Dragon age where to get zevran
As with all of the games in the series, Origins provided the player with a host of companions that could join them in their adventure and two notable characters of the first game are Alistair and Zevran.
These two guys have vastly different personalities and outlooks on life, but which one of them is the best boy? Spoilers ahead! Though our Templar-turned Grey Warden, Alistair, can be a little prudish and whiny at points, he is undoubtedly the main source of humor in Dragon Age: Origins.
As he says so himself, "That's what I'm here for. To deliver unpleasant news and witty one-liners". A lot of the comedic moments come from Alistair unwillingly, with players getting to laugh at his awkward, bumbling conversations that leave the poor guy open to mockery.
Without a doubt, he's worth having in your party purely for the banter between him and other companions, as well as his funny dialogue moments.
Zevran is the most flirtatious companion going when it comes to Dragon Age: Origins , and arguably the entire series. His charm and endless innuendo not only make him an entertaining companion to keep but also gives the player easy access to romance accolades.
As Zevran is so willing to jump into bed, the player can romance him shortly after he joins the party whether their Warden character is male or female. If the player chooses to romance another companion down the line, Zevraan will approach the Warden and offer to step aside so they can pursue their new relationship. If heroism doesn't make Alistair the best boy, then what will? Dragon Age 's romances rely heavily on the player's approval level with their companions.
Recruiting the assassin doesn't exactly please fellow Warden, Alistair , but accepting Zevran's offer of service without constantly asking how long before his inevitable betrayal is the first step toward earning his trust.
Zev is generally laid back, and earning his approval beyond that is relatively easy if the player knows how to respond to his tales of prior sexual conquests and assassinations long past. Zevran has had a hard life. From being raised in a brothel after his mother's death to being sold to the Antivan Crows while he was very young, Zev had no choice in his experiences.
Being sympathetic and understanding is key to warming him over, and when he begins talking about how many partners he's been with, being nonjudgmental and accepting of his history is an important step toward Zevran openly trusting the player. Players can also raise his approval through gifts and conversational flirtations. Zevran's gifts of choice tend come in the form of gold and silver, unique Antivan leather and gloves like the ones he remembers his mother having when he was very small.
Additional approval can be gained using the items sold in the Feastday Gifts and Pranks extension, with Antivan Brandy raising his approval to the maximum without any effort at all. Indeed, it appeared that during later missions, Taliesen was covering for Zevran in order to keep up the appearance that Zevran was still a loyal member of the Crows.
His later bid for a contract to kill the two remaining Grey Wardens in Ferelden was interpreted by some in the Crows as an attempt to attain the rank of master, but was in actuality a suicide attempt. The Warden's party will eventually be lured into an ambush by the Crows during the plot-based encounter The Long Road. The ambush begins with a lone, desperate woman approaching the party and begging their aid after an apparent attack on her wagon. When you follow her, Zevran and numerous other assassins appear and the party must then fend off both the Crows and the woman they met on the road, who proves to be a mage.
If Zevran is defeated in the battle, the Warden is presented with an option to either kill him immediately or allow him to speak in his defense. Should he be kept alive for interrogation, Zevran will ask to join the group, offering to protect and serve the Warden in exchange for his life. Confident and eager to put his abilities to good use under the Warden's employ, Zevran is easygoing by nature.
Though many of the party members have their doubts about whether or not he is trustworthy, he takes their suspicions in stride and deflects their accusations with wit. He has no reservations about what he does for a living, nor does he try to dress up his role as a Crow. He acknowledges freely that he is a killer and that he cannot picture himself doing anything else.
Even so, he does possess a somewhat slanted sense of morality that guides his actions. Zevran is among the least judgmental of the Origins companions.
The Warden's decisions, for good or ill, rarely affect his disposition by more than a few points if at all , though there are some exceptions. Zevran will object should the Warden opt to destroy the Anvil of the Void , arguing for the anvil's value to their war effort.
He will also protest the decision to slay the mages in the Tower in Broken Circle , questioning why his life was spared while those of the mages are so easily disregarded. If he is in the party when the Warden proposes slaughtering the Dalish, Zevran will plead with them to spare the lives of the elves, although the Warden can overrule him and persuade him to go along with no drop in approval.
If asked about the Dalish elves after the Warden has completed Nature of the Beast by siding with the werewolves , he will snap that it is a ghoulish thing to bring up after everything that has transpired - even if he has not joined the party until after said events.
Zevran will, however, concede that the werewolves deserved their revenge, and the Dalish fell because they were weak. If Zevran's approval is 27 or more, he will teach the assassin specialization.
If you have Zevran in your party when entering the Fade during Broken Circle , you will later find him being pulled on the rack during his own nightmare. He seems to be reliving a past experience of being tortured by two fellow elves in order to prove that he can endure pain, apparently a necessary step to join the Crows. While in the Fade, Zevran is oblivious to the fact that he is already an Antivan Crow, and has to be reminded of this by the Warden.
Once convinced, Zevran will disappear, re-appearing before the final battle against Sloth. Despite his Dalish lineage and the fact he briefly lived with a roaming clan, Zevran thinks of himself primarily as an Antivan.
He claims to feel no collective kinship to other elves, those in alienages least of all; Zevran believes that too many of his kind have accepted being considered inferior as a fact of life, and thinks they have to fight to earn a higher level of respect. Regardless of what he says, Zevran will approve the Warden's actions if they benefit elves in general. For example, he will approve of freeing Soris from Howe's prisons during the Landsmeet and disapprove if the Warden frees Vaughan , but only if the Warden brings up the topic of the elven uprising in Denerim around -5 approval.
In time, if the Warden has garnered a sufficient approval rating with Zevran, he will reveal the specifics of some of his missions as a Crow.
The last job he performed in Antiva was to be carried out with the assistance of his fellow assassins, Taliesen and Rinna. Zevran explains that he had become genuinely smitten with Rinna in a way that directly conflicted with his assassin training. But as the trio planned their attack, Taliesen learned that Rinna had accepted a bribe from their mark and was planning to betray them. Zevran watched Taliesen kill her, callously mocking her pleas of innocence and dying declarations of love for him, and the two men carried out the mission on their own.
Only after their target was dead did they discover the real source of their victim's information, which in turn proved Rinna had been telling the truth. Heartbroken and disgusted by his actions, Zevran returned to the Crows and made a bid for what many believed was a suicide mission: kill any remaining Grey Wardens in Ferelden.
He took the job hoping to die at the hands of legendary heroes, only to have his would-be killers show him the mercy he had not given Rinna. This is brought up by the Guardian , who will ask Zevran if he feels remorse for her murder. The truth of this final mission is that Rinna, a bastard daughter of Prince Estefan, was working with the Rosso Noche Red Night , an organization with the goal of presenting Rinna as a legitimate heir to King Natale of Antiva. When a member of House Valisti, Claudio Valisti , discovered this, he bribed Eoman Arainai to have Rinna killed to allow a member of the Valisti family a better chance of royal succession.
Zevran and Taliesen were informed that killing Rinna was a test of their loyalty but the act left Zevran feeling wracked with guilt and self-loathing. After the Landsmeet quest has started, and while traveling through Denerim , Taliesen approaches the party and offers to take Zevran back to Antiva. If his approval rating is not high enough, Zevran regardless of whether or not he's in the active party will betray the team for the Crows and permanently die in the following confrontation.
If this happens, his codex entry will be updated with details regarding his death. If this happens, the Warden will have the opportunity to question Zevran about his relationship with Taliesen later. Zevran expresses regret over killing Taliesen as, despite everything, Zevran had feelings for his fellow Crow.
If he is in a romance with the Warden and the approval rating is high enough, he will fight alongside them against his fellow assassins. Afterward, Zevran states that the Crows will have assumed he rejoined Taliesin and subsequently died with him.
This gives Zevran an opportunity to disappear before they learn otherwise, and his disposition will determine if he then asks for his freedom or to remain with the group and continue to fight the Blight. For instance, my respec 2H runs over most things in his way, but in Burning Man mode, he is soooo slowww because of auto-swings; forced to think tactically for each build design. By sylvanaerie - Sat Oct 09, pm. Edit: It won't trigger it if you go to the mage's tower first as you're leaving Redcliff before the quest is completed.
But if you sacrifice Isolde or Connor, you've finished the quest. But if you sacrifice Isolde or Connor, you finished the quest. But all that dungeon crawling around and zombie fighting and the preparation crap isn't as short as the Urn quest. The Urn quest is faster and can be knocked out of the way and you aren't required to kill Isolde or Connor to do so. You don't have to do that either, though. Just do the quest, when you get to the castle, choose to sacrifice Isolde or Connor instead of going to the mage tower.