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Zealots are the support career of the Chaos Raven Host army, who also do ranged damage. Zealots are fanatical crazed worshippers of the Ruinous Powers - players follow Tzeentch - and use Dark Rituals and Harbingers to confer buffs and heals to his allies, while debuffing his enemies. He also has the capacity to used ranged magic to damage enemies. The Zealot is paired with the Dwarven Rune Priest.
"He is Tzeentch! The Changer of Ways! The Raven God! The Lord of Mutation! He is the master of all that changes, and the changer of all that remains! His will is Chaos, and all the creatures of Chaos are but fleeting thoughts in his vast mind!"
- – Drang The Preacher, Zealot
As the name implies, the Zealot is not a regular Chaos cultist, but is a fervent religious devotee, and wields the terrible powers of the Chaos god, Tzeentch. The Zealot in this case shows his fanatical devotion to the incarnation of Tzeentch as the Raven God. They wear heavy feathered robes and ornate vestments decorated with dark symbols, and are essentially unarmored. To focus their devotion Zealots carry many magic-imbued talismans with them such as skulls, feathers and small carved fetishes which they use to channel the power of Tzeentch. In combat they wield sacrificial daggers and other ceremonial instruments of pain. Their appearance can be wild and haggard, and they are single-minded to the extreme, placing their fanatical dedication to their god above all other things.
The task of a Zealot in combat is a complex one. They must distribute Marks amongst their allies before battle, and see that they are set or re-set according to their shifting needs. They must also think offensively, for they have the potential to build upon a group's abilities by weaving a web of magic to support and magnify the power of their allies, and simultaneously crush the strength of their enemies. As spellcasters, they must be cautious, but because of their interlinked abilities, they must not be too conservative. If they hold back too much, or try to focus on only one aspect of their powers, all their abilities will be less than they could be.
Strength 40 base, +1 even levels, +2 odd levels
Ballistic Skill 35 base, +1 every level
Intelligence 60 base, +3 even levels, +4 odd levels
Toughness 50 base, +2 even levels, +3 odd levels
Weapon Skill 45 base, +2 every level
Initiative 55 base, +3 every level
Willpower 65 base, +4 every level
Wounds 40 base, +9 every level
The Zealot deals in symbols. He can place the symbols of Chaos on friend and foe alike. Those glyphs placed on Chaos’s loyal followers are called Marks, and can grant entirely new abilities. Those placed on the Zealot’s enemy are called Harbingers, and cause lasting affliction. The Harbingers are well named however, for their full potential is not immediately realized. Using powerful ritual magic, a Zealot can rob the subject of his Harbinger of life and spirit... *
*( Removed: ...draining it away to empower the Marks he has placed upon his allies with extraordinary abilities.
To use a Mark and start spreading the taint of Chaos, the Zealot first places a Dark Ritual on an area, basically aligning a huge targeting reticule on a nearby patch of ground to select where his ritual influence will be felt. This takes some time, and designates the area for affecting with various effects with the summoning of Harbingers. When each Harbinger is summoned (a manifestation, not an attackable physical creature), it debuffs enemies and buffs allies within the confines of the ritual circle.
Marks and Harbingers no longer work this way at all. The Marks are cast directly on the Zelot's groupmates giving a boost to specific stats and also granting a single ability that can be used at the castee's discretion. The Harbinger can be placed on one enemy, reducing it's corporeal resistance by increasing amounts over time and making them the designated victim of some of the Zealot's abilities that specifically target the bearer of his Harbinger.)
Each mastery tree forces the zealot to be a hybrid between damage and heals. The differences are in duration and range.
Path of AlchemyEdit
The Path of Alchemy is the Zealot's mastery for direct spells, allowing the caster to focus more on large heals and damage against single targets. It increases the power of the larger spells in a Zealot's armoury, spells that have longer cast times but more powerful results as opposed to his over-time and AoE abilities. This is the path for those who wish to heal or attack on a more direct basis, concentrating larger effects on single targets.
Path of WitchcraftEdit
The Path of Witchcraft is the Zealot's over-time mastery, increasing the power and effects of heals and damaging spells that 'tick', or occur over a longer period of time, rather than occur immediately. Shorter cast times, if not instant, result in the Zealot being able to throw down a number of spells quickly before switching targets, allowing him to cause more chaos over a battlefield. This flexibility comes at a price, however; the effects of HoT's and DoT's are smaller and less potent than those of the direct spells. This is the career mastery for those who like quick casting and multiple targeting.
Path of Dark RitesEdit
The Path of Dark Rites is the Zealot's mastery for AoE effects. This mastery concentrates on increasing the effects of spells that affect multiple allies or enemies (or both) all at once. Due to the fact that these spells can affect a much larger array of targets (in some cases, all of your party and in some cases, every target within twenty feet of you), their effects are understandably less potent than either of the other two masteries. This path is for those who would prefer to be a support caster than a direct one, in that they cause smaller amounts of damage and healing but are able to affect a much, much larger number of targets than others.
- Main article: Zealot Abilities
- Main article: Zealot Influence Rewards
ToK Bestiary UnlocksEdit