybe invest a few extra XP for gaining mage level 12 (level 6 spells) or thief level 11 (cheap XP requirements).

Keeping the levels even does also work, but this yields the least stat boosts and changing class-specific equipment each time you change your class is annoying.

It's not a bad idea to switch classes on special occasions however, if you're a mage you've to switch to fighter in order to get fighter NPCs (like the fighter trainers you need for spending proficiencies) to teach you or if you're a a fighter temporarily switching to mage and boosting int to 18 temporarily with talimans in order to understand all eight circles of Zerthimon from Dak'kons device is worth the trouble for example.


But don't bother too much, you're powerful enough to finish the game no matter how you develop your character.


Getting +++++ in a weapon proficiency yields an extra attack per round so I recommend putting the proficiency points you'll get (you'll get one at fighter level 12 and the next at fighter 15, thief 16 or mage 18 depending on how you develop your character) into one weapon type instead of spreading them around. I'd take edged weapons since you can use them no matter which class you're currently in.
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Post by sonny »

OK, I'm trying to understand the advice you guys are giving me and make the most of it.

So that said here's what I plan to do. Let me know if it's not a good choice please. :eek:

I'm going to keep NO a fighter until level 13 to get the Lv12 bonus and the extra attack per round. Then switch him to Mage (he's already Lv11 Mage) take him to Lv 12 in order to get the level 6 spells. Then go back to Fighter to get the Lv15 proficiency point. And then at that point decided which class to finish the game as. :confused:

But that does bring up a couple of questions. Since I've never played the game and don't know how much game is left. Do I have a enough time to do all this class changing and experience building?(I'm still in UnderSigil and have not been to Ravel's Maze yet)
Also (without giving to much away) is it better to go to Ravel's Maze as a fighter or a mage or does it make any difference. I ask this because if I understand right she is a witch and therefore might be more inclined to give info to a Mage.
I'll save before going in, so maybe I'm putting to much thought into this. :o

Thanks everyone. Hope I'm not bugging you to much.
Sonny :) :)
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Post by fable »

kmonster wrote:Psst, don't spoil the surprise :angel:
Point. I've spoiler'ed my last post. ;)
Do I have a enough time to do all this class changing and experience building?(I'm still in UnderSigil and have not been to Ravel's Maze yet)
Certainly. UnderSigil will respawn enemies as long as you want to return, and the worms provide excellent experience. (They die easily from cloud attacks.) I've made builds that had 25+ levels as a mage, and another 10 as a fighter.

She won't withhold any useful information from you, regardless of your profession. However, she does have a soft spot for mages. Higher intelligence will help you, too. Be very flattering, and ask her everything you can. Do not attack her without provocation.
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Post by fable »

A post has been removed for thread-napping. Please, if you have a question, don't take somebody else's thread to ask it. First use our advanced search to see if the answer is already here. If it isn't, start a new thread. Thanks.
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Post by kmonster »

If you have less than 16 cha it's also useful casting friends before you start talking to her in the maze.
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Post by sonny »

kmonster wrote:If you have less than 16 cha it's also useful casting friends before you start talking to her in the maze.
Thanks
I have the Tattoo of Presence and the Tattoo of Source which will raise my Char. to 16. Going to hang around UnderSigil for a while longer for some more experience and then head for Ravel's Maze.

All of you guys have been great.
Thanks again
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Post by kmonster »

Don't be afraid of leaving Sigil, other players have left it with half as many XP as you currently have and returned.

But it will take a long time until you'll be able to return. If you want to be better prepared I recommend doing the following preparations:

- reach fighter level 12
- spend the gained proficiency point
- buy the best tattoos for Annah, Dak'kon and your character afterwards, Fell is the only one in the game who can make tattoos. Dak'kon and Annah can benefit a lot from the "fighter only" tattoos, the +2 wis tattoo will grant an +5 percent XP bonus for your NO.
- if you still don't like "Spongebob" and want to share future experience with him dismiss him. Characters dismissed outside Sigil aren't available any more once you return to Sigil.

But all this isn't necessary. The game is beatable without XP farming at all and you can leave Sigil for the maze immediately if you want.

You can keep on XP farming in Undersigil or the Modron Cube as long as you want if you enjoy it but XP farming will work faster when you return later in the game.
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Post by sonny »

kmonster wrote:
- reach fighter level 12
- spend the gained proficiency point
- buy the best tattoos for Annah, Dak'kon and your character afterwards, Fell is the only one in the game who can make tattoos. Dak'kon and Annah can benefit a lot from the "fighter only" tattoos, the +2 wis tattoo will grant an +5 percent XP bonus for your NO.
- if you still don't like "Spongebob" and want to share future experience with him dismiss him. Characters dismissed outside Sigil aren't available any more once you return to Sigil.
What you mention above was what my plans were. Stay in UnderSigil until NO reaches Fighter Lv12, do some shopping and then head for Ravel's Maze.
But now you given me something else to consider.
Other then posting here, the only other thing I refer to is the game manual (which is not very helpful) so here's what I don't know.
I have no idea how many joinable characters there are in the game. I've all ready come across 6 ( Morte, Dak'kon, Annah, F-F-G, Ignus and Nordom)

You state that if I drop someone outside Sigil, they are gone for ever.
So if there are any more Joinable NPC's outside Sigil and I pick them up, whoever I drop is gone forever. :(
So if I drop them before leaving Sigil. Will they be where I dropped them? And If there are other joinable NPC's outside Sigil> Can I drop them in Sigil after I return? And will they still be in Sigil if I want them again?

If I do drop someone before leaving Sigil, I trying do decide who would be more help in my new adventures outside Sigil, Nordom or F-F-G?:speech:

I sorry to bother you guys with this, but I try not to search the threads until I've played through at least once to avoid spoilers. Although I guess what I'm asking could be considered a "minor spoiler" :o

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Post by Klorox »

::Cue's moderator to tell sonny to start his own thread::
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Post by kmonster »

There's one other joinable NPC in the game (he's not in Sigil), but chances are very low that you'll meet him and if you meet him I doubt you'll want to replace a party member for him for longer than a few minutes.

If you drop someone before leaving Sigil he can rejoin again when you return, but I doubt you'll add someone who's lacking a lot of XP compared to the other party members for the last little part of the game, so in the end it won't matter much if you drop a NPC inside or outside Sigil.

If you like Nordom and FFG keep them, if you don't like them and think they are only stealing valuable XP drop them, do what is most FUN for you, it won't change the story or game difficulty significantly, your decision won't be wrong, no matter how you decide.
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Post by sonny »

kmonster wrote:There's one other joinable NPC in the game (he's not in Sigil), but chances are very low that you'll meet him and if you meet him I doubt you'll want to replace a party member for him for longer than a few minutes.

If you drop someone before leaving Sigil he can rejoin again when you return, but I doubt you'll add someone who's lacking a lot of XP compared to the other party members for the last little part of the game, so in the end it won't matter much if you drop a NPC inside or outside Sigil.

If you like Nordom and FFG keep them, if you don't like them and think they are only stealing valuable XP drop them, do what is most FUN for you, it won't change the story or game difficulty significantly, your decision won't be wrong, no matter how you decide.
Thanks so very much for all your help and patience. And for taking the time to explain things with out spoiling the game. So I will keep my party in tact and head for Ravel's Maze after getting NO to a Lv 12 Fighter.

Not sure what point klorox was trying to make in his post, so I won't attempt to respond.

Again, thanks for your help. It's really appreciated.

Sonny :) :)
They turned me loose from the nervous hospital. Said I was well. :confused:
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