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So in any D&D systemed game (such as KotOR and NWN), I play as a melee oriented character with above average Int for skill purposes. However, given that Torment is quite different than traditional D&D (getting attribute points at every level, only getting bonuses on even attribute numbers and seemingly no "skills") and the fact that Wisdom and Intelligence seem to dominate this game, I'm quite conflicted on how to begin. And excuse my noobness, I think I realized that earlier D&D versions didn't have skills and are otherwise much different than what I'm used to in KotOR and NWN. I originally made my stats as such. Since there are no "skills", I decided to change some of them in ().

Strength: 17 -> (18)
Dexterity: 13 -> (14)
Intelligence: 13 -> (10)
Wisdom: 9 -> (10)
Constitution: 14
Charisma: 9

From what I read, it's 9 Con or 14 Con to start, and high as shit Int and Wis, which completely counteracts a Warrior. However, it doesn't look like I can really experience this game with such a dim-witted and unwise character. I was expecting regular D&D action but with this dialogue-centric game, I don't know how to proceed. With attribute points flowing like candy, maybe it's OK to buff up the other stuff to acceptable dialogue levels than proceed like I choose? On the other hand, I highly doubt I'll replay this soon so maybe I should suck it down and just become a smart, wise, weak fighter to get a better experience? Thanks for any advice!
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KiLLLLeR150: So in any D&D systemed game (such as KotOR and NWN), I play as a melee oriented character with above average Int for skill purposes. However, given that Torment is quite different than traditional D&D (getting attribute points at every level, only getting bonuses on even attribute numbers and seemingly no "skills") and the fact that Wisdom and Intelligence seem to dominate this game, I'm quite conflicted on how to begin. And excuse my noobness, I think I realized that earlier D&D versions didn't have skills and are otherwise much different than what I'm used to in KotOR and NWN. I originally made my stats as such. Since there are no "skills", I decided to change some of them in ().

Strength: 17 -> (18)
Dexterity: 13 -> (14)
Intelligence: 13 -> (10)
Wisdom: 9 -> (10)
Constitution: 14
Charisma: 9

From what I read, it's 9 Con or 14 Con to start, and high as shit Int and Wis, which completely counteracts a Warrior. However, it doesn't look like I can really experience this game with such a dim-witted and unwise character. I was expecting regular D&D action but with this dialogue-centric game, I don't know how to proceed. With attribute points flowing like candy, maybe it's OK to buff up the other stuff to acceptable dialogue levels than proceed like I choose? On the other hand, I highly doubt I'll replay this soon so maybe I should suck it down and just become a smart, wise, weak fighter to get a better experience? Thanks for any advice!
You don't really need high int if you don't want to play a mage, high wisdom also gives almost all the good conversation options that int does on top of everything else it does (mostly gives you a huge xp boost). Having a decent charisma is optional as well, it can give some nice stuff, but it's not really needed.
And yes, the game is mostly dialogue-based, but around 20 wisdom is quite enough to get the most out of conversations (don't go higher since there are several opportunities to gain wisdom for free in-game).


For a warrior, since there is no armor in-game that your character can equip, you can forget about dex since getting from 10 AC to 6 is pretty useless. For hard fights, you basically need an AC of -5 or less for enemies to start missing, and only Dak'kon and Annah can get there.
To be effective in combat you just need 18 strength (don't go higher with attribute points, just use items to get over 18) and as high a con as you can get.

The stats I'd recommend if you want to play as a fighter, with first the starting stats and second the stats you should aim for with attribute points:

Strength: 18 (18) (you can get 6 points for free as a lawful fighter, plus items will work fine)
Dexterity: 9 (9)
Constitution: 12 (22) (you can get 3 points for free)
Intelligence: 9 (9)
Wisdom: 18 (20) (you can get about 5 points for free by the middle of the game, with a few more too late to matter)
Charisma: 9 (whatever points you have left are best put there)


The first thing you should do, btw, is to go buy a +1 or +2 strength tattoo to get 19+ strength, this will give you a huge boost.
Wisdom is really a plus, because of all the bonus you'll get from it (dialogue options, intel, bonus XP, etc). Int and Chr are nice too but much less important. I'd say this kind of build will give you more back story and understanding of everything - details mostly, but also very nice twist and surprises.

I like to have all the optional dialogues and informations when I play, and I usually have high Wisdom, Int and Char. And I play melee mostly - Magic is as boring as usual for a main character in D&D. So it is possible, I mean it's not like you'll get stuck by being underpowered, even with a wise & smart character - your companions are quite strong in the beggining anyway, and later on you'll have enough points to put in Str and Con, and be a powerhouse anyway. You might be slightly weaker in the beggining but you can still be a nice warrior.

The stats mystral recommanded are quite good.
And don't worry about missing stuff the first playthrough.
You can always play the game a second time for the tidbits you missed ;)
Wisdom is also a combat stat since with the luck bonus you resist spells better and do more damage and the bonus XP lets you level up faster. Intelligence on the other hand won't really help in the game and dexterity isn't needed if you have good constitution.
Post edited April 10, 2013 by kmonster
Thanks for the advice. I went with 17 for Strength and Wisdom, 14 for Constitution and 9 for the rest.