Zakarum Zealot

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Zakarum Zealots
Diablo II Monsters [e]
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Zakarum Zealot:
is a Monster
and an Animal
and a Guest Monster

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.

None of the Zealots you find in Act Three will attack you 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 at high speed. (Zakarum Priests will continue to fight.) Killing them at that point isn't very sporting, but they are still worth full experience and item drops. Let your conscience be your guide.


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 8 24/Ral, 54/Um, 78/Cham
Faithful 22 / 51 / 81 363 / 5664 / 36607 110-144 / 1244-1555 / 5150-8583 6 9 27/Ral, 54/Um, 78/Cham
Zealot 24 / 53 / 82 439 / 6364 / 37694 123-162 / 1326-1657 / 5253-8755 6 11 27/Ral, 54/Um, 78/Cham
Guest Monsters (Act Five, NM/Hell only)
Zealot -- / 65 / 85 -- / 12808 / 40956 -- / 1818-2272 / 7418-9273 6 11 --, 63/Vex, 87/Zod


Offense

Bone Fetish are feared chiefly for their explosive death, though they can deal considerably damage when alive, especially in large groups or when hitting characters with slow hit recovery speed who can not run away. Each individual Bone Fetish will seldom strike a target more than two or three times before pausing or running away, but these attacks come very quickly and usually prompt retaliation, which is what gets most characters killed.

Type Attack #1 Attack Rating #1 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
Guest Monsters (Act Five, NM/Hell only)
Zealot -- / 31-53 / 57-96 -- / 1260 / 3408 -- / 31-55 / 57-100 -- / 1449 / 3919


Defenses

  • Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.
  • Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, 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 -- 1.2/sec 100 / 100 / 100 50 / 40 / 33
Faithful 112 / 566 / 1264 -- 1.2/sec 100 / 100 / 100 50 / 40 / 33
Zealot 122 / 585 / 1278 -- 1.2/sec 100 / 100 / 100 50 / 40 / 33
Guest Monsters (Act Five, NM/Hell only)
Zealot -- / 700 / 1320 -- 1.2/sec -- / 100 / 100 -- / 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 Fire Cold Lightning Poison Magic
Zakarumite 0% / 0% / 15% 0% / 0% / 100% 0% / 0% / 33% 0% / 0% / 33% 0% / 0% / 20% 0% / 0% / 0%
Faithful 0% / 0% / 15% 0% / 0% / 25% 0% / 0% / 140% 0% / 50% / 100% 0% / 0% / 20% 0% / 0% / 0%
Zealot 0% / 0% / 15% 0% / 0% / 25% 0% / 0% / 33% 0% / 0% / 100% 0% / 0% / 20% 0% / 0% / 0%
Guest Monsters (Act Five, NM/Hell only)
Zealot -- / 0% / 15% -- / 0% / 20% -- / 0% / 50% -- / 0% / 100% -- / 0% / 0% -- / 0% / 0%


Locations

In a number of areas the Zealots can not spawn as bosses or champions, but in v1.10+ they will appear as part of the boss pack of Zakarum Priests.

  • Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.
  • Monsters in areas marked "Boss Only" will only appear as random bosses or champions.
  • Monsters in areas marked "No Boss" will never appear as random bosses or champions.
Type Acts 1-4: Normal, Nightmare, and Hell
Zakarumite Act 3: Lower Kurast, Kurast Bazaar (no boss).
Faithful Act 3: Kurast Bazaar, Upper Kurast (no boss)
Zealot Act 3: Upper Kurast, Kurast Causeway, Travincal
Guest Monsters (Act Five, NM/Hell only)
Zealot Act 5: Halls of Pain (no boss), Worldstone Keep 1 (no boss)