Planescape: Torment: Enhanced Edition

Planescape: Torment: Enhanced Edition

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Min/Maxing Guide for "Classic" Mage Experience
By bm90IG1l
The purpose of this guide is to describe the (subjectively) "best" starting stats for a mage character, and the reasoning behind it. Granted, it is heavily subjective, as it's based solely on how I like to play my TNO mage.

The goal of this build is to create a character that will:

  • be able to memorize all of the available spells
  • has base strength of 19 while skipping the percentage rule
  • is able to pass virtually all of the necessary skill checks
  • has AC of -10 when reaching the Fortress of Regrets
  • is able to absolutely smash Greater Shadows in said location

Needless to say, this guide is so heavily based in spoilers that using the spoiler tags is effectively meaningless. Likewise, it's not marked as "Gameplay Basics" for a reason. Let's get started!
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Starting stats
To save you scrolling to get the recommended initial sats, here they are (reasoning behind them follows):

Attribute
Start
Strength
9/11
Dexterity
13/9
Constitution
9
Intelligence
15
Wisdom
18
Charisma
11/13

Here I outlined two possible routes: the first one I find more immersive, since dex 13 makes TNO remember one of his previous incarnations from time to time (mostly when snapping Dustmen's or thieves' necks), while the other one is more gameplay friendly, providing charisma 13 right off the bat, saving you 2 levels worth of strength increases in case you wouldn't manage to raise it high enough by the time you meet Vhailor.
Goal (base) stats
Attribute
Base value
Strength
16
Dexterity
15/17
Constitution
?? (max)
Intelligence
15
Wisdom
18
Charisma
13

These are the stats you should aim for when you level up. Your goal dexterity depends on whether you plan on using Celestial Fury, since it provides +2 AC.
Stat allocation on level up
Attribute
No. of Points
When
Strength
+7
2nd/3rd
Dexterity
+2/+4
3rd/2nd
Constitution
Rest
Last
Intelligence
0
N/A
Wisdom
0
N/A
Charisma
+2/0
1st
Overview of permanent bonuses
Okay, next, let's break down the various permanent bonuses you're gonna pick up during the game itself:

Attribute
Max Bonuses
Strength
+4 (+3)*
Dexterity
+1
Constitution
+3 (+2)*
Intelligence
+2 (+1)*
Wisdom
+7 (+5)*
Charisma
+3
Armor Class
+1
Max HP
+7

* denotes bonuses achievable before FoR
  • Mage specialization provides additional +3 Int, +1 Wis
  • +2 Con is restricted to Lawful Good characters
  • +3 Str is based on TNO's lawfulness (meaning +0 for Neutral or Chaotic characters), you may want to play it safe and skip anarchists' questline
  • to get +3 bonus to wisdom from Ravel, you need to really flatter her
Required stats for (almost) all checks
  • Strength - 17 for Nordom, 21 for FoR, otherwise 16 (or spell)
  • Dexterity - 18, 13 for snapping necks at Mortuary
  • Constitution - 14 at the beginning equals to +10 non-retroactive HP, otherwise 21 at FoR
  • Intelligence - 21 at most, 18 for Zerthimon, 15 otherwise
  • Wisdom - 18 for Nordom, 17 for Adahn, 19 for Zerthimon, 18 for Vhailor and 21 & 24 at FoR, 16 at the beginning for Sigil
  • Charisma - 16, 17 for Xachariah, 18 for Pillar of Skulls, 21 for Vhailor, 24 for FoR, 25 for Nordom (use spell)
Equipment
Armor Class bonuses

  • Magus Shield - Base AC to 4
  • Ring of Thex - +4 AC (granted from the Wish Scroll)
  • Aegis of Torment - +3 Con, +3 AC (belonging of the Fiend from the Moridor's Box)
  • Amber Earring - +2 AC, +2 1st level spells
  • Celestial Fire - +2 AC (you have to kill Trias to obtain it)
  • Qui'Sai's training - +1 AC

These give you nice -10 base AC if you kill Trias for his weapon, or if you got your dexterity to 17 instead of 15 (plus the +1 dexterity bonus from Xachariach).

Tattoo bonuses

Before the trip across the planes

  • Tattoo of the Magi - +3 Int, double 1st and 2nd level spells
  • Tattoo of the Art - +1 Int, +1 1st and 2nd level spells
  • Tattoo of the Soul - +2 Wis
  • Tattoo of Greater Presence - +2 Cha
  • Tattoo of Presence - +1 Cha

After the trip across the planes

  • Tattoo of the Redeemer - +2 Wis, +1 Cha, +1 Luck
  • Tattoo of the Betrayer - +1 Str, +1 Int
  • Tattoo of Ravel's Kiss - +2 Str, +2 Con, -1 Int, -1 Wis

Tattoo of the Soul can be switched for Tattoo of the Redeemer, but you'll be skipping on the Celestial Fire
Final stats before entering Fortress of Regrets
All in all, this build gives you the following stats:

  • Strength - 21 (16 base, +3 from Vhailor, +2 from Tattoo of the Ravel's Kiss)
  • Dexterity - 16/18 (15/17 base, +1 from Xachariah)
  • Constitution - ?? (dump all of your remaining points here to up your regeneration)
  • Intelligence - 21 (15 base, +3 from Mage specialization, +1 from Ravel, +3 from Tattoo of the Magi, -1 from the Tattoo of the Ravel's Kiss)
  • Wisdom - 25 (18 base, +1 from O, +1 from Sarrossa, +1 from Mage specialization, +3 from Ravel, +2 from Tatto of the Soul / Redeemer, -1 from Tattoo of the Ravel's Kiss)
  • Charisma - 16/17 (13 base, +2 from Sebastian, +1 from Vivian, optional +1 from Tattoo of the Redeemer)

Note:
25 wisdom is overkill since the highest wisdom check in the game is 24 (and we're not counting in the bonuses gained in the Fortress!), so you can either use the Gordian Knot for nice +2 charisma, -1 wisdom, and / or use the Fiendish Eye of Kalem'Darr for +2 charisma, -1 wisdom, and some negligible resistances. Of course, charisma is not as good as wisdom, but hey, who wouldn't fall in love with such a pretty face as TNO's?
Final words
So how do you play something like this? First I usually put couple of points to charisma to not lose on the early game bonuses, since I'm not able to buy those pricy charisma tattoos yet (this is not mandatory, and is not part of the above recommendations, but it helps with the immersion, and not having to skip certain quests to get the best rewards), then I start increasing my strength, since I have Morte to do the tanking and therefore do not need the AC from dexterity, and then I finally start raising my dexterity. After that, I am essentially finished with my character and start dumping the rest of the points into constitution.
You can also switch around your initial stats, starting with, for example, 15 strength, thus later just adding 1 point to it and then focus on charisma, or setting your dexterity to 15 right at the beggining so you can forget about it for the rest of the game (if you plan on using the Celestial Fire). Starting with 15 charisma is also nice, since then you either put in just one more point (or buy a cheap tattoo) and can reap all the early game charisma rewards without having to use a precious spell slot for the Friends spell.
3 Comments
bm90IG1l  [author] 9 May @ 11:31am 
To get +3 to STR from Vhailor, you need to be as lawful as possible. If you plan on using Celestial Fury, you need to be lawful good.
Gonzo 9 Apr @ 12:37am 
What alignment and faction should this build be going for?
Dhafeuwst 1 Jun, 2023 @ 12:51am 
*MINOR SPOILERS*

Here is the actual guide :
Step 1 : start with 18 strength (not 18/XX) and 18 WIS
Step 2 : reach lvl 13 as warrior. This can barely be done before leaving to Ravel's maze if you play solo
Step 3 : get five stars on daggers specialization
Step 4 : become a mage and only use spells to boost yourself because your dagger does more damage anyway. Cloudkill on carcerii guards is the only exception
Step 5 : finish the game with mage level in the 40s, 25 in all stats, over 400 HP, -24 AC and outregen the final boss' damage