Brecilian Forest | The Camp | Circle Tower | Denerim | The Final Battle | Haven | Landsmeet | Lothering | Orzammar | Ostagar | Redcliffe | Ruined Temple Areas available as Downloadable Content: Honnleath | Return to Ostagar | Warden's Keep |
Alistair | Leliana | Loghain | The Mabari War Hound | Morrigan | Oghren | Sten | Wynne | Zevran Available as Downloadable Content: Shale Sample Characters created for this walkthrough Aldarion | Zarathos |
Alistair - a sample development guide
Strength: 20
Dexterity: 17
Willpower: 15
Magic: 12
Cunning: 11
Constitution: 13
Where he first joins: Alistair will first join you in Ostagar, shortly after completing your Origins story.
Starting Equipment: Splintmail Armor (Grey Iron), Splintmail Gloves (Grey Iron), Splintmail Boots (Grey Iron), a Warden's Longsword (Grey Iron), a Templar Shield (Ash), and a Runic Worry Token.
Fifth Level: Threaten
This is a key ability that allows Alistair to increase the hostility towards himself, taking attention away from his party mates so that they can do their thing. This is an important concept, the idea of a tank who can survive even mass assaults that would put others down for the count. The key to this is to maximize as much as I can both Alistair's armor and defense, and health.
Sixth Level: Overpower
This gives Alistair another handy option in close quarters combat. I script him to use this whenever he's attacked in melee combat.
Seventh Level: Shield Defense
Besides leading to Shield Expertise, this also becomes a useful ability in its own right. I plan on Alistair responding to getting crowded with either Holy Smite or War Cry, but these have their cooldown periods. In the meantime, if Alistair is still surrounded, I script him to fall into this defensive stance afterwards.
Eighth Level: Bravery
A useful passive trait that will boost Alistair's defensive resistences, as well as increasing his chances of landing critical hits during mass combats.
Ninth Level: Cleanse Area
This is one of the useful abilities that comes with having a Templar. If an enemy mage has cast protections on himself, or has rendered one of the Templar's comrades immobile through a spell, this is just the thing to use to get rid of either.
Tenth Level: Shield Tactics
Another useful passive ability that renders Alistair immune to getting flanked.
Eleventh Level: Shield Balance
A passive ability that eliminates the attack penalty involved with Shield Defense.
Twelvth Level: Mental Fortress
A passive ability that provides a welcome boost to mental resistance, and is also another step towards Holy Smite.
Thirteenth Level: Shield Mastery
A highly welcome passive ability that bolsters several Shield talents all at once.
Fourteenth Level: Shield Wall
Getting knocked down can be a real pain in the behind because it means more damage as a sure follow-up, and a not insignificant delay to your being able to fight back. This talent is obtained with a view towards conferring Alistair with immunity to knockdown attacks. This augments his role of being a tank that can soak up the oncoming attacks in order to let his comrades do their thing. In the meantime, this provides a bonus to defense while active.
Fifteenth Level: Holy Smite
Sort of an offensive spell for Templars that both scores minor damage, stuns, and can knock its targets off their feet. A very useful ability that can help your party either quickly get the jump on a mage, or take the initiative against an incoming cluster of enemies.
Sixteenth Level: Shield Expertise
Now Alistair enjoys immunity to getting knocked down while Shield Wall is active.
Seventeenth Level: War Cry
The first in the Champion lines of talents. I script Alistair to use this whenever he gets surrounded by 4 or more enemies.
Eighteenth Level: Rally
A welcome sustained ability that always gives your party bonuses to attack and defense.
Nineteenth Level: Motivate
Another passive ability, this one enhances Rally so that it also provides an attack bonus in addition to the defense bonus.
Twentieth Level: Superiority
Another passive ability that improves War Cry so that it knocks back enemies who are surrounding Alistair.
Twenty-first Level: Death Blow
I could put this off since Alistair gets equipment that enhances stamina regeneration. Still, why not?