The Zealot

Difficulty 50%
Versatility 65%
Mobility 85%
Career information
Race Chaos
Role Healer
Armor Robe
Weapons Dagger, Charm
Special Mechanic Dark Rituals
Mirror Career Runepriest
Gender Both
Abbrevations ZE

Archetype: Healer

Special Mechanic: Dark Rituals

 

Class Details: A ranged support career specializing in Dark Rituals, Zealots mark their allies using the dark arts. Theses Marks bolster their allies and give them access to additional powers granted by the God of Chaos. In addition, Zealots can use rituals to warp the magical energies around them to sap the strength from their opponents. 

As a Zealot, your task is a complex one. You must prepare your allies for battle, and see that their Marks are set or re-set according to their shifting needs. You must also think offensively, for it is through your use of Harbingers which you are able to both effectively support and magnify the power of your allies, and crush the strength of your enemy. As a spell caster, you must be cautious, but because of your interlinked abilities, you must not be too conservative. If you hold back too much, or try to focus on only one aspect of your powers, all your abilities will be less than they could be.

Career Masteries

The Zealot is a fanatical orator, intent on spreading the glory of the Raven God throughout the land and serving the will of the Great Changer. Draped with ritual vestments and tools of sacrifice, the Zealot can imbue various talismans and potions with the primordial power of Chaos. These items become potent magical conduits through which he can mend wounds, enhance his allies, and plague his enemies with unholy scourges.

Zealots are some of the few mortals who can call forth a Mark of Tzeentch upon living flesh, branding their allies as sanctified soldiers of the Changer of Ways. These marks will not only bolster their holders powers far beyond normal human limitations, but also serve as direct conduits to the powers of Tzeentch himself, allowing their bearers to gain entirely new abilities. A Zealot can also desecrate a patch of land with Dark Rituals & Rites, marking that spot as claimed by Tzeentch and crippling any nonbelievers who dare to tread upon it.

Path of Alchemy

The Path of Alchemy is the Zealots primary healing mastery. A specialist in Alchemy will become a mighty healer, capable of mending the most grievous wounds and ensuring that Tzeentchs armies live to see their enemies fall before them. While a player who selects this mastery may not necessarily gain the most powerful offensive capabilities, they will have absolutely no problems finding allies to protect them and do their bidding.

Path of Ritual

The Path of Rituals is focused on warping the entire balance of power across a battlefield, skewing the fight to bring about the inevitable triumph of Tzeentchs followers. They are just as proficient at enhancing their allies as they are at stunting their enemies – and, in fact, can do both at the same time.

Path of Witchcraft

The Path of Witchcraft is for a Zealot who chooses to make himself into a talon of Tzeentch, reaching out to slaughter his enemies through magical attacks. These manifest themselves as deadly portents of chaos. Flocks of shrieking ravens may fall upon a Zealots foe to consume their flesh, or strange demonic manifestations may appear out of thin air to lash at his foes.

Important Stats

 

As a Zealot you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points

 

Healing Critical: Increase your chance to do Critical heals.

Wounds: Increases your overall HP. You can never have enough HP.

Will Power:  Increases your healing Power and increases the chance to disrupt enemy spells.

Armour: Reduces the physical damage you receive from physical damage.

Wounds: Increases your overall HP. You can never have enough HP.

Acquiring Gear

There are many ways to get gear:

  1. Open RvR:  The gear and weapons you get here are for your main spec. When you kill or lock a zone you will be given a number of War Crests according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes.
  2. Scenarios: Scenarios remain a very strong source of gear. You continue to earn War Crests at the end of every scenario, which are then traded with vendors in Altdorf (Order) or the Inevitable City (Destruction) for armor and weapons. The quality of gear from scenarios can still be among the best in the game, making them a crucial part of gearing up.
  3. Achievements & Tokens: The Tome of Knowledge is still a vital system. By completing achievements (e.g., killing a certain number of creatures, collecting specific items, or exploring areas), you unlock entries in your Tome. These unlocks can reward tokens that are then traded in the library in Altdorf or the Inevitable City for unique jewels or tactics. Some very desirable sets and bonuses can be acquired this way. The development team has continued to add more Tome Achievement Unlocks, including some tied to Live Events as of 2025.
  4.  Tier 4 epic quests: The epic quest lines in each area continue to be a source of significant rewards. Upon completing these lengthy, multi-step quest chains, you are typically given a choice of a powerful item, often with unique appearances or stats. These quests are a reliable way to get high-quality gear.
  5.  Dungeons & Lairs: Dungeons and lairs are still important for acquiring gear, weapons, and jewels, both while leveling up and for end-game progression. The RoR team has been actively updating and even adding new PvE content. For example, as of early 2025, there’s a “Lost Vale” dungeon update introducing new armor sets (Dark Promise sets, including main spec, off-spec, and hybrid options), and materials for crafting permanent rings.
  6. Ward System: The game utilizes a “Ward” system where you often need to unlock lower-tier Ward sets before being able to equip higher-tier dungeon gear (e.g., Gunbad -> City -> Bastion Stair).
  7. Public Quests (PQs): While not strictly “dungeons,” PQs are large-scale PvE events that can also provide gear through loot bags. RoR has implemented different difficulties for PQs (Easy, Normal, Hard) which scale with the recommended number of players and offer varying loot quality.

The Zealot: Unholy Healer of the Destruction Warband

 

The Zealot in Warhammer Online: Return of Reckoning is a dedicated healing class, providing vital support to the forces of Destruction. Unlike some more unorthodox healers, the Zealot operates on a traditional Action Point (mana) system and serves as a good overall healer, equipped with both powerful single-target and Area-of-Effect (AoE) healing spells. Their strong mobility and healing output make them a staple in any RVR composition.

 

RVR Strengths: Versatile Lifeblood of Destruction

 

  • Comprehensive Healing Versatility: The Zealot is a “good overall healer” capable of addressing a wide range of healing needs in RVR. They possess both robust single-target healing for burst damage on key allies and effective AoE healing spells for sustained group recovery during large-scale engagements. This makes them highly adaptable to any RVR situation.
  • Strong Mobility and Survivability: Zealots boast very good mobility and good heals. This allows them to:
    • Effectively position themselves out of harm’s way, kiting threats, and quickly repositioning to support different parts of the frontline or backline.
    • Maintain distance from melee threats while healing.
    • Defend themselves effectively against 1-2 enemies, often buying critical time for their allies to peel or assist.
  • Ubiquitous RVR Presence: The Zealot is a highly desired class across all facets of RVR:
    • Excellent for 6-Man Small Roaming Groups, Scenarios, and Warbands of All Forms and Formations: Their versatile healing, mobility, and single-target focus make them an excellent choice for keeping any size group alive through focused enemy fire. They are consistently accepted and needed in all RVR activities.
  • Core Healer Responsibilities: As a healer, the Zealot is expected to:
    • Keep the health bars of your allies topped up at all times.
    • Recover after losses by resurrecting allies, a critical RVR function for maintaining momentum or recovering from enemy pushes.
    • Learn to position yourself out of harms way and utilize self-defense capabilities.

RVR Mechanics and Unique Attributes:

 

  • Healing Criticals and Procs: The Zealot’s mechanics are driven by healing criticals and procs based on critical heals. This incentivizes building for critical chance, rewarding consistent healing with additional bursts of healing, making their throughput feel dynamic and rewarding.
  • Willpower Independence: A key advantage is that the Zealot is the only healer that does not need a lot of willpower to heal. This provides greater flexibility in gearing choices, allowing them to prioritize other defensive stats or even offensive capabilities without compromising their core healing effectiveness.

 

The Hybrid Playstyle: Spell Casting DPS (Not Viable)

 

  • As a DPS, the Zealot is a spell-casting ranged class with decent DPS, but it is nowhere near a pure spell-casting DPS class. This makes the DPS build “fun but not so viable” for serious RVR. While players might try it “for fun,” a Zealot’s true strength and RVR impact lie firmly in their exceptional healing and support capabilities, and sacrificing that for moderate damage is generally not optimal.

Healers are the lifeblood of any group in Warhammer Online: Return of Reckoning (RoR). Your role is not just to mend wounds, but to enable your allies to fight effectively, mitigate incoming damage, and even contribute to crowd control and debuffs. A skilled healer is often the difference between a triumphant push and a wipe.

While the specific spells and mechanics vary between healing careers (e.g., Archmage, Warrior Priest, Shaman, Disciple of Khaine for Order/Destruction), the fundamental principles of effective healing remain consistent.

 

The Core Philosophy of a RoR Healer

 

A masterful RoR healer excels at:

  1. Sustained Healing: Keeping the frontline and key damage-takers alive through continuous incoming damage.
  2. Burst Healing: Delivering rapid, high-impact heals to save allies from sudden, heavy damage.
  3. Damage Mitigation/Prevention: Using protective buffs, cleanses, and even timely crowd control to reduce the need for healing.
  4. Resource Management: Efficiently using your mana/resources to ensure you don’t run dry in critical moments.
  5. Situational Awareness: Knowing who needs healing most, anticipating damage, and avoiding enemy threats.
  6. Utility & Support: Contributing with buffs, debuffs, and even offensive capabilities when the healing demand allows.

 

Essential Healer Skills and Their Usage

 

1. Single-Target Heals (Direct & HoT)

 

  • What they do: These are your primary tools for keeping individual allies alive.
    • Direct Heals: Instantly restore a significant amount of health.
    • Heal-over-Time (HoT): Apply a buff that restores health gradually over a duration.
  • When they’re used:
    • Direct Heals: Use these on allies taking heavy, focused damage, especially your tanks or a squishy DPS/healer being targeted by enemies. They are reactive and for immediate crisis management.
    • HoTs: Apply these proactively to your tanks and anyone expected to take consistent damage. They are efficient for sustained healing and less mana-intensive over time. Keep them refreshed on key targets.
  • Example: Your tank (Guarded by another tank, hopefully!) is taking consistent damage from enemy DPS. You keep your powerful HoT (e.g., Archmage’s “Restorative Burst” or Warrior Priest’s “Divine Favor”) active on them at all times. If their health suddenly drops significantly from a burst, you immediately follow up with a strong direct heal (e.g., Archmage’s “Gust of Wind” or Warrior Priest’s “Prayer of Healing”).

 

2. Area-of-Effect (AoE) Heals

 

  • What they do: These spells restore health to multiple allies within a specified area around you or your target.
  • When they’re used:
    • Group Damage: When your entire group is taking widespread AoE damage (e.g., from enemy mages, or in a large melee scrum).
    • Tight Formations: Effective when your group is stacked together, such as when pushing a door or holding a choke point.
    • Efficiency: AoE heals are often less efficient per target than single-target heals but provide massive value when many allies are wounded.
  • Example: Your warband just pushed through a gate, and several enemy Sorcerers unleash a volley of AoE spells, dropping multiple allies to low health. You quickly position yourself centrally and unleash your AoE heal (e.g., Shaman’s “Effigy of Mork” or Warrior Priest’s “Zealous Blessing”) to bring everyone back up.

 

3. Cleanses / Debuff Removal

 

  • What they do: These abilities remove harmful debuffs (e.g., roots, snares, disarms, morale drains, damage-over-time effects) from your allies.
  • When they’re used:
    • Targeted CC: Immediately cleanse crucial crowd control effects from your tank (to maintain Guard or positioning), your DPS (to allow them to attack), or another healer (to allow them to continue healing).
    • Debuff Removal: Remove dangerous damage-over-time effects or debuffs that reduce healing effectiveness.
    • Morale Drains: If your class has a cleanse for morale drains, use it to prevent allies from losing their powerful morale abilities.
  • Example: Your tank is rooted by an enemy Bright Wizard, making them unable to chase a fleeing enemy or reposition to block incoming damage. You immediately cast your cleanse (e.g., Disciple of Khaine’s “Touch of the Undying” or Warrior Priest’s “Sprit of the Devout”) on them to free them.

 

4. Protective Buffs / Shields

 

  • What they do: These abilities grant temporary defensive bonuses, such as increasing armor, resistances, parry/block/disrupt chances, or applying absorb shields that soak incoming damage.
  • When they’re used:
    • Anticipate Burst: Apply these before your allies take heavy damage. If you see an enemy group focusing one of your DPS, shield them proactively.
    • Opening Engagements: Buff your frontline tanks at the start of a fight to reduce initial incoming damage.
    • Crisis Management: Use them on a target that is already low but needs to survive another hit or two while your direct heals land.
  • Example: You see an enemy Chosen charging into your Bright Wizard. You quickly apply a defensive shield (e.g., Archmage’s “Shield of Saphery” or Disciple of Khaine’s “Sacrifice”) to the Bright Wizard, allowing them to absorb some of the incoming damage while you cast a heal.

 

5. Morale Abilities (Defensive & Offensive)

 

  • What they do: These powerful abilities build up as you fight and heal. They can range from massive AoE heals, to complete CC immunity, to powerful offensive boosts.
  • When they’re used:
    • Defensive Morale (e.g., “Replenish Spirit,” “Balance of Power”):
      • Crisis Healing: Use your healing morale spells when your group is taking extreme damage and multiple allies are critically low. They are often fight-changing.
      • Pushing Through Choke Points: When your group needs to survive a concentrated enemy assault to reach an objective.
    • Offensive Morale (less common for healers, but some exist):
      • If your healing class has an offensive morale (e.g., Shaman’s “Go Faster, Ladz!”), use it to support a coordinated DPS burst on an enemy target.
    • CC Immunity Morale (e.g., “Juggernaut”): Use this when you are heavily focused by enemy CC and need to guarantee your heals or escape.
  • Example: Your warband is pushing into the keep lord room, and the enemy unleashes all their AoE. Multiple tanks and DPS are at very low health. You activate your rank 4 healing morale (e.g., Archmage’s “Mastery of the Hearth”), bringing everyone back up and allowing your group to continue the push.

 

6. Offensive Abilities / Debuffs / CC (Situational)

 

  • What they do: Most healers have a small set of offensive spells, debuffs (e.g., healing reduction), or CC (e.g., single-target mezz, snare).
  • When they’re used:
    • Low Healing Demand: When your group is healthy and not under immediate threat, you can contribute extra damage or utility.
    • Assisting Focus Fire: Apply healing reduction debuffs to enemy healers or targets your group is trying to burst down.
    • Peeling: Use a quick snare or single-target CC on an enemy that is on your backline.
    • Resource Management: Some offensive abilities may help with resource generation (e.g., Disciple of Khaine’s “Rune of Khaine” for Bloodlord).
  • Example: Your tank is holding a single enemy. Your group is healthy. You might throw in a few offensive spells or apply a healing debuff to the enemy (e.g., Disciple of Khaine’s “Soul Rend”) to help your DPS finish them faster, while keeping an eye on health bars.

 

General Healing Principles

 

  • Prioritization:
    • Tanks: Your primary responsibility. Keep your tanks alive at all costs as they Guard your group.
    • Other Healers: Keeping other healers alive ensures sustained healing output for the entire group.
    • High-Value DPS: Protect your key damage dealers, especially if they are heavily targeted.
    • Yourself: You can’t heal if you’re dead. Position safely and use self-heals/defensives when targeted.
  • Positioning:
    • Backline: Generally stay behind your frontline tanks and melee DPS.
    • Line of Sight (LoS): Always ensure you have a clear line of sight to your allies. Don’t let environment or enemies block your heals.
    • Avoid AoE: Stay out of enemy AoE and cleaves. Your survivability is paramount.
    • Awareness: Know where your enemies are and be ready to move or use a defensive if you become a target.
  • Anticipation: Don’t just react to low health. Watch enemy casts, know common burst combos, and pre-hot or pre-shield allies.
  • Resource Management:
    • Know your Costs: Understand which spells are mana-efficient and which are heavy drains.
    • Efficient Usage: Use HoTs for sustained healing and direct heals for emergencies. Don’t spam your most expensive heals when it’s not necessary.
    • Regen: Utilize any passive or active mana/resource regeneration abilities your class has.
  • Communication: Call out if you’re being targeted, if you’re low on mana, or if you need help. Communicate your morale usage.
  • Renown Skills: Prioritize Wounds, Toughness, and Willpower (or equivalent stat for your class). Renown abilities like “Stand Your Ground” (increased incoming healing) are incredibly strong.
  • Potions: Carry healing and spiritual potions (mana/resource). Use them proactively to avoid running dry.

By mastering these skills and principles, you will become an indispensable healer, turning the tide of countless battles in Warhammer Online: Return of Reckoning.

Pre Best in Slot Gear (Healer)

🚧Pre-Best-in-Slot Gear Set:
Helmet: Beastlord Set
Shoulders: Beastlord Set
Cloak: Beastlord Set
Chest:
Beastlord Set
Belt: Redeye Set
Gloves: Redeye Set
Boots: Redeye Set
Mainhand: Knife of the Subjugator
Offhand: Apostle’s Focus of the Tyranny
Jewelry Slot 1: Beastlord & Pocket
Jewelry Slot 2: Vanguard  Chaplet of Discipline OR Waagh Beads fo the Fleshrender
Jewelry Slot 3: Genesis Remnant of he Curative
Jewelry Slot 4: Genesis Aspect of the Curative
Talisman: 8×19 Wounds  or Better

Best in Slot Gear (Healer)

⭐Best-in-Slot Gear Set:
Helmet: Sovereign Fatewalker Set
Shoulders: Sovereign Fatewalker Set
Cloak: Sovereign Fatewalker Set
Chest: Sovereign Fatewalker Set
Belt: Triumphant Set
Gloves: Triumphant Set
Boots: Triumphant Set
Mainhand: Fortress Skinflayer Set
Offhand: Apostle’s Focus of the Tyranny
Jewelry Slot 1: Genesis Remnant of he Curative OR Iron Emerald Annulus
Jewelry Slot 2: Genesis Aspect of the Curative OR Exquisite Gun bad Diamond OR Platinum Emerald Annulus
Jewelry Slot 3: Triumphant Talisman Replica & (+4% Critical)
Jewelry Slot 4: Sovereign Fatewalker
Talisman: 3×23 Wounds &  or Better5x136 Armor

Pre Best in Slot Gear (DPS)

🚧Pre-Best-in-Slot Gear Set:
Helmet: Sentinel Set
Shoulders: Sentinel Set
Cloak: Sacred Stag Hide
Chest:
Veilwalker Set
Belt: Veilwalker Set
Gloves: Veilwalker Set
Boots: Veilwalker Set
Mainhand: Bloodlord Knife
Offhand: Gholnaro’s Focus
Jewelry Slot 1: Genesis Remnant of he Curative
Jewelry Slot 2: Genesis Aspect of the Curative
Jewelry Slot 3: Sentinel Change Ring & (+4% Critical)
Jewelry Slot 4:
Veilwalker Tallisman
Talisman: 1×23 Wounds & 7×23 Intelligence or Better

Best in Slot Gear (DPS)

⭐Best-in-Slot Gear Set:
Helmet: Victorious Set
Shoulders: Sovereign Fatemaker Set
Cloak: Sovereign Fatemaker Set
Chest: Sovereign Fatemaker Set
Belt: Victorious Set
Gloves: Sovereign Fatemaker Set
Boots:
Victorious Set
Mainhand: Bloodlord Knife
Offhand: Gholnaro’s Focus
Jewelry Slot 1: Genesis Remnant of he Curative OR Iron Emerald Annulus
Jewelry Slot 2: Genesis Aspect of the Curative OR Iron Sapphire Annulus
Jewelry Slot 3: Victorious Talisman Replica & (4% Critical)
Jewelry Slot 4: Sovereign Fatemaker Set
Talisman: 8×23 Intelligence or Better

Warband Builds

Zealot Healer Build

A good All around build for the Zealot Healer. Spent you ability points as shown below: Path of Alchemy 6 points  /  Path of Witchcraft 6 Points / Path of Rites 16 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 3 x 23 (or better) Wounds 5 [...]

Zealot DPS Build

Spent you ability points as shown below: Path of Alchemy 12 points  /  Path of Rites 17 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 8 x 23 (or better) Intelligence Pots

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