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In ages past, the Archangel Yaerius visited a young ascetic named Akarat and revealed to him the tenets of what was to become the religion of Zakarum. These teachings stressed the necessity of resisting all things evil, and embracing, with total devotion, the Light. The angel appointed Akarat to be the prophet of these new teachings, and bade him take the word to the people of all lands. This new religion spoke directly to the common man, and the people of Kurast embraced it. They sent disciples throughout Kehjistan to spread the word. Popular religious leaders soon sprung up, endorsed by the new church, and within half a century Zakarum was the dominant order of faith and binding political force in the East. As the religion of Zakarum took hold in the East, they encountered many enclaves of demonic followers. Some of these were fully corrupted, and easily identified, but many were under subtle demonic influence, and appeared to be noble and good. The Hand of Zakarum was an order of warriors consecrated by the church, and given powers of Light. These Paladins led the armies of Kehjistan against the forces of darkness, pursuing them tirelessly and leaving no territory unexamined. It was often a difficult task to sort out the wicked from the loyal, but they were relentless in their quest.

The forces of Chaos actively resisted this holy scourge, often by claiming that the Paladins themselves were corrupt agents of evil. There were times when Hell managed to trick these holy warriors into killing an innocent, in the hope that it would spread doubt within the church. Occasionally, the zeal of a Paladin would cross the line into fanaticism, thus opening him up to evil influences. The demonic host took every chance to plant the seeds of chaos, and the forces of Light fought endlessly to weed out every hint of corruption.

It is this zeal that drives the Zakarum to battle any they deem to be corrupted. The Zealots are directed by their Priests and will bring their righteous wrath down upon any who they believe to be tainted by the touch of the Three.

Additional Information[]

Once you have completed the Blackened Temple quest in Act III, Zealots will run away in fear.

Monster Stats[]

Zakarum Zealot
Animal
Difficulty Health Resistances Drain Effectiveness Locations (Monster Level)
C F L M Phy Psn Regular Champion/Unique
Zakarumite
Zakarumite (Diablo II)
Super Unique: None
Normal 94-125 0 0 0 0 0 0 100% Lower Kurast (20)
Kurast Bazaar (20)
Lower Kurast
Nightmare 1,203-1,504 0 0 0 0 0 0 100% Lower Kurast (52)
Kurast Bazaar (52)
Lower Kurast
Hell 5,046-8,410 33 100 33 0 10 20 100% Lower Kurast (80)
Kurast Bazaar (81)
Lower Kurast
Faithful
Faithful (Diablo II)
Super Unique: None
Normal 110-144 0 0 0 0 0 0 100% Kurast Bazaar (22)
Upper Kurast (22)
Kurast Bazaar
Nightmare 1,244-1,555 0 0 0 0 0 0 100% Kurast Bazaar (50)
Upper Kurast (52)
Kurast Bazaar
Hell 5,150-8,583 140 25 33 0 10 20 100% Kurast Bazaar (80)
Upper Kurast (81)
Kurast Bazaar
Zealot
Zealot (Diablo II)
Super Unique: None
Normal 123-162 0 0 0 0 0 0 100% Upper Kurast (24)
Kurast Causeway (24)
Travincal (24)
Upper Kurast
Nightmare 1,326-1,657 0 0 0 0 0 0 100% Upper Kurast (52)
Kurast Causeway (53)
Travincal (54)
Upper Kurast
Hell 5,253-8,755 33 25 100 0 10 20 100% Upper Kurast (81)
Kurast Causeway (81)
Travincal (82)
Upper Kurast

Act V Guest Monsters[]

Zakarum Zealot
Animal
Difficulty Health Resistances Drain Effectiveness Locations (Monster Level)
C F L M Phy Psn Regular Champion/Unique
Zealot
Faithful (Diablo II)
Super Unique: None
Nightmare 1,326-1,657 0 0 0 0 0 0 100% Halls of Pain (63) -
Hell 5,253-8,755 50 20 100 0 15 0 100% Halls of Pain (83) -
Zealot
Zealot (Diablo II)
Super Unique: None
Nightmare 1,326-1,657 0 0 0 0 0 0 100% Worldstone Keep Level 1 (65) -
Hell 5,253-8,755 50 20 100 0 15 0 100% Worldstone Keep Level 1 (85) -


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