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Realm of Strife
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Abomination of Creation
History & Background Info
Colleges of Magic (Gant)
Colleges of Wizardry (Gant)
Druidic Conclaves (Gant)
Systems of Faith (Gant)
Systems of Faith (Norlanin)
The Continent of Gant
The Continent of Norlanin
Stories of Stoneguard
Tales from Gant
The Broken Horn Tribe
The Exploits of Heroes Guild
Place of Interest
Broken Shield Pass
Burnt Ember Monument
Monument of the Crusader
Shards of Creation
The Forgotten Arches
The Obelisk of Surveying
The Ruined Tower of Azmindar
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Class Passives & Secondary Skill
The Zealot is an uncompromising fighter whose fury at those who do not share his Faith knows no bounds. They may seem like a simpleminded brute, once given a target they will not rest until that target is either converted or dead. While the Priest is the core of any Faith and the Paladins their defenders, the Zealot would be their militant attack force. Zealots do not typically exist in great numbers, but the devastation a single one can wreak upon their foes is considerable. Without laws, regulations, or any restriction beyond their beliefs, there is little one can do to reason with a Zealot, and even less to persuade them from their goals. One of a few limited options is to simply get out of their way.
As those who would lay waste to (as they see it) entire heretic cities or even countries, they are never to be taken lightly. They can be powerful allies, however can sometimes be a liability. With no law higher than their Faith, they can turn on anyone they see as a threat and will do everything in their power to wipe them out. To this end they are sometimes seen as more of a burden then an asset, but in combat there are few who can match their relentless attacks. A Zealot's ability to keep themselves and their allies fighting is enhanced by the unwavering resolve of their Faith.
Typical Roles: Healer, Support/utility, M
elee Damage, Ranged Damage
Damage Types: Physical, Faith (Holy, Demonic, Psionic, Primal)
varies by race
76 to 140
you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don't like the results
Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: Leather, Mail
Natural Weapon Proficiency: Knives, Bludgeons and Axes
Trainable Weapon Proficiency: Axes (2-handed), Hand Weapons, Whips and Crossbows
pages for details. When using a weapon that your class is not proficient with, see
Class Passives & Secondary Skill
Class Secondary skill:
Zealots use the following chart for leveling up:
Re-calculate Fury Max each level
New fury abilities require training unless they are upgrades (i.e. Berserker Strike -> Improved Berserker Strike), see
Learning New Fury Abilities
Max Faith Powers Known does not include Tier 0 powers (i.e. Prayers/Rituals/Systems/Mantras)
Leveling up only
the capacity for known Faith Powers, to actually learn new powers see
Learning New Faith Powers
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see
). Zealots may choose to specialize their skills in one weapon use, one combat style and/or one faith discipline, but
can not have more than two specializations in total
skill (choose from: Knives, Bludgeons, Axes, Hand Weapons, Whips, Crossbows)
skill (choose from: Freehand, Great Weapon, Paired Weapon, Freestyle, Mounted)
skill (choose from any Discipline associated with your Faith Path)
Every class has a system by which they gain titles specific to their class. For the zealot this system is called
and while it is a fairly generic system it is the only way to gain access to the rewards and benefits associated with titles. The rewards and benefits associated with Zealot titles vary from granting eligibility to train in new weapon and armor proficiencies, stat increases, unlocking new Tiers of Faith Powers, bonuses to your difficulty rolls and even increased Fury maximums.
The standard Renown title system for Zealots is as follows:
When gaining weapon and/or armor proficiencies from titles a character must still receive training before equipping those weapons and/or armor. A proficiency unlocked from a title-up simply opens up the ability to receive the training.
Unlike most Renown based classes, Zealots are capable of acquiring an
, specifically if they choose to follow a faith path of their own making. These Zealots are called
The Zealot Class Synergy (
) encourages a play style that alternates between offensive fury based melee attacks and supportive faith powers. This means that Zealots perform well in the front ranks, and tend towards offensive or support/healing faith powers. However, builds vary considerably depending on the source faith type that they employ.
Holy Zealots often see themselves as hunters of demonic or undead creatures, as such it is common to see them specialize in Exorcism powers, representing a pure offensive and largely solitary build as together Fury and Exorcism provide very few options to assist allies. For a zealot more inclined to combat undead forces, Healing powers provide considerable options. Specializing in Healing allows the Zealot to act as a powerful healer, key to any group make up, while not being restricted to a healing-only role. At the same time they can use those same healing powers to offensively target the undead with high critical hit chance powers (an unparalleled +15%). Blessing specializations provide a more generic opportunity to fight on the front lines while still assisting your allies with wide spread buffs.
Demonic powers not particularly adept at assisting allies, though they do have some limited capabilities. As such most Demonic Zealots will focus on melee combat,using the bonus +1 to their Difficulty role from
to unleash powerful de-buffs, such as those found in the Curse and Disease trees, against their enemies. A key ability that most Demonic Zealots build around is Demonic Frenzy, which instantly maxes out their highest ranking Frenzy (Fury) ability. This is an extremely powerful combination, potentially boosting the bonus damage from Frenzy by 67%. With other powers found in the Corruption tree, such as Touch of Corruption and Sinful Strike, which add demonic damage to melee attacks, specializing in this tree is a great option for Demonic Zealots that want to deal huge amounts of damage.
Psionic Zealots are less common than other types, from a lore standpoint this is because Psionic faiths or religious are largely based on a reverence of the mind and tend more towards a personal or collective philosophy. This seems to breed less extreme of zealous behavior, a key component of the Zealot class. It is also reflected to some extend in ability trees that interface less directly with the Zealot Class Synergy. However that is not to say that Psionic Zealot builds cannot be potent on the battlefield. An Omen specialized Zealot would play very similar to a Curse or Disease specialized Demonic Zealot. Likewise Psimaturgy presents plenty of opportunities to gain additional fury by healing and supporting your allies.
Primal Zealot builds are arguably some of the best suited to make use of the Zealots unique play style. Almost every form found in the Shapeshifting tree benefits melee combat in some way, and when a Zealot takes on Ursine Form they can use Challenging Roar to generate massive amounts of fury. Aspect specialized Zealots can likewise buff their own combat potential while also assisting their allies, maximizing their fury gain by activating their synergy and while never missing a round of melee combat. Aspect of the Wolf is particularly useful as it awards additional Fury for killing blows. Hemomancy can also be an attractive option as it provides a good mix of offensive powers and support powers, most of which can be used effectively in melee combat.
In general terms, as with any Fury class your choice of weapons and secondary skills should focus on improving your fury generation. This can be accomplished by ensuring that you hit often (either with high plus to hit or multiple attacks) or high critical hit chance. Of course, with axes being the preferred weapon of many Zealots why not do both, and dual wield a pair of axes. When it comes time to consider weapon and armor craftings and enchants you could further focus on fury generation or include some options to increase the potency or effectiveness of your Faith powers.
While typically Zealots are a lawless and disorganized lot, in the Kingdom of Tolgatha found in the Northern reaches of Norlanin, they are an integral part of the powerful Religious Caste. They act as a sort of secret police force, tasked with safe guarding the Tolgathan way of life and quietly putting down anyone with divergent beliefs. Tolgathan Zealots are however strictly governed by the Tolgathan Order of Justice and Inquiry, also known as TOJI. Lead by the ruthless Grand Inquisitor Maldrenus, TOJI reports directly to the Theocratic Assembly. However some say that Maldrenus believes himself to be second only to the Patriarch-King himself. The mere mention of TOJI can inspire mistrust and fear for it is common for those that draw the attention of this organization to simply disappear. However what many don't realize is that TOJI is also largely responsible for keeping demonic threats and even full scale invasions in check throughout their vast kingdom.
Elsewhere in Norlanin and throughout Gant as well, Zealots remain largely disorganized and self sufficient. Many religious orders will retain small groups of Zealots or employ them on a contractual basis as they do have their uses.
Systems of Faith (Gant)
Systems if Faith (Norlanin)
Arolthus the Halforc
Holy Zealot, former Royal Executioner of King Dannorath of Vesticar and Commander of the Vesticar Remnant at the Battle of Farthing Field. Perished in battle against the Shade of Deathlord Archibald at the foot of the Undead Fortress of Necrodark.
Arolthus too was celebrated, by the citizens of Gant as well as his own people, the refugees and few ragged survivors of the war known as the Vesticar remnant. A mausoleum was built on a small hill overlooking the Cathedral of the One God. There Arolthus was entombed with the highest honors, regaled not in fanciful funeral garb but in his scarred and battle-worn armor with his fearsome reaper claws laid across his broad chest. Some said it seemed as though he was merely resting, his grim visage looking oddly at peace yet his body ready to spring into battle in the afterlife at a moment's notice. Long after the ceremony had ended, it was said that a centaur could be seen sitting in silent vigil beneath the shadow of his friends tomb, an empty flask of strong spirits in his unmoving hand. Carved overhead in the stone of the mausoleum it read, "HERE LIES THE BEST OF US, BORN INTO SHAME, YET DYING IN GLORY"
-Excerpt from the War of the Twin Terrors, Epilogue.
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