Once Priests of the Light, fanaticism has driven the Zealots to adopt new colors. Like the Priests they came from, however, their ranged magical attacks devastate the enemy while their aura of holy zeal encourages friendly units.
Guided by a higher force, the Zealots are the scourge of all those who refuse to bow to Elrath. Embracing the "smiting" aspect of the Light, they prefer to punish than to preach. They cannot be diverted from their holy crusade, and all pleas for mercy are pointless.
It has a higher attack and lower defense, and more mana and fewer shots, than the inquisitor. Despite the added mana, it actually has fewer spells, two compared to the Inquisitor's three.
To remove enemy curses or blessings, the zealot does the job, while the inquisitor has more tactical uses with its spells.
- Shooter - This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
- Caster - This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).
Spellbook: Blindness (Hammers of Fate only), Cleansing (Tribes of the East only), Righteous Might
- No Melee Penalty - Shooter has no penalty for damage inflicted during melee attack.
- Purge - This creature has a certain chance to remove a positive effect from an enemy it attacks. (Tribes of the East only)
|Peasant · Archer · Footman · Griffin · Priest · Cavalier · Angel|
|Conscript · Marksman · Squire · Imperial griffin · Inquisitor · Paladin · Archangel|
|Brute · Crossbowman · Vindicator · Battle griffin · Zealot · Champion · Seraph|