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Zealot abilities

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The Zealot has a total of 24 career Tactics, 36 Actions and 12 Morale abilities.

Starting Abilities Edit

These are the abilities that a zealot starts with at level 1.

Icon Ability Name Ability Type Path Description
Flee Flee Action Buff Core Ability You run away from the battle in a mad panic, increasing your run speed by 30 for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.
Scourge Scourge Action Damaging Path of Alchemy Power lashes out and inflicts X Corporeal damage.
Flash of Chaos Flash of Chaos Action Healing Path of Alchemy A burst of chaos that restores X health to an ally.


Abilities gained from trainers Edit

These abilities can be bought from a Career Trainer at the required rank or above.

Icon Ability Name Ability Required Rank Type Path Description
Warp Reality Warp Reality Action 2 Hex Path of Witchcraft Inflicts X Corporeal damage over 15 seconds.
Tzeentchs Cordial Tzeentch's Cordial Action 3 Blessing Core Ability Heals your target for X over 15 seconds.
Mark of Daemonic Fury Mark of Daemonic Fury Action 4 Blessing Path of Alchemy Increases a groupmember's Strength, Ballistic Skill, and Intelligence by X. The bearer of this Mark may also activate it like an ability to inflict Y Corporeal damage. A player may only bear a single Mark at a time, and all of your Marks will fade if you die.
Tzeentchs Cry Tzeentch's Cry Action 5 Damaging Path of Alchemy A quick bolt of power that deals X Corporeal damage.
Veil Of Chaos Veil Of Chaos Action 6 Blessing Path of Witchcraft For the next 10 seconds, your target will absorb up to X damage. When the effect fades they will regain Y health.
Chaotic Blur Chaotic Blur Action 7 Debuff Core Ability Detaunts target's attack power by 50% for 15 seconds. If you attack anyone that you have Detaunted, the effect will immediately end.
RiteofAgony Rite of Agony Action 7 Damaging Path of Dark Rites Pains washes over enemies within 30 feet of you, inflicting X Corporeal damage.
Divine favor Divine Favor Morale (1) 8 Buff Core Ability A strong heal that will restore X health to your target.
Elixir of Dark Blessings Elixir Of Dark Blessings Action 8 Healing Path of Alchemy Heals your target for X health. This is a fragile spell, and will always be set back by a large amount if you are damaged while casting it.
Harbinger of Doom Harbinger of Doom Action 9 Hex Core Ability Calls down a Harbinger of Doom upon your enemy. While afflicted by the Harbinger, the target's Corporeal resist will be reduced by X for the first 10 seconds, 2X for the next 10 seconds, and 3X for the remaining 40 seconds.
Mark of Vortex Mark of the Vortex Action 9 Blessing Path of Dark Rites Increases all your groupmember's resistances by X. The bearer of this Mark may activate it to inflict X Corporeal damage over 9 seconds to all targets within 30 feet. A player may only bear a single Mark at a time, and all of your Marks will fade if you die.
Dark Medicine Dark Medicine Action 10 Healing Path of Witchcraft Restores X life to an ally, and then restores an additional Y life over 9 seconds.
Reinforce War Engine Reinforce War Engine Action 10 Buff Core Ability Siege Targetted buff. Decreases incoming damage to the siege engine by 10% for 30 seconds. Does not work on Rams. Only one effect of this type per siege engine.
Tzeentch Shall Remake You Tzeentch Shall Remake You Action 10 Healing Core Ability Tzeench dislikes losing a pawn so soon. Your target is resurrected with 20% health so that Tzeench may continue his game.
WarpedFlesh Warped Flesh Tactic 11 Buff Core Ability
Mark of the Spell Destroyer Mark of the Spell Destroyer Action 12 Blessing Path of Witchcraft Increases a groupmember's Initiative and Willpower by X. The bearer of this Mark may activate it like an ability to inflict Y Corporeal damage over 9 seconds. A player may only bear a single Mark at a time, and all of your Marks will fade if you die.
RampagingSiphon Rampaging Siphon Morale (2) 12 Buff Core Ability
None Divine Fury Tactic 13 Buff Core Ability
None Leaping Alteration Action 14 Blessing Path of Dark Rites A bolt of healing energy which instantly leaps to allies within 30 feet of the last affected, restoring X health over 9 seconds. This effect will only pass through each target once, and will affect up to 6 allies.
None Endless Gifts Tactic 15 Buff Core Ability Cooldown on Glimpse of Chaos is reduced by 5s and the cost increased by 15 Action Points.
None Glimpse Of Chaos Action 16 Damaging Core Ability One Curse or Hex is removed by the chaos.
None Steal Life Morale (1) 16 Buff Core Ability Your target suffers X damage over 9 seconds, and you are healed for a half of the damage dealt.
None Tzeentch's Warding Tactic 17 Buff Core Ability Increases your elemental resistance by X.
None Demon Spittle Action 18 Hex Path of Dark Rites Spews a vile mixture over everything 65 feet in front of you, dealing X Corporeal damage over 9 seconds to all opponents.
None Discipline Tactic 19 Buff Core Ability Increases your Willpower by X.
None Dust Of Pandemonium Action 20 Healing Path of Dark Rites All group members within 150 feet of you are healed for X.
None Focused Mind Morale (2) 20 Buff Core Ability
None Embrace the Warp Action 21 Blessing Core Ability You embrace the Warp, surrounding yourself with it's power. You will take 50% less damage and your abilities will cost 25% fewer Action Points for 10 seconds. During this time you generate almost no threat, and can not be set back while casting.
None Warping The Spirit Tactic 21 Healing Core Ability
None Backlash Tactic 23 Buff Core Ability
None Divine Protection Morale (3) 24 Buff Core Ability
None Breath of Tzeentch Action 25 Hex Core Ability All opponents within 30 feet of you are knocked back, and monsters are knocked down for 2 seconds.
None Subtlety Tactic 25 Buff Core Ability
None Scourged Warping Tactic 27 Buff Core Ability
None Tzeentch's Talon Morale (1) 28 Debuff Core Ability
None Restorative Burst Tactic 29 Buff Core Ability
None Daemonic Fortitude Action 30 Blessing Path of Alchemy Increases target's Wounds by X for 60 seconds and then heals the recipient for the amount increased.
None Blessing Of Chaos Tactic 31 Buff Core Ability
None Eye Of Sheerian Morale (2) 32 Healing Core Ability
None Empowered Alteration Tactic 33 Buff Core Ability
None By Tzeentch's Will! Tactic 35 Buff Core Ability
None Tzeentch's Lash Action 35 Hex Path of Witchcraft Inflicts X Corporeal damage over 5 seconds and silences the target, preventing them from using any magic.
None Suppressing The Fragile Unbelievers Morale (3) 36 Debuff Core Ability
None Drink Deeply Tactic 37 Healing Core Ability
None Waves Of Chaos Tactic 39 Damaging Core Ability
None Alter Fate Morale (4) 40 Buff Core Ability
None Mark of Remaking Action 40 Blessing Core Ability The group member bearing this Mark can resurrect themselves if killed in the next 10 minutes. In addition, the bearer's Toughness is increased by X for 1 hour. A player may only bear a single Mark at a time.


Abilities gained from mastery paths Edit

These abilities gan be gained by adding mastery points into different mastery paths.

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.

Icon Ability Name Ability Required points Type Description
None Chaotic Force Tactic 3 Buff Increases Critical Effect chance of Tzeench's Cry, Scourge, and Flash of Chaos by 15%.
None Ritual of Innervation Action 5 Buff A two-second-cast Ritual that lasts for 30 seconds and effects all group members within 65 feet, granting them a 20% chance to regain 50 action points every time they attack.
None Manipulation Tactic 7 Damaging Every time you cast a direct heal on your defensive target, there is a 25% chance that your offensive target will take damage equal to 25% of the amount healed.
None Boon Of Tzeentch Action 9 Damaging Funnels health from the bearer of your Harbinger into your defensive target.
None Changer's Touch Tactic 11 Buff When you deal Corporeal damage to the bearer of your Harbinger, 25% of the damage will be restored as health to your defensive target.
None Aethyric Shock Action 13 Buff Stuns your target for 3 seconds and inflicts damage to them.
None Tzeentch's Shielding Morale (4) 15 Buff Your group is instantly granted 250 action points and, for 20 seconds, will absorb some damage.


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 flexability 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.

Icon Ability Name Ability Required points Type Description
None Lashing Waves Tactic 3 Buff Tzeench's Lash will now strike all opponents within 20 feet of your target.
None Ritual of Superiority Action 5 Buff A two-second-cast Ritual that lasts for 30 seconds and grants group members within 80 feet that are taking damage a 20% chance to activate a shield that will absorb a small amount of damage for 10 seconds.
None Tzeentch's Refreshment Tactic 7 Buff Direct heals have a 25% chance to grant your target 50 action points. It will not restore action points to yourself.
None Storm of Ravens Action 9 Damaging Inflicts small amounts of Corporeal damage to the bearer of your Harbinger every half-second for 6 seconds.
None Transference Tactic 11 Damaging Your Harbinger deals damage every 5 seconds and heals your defensive target for the amount of damage dealt.
None Mirror Of Madness Action 13 Hex Curses your target for 10 seconds so that whenever they cast a heal, it deals Corporeal damage to them.
None Tzeentch's Scream Morale (4) 15 Damaging Knocks back all targets within 30 feet, dealing a large amount of damage to them.


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.

Icon Ability Name Ability Required points Type Description
None Sweeping Disgorgement Tactic 3 Buff Adds to the effect of Demon Spittle, reducing enemies Armor and Corporeal Resistance.
None Ritual Of Lunacy Action 5 Buff A two-second-cast Ritual that lasts for 30 seconds, healing every groupmember within 65 feet for a small amount every three seconds.
None Swirling Vortex Tactic 7 Buff The ability granted by Mark of the Vortex will now effect enemies within 40 feet and last for 15 seconds.
None Chaotic Agitation Action 9 Buff Deals damage every second for six seconds to the bearer of your Harbinger and all enemies within 20 feet of him.
None Tzeentch's Grip Tactic 11 Healing Every time the bearer of your Harbinger is struck, there is a 25% chance that the friendly attacker that struck him will be healed for a small amount over three seconds.
None Wind of Insanity Action 13 Blessing You deal damage every second for six seconds to enemies within 30 feet of you. In addition, enemy players are knocked back a short distance and monsters are knocked down for two seconds.
None Windblock Morale (4) 15 Damaging Inflicts a large amount of damage to enemies within 30 feet of you, making heals on them 50% less effective for 10 seconds.

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