Jump to content

Bestiary/Zealot of Khaldun: Difference between revisions

From New Bradford
nb>Bestiary import
Bestiary: new creature page generated from the shard's creature scripts
 
m 1 revision imported: Bestiary expansion: all pre-AoS creatures
(No difference)

Revision as of 03:41, 27 October 2026

Zealot of Khaldun
A Zealot of Khaldun
The Knight
General
Type Human
Category Humans
Alignment Evil
Karma −10,000
Fame 10,000
Behavior Attacks on sight
Speed Medium
Stats
Strength 351–400
Dexterity 101–150 / 151–165
Intelligence 502–700 / 76–100
Hit points 421–480 / 448–470
Stamina 101–150 / 151–165
Mana 502–700 / 76–100
Damage 5–15 / 15–25
Armor 36 / 40
Resources
Carving Nothing

The Zealots of Khaldun are the human cultists of the Khaldun dungeon, in two kinds: the spellcasting Summoner and the sword-wielding Knight. Killing one is only half the fight: as it dies it rises again as an undead creature that carries all of its loot.

Overview

  • In-game name: Zealot of Khaldun (both kinds), with the title the Summoner or the Knight
  • Corpse: none (see below)
  • Looks: a human cultist. The Knight wears dark bone armor and boots and carries a dark viking sword and metal shield; the Summoner wears a dark bone helm with a cloak, kilt, necklace, gloves and sandals in matching colours.
  • Behavior: both attack the nearest target they see. The Summoner fights like a spellcaster (mage AI), mixing spells with melee; the Knight is a pure melee fighter.
  • Notoriety: it always shows as a murderer (red), so anyone can attack it freely.

Stats

Stat Summoner Knight
Strength 351–400 351–400
Dexterity 101–150 151–165
Intelligence 502–700 76–100
Hit points 421–480 448–470
Stamina 101–150 (same as its Dexterity) 151–165 (same as its Dexterity)
Mana 502–700 (same as its Intelligence) 76–100 (same as its Intelligence)
Melee damage 5–15 15–25
Armor rating 36 40
Fame / Karma 10,000 / −10,000 10,000 / −10,000

Skills

Skill Summoner Knight
Meditation 120.1–130.0 —
Swordsmanship — 120.1–130.0
Anatomy — 120.1–130.0
Evaluating Intelligence 100.0 —
Wrestling 90.1–100.0 70.1–80.0
Tactics 90.1–100.0 90.1–100.0
Magic Resistance 90.1–100.0 90.1–100.0
Magery 90.1–100.0 —

Abilities

Magic

It fights with the mage AI: it closes to melee range but casts between swings. Its Magery is 90.1–100.0 and its Evaluating Intelligence 100.0.

  • Damage spells: Magic Arrow, Harm, Fireball, Lightning, Mind Blast, Energy Bolt, Explosion and Flame Strike.
  • Other spells: about 1 cast in 8 is Poison (only if you aren't poisoned already). It may also Bless itself, curse you (Weaken, Clumsy, Feeblemind or Curse), drain your mana (Mana Drain or Mana Vampire) or Paralyze you.
  • Healing: it cures itself when poisoned, and sometimes heals itself (Greater Heal when badly hurt), more often the higher its Magery.
  • Dispel: with 502+ Intelligence it can cast Dispel on your summoned creatures (more reliably the higher its Magery).

This section applies to the Summoner only; the Knight casts no spells.

Special behaviors

  • Rises again. When a zealot dies it leaves no corpse. Instead a bone mage (from the Summoner) or a bone knight (from the Knight) appears in its place, already fighting the same target. You have to kill that undead too to get the loot.
  • The undead holds the loot. The new bone mage or bone knight carries the zealot's loot in its pack: three Filthy Rich loot packs. It also has its own normal items (for example a bone knight's piece of plate armor, scimitar and shield).
  • No reward for the second kill. The bone mage or knight is flagged no kill awards: killing it gives no fame or karma, and it makes no treasure map or extra death loot. The fame and karma for the zealot itself aren't given either, since the zealot is deleted rather than killed.
  • Can't be provoked (both kinds), but they can be calmed and discorded.
  • Their gear is lost. Because the zealot is removed rather than leaving a corpse, nothing it wears (the Knight's bone armor, sword and shield, or the Summoner's clothing) can be looted.
  • Poison: the Knight is immune to poison up to Deadly; the Summoner has no poison immunity.

Loot

Neither kind drops anything itself. All their loot (three Filthy Rich packs, about 1,200–1,950 gold in total plus magic items) is carried by the bone mage or bone knight that rises when they die. See Special behaviors.

Carving

There's nothing to carve: the zealot leaves no corpse, and the undead that replaces it carries the loot.

Tips

  • Save some strength for the second fight: the bone mage or bone knight appears at full health as soon as the zealot falls.
  • The Knight has 120–130 Swordsmanship and Anatomy and hits for 15–25; the Summoner has 90–100 Magery and 120–130 Meditation, so it rarely runs out of mana.
  • Fame and karma aren't awarded for either part of the kill, so hunt them for the loot.
  • Both always show as murderers, so you can attack them freely.