A zealot is a devotee to a faction, excelling at rapid acceptance and advancement in military ranks especially. The zealot is skilled at actively seeking faction enemies or advancing through missions.
Starting Captain Traits
|Single-Minded||Diehard and inflexible, +2 Resilience, +2 Initiative, +10% All Damage, Morale never breaks in Crew Combat||Profession||+3 *|
|Warhawk||Antagonistic faction supporter, gains extra +3-4 Conflict Score and a personal XP bonus whenever impacting a Conflict||Profession||+3 *|
As a character advances in the Zealot Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 12
Ranks 13 to 24
Ranks 25 to 36
Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.
Famous Fury3 weeks Cooldown
Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission
Righteous Rank3 weeks Cooldown
Price for military Rank is discounted by 10% + Command Skill
Rough Interrogation9 weeks Cooldown
Upon victory in ship combat, thoroughly questioning the enemy crew creates up to your Intimidate Skill in Intel Records but causes further Rep loss
Unbending Law3 weeks Cooldown
When landing in a zone, the highest level crew member who attempts to abandon the ship reconsiders, but their salary increases by $2
Devoted Service9 weeks Cooldown
When completing steps in a Mission, increase Faction Reputation bonuses by 10% + Command Skill
Unstoppable Force6 Initiative
In crew combat, Buff yourself with +20% Armor, +75% To Resist Debuffs for 3 Turns, Restores (20 + 0 Intimidate) Morale
Incensed Strikes1.5X Weapon's Initiative
In crew combat, Crippling Blade Attack with +10% Critical; successful hit causes -3 Initiative, -10% Melee Defense, -10 Bleed Resist for 2 Turns and removes all Buffs from target
Fanatical Siege3 weeks Cooldown
During a Blockade of a system, replace a risk card with a Tithe or Influence Conflict reward card
Obsessive Defense3 weeks Cooldown
When Patrolling a system, replace a risk card with a Pirate reward card
Retribution Justice3 weeks Cooldown
Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol
Bloodletting BlowWeapon's Initiative
In crew combat, Crippling Blade Attack causes +8 Bleeding, -20% Deflection for 3 Turns, knocks target back 1 slot
In crew combat, Removes all Debuffs; Buffs 3 targets with +2 Initiative for 3 Turns and Restores (10 + 0 Command) Morale
Summary Execution26 weeks Cooldown
Capital punishment of the lowest Morale mutineer quickly reminds the crew who is in charge. The mutiny ends and Morale of the entire crew is increased by 40 + Intimidate Skill
Infliction RageOn Initiative
When making Initiative Roll in Crew Combat, Buff yourself with +3 Initiative, +25% All Damage, +20% Armor for 3 Turns, Restores (5 + 0 Intimidate) Morale
Diehard Defense3 weeks Cooldown
When Patrolling a system, replace a risk card with Mission success reward card
Fanatical Court36 weeks Cooldown
Seize a defeated enemy ship during a Conflict at a local prize court (limited enemy types by Conflicts). Requires Military Rank or Edict and a tithe of 65% of the ship's value but strike a blow in the Conflict, losing 40 Reputation with the enemy
Enduring Defender21 weeks Cooldown
When Patrolling a system, reroll all 5 cards and draw a new hand
Combat Talent Strategy
An incredible defensive buff. This pairs very nicely with a Swordsman job that uses Sharp Counter and other buffing moves to create a front-line tank capable of taking hits and resisting debuffs. Armor with strong damage soak will be magnified more than armor that focuses on dodging.
One of the more powerful Damage over Time attacks in the game. It works well on enemy Swordsmen in position 2 that you can knock out of attack range, potentially wasting their next action as they reposition while letting the bleeding finish them off. Be wary, however, as enemy Swordsmen can use their Blade Skill to help parry this melee attack.
Fervor lends itself to an interesting strategy where you rely on your Zealot to remove debuffs instead of a healer job such as the Combat Medic. Being able to clear debuffs and give a small buff to three of your combat crew at the same time shouldn't be underestimated.
This on-init talent will continually refill the Zealot's morale while granting a universally useful buff. The bonus armor stacks with Unstoppable Force making a Zealot using both a very hard target to harm without high penetration weapons. If you are using both, you should strongly consider using high damage soak armor instead of high evasion armor.
|Ship Operations||Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer |
Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Scavenger • Scientist • Smuggler
|Fighters||Assassin • Blade Dancer • Bodyguard • Bounty Hunter • Combat Medic • Exo-Scout • Military Officer |
Pistoleer • Saboteur • Shock Trooper • Soldier • Swordsman • Spy • Sniper • Xeno Hunter • Zealot
|Small Craft||Gundeck Boss • Wing Bomber • Wing Commando • Wing Leader • Wing Tech|