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"My name? Long ago, such worthless details fell from memory. I know only the lust for glorious battle - for blood, for victory! I seek only the Eye of Tzeentch - his favour, his grace, his Dark Gifts - that through them, I may be remade - reborn! Why do we raid your lands? Why do we burn your homes? Why do we flay your flesh? To serve the Lord of Change and his magnificent designs."
- An unknown Chosen of Tzeentch
A Chosen Champion of Tzeentch is a sight to behold - warped by the blessings of the dark gods, these hulking behemoths have the power and size to match even the mightiest of mortal creatures. Their thick Chaos armor can ward off the most punishing of blows, while the fell weapons they wield can cleave the heaviest of defenses. However, these "blessings" come at a price - the Chosen is beholden to Tzeentch, and must constantly strive to earn his favor. For the Chosen of Tzeentch this means more than mere slaughter and death. In order to earn the grace of the Changer of Ways, the Chosen must apply guile and trickery as much as brute force. Only through careful planning and deliberate carnage can a Chosen of Tzeentch truly find the favor of their god.
The Chosen of Tzeentch Specialty
Tzeentch expects his Champions to be both ferocious warriors and cunning tacticians. As a result, Chosen who excel in these areas are granted profane rewards. These Dark Gifts allow the Chosen to manipulate the ruinous power of Chaos itself. While this provides them with ever greater strength, it also continually strips away any remnants of humanity that may still reside in the dark recesses of their memories. These Dark Gifts supplement the warrior’s awesome martial skills, increasing their durability, strength and even allowing them to harness the Winds of Magic.
Above all else, as a Chosen Champion, you will seek the esteem of Tzeentch. Yours is an arduous path, forever seeking out greater glory in the eyes of the Raven God by playing a crucial role in his terrible schemes and cruel manipulations. Encased in a blasphemous panoply of heavy armor, you will endeavor to place yourself on the front line of every battle, where you will bring to bear the power of your Dark Gifts against your foes. You will also often be called upon to protect the insignificant or the weak, not as an act of compassion, but rather in service to the inscrutable machinations of your treacherous god.
Only death - either yours or theirs - brings any hope of respite from the fear and confusion that the Chosen inspire and the devastation they wreak on the battlefield. The best choice is almost certainly to do anything and everything you can to eliminate the Chosen from the fight as quickly as possible. They are devious and manipulative, and it is unwise to give them any opportunity to use their Dark Gifts to guide the course of a battle. Since they are most dangerous at close range, wise groups will focus magical and ranged attacks on them early in the fight. Failing that, your only hope is a focused, heavy melee attack – though it will certainly be a race against the dark and creeping terror such close proximity to the monstrous Chosen will instill in you and your allies.
Do not be mislead by appearances, for they are the first weapon of the Chosen. Covered from head to toe in unholy armor, wielding massive weapons capable of rending enemies limb from limb, the Chosens are hulking figures of dread and terror on the battlefield - but woe to the enemy who dismisses them as simple brutes! Tzeentch's Chosen are cunning warriors who can bring forth a whisper of the Ruinous Powers into this world, dooming their enemies to a fate that is, perhaps, worse than a simple death.
The Chosen have been blessed by Tzeentch with several dark gifts, powers of Chaos which they can grasp and pull into this world through their very bodies. These powers pour forth from within their massive armor, and spill out as profane auras. In addition to causing an immediate effect when they first burst out from the Chosen's grasp, these lingering effects will continue to empower the player for several moments, allowing them to unleash melee attacks fueled by the unholy power of Tzeentch himself.
Core Abilities
Ability Name
Rank
Cost
Cast Time
Description
Auto attack
1
30 AP
Instant
Attack with your melee or ranged weapon
Bulwark
repairs a friendly keep door for 5% of it's total health over 15 seconds
Challenge
20
20AP
Instant
you challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal only 70% damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times
Deflect oil
Channeled 10% reduction in damage taken by oil siege engines. You will also protect two other group mates within 30 feet. Only one effect of this type may be on a player at a time
Flee
1
All AP
instant
you run away from battle in a mad panic. Increasing your eun speed by 30% for 10 seconds. You immediately loose all of your actions points, any career mechanic points, and your moral will begin to drop, and you will not begin to regain action points until 10 seconds have past
Guard
10
None
Instant
you defend one of your groupmates and try to take attacks mention for them, as long as your within 30 feet of them any damage they suffer will be split evenly between the 2 of you, and 35% of all hate they cause will be redirected to you
Hold The Line
10
20 AP
Instant
You focus your defenses against enemy fire, increasing your chance to dodge and disrupt by 45% for 12 seconds. you will also defend all allies behind you, up to 40 feed away, increasing their chances to dodge and disrupt by 15% as long as they remain at your back. Allies may have this effect stacked on them up to 3 times this effect will end if you break your concentration , or run out of action points
Juggernaut
18
45 AP
Instant
You become filled with unstoppable power, removing all snaring, rooting, stunning, and disarming effects.
Modify siege engine
Siege targeted buff. Decreases the cool down times of that siege engine by 50% for 30 seconds. Does not work on rams or oil
Petrify
30
30 AP
Instant
The land around you warps and changes, encasing up to 4 nearby opponents in hardened stone. effected opponents are rooted for 10 seconds and cannot move. Rooted targets have a 50% chance to break free when they suffer any damage.
Sever blessing
22
25 AP
instant
You sever one Blessing from your enemy and do 10 damage
Taunt
7
20 AP
Instant
You enrage your opponent, interrupting any currently building abilities and forcing monsters to attack you. While taunted your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times
Throwing axe
1
20 AP
1s
A basic throwing attack that inflicts 10 damage. Has a chance to deal 90 damage to a severely wounded target if you are behind them.
The Path of Dread is focused on directly and brutally crushing your foes. A master of Dread will be likely to favor a Greatweapon instead of a shield, greatly increasing their offensive power at the cost of sacrificing the protections that a shield would otherwise offer. They will be easily capable of picking up a shield when the situation calls for it...but they won't be happy about it.
The Path of Corruption is a cunning Mastery for those who prefer to outlast their enemies, letting their foes beat in futility on a massive shield until they're exhausted, and then crushing them with deliberate and vicious attacks. A specialist in Corruption will be the person who defines where the lines of battle will be drawn, since they -are- the front lines.
The Path of Discord is one that delves more deeply into Tzeentch's gifts, and masters of Discord more fully understand how to manipulate the Chaos forces that swirl within them. They can unleash blasts of magical power, or twist the magical energies to unnaturally enhance their melee attacks. Their understanding of the nature of magic is still relatively shallow, however, and they can not hope to approach the skill or power of a true magus, but even their brief flashes of otherworldly energy are enough to empower them as potent melee combatants.
So this one is a pure PvE spec and needs little explanation. It combines Oppression and Crippling Strikes to provide a total of 40% extra damage reduction and then slaps on a 25% parry increase from Mixed Defenses for 5 seconds after you block. Since in PvE you’ll block all the time, this means it’s constantly active.
This is probably the single most popular spec for Chosen and for good reason. It combines high damage when using great weapons, increased AoE damage, Quake’s stagger AND turns you into a Crippling Strikes AoE delivery system, which is of great benefit to your fellow Destruction players.
I don’t play this spec very often, but I have tried it, it did work and I know quite a few people use it. The trick to it is combining Tzeentch’s Reflection with Hold the Line and getting your disrupt chance very high (80%+ is easy), since with Tzeentch’s Reflection active every disrupt you do will silence the enemy. Combine that further with Siphoned Energy and you can get a reasonable self heal in some situations, as well as a speed buff. What is important to remember however is because of immunity timers, the silence will not always work. This spec can work very well though as a guard for a bombing Sorcerer.
Downfall – The extra knockdown is really handy and the ability I miss most when not specced (other than Quake)
Oppression – A personal 15% damage reduction from ALL sources and the armour increase make this better than crippling strikes for YOU, it has no effect on anyone else which is where crippling strikes is better. However in RvR Crippling Strikes works best when combined with Rending Blade and since you’ll nearly always have other Chosen nearby applying Crippling Strikes, it’s not essential for everyone.
MIxed Defenses - adds 15% perry for 5 seconds every time you block
These sets are obtained through quests found throughout the world
completing these sets gives the title "Captain of Consignments"
Tracker’s
Trackers armor set
This Set obtained by completing a series of quests located throughout tier 2
Boots
Drekka Goblobba rewards the Tracker's Boots from quest 'Ead 'unta in Bonerender's Bash (Orc Chapter 6), in the Marshes of Madness.
First quest: Kill 20 Ironbreakers.
Followup: Kill Surveyor Stonebreak (level 13 Hero) to the north east of Bonerender's Bash, in the Marshes of Madness (he moves around, but approximately 24k,4.5k).
Chest
Tarond Frostrage rewards the Tracker's Chest from quest Bladed Whispers in Brokenblade (Dark Elf Chapter 8), in Ellyrion.
First quest: Kill 20 Swordmasters.
Followup: Kill Drielis Windform (level 17 Hero). He is found at the edge of a hill behind some tents around 15k,17k in Ellyrion.
Gloves
Erikwuf Wrathbound rewards the Tracker's Gloves from quest Good Will in Ostland (Chaos Chapter 7).
First quest: Kill 20 Witch Hunters.
Followup: Kill Wilhelm Von Kleinbach (level 15 Hero) around 61k,36k in Troll Country.
These sets are gained through doing the games dungeons, These are the Sacellum in IC, Mt. Gunbad in The Badlands, Bastion stair in Chaos wastes, Bloodwrought enclave and Bilerot burrow in IC, and The Lost Vale in Avelorn.
Completing these sets gives the title ???
Keeper’s
dropped from wing bosses in the Sacellum.
Keeper's armor set
Boots
Keeper's Boots are dropped by Vul the Bloodchosen (level 15 Hero Chosen) and Slorth Thunderbelly (level 17 Hero Ogre) in The Sacellum Dungeon.
Chest
Keeper's Body is dropped by Viraxil the Broken (level 20 Hero Hydra) in The Sacellum Dungeon.
Gloves
Keeper's Gloves are dropped by any of the three end bosses in The Sacellum Dungeon in addition to the other set pieces with roughly a 50% chance.
Keeper's Accursed Defender Kit
Total
Armor
330
252
240
822
Strength
10
8
-
18
Toughness
15
13
7
35
Wounds
7
-
12
19
Initiative
-
3
3
6
Weapon Skill
-
6
6
12
Morale Per Second
2
-
-
2
Set Bonuses
(2 Piece Bonus)
+310 Armor Bonus
(3 Piece Bonus)
Clarity - Any Ability: 10% chance to reduce the cost of the next ability used within 10 seconds to 0 Action Points
The pieces of these armor sets are gold bad drops out of there respected Tier PQs, Hard PQs have a greater chance to dropping a gold bag than normal and easy PQs. The PQs listed here have a good chance of dropping a gold bag. PQs listed are from the Chaos/Empire pairing only.
Completion of these sets awards the "Natural Disaster" title
These sets can be bought from venders in IC using RVR currency or from gold bags in the City
Completing these sets gives the title "Urbanite"
Conqueror’s
Conqueror's Armor Set
This armor can be bought from Overlord Steelhide in The Undercroft Or from Contested City / Skaven dungeon Stage 2 gold bags. Note: As of patch 1.4.0 Conqueror's gear no longer need "Conqueror's Crests" to buy