Zealot (1917): Difference between revisions

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This form of Zealot was previously found in the [[Paladin Base]] spell circle, but has been moved to the [[Lost Arts]] spell circle and can be found in [[magical item]]s and old [[scroll]]s. As of 2021, it no longer generates on scrolls.

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.
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.



Revision as of 12:28, 1 March 2021

Zealot (1917)
Mnemonic [N/A]
Base Duration 120 sec
Added Duration +10 sec per Paladin Base
spell rank above 17
Span Refreshable
Offensive Magic - Enhancement  
Subtype Bonus 
Enhancement +30 AS (melee), -30 DS 
Availability Group 
 Template:Lost Arts navigation

This form of Zealot was previously found in the Paladin Base spell circle, but has been moved to the Lost Arts spell circle and can be found in magical items and old scrolls. As of 2021, it no longer generates on scrolls.

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 1917 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 1917 | CAST or INCANT 1917 to cast this spell
  • PREP 1917 | EVOKE to cast a self-cast only version with no group effect.
  • INCANT 1917 EVOKE to evoke this spell once using INCANT
  • INCANT SET EVOKE 1917 to always evoke this spell using INCANT 1917

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.