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Different opinions on Dak'kon

Discussion in 'Planescape: Torment (Classic)' started by vitamin, Aug 20, 2012.

  1. vitamin Gems: 2/31
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    I found these two comments regarding Dak'kon when reading some older thread here on SP forum. Here they are:


    I must say that these are rather contrary opinions. And since I didn't manage to upgrade Dak'kon on my first playthrough, I'm not right person to make any comments about those two quotation above (on a side note - all I know is that without upgrading him, Dak'kon sucks big time). But I'd like to know how you guys would refer to them? And what's your view on Dak'kon as a fighter and mage? Do you find him very useful in combat?
     
  2. Corylea Gems: 1/31
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    Since combat isn't really the point of this game, I don't really grade my companions as to how useful they are in combat. Dak'kon is one of the more interesting companions, and I enjoy the whole Circle of Zerthimon thing. Finding out WHY he was following me was chilling, so having him provides an important insight into the personality of one of your prior incarnations.

    He's the easiest companion to get at the very beginning of the game, when TNO is weakest and when you don't have a full party. Adding another body to the party -- another person to spread out the damage and another blade to do some damage -- is very useful in the early part of the game. I wouldn't want to explore the Hive without him. ;)
     
  3. damedog Gems: 15/31
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    [​IMG] That person probably wasn't using Dak'kon right. He can have the lowest ac i've ever found in the game unless you give TNO high dex, and with a few buffing spells can really bring the pain. The spells he starts out with aren't that good so you need to give him some scrolls, but it ends up being worth it. Blur, balance in all things, black barbed shield, cloak of warding, shroud of shadows, eva's duplication and zerthimon's focus will give him some durability and fighting ability, and if you have the right party and a mage TNO you can have most of your party cast spells and kill all enemies before they even get to you. Morte with his summon skulls, Dak'kon, TNO, and ignus with fire and ice or elysium's tears, and Fall from grace with call lighting. That combo can kill just about anything or any group in a single round. Melee combat is best avoided in PS:T due to lack of ac on all members, so an extra spellcaster is always useful.

    And, since the game is primarily story-based, Dak'kon brings a lot to that as well. I personally find The Unbroken Circle of Zerthimon to be one of the most interesting things in the entire game.
     
    Last edited: Aug 20, 2012
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  4. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    None of the companions are adequate to the typical powergamer. Meh.
     
  5. Darion

    Darion Resident Dissident Veteran BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    I have to agree!
    Given the nature of the game ( NOT IWD ) none of the character are really power-gamey in nature.
     
  6. Montresor

    Montresor Mostly Harmless Staff Member ★ SPS Account Holder

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    Dak'kon is actually a decent fighter and an OK support mage. But even if you don't want him for these abilities, he is one of the best NPCs story-wise. Remember, this game is much more about story than about combat.

    A couple of tips on how to use Dak'kon:

    - Switch between Fighter and Mage: Once you have the initial training from a trainer, Dak'kon can swich your class to either Fighter or Mage.

    - The Githzerai language: Get Dak'kon to teach you Githzerai. Then speak to one of the "Githzerai Dwellers" in the Hive. A short exchange follows between the Gith and Dak'kon. Afterwards, ask Dak'kon about what was said, and especially the meaning of "T'cha's choice". You will learn some interesting facts about your story with Dak'kon in an earlier life.

    - The Unbroken Circle of Zerthimon: Get Mage training from Old Mebbeth. Then ask Dak'kon to teach you about the Unbroken Circle of Zerthimon. "Use" the unbroken circle from his inventory to read the history of the Githzerai, then discuss the meaning with him. From the sixth circle, you start teaching him. When you complete the eighth circle, Dak'kon comes to a better understanding of himself and gains a significant powerup.

    - Xachariah: Learn Dabus language, and find your own arm in one of the side rooms in the Weeping Stone Catacombs. Also learn how to speak to zombies from Stale Mary. Bring the arm to Fell's Tattoo Parlor and ask Dak'kon to translate for you. You will of course understand what is said, and that Dak'kon "forgets" to translate part of what Fell says. Hmmmm... Confront him to learn of an earlier life, and who you travelled with then. Then go back to the Mortuary and seek out Zombie #331 on the first floor (in the upper right corner of that area). Speak to the zombie to learn that he is one of your former comrades.

    - End game fight (endgame spoilers):

    If you choose to fight The Transcendent One and you raise Dak'kon, he gains a huge powerup if he has made the pronouncement of "Two Deaths as One" (i.e., if you've taught him the eighth circle of Zerthimon).
     
    Last edited: Aug 21, 2012
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  7. vitamin Gems: 2/31
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    Story-wise Dak'kon is for sure very interesting NPC (even though not as entertaining as Morte), because of his past ties to TNO. So I'd never had a dilemma whether dump him or not. But I must say that I was disappointed with his combat capabilities. I mean, he could make a significant damage with his sword, but on the other hand, he was *very* vurnelable to any kind of attacks. And because of that, I had very little use of him when fighting in Carceri or Curst Prison (not to mention UnderSigil).

    Now, having that sort of experience with him, I was just curious how it is possible that some people can have different opinion. And so far, I learnt one thing - those buffing spells (BTW, thank you damedog for that) seem to be the way to go. I'm just wondering if they're good enough to make him much more durable (kind of Morte is without any spells)?
     
  8. damedog Gems: 15/31
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    In terms of pure tanking, Morte is the way to go. He has really good resistances and since it is pretty hard to have a good ac, his bonuses are more valuable. Dak'kon is primarily a support character, tanking when he needs to with the right spells and backing it up with a few damage spells when the time calls for it. He can also be a very valuable warrior if you fill his spell books with the combat buffing spells I told you before. With the right tattoos, upgraded stats and sword, and a few combat buffs he can be a monster. Crazy melee damage combined with really low ac, improved chance of criticals, and all enemies get damaged whenever he gets hit. Scary. He won't last as long as Morte up front but he will do a lot more damage while he's there.
     
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