Warrior Zealot

Warrior Zealots are fighting fanatics. They joined the fight to battle against Zargon's forces just to kill. They live on the blood of their prey and will even kill their allies if fresh blood cannot be found. Zealots naturally dislike other Zealots but will never kill one for fear that their gods will strike them down.

Race
Warrior Zealots are either Elf, Human or Fimir.

Equipment
Warrior Zealots begin with;
Race    Elf                              Human        Fimir
Weapon  Shortsword  & 'Hazard Finder'    Broadsword   Dagger and Morning Star. The morning star on his tail can attack behind him only while the dagger attacks in front.

Stats
Movement 2 red dice
Body 8
Mind 4
Attack 2 dice
Defend 2 dice

Skills

Zealots can learn one skill between each quest. Skills cost 3000 gold coins to learn. The number beside each skill corresponds to the dice roll. If the Warrior Zealot already knows that skill he may roll again.

Unless otherwise noted,  the Warrior Zealot may only use one skill per turn and one skill at a time.

2.) Hazard Finder:
This skill allows the Zealot to try to detect all traps on a board. It may only be used once per quest level. Roll 1 red die to determine the outcome of the search:
Die Roll
Outcome
1
You accidentally touch a hidden lever during your search, and a hidden blade swings down on you.
Roll 3 attack dice to determine damages.
2-5
Nothing.
6
You are able to detect all traps on the current board.

3.) Blood Fever
This skill allows you to make a single Blood Fever attack. Roll your normal attack dice. If you succeed in killing the monster, you may move 4 additional squares to another monster and make another Blood Fever attack. If you fail to kill the monster, you may try again by trading one of your defense dice for an extra attack; otherwise your attack ends. Roll all your attack dice on this extra attack. You may try again on this enemy or another as long as you have defense dice to trade. If you succeed in killing the monster with this extra attack, you may move 4 squares and attack again. Your attack continues until you fail to kill an opponent. You lose the traded defense dice only until your next turn, even if no attacks are made against you before then. 

4. Reaction Strike

This skill allows the Zealot to make one immediate attack on a single Monster as soon as it is placed on the board next to him. If there is more than one eligible target you may choose which to attack. The attack is in addition to your normal attack. Because this skill is an instinctive reaction to being ambushed, the Zealot cannot make a death blow with this attack.



5. Glance
This skill allows your Zealot to try to switch a blow from himself to another enemy. If there is an enemy, besides the one making the attack, adjacent to the Zealot then he may use this skill. Roll one red die. On a roll of 6 the blow glances off the Zealot armor, and the force drives the weapon into the other enemy! This may not be used with magic or missile attacks.



6 or 12. Ambidextrous

The Zealot may fight with two single-handed axes or hammers at the same time when using this skill. While doing so, he may attack twice per turn, once with each weapon.
Fimirs can use 2 weapons plus the morning star.

7. Earth Shaking
The Ranger summons the thunderous powers of the heavens to shove his enemy. When the Monster is hit it sends him back as far as he (it) can go. The attack sends the enemy flying into a wall, knocking the enemy unconscious. Follow the same profile as the Sleep Spell. This may only be used 5 times a quest.

8. Duckback
If, after the end of your movement turn, monsters are placed on the board and surprise or ambush you, you may move back up to 5 squares to a different position.

9 - Corner
If an enemy adjacent to the Zealot is within two squares of a corner, and the squares are empty, the Zealot may attempt to back his enemy into it. The Zealot rolls one red die. On a roll of 5 or 6 move the enemy into the corner, and the Zealot next to him (this does not count towards the Zealots or the enemy's movement). The Zealot may make his normal attack now, and the monster rolls one fewer defense dice because it is cornered.

10. Parry
This skill allows the Zealot to parry an incoming blow. When an enemy makes a successful attack against him, he may roll 1 red die. On a roll of 1-4 the Zealot takes the damage as normal. On a roll of 5-6 the blow is turned and it causes no damage. If the Zealot is using two weapons he turns the blow on a roll of 4-6, and if the Zealot is using a Great Sword he turns the blow on a roll of 3-6. 


11. Deathsong


This skill allows your Zealot to survive below zero Body Points by drawing on your inner reserves of strength and willpower. As soon as you lose your last Body Point you begin to sing a fearful, grim battledirge - your Deathsong. Rather than dying, you remain standing and can continue to fight. You now have one Body Point. When you are hit while singing your Deathsong roll 1 red die. On a roll of 1-4 the blow has its normal effect. On a roll of 5 or 6 you ignore the attack's effects and remain standing with 1 Body Point. You continue to sing your Deathsong until all enemies in the room and in line of sight are killed, or you are healed in a normal manner. You cannot use this skill if you have a healing potion.



If your zealot finds any gold while on their journey and doesn't spend it straight after their quest, they will tribute it to a god:

         |        God
Cost |
Wrath
1 2
Light
3 4
Wisdom
5
6
20 gold or less
nothing
nothing
1 room revealed any where x1
nothing
50 - 80 g
+1 attack on 1 weapon
nothing
2 room revealed any where x1
nothing
80 - 100 g
+1 defend on self
Defence against dark spells x1
1 room revealed any where x2

100- 120 g
+1 attack on 2 weapons
Defence against dark spells x2
+1 mind

120 + g
+2 defend on self
Defence against dark spells
+1 mind

Magic Item
nothing
nothing
Information about it
nothing
Magic Scroll
+2 body
nothing
Information about it
nothing
















 
