I just replayed the game so it's still fresh, anyway >
Starting stats Wis18, Con18, Int 12
By doing everything in the mortuary you level up to level 4, pick +1 Int.
Dismantle the 4 guarding skeletons in the main hall on the first floor, (important, you get the shield spell from this, -7AC for TNO, best buff in the game).
After exiting the mortuary, go to the Smoldering Corpse Bar, get Wis +1 by talking to O, get Dakkon, have Dakkon learn the shield spell.
Go to Alley of Dangerous Angles, join the temple of Aoskar, get mazed by Lady of Pain, get the hammer from the maze.
Do quests for Mebbeth, become mage, sell useless stuff including the hammer (you'll get 4k+ gold from this overall).
Buy friends spell, learn friends spell, go to Fells tattoo Parlor, cast friends for Char 25, buy these tattoos> 2x Int+1, 1x Wis+2, 1x Con+2, 1x Con+1
The idea is, that you'll be running Wis+2 the whole time, and you fill up the other two slots with Int tattoos during peace times and Con tattoos during war times
All of this if you know what your doing will take you about 30 minutes. You'll have 16 Int on level 6, which is enough for 95% of Sigil, high Wis, high Charisma with Friends.
You need 18 Int for Dakkon's circle of Zerthimon and 17 Int for Xachariah, 18 for games with Dolora in the brothel, so you have to use cranium rat charms there.
You need 16 Char for Stale Mary's Silent King route and 17 Char for Ravel so you have to use friends spell there.
After you join the dustmen, you want to buy the Greater embalming scrolls, and learn them, Dakkon definitely, maybe even Ignus.
Point Allocation on level ups> 5(+1 Con), 6(+1 Int), 7(+1Con), 8,9,10,11,12,13 (+6 Str)
At level 12, before Ravel (you have to grind a little bit, but you want to have 12 before Ravel for tattoos) you should have 25 Con (18 start, +2 from level ups, +2 Tears of Salieri Deu, +1 for fighter double specialization. +2 for Con tattoo)
16 Str unbuffed (9 start, +2 from fighter specialization, +5 from level ups) and 23 Str buffed (you use Dakkon's Power of One to buff to 20 Str, and +3 from tattoo of supreme warrior - technically, you can +1 more from the Dread bond, but you probably want to keep that slot vacant for the intestines you get from Ravel)
AC (10 start, -7 shield, -2 cursed ring, -2 Displacement ring, -2 Stinger Earing, -2 punch daggers, -2 greater embalming spell, -3 supreme warrrior tat, potentially -2 from greater warding tat) - total AC -10 (or -12 with greater warding)
Overall a monster on level 12 with 3 attacks per round, 3 and 1/2 on level 13, can do 95% dialog options and 100% important dialog options (the ones that you do not do are the useless flavor things such as twisting necks of dusties, or getting better charisma rewards from berks).
Later on, increase Strength to 18, bump over to 19 with Vhailor's upgrade, equip the intestines from Ravel, the ring from Moridor's box Monster etc...
One final note, you can have Str 19 quite early on, for example with Str 12, cast Power of One to get Str 18, and then equip the Dread Bond to bump over to 19. Also when you get to Str 16 and you want to get to 20 with Power of One, it's more effective to do that as a thief or mage, than a fighter. The rationale for that is - Power of One disregards the partial points between 18 and 19 (if you're thief of mage). Fighter with 16 Str needs to roll 9 on Power of one to get to 20 Str, Mage with 16 Str needs to roll just 4 to get to 20 Str (mage needs 3 or 4 on 1d4, fighter needs 8 on 1d8).
Post edited June 11, 2018 by Jigby