Zealot (1617): Difference between revisions
VANKRASN39 (talk | contribs) (evoke update, consolidate info from play.net, remove link, update format, expand lore table to max enhanced, "irresistable" was bugged IG, will hopefully be fixed soon, I pre-fixed it here) |
(Rearranged text slightly for better flow.) |
||
Line 11: | Line 11: | ||
| navigation = {{Paladin base navigation}} |
| navigation = {{Paladin base navigation}} |
||
}} |
}} |
||
⚫ | Focusing entirely on the offensive, '''Zealot''' enables the [[paladin]] to bolster their resolve and that of their party. The paladin and everyone in their [[group]] gains a +30 bonus to Melee [[Attack Strength]] (AS) while suffering a a -30 [[Defensive Strength]] (DS) penalty. Additionally, while under the effect of Zealot, characters are forced into offensive [[stance]] and cannot change stance. If anyone leaves the paladin's group, they will lose the effect of the spell. |
||
When Zealot is active, [[Divine Shield (1609)]] may not be cast. |
|||
⚫ | Focusing entirely on the offensive, '''Zealot''' enables the [[paladin]] to bolster their resolve and that of their party. The paladin and everyone in their [[group]] gains a +30 bonus to |
||
Using{{boldmono| [[#Usage|EVOKE]] }}will self-cast the spell without the group effect. |
|||
While under the effect of Zealot, characters are forced into offensive [[stance]]. |
|||
{{boldmono|[[STOP]] ZEALOT }}or{{boldmono| STOP 1617 }} will terminate the spell, allowing the paladin and anyone in the group (if the spell was group-cast) to regain their defenses. |
|||
Training in [[#Lore Benefits|Spiritual Lore, Religion]] will increase the AS benefit and reduce the DS penalty. |
|||
Zealot can be{{boldmono| [[stop|STOPped]]}}, allowing the character and anyone in the group to regain their defenses. |
|||
{{Usage-evoke-self |
{{Usage-evoke-self |
||
|s= 1617 |
|s= 1617 |
Revision as of 12:14, 6 September 2017
| ||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Focusing entirely on the offensive, Zealot enables the paladin to bolster their resolve and that of their party. The paladin and everyone in their group gains a +30 bonus to Melee Attack Strength (AS) while suffering a a -30 Defensive Strength (DS) penalty. Additionally, while under the effect of Zealot, characters are forced into offensive stance and cannot change stance. If anyone leaves the paladin's group, they will lose the effect of the spell.
When Zealot is active, Divine Shield (1609) may not be cast.
Using EVOKE will self-cast the spell without the group effect.
STOP ZEALOT or STOP 1617 will terminate the spell, allowing the paladin and anyone in the group (if the spell was group-cast) to regain their defenses.
Training in Spiritual Lore, Religion will increase the AS benefit and reduce the DS penalty.
Usage
- PREP 1617 | CAST or INCANT 1617 to cast this spell
- PREP 1617 | EVOKE to cast a self-cast only version with no group effect.
- INCANT 1617 EVOKE to evoke this spell once using INCANT
- INCANT SET EVOKE 1617 to always evoke this spell using INCANT 1617
Lore Benefits
Training in Spiritual Lore, Religion improves the +AS/-DS effect by a seed 1 summation of ranks.
Spiritual Lore, Religion ranks 0 1 3 6 10 15 21 28 36 45 55 AS boost 30 31 32 33 34 35 36 37 38 39 40 DS penalty 30 29 28 27 26 25 24 23 22 21 20 Spiritual Lore, Religion ranks 66 78 91 105 120 136 153 171 190 210 231 AS boost 41 42 43 44 45 46 47 48 49 50 51 DS penalty 19 18 17 16 15 14 13 12 11 10 9
Messaging
Cast | A surge of radiant energy coalesces around you and those nearby. Your spirit is empowered with an overwhelming sense of determination and resolve. Distant sounds of fifes and drums resound in the back of your mind, spurring you into a delirium of confidence and resolve -- as if compelled by some irresistible divine exhortation. |
---|---|
Expiration | You feel less resolved as the divine urging subsides, fading into obscurity. |
Conflict with Divine Shield (1609) active |
A surge of radiant energy coalesces around you then fades into obscurity. |