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Dragon Age: Origins Online Walkthrough by David Milward


INTRODUCTION  |  GETTING STARTED  |  NPCs  |  ORIGINS  |  RECIPES |  ITEMS   
Areas in the original game:  
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 
About the Walkthrough  |  About the Maps  |  About the Author  |  About Playing the Game  |  Where to Begin
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Joinable NPCs  
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  

Zevran - a sample development guide

The Elven Assassin

Zevran

Strength: 19
Dexterity: 31
Willpower: 19
Magic: 14
Cunning: 15
Constitution: 10

Starting Equipment: Leather Armor (Hardened), Leather Gloves (Hardened), Leather Boots (Hardened), a Longsword (Veridium), Crow Dagger (Steel), and Mixed Metal Rounds.

Spells and Talents when he joins: Mark of Death, Dirty Fighting, Below the Belt, Deadly Strike, Stealth, Stealthy Item Use, Combat Stealth, Dual-Wield Training, Dual-Weapon Sweep, Flurry, Momentum

*NOTE* This particular page is based on Zevran being a core party member in an evil party consisting of my Arcane Warrior/Blood Mage, Zarathos, Morrigan, and Sten. Otherwise, if Zevran were a backup character while I played a core group of good characters for example, I might give Zevran the Duelist specialization and its talents instead of selecting the trap disarming talents.

Eleventh Level: Deft Hands, Improved Tools, Mechanical Expertise
Trap disarming and lock opening talents can seem like such an annoying burden in some ways. Sure, getting it can help you get xp with each chest and score booty. But devoting Talents to this gets in the way of developing your rogue so that he can handle combat situations. This is especially the case with Zevran, because he comes to you at 10th level having squat in this line of talents. So my strategy of development was simply to take the short cut. I bought two Tomes of Physical Technique as soon as I recruited him, and then added the third once he reaches 11th level. This leaves only one more.

Twelvth Level: Combat Movement
The point behind this is to increase Zevran's ability to land backstabs. He'll backstab when he's 'sort of' behind his targets and doesn't necessarily have to be directly behind his targets.

Thirteenth Level: Device Mastery
This ensures that Zevran will be able to open any chest or lock that stands in the party's way.

Fourteenth Level: Lethality
Adds a 10% chance of critical damage. I raise Zevran's dexterity to 35 in order to be able to get Evasion, and to be able to use a higher-tier bow, but after that, I pump up Cunning in order to increase Zevran's damage output.

Fifteenth Level: Evasion
A nifty and passive defensive ability that makes Zevran significantly harder to kill or inflict any damage upon.

Sixteenth Level: Exploit Weakness
Another ability that allows Zevran to use his Cunning score to enhance his backstabs.

Seventeenth Level: Whirlwind
I script Zevran so that he uses this whenever he's surrounded by 3 or more enemies. Quite useful actually, considering that I have him dual-wielding weapons that are each enchanted with 3 runes.

Eighteenth Level: Lacerate
Zevran's strengths lies in backstabbing with two weapons, and this makes him even deadlier.

Nineteenth Level: Feast of the Fallen
As with your fighters, any ability that passively recoups stamina after a killing blow is a welcome addition.

Twentieth Level: Coup de Grace
To guarantee critical hits whenever the enemy is frozen. Note that I could put this off cause Sten was already scripted to do this anyway.



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