Difference between revisions of "Zealot (Class)"

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= Class Overview =
= Class Overview =


The Zealot profession (class) is one of strong defense and potentially powerful offense. From [[Tekura]] we gain our main offensive abilities, focusing on limb damage with the ultimate goal of rendering our target prone or otherwise incapacitated so that we can use the backbreaker throw or axe kick to kill them.
The Zealot profession (class) is one of strong defense and potentially powerful offense. From [[Tekura]] they gain their main offensive abilities, focusing on limb damage with the ultimate goal of rendering their target prone or otherwise incapacitated so that they can use the backbreaker throw or axe kick to kill them.


[[Telepathy]] supplements, allowing us to give various afflictions and hinder, hobble or otherwise damage our foe - either from a distance - anywhere in the same area - or in the same room. Some [[abilities]] require a {{skill|Mind Lock}} to do.
[[Telepathy]] supplements, allowing them to give various afflictions and hinder, hobble or otherwise damage their foe - either from a distance, which is anywhere in the same area - or in the same room. Some [[abilities]] require a {{skill|Mind Lock}} to do.


Finally, from [[Illumination]] we gain some of our most unique and powerful abilities, including {{skill|Discharge}} and {{skill|Lightform}}. Many of the abilities in this skillset are defensive in nature, and a person who has transcended Illumination is quite difficult to defeat.
Finally, from [[Illumination]] they gain some of their most unique and powerful abilities, including {{skill|Discharge}} and {{skill|Lightform}}. Many of the abilities in this skillset are defensive in nature, and a person who has transcended Illumination is quite difficult to defeat.


{{Classpage
{{Classpage
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''This list is meant to include things that might not appear painfully obvious. Things like vials, pipes and herbs would fall under that heading.''
''This list is meant to include things that might not appear painfully obvious. Things like vials, pipes and herbs would fall under that heading.''


# [[Armour#Leather|Leather armour]] - leather is the best armour available for our profession, and you should always have a suit.
# [[Armour#Leather|Leather armour]] - leather is the best armour available for this profession.
# An umbral medallion - negates the effects of the [[stars]] on you. These effects are often beneficial in some way, so it's recommended that you remove it each month, to see if you actually want to be under their effects.
# An umbral medallion - negates the effects of the [[stars]] on the person wearing it. These effects are often beneficial in some way, so it's recommended that you remove it each month, to see if you actually want to be under their effects.
# A necklace of purity - has a chance to randomly remove one of your afflictions.
# A necklace of purity - has a chance to randomly remove one affliction from the person wearing it.
# [[Resistance]] rings - increases your resistance to their specific element by 10%
# [[Resistance]] rings - increases the resistance of the person wearing it to their specific element by 10%.
# Allsight earring(s) - to see while blind and hear while deaf, two common afflictions you will suffer while hunting.
# Allsight earring(s) - to see while blind and hear while deaf, two common afflictions often encountered while hunting.


= Recommended Tattoos =
= Recommended Tattoos =
[[Tattoos]] in Aetolia have various effects. Any novice can wear up to six at any one time. The following is a list of tattoos recommended for the Zealot profession:


# [[Tattoos#Boar|Boar]]
# [[Tattoos#Boar|Boar]]
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# [[Tattoos#Tree|Tree]]
# [[Tattoos#Tree|Tree]]


All novice Zealots should have these tattoos. You can click through to see what each one does, if you're curious.


{{ClassNavigator}}
{{ClassNavigator}}
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