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Zealot
Icon job zealot
Type Fighter
Acquisition Contacts
Starting Captain
SKILLS
Primary Skill Intimidate
Secondary Skill Command
Tertiary Skill Blades

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[ | ]

A captain whose first job is Zealot will gain the following 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 *


Skills[]

As a character advances in the Zealot Job, he or she gains the following Skill points at each Rank.

Ranks 1 to 12[]

Rank Blades Command Intimidate
1 1 1 2
2 1 3 3
3 2 3 3
4 2 3 4
5 2 4 4
6 3 4 4
7 3 4 5
8 3 5 5
9 3 5 6
10 4 5 6
11 4 6 7
12 4 6 8

Ranks 13 to 24[]

Rank Blades Command Intimidate
13 5 6 8
14 5 7 8
15 5 8 9
16 5 8 10
17 5 9 10
18 5 10 10
19 5 10 11
20 6 10 11
21 6 10 12
22 6 11 13
23 6 12 13
24 6 13 13

Ranks 25 to 36[]

Rank Blades Command Intimidate
25 6 13 14
26 7 14 14
27 7 14 14
28 7 14 15
29 7 15 15
30 8 15 16
31 8 15 17
32 9 16 17
33 10 17 17
34 11 17 17
35 11 17 18
36 12 17 19

Talents[]

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.

Talent skill intimidate normal
SKILL SAVE
Rank: 1
Famous Fury
3 weeks Cooldown

Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission

Talent money rank normal
RANK
Rank: 1
Righteous Rank
3 weeks Cooldown

Price for military Rank is discounted by 10% + Command Skill

Talent zealot interrogation normal
VICTORY
Rank: 1
Rough Interrogation
9 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

Talent zealot unbendinglaw normal
DESERTER
Rank: 1
Unbending Law
3 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

Talent increase mission rep commander normal
MISSION
Rank: 1
Devoted Service
9 weeks Cooldown

When completing steps in a Mission, increase Faction Reputation bonuses by 10% + Command Skill

Talent combat zealot unstoppable normal
Rank: 1
Unstoppable Force
6 Initiative

In crew combat, Buff yourself with +20% Armor, +75% To Resist Debuffs for 3 Turns, Restores (20 + 0 Intimidate) Morale

Talent combat zealot incensed normal
Rank: 1
Incensed Strikes
1.5X 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


Talent blockade money normal
BLOCKADE
Rank: 5
Fanatical Siege
3 weeks Cooldown

During a Blockade of a system, replace a risk card with a Tithe or Influence Conflict reward card

Talent patrol pirates normal
PATROL
Rank: 5
Obsessive Defense
3 weeks Cooldown

When Patrolling a system, replace a risk card with a Pirate reward card

Talent zealot retribution normal
CONFLICT
Rank: 5
Retribution Justice
3 weeks Cooldown

Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol

Talent combat zealot bloodletting normal
Rank: 5
Bloodletting Blow
Weapon's Initiative

In crew combat, Crippling Blade Attack causes +8 Bleeding, -20% Deflection for 3 Turns, knocks target back 1 slot


Talent combat zealot fervor normal
Rank: 8
Fervor
6 Initiative

In crew combat, Removes all Debuffs; Buffs 3 targets with +2 Initiative for 3 Turns and Restores for (10 + 0 Command) Morale

Talent pirate summary execution normal
MUTINY
Rank: 8
Summary Execution
26 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


Talent combat zealot rage normal
ON INIT
Rank: 11
Infliction Rage
On 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

Talent patrol mission normal
PATROL
Rank: 11
Diehard Defense
3 weeks Cooldown

When Patrolling a system, replace a risk card with Mission success reward card


Talent prize ship zealot normal
VICTORY
Rank: 15
Fanatical Court
36 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 60% of the ship's value but strike a blow in the Conflict, losing 10 Reputation with the enemy

Talents patrol reroll all normal
PATROL
Rank: 15
Enduring Defender
21 weeks Cooldown

When Patrolling a system, reroll all 5 cards and draw a new hand


Combat Talent Strategy[ | ]

Unstoppable Force[ | ]

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.

Bloodletting Blow[ | ]

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[ | ]

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.

Infliction Rage[ | ]

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.



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