Difference between revisions of "Zakarum Zealot"

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Zakarum Zealots are [[Animals]].
 
Zakarum Zealots are [[Animals]].
  
These humans are the followers of the Zakarum religion that has been corrupted by [[Mephisto]], the boss of Act Three.  They are not evil, just under the control of evil. You must kill them or be killed by them anyway, tragically.  Zealots run quickly, carry mighty polearms, and deal solid damage with them, but do not have a very fast attack rate, and can not take much punishment. They may be healed, but not resurrected, by [[Zakarum Priests]].
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These humans are the followers of the Zakarum religion that has been corrupted by [[Mephisto]], the boss of Act Three.  They are not evil, just under the control of evil. You must kill them or be killed by them anyway, tragically.  Zealots run quickly, carry mighty polearms, and deal solid damage with them, but do not have a very fast attack rate, and can not take much punishment. They may be healed, but not resurrected, by [[Zakarum Priest]]s.
  
 
The Zealots you find in Travincal will no longer attack you, and will instead run away at high speed, once you have completed The Blackened Temple quest by smashing the Compelling Orb with Khalim's Will. Once the Orb has been destroyed, the Zealots will run away. Killing them then isn't very sporting, but they are still worth full experience and item drops. Let your conscience be your guide.  
 
The Zealots you find in Travincal will no longer attack you, and will instead run away at high speed, once you have completed The Blackened Temple quest by smashing the Compelling Orb with Khalim's Will. Once the Orb has been destroyed, the Zealots will run away. Killing them then isn't very sporting, but they are still worth full experience and item drops. Let your conscience be your guide.  

Revision as of 10:13, 29 March 2008

Zakarum Zealots are Animals.

These humans are the followers of the Zakarum religion that has been corrupted by Mephisto, the boss of Act Three. They are not evil, just under the control of evil. You must kill them or be killed by them anyway, tragically. Zealots run quickly, carry mighty polearms, and deal solid damage with them, but do not have a very fast attack rate, and can not take much punishment. They may be healed, but not resurrected, by Zakarum Priests.

The Zealots you find in Travincal will no longer attack you, and will instead run away at high speed, once you have completed The Blackened Temple quest by smashing the Compelling Orb with Khalim's Will. Once the Orb has been destroyed, the Zealots will run away. Killing them then isn't very sporting, but they are still worth full experience and item drops. Let your conscience be your guide.

  • All values are listed by difficulty level: Normal / Nightmare / Hell.


Statistics

  • Speed rates a monster's movement speed. 1 is very slow, 10 is fast, with some very fast creatures rated at 10+.
    • Speed 1 is how fast Zealots move before a character has completed The Blackened Temple quest.
    • Speed 2 is how fast Zealots move after a character has completed The Blackened Temple quest, when the Zealots begin to run away instead of standing to fight. They're still worth full experience and item drop like normal, even when they run away.

The TC/Rune drops listed are the highest Treasure Class/Rune Group a normal monster of that type can drop.

  • TC Champions and Bosses can sometimes drop from the next higher group.
  • The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item calculators to ascertain precisely what a monster from a given area can drop.
Type Level Experience Hit Points Speed 1 Speed 2 Max TC/Rune
Zakarumite 20 / 50 / 80 300 / 5294 / 35520 94-125 / 1203-1504 / 5046-8410 6 / 6 / 6 8 / 8 / 8 24/Ral, 54/Um, 78/Cham
Faithful 22 / 51 / 81 363 / 5664 / 36607 110-144 / 1244-1555 / 5150-8583 6 / 6 / 6 9 / 9 / 9 27/Ral, 54/Um, 78/Cham
Zealot 24 / 53 / 82 439 / 6364 / 37694 123-162 / 1326-1657 / 5253-8755 6 / 6 / 6 11 / 11 / 11 27/Ral, 54/Um, 78/Cham


Offense

Type Melee Attack #1 Attack Rating #1 Melee Attack #2 Attack Rating #2
Zakarumite 8-14 / 24-41 / 54-91 185 / 990 / 3218 8-14 / 24-43 / 54-95 185 / 1138 / 3700
Faithful 9-15 / 25-43 / 55-93 207 / 1008 / 3256 9-15 / 25-45 / 55-97 207 / 1159 / 3744
Zealot 9-16 / 26-44 / 55-93 223 / 1044 / 3294 9-16 / 26-46 / 55-97 223 / 1200 / 3788


Defenses

  • Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec
  • Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.
  • Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.
  • Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Type Defense Blocking Regen Rate Drain Effectiveness Chill Effectiveness
Zakarumite 102 / 556 / 1250 20% 1.2/sec 100 / 100 / 100 50 / 40 / 33
Faithful 112 / 566 / 1264 22% 1.2/sec 100 / 100 / 100 50 / 40 / 33
Zealot 122 / 585 / 1278 24% 1.2/sec 100 / 100 / 100 50 / 40 / 33


Resistances

  • Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
  • Immunities can be "broken" by skills that lower resistance, if the value drops below 99%. See the Resistances page for more details.
Type Physical Magic Fire Cold Lightning Poison
Zakarumite 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 100% 0% / 0% / 33% 0% / 0% / 33% 0% / 0% / 20%
Faithful 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 25% 0% / 0% / 140% 0% / 50% / 100% 0% / 0% / 20%
Zealot 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 25% 0% / 0% / 33% 0% / 0% / 100% 0% / 0% / 20%