There are a number of companions you may eventually gain, though you are limited to a total of six members in your party. Unique items and spells are full of history in their descriptions, and just getting some of these unique spells provides an opportunity to experience the skilled writing, and helps so much to make one of the characters a very real figure. The writing itself is some of the best I have seen, and make it an extremely compelling story unfolded through all the dialog and related writing. The best part of the story is learning it for yourself, but it's not spoiling anything to relate the matter of the Nameless One's immortality and healing speed, or similar. His mortality has been taken away, and while this gives him a phenomenal healing rate and some strange powers - as well as great potential for incredible power in more "traditional" areas such as warcraft, thievery, or wizardry - it is a curse in disguise as he loses his memories and will eventually lose his mind totally every time he takes wounds enough to kill anyone else of similar skill (read: level and hit points). The game just flows from there, into a tale of self-discovery and the most compelling objective I've seen in an RPG, so counter to what one does in most: the Nameless One wants to find a way to die. Waking up, with no memory of who he is, the Nameless One finds himself in the Mortuary of Sigil, surrounded by zombies and a very strange skull - which flies around about 5 and a half feet up, has eyes, and a wit sharper than a magic sword. Sigil can only be reached through magic portals, and these portals can be found in almost any bound space (like a doorway), and can be used as long as someone has the proper key (an item, a thought, a song they're singing at the time, a gesture, etc). Torment is mostly (mainly because this is where you'll be building up a lot of early levels and getting used to the game and quests) set in Sigil, a curious city built in the center of a ring, floating above an infinitely tall Spire at the center of all the multiverse (maybe). This is quite a backdrop to place the events surrounding a single human, but the game does it excellently. The Outer Planes are the infinities created and shaped by belief - heavens and hells of all kinds, related to the various "alignments" of good, evil, law, and chaos and all home to the gods of any pantheon you could name, as well. The Inner Planes are infinities of pure elemental power, of the four basic elements of alchemy, along with life and death energy, and how these all mix. And Planescape is a long walk away from the nearest Tolkien-ish elf or dwarf. Put simply, the "normal" world, real and standard D&D, is called the Prime Material Plane. Torment is set within the wonderfully unique Planescape setting for (A)D&D, one of the most original roleplaying settings to ever be created. This game is nothing short of a work of art, plane and Sigil.
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