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Up to date as of February 01, 2010
(Redirected to Zannah of Khera (Earth-50) article)

From DC Database

Character Template Character Template
Real Name
Lady Zannah of Khera
Current Alias

Lucy Blaze





Harmony (mother, deceased), Kenesha (Savant, daughter), Nikolas Kamarov (Winter, son)


Base Of Operations
Halo Building, New York City, New York


5' 11"

125 lbs (57 kg)




Marital Status

Warrior, former Majestrix of the Coda, Assassin, Government Operative

Traditional Kherubim Education, Advanced Coda Training

Born a Kherubim Lord from the planet Khera

Place of Birth
Tower of Red Lament,Khera


First appearance



Zealot was originally Lady Zannah from the planet Khera. While there she was apart of one of the leading political/cultural groups known as The Coda. The Coda was a a female faction of who had responsibility over all wars and battles. Zannah was also one of the few fertile Kherubim and therefore she was picked to mate with Lord Majestros of the other leading faction of Khera, The Pantheon. Due to this union she gave birth to a daughter named Kenesha. However, because Zannah desire to be a warrior rather then a priestess like other Kherubim mothers she gave her child to her mother Lady Harmony. This meant Kenesha was brought up as her sister and Majestros was told the child had died.


Trapped on Earth

Thousands of years ago Zannah became one of the Kherubims who had become stranded on Earth when the explorer ship she was on crash landed after battling a Daemonite warship. It was only due to her current lover Stratos that she was able to survive, as he was able to get her into one of the ships rescue pods. Not long after she joined the earth war between Kherubim and the Daemonites who wanted to take the planet over.

Zannah and the other survivors were scattered, but found they could easily hide amongst the human population. The Daemonites, while less humanoid used their powers of possession and shape-shifting to hide amongst the population. It was then that the next few millennia was spent waging a s secret war, unknown to average humans.

Founding the Earth-based Coda

Not long after crashing on the planet did Zannah start to train human females in The Coda fighting tradition. She even took part in the Trojan War on the Greek side. The payment she was to receive was the 99 baby girls to add to her new Coda. During the war she helped the warrior Ulysses come up with the idea for the Trojan Horse, for her part she spared the royal family, so the massacre would not affect the women and children. The rest of the Coda would not allow such a betrayal of the tenants she had taught them, even from its own founder. She also further earned their contempt when she refused to kill her ally Artemis in a duel she had won. She was then cast out into exile.

It was then exile that she came across the witch Tapestry and was forced into being her slave, in return for Kenesha's life being spared. She was a slave for many centuries through which the witch tried to brainwash her into thinking like her, Zannah stayed true to herself though wasn't completely the same. It was during this time that she was taught dark sorcery by Tapestry, though because of its corruptive nature she would refuse to use it for many years after she had escaped.

Team One

In the 1900s Zannah took the name Lucy Blaze and joined Team One, alongside fellow Kherubim survivors Emp, Majestros, and John Colt. She would form a short lived relationship with John and they have a child, she then gives the child to a Siberian family for the child's protection. (The child would later become Stormwatch member Winter, who remains unaware of his true parentage). The team battle the evil Helspont on the first mission. Helspont is a Daemonite Lord and has formed a group known as the Cabal, made up of post-humans and Daemonites. Helsponts wanted to destroy all humans using nuclear missiles so the Daemonites could rule the planet. Team One fought him and one of their members Regiment succeeded in destroying the only missile left. The team disbanded after.


Years later, now going by the name Zealot, she became close with a human man named, Cole Cash. She took upon herself to do something totally out character and train him in Coda fighting techniques. He later would become the post-human Grifter. Some time after that they were recruited into the newly formed WildC.A.T.s by Zealots old friend Emp.

During her time on the team she again fought Helspont and his followers. This time he wanted to bring Daemonites to earth, they foiled his plans. When Voodoo joined the team she also trained her in Coda fighting techniques. It was during this time that Zealot would be brought face to face with her old master Tapestry and group she had hired. The WildC.A.T.s became involved and the battle even caught the attention of Mr. Majestic and Savant.

Zealot later was involved in the discovery of a crashed Kherubim ship, which the team used to travel back to Khera. Khera turned out not to be the utopian society they had thought it to be, even Zealot was confused as her memory was very different then what she had remembered of her homeworld. Zealot learned along with the rest of the team that the war against the Daemonites had ended thousands of years ago, and they were now second class citizens living in slums and ghettos. Zealot's attitude toward the situation strained her relationship with Voodoo. Also the Coda wanted to kill her hoping she would become a martyr for their cause. Zealot was disgusted and along with the rest of the team returned to Earth. Upon returning they found they had been replaced by a new team. The new team was Mr. Majestic, Savant, Ladytron, Condition Red and Tao. However Tao was revealed to had been manipulating the team into starting a gang war and she almost killed Tao when they attacked him, but Majestic killed him first.


Zealot was recruited by Department PSI to be a part of Wildcore when they had to deal with a group of aliens known as the D'rahn. She gained intel using a alien database, kept by a group of alien exterminators known as the Puritans. She learns the D'rahn seek to hunt down the earth's Kherubim, during the intel gathering, the D'rahn attack the military base killing the Chasers who protect it. The only people to make it out of the base alive are Zealot, the leader of the Chasers, Brawl, and the leader of the Puritans, General Grant. Grant turns out to be a Daemonite in disguise and swears his factions loyalty to the D'rahn, in turn the D'rahn enlighten them and they become more powerful. Wildcore is able to erase all but ten names of the earth-bound Kherubim, they are not able to save any of the names left over but one. His fiance Alea is enlightened and she joins Wildcore. Alea and Ferrian them go to search for Majestic for help, Azrum a ally go look for Tapestry to get her help. Majestic joins the battle and kills the Typhon of the D'rahn causing them to retreat. Tapestry is found to have imprisoned Azrum and enslaved Zealot, she then reshapes the world, but Ferrian regains his memories and saves them. In the escape the team loses two members and Zealot leaves the group.

Coda Revisted

Zealot then returns to the WildC.A.T.s. During a mission involving Daemonite tech being used to turn humans into super soldiers in an Irish village, Zealot tries to save a group of children and is shot. After being shot the village is caught in an explosion and the team believes her dead. In truth she was in hiding from various Coda factions, whom she was hunting down in secret, and had a one night stand with a drunken Grifter, who then joined her in her quest. F.B.I. soon trackers her down and sends Agent Orange, who unbeknownst to them is under Jack Marlowe's control. The Coda also trackers her down and sends Sarin to capture her, Agent Orange and his agents. Zealot is tortured and about to be executed when Ladytron, under Grifter's control, Mr. Dolby, the Beef Boys and C.C. Renozzo are sent after her. They eventually are freed and the Coda and their base were destroyed.

Kherubim Truth

Sometime later Mr. Majestic requested her help after his time-travel adventure revealed a world controlled by the Daemonites. Zealot, Majestic and Desmond go off in search of a ancient Kherubim tech known as a Planet Shaper. They are attacked by Helspont on their journey. Desmond merges with the device and the they find out that the Kherubim grew in power by enslaving species on planets and taking over that world and that Daemonites were a race that fought back against their control. Soon a rogue Kherubim of the Shapers Guild named Javen arrived. He wanted to use the Shaper and remake Earth into a new Khera and use Majestic DNA to breed a new race of Kherubims. However, he found that Majestic's body was breaking down due to his dimension and time travel and attempted to take their child Savant as the next best thing. During the battle Majestic made Zealot reveal that she was in fact Savant's mother and he was her father. He then went off to stop the Kherubims forces on his own.

Nemesis from the Past

Some time later a Kherubim named Nemesis made an appearance it was revealed that she was at one time the lover of Majestic and he used his position to get her trained as a member of the Coda despite her being an Adrastea. Later Zealot and Nemesis became rivals and friends, but because of politics Majestic could not continue a relationship with her and was ordered to mate with Zealot. Nemesis was later framed for the death of Coda members by a Brotherhood of the Sword member named Raven and Zealot swore vengeance against Nemesis, not knowing the truth. Sometime in 2005 Zealot caught up with her, who was killing Brotherhood members. Zealot and the WildC.A.T.s attacked her only to lose easily. She was then bested by Mr. Majestic, who took her to the Halo building where the truth was revealed. In ensuring the battle against the brotherhood Zealot, Nemesis and Majestic made peace with each other and fought side by side, and Nemesis in turn risks herself to stop Raven but is saved at the last minute by Majestic.

World's End

Zealot and the rest of the WildC.A.T.s fight all manner of mutations and beasts to bring refugees back to the Halo building for safety.

Powers and Abilities


Kherubim Physiology: Kherubim resemble humans in appearance, but are physically far stronger and more durable and extremely long-lived, nearly immortal. However an evolutionary drawback to their near-immortality is that Kherans are almost infertile, only very rarely will a Kheran produce offspring. This effect is seen in real world natural environments, as longer living organisms will have fewer offspring than organisms with short lifespans. This is a natural check against overpopulation.

Enhanced Senses: Zealot has very high levels of senses. most notably sight and hearing. She is easily at human peak as far as her ability to note detailed objects. Her hearing on the other hand is very enhanced. So much so that she was able to pick out gunfire aboard a ship despite the sound that it made crashing upon the beach..and she was able to pick out the presence of a trained Black Razor group who were hidden quite well.
Immortality: As a Kheran, Zealot possesses virtual immortality. Her race is extremely long lived and she has been on Earth for literally the whole of human civilization and is showing no sign of growing old anytime soon. She is for all intents and purposes..virtually unaging.
  • Enhanced Healing: heals more rapidly.
  • Enhanced Durability: As a Kheribum she is very very tough and durable. A regular bullet and gun will not adequately harm her and her skin could be considered superhard and dense to a normal human. Her and her sister Savant for example, can be harmed by armor piercing bullets, but for comparison's sake. To fight Zealot is to fight someone who literally will not stop unless torn limb from limb.
Superhuman Strength: As a Kheran, Zealot is naturally stronger then a normal human, this ability further compounded by her extreme level of training and abilities as per her status as Coda Majestrix, and level of expierence. She can lift/press up to ten tons of weight with effort and in addition to this, knows how to best apply her strength as she once kicked out of a body hold placed on her by the far stronger Maul.

Dark Sorcery: For one hundred years, Zealot was in service of the weaver of souls Tapestry. During that time, Tapestry attempted to subvert Zealot into her own image. And Zealot became a powerful enchantress with skills and powers nearly on the scale of her teacher. Although later Zealot would purge herself of these terrible abilities, possessing them would grant her near godlike abilities. Abilities she would rarely use. Still with them, Zealot has the potential to be among the most powerful magic users on the planet. Abilities that she demonstrated when she took up the powers once more to face Tapestry are:

  • Telepathic Communication
  • Teleportation
  • Mystical Blasts: the ability to generate powerful blasts of arcane force.
  • Mystical Shields: The ability to generate protective shields of magic
  • Mystical Manipulation: as well as twists and subvert other magics cast at her
  • Matter Reconstruction: the ability to reconstruct matter such as clothes into a different form and appearance.
  • Mystical Aura: and a powerful magical aura that exists within her as well.
It is unknown if Zealot can weave souls in the same manner as Tapestry and it is not out of the question that she can, though it could very well be likely that as her teacher. Tapestry did not teach Zealot everything that she knows. Zealot later purged herself completely of these abilities with the help of Voodoo but Azrum later, during an encounter with Zealot, believed he had sensed an aura that was similar to Tapestries. If this is true,then though Zealot and Voodoo worked to purge herself. She could not completely destroy all remnants of her magical abilities and the potential for evil is still within the Coda Majestrix. As her encounter with Tapestry in WildCore draws nearer, this will likely be explained in more detail then.


Peak Kherubim Physical Conditioning: Herself, as a Kheribum that has trained for millennium after millennium, and has worked her physical attributes to their peak, is well above average for a Kheribum.

  • Peak Kherubim Endurance: Zealot has a very high level of endurance. So much so that the phrase ‘takes a lickin' and keeps on tickin' applies only all to well to her. To harm Zealot is not to beat her. To kill her is to beat her because her body and will are so strong, she will continue to try and fight even against overwhelming odds and when pain wracks every portion of her form. As a note, this isn't invulnerability. Simply a very high pain threshold.
  • Peak Kherubim Agility: Zealot has a level of agility that is quite literally astonishing. Her agility, and quickness are far beyond norm, as she's capable of feats such as vaulting off of walls, going from flips into a verticle stomp, adjusting her rate and direction when in terminal velocity fall and is essentially, well over Olympic level as far as her ability to flip, dodge, dive, spin and move about. This, coupled with her strength and endurance makes her a formidable fighter alone, not to mention if you throw in skills.

Master Martial Artist: With weapons that are older then some civilizations and a status that placed her as the head of an order of warrior women. Zealot has literally been described as one of, if not the deadliest assassin on the planet. Her fighting abilities are unmatched among the coda, with and without a blade. And she can hold her own against virtually anyone, including those physically better then her, in one on one and even group combat. More then a match for the best of the best. Her range of martial arts knowledge spans almost all arts known to man and include the alien birth ed fighting arts of the Coda.

Weapons Master: Her skills with weapons mainly focus on the use of bladed weapons such as the Coda Clef blade and the katanna blade. As well as the one and two handed sword. She is also an expert marksman, though not on the scale of Grifter of course. And is skilled in the use of throwing objects, such as daggers and the bladed weapons on connected to the back of her armored costume.

Strength level

She can lift (press) 10 tons.



Kheran blades


  • Since Armageddon Zealot has started a sexual relationship with Grifter


  • Almost no one in the Wildstorm universe can beat Zealot hand to hand skill wise. Backlash comes close, yet in the end, Zealot has weapons older then him and her superhuman attributes. With a sword, she has shown herself to be unmatched.

See Also

Links and References

  • None.


Wildstorm Character

This character exists under the Wildstorm Imprint, and their continuity takes place within the Wildstorm Titles. This template will categorize articles that include it into the category "Wildstorm Characters."

This article uses material from the "Zannah of Khera (Earth-50)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

Prefix Title earned by gaining +20,000 faction with the Agents of Neriak. Purchased from Dalion D'Abth for 61g 44s 20000 status.

This article uses material from the "Zealot" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

(60 votes)
Species and equipment information


Political and military information
Mission types
  • Commander
    • Field Commander
    • Naval Commander
Notable members

Covenant/Covenant Separatists, (Jackal Zealots are associated with Covenant Loyalists)

"A Zealot! So much for a stealthy advance."
—A Spec Ops Elite during the Battle of Installation 05.

The Zealot is a Covenant command rank associated primarily with the Sangheili.[1] However, other species have been given this rank such as the Kig-Yar, Zhar.[2] The Councilors and Imperial Admirals are above the Zealots in rank. They are extremely skilled in combat, but take a more political role. Zealot is also a generic term for an Elite with official command responsibilities. Zealots hold the command offices of Fleet Master, Ship Master and Field Master.

While some Zealots are strictly deployed to non-combat Fleet or Field Command posts, they often operate on the front lines and are greatly experienced and skillful at combat, having killed countless enemies of the Covenant before attaining their post.



Zealots are significantly more challenging to fight than other Elites. In Halo: Combat Evolved, Zealots are known to wield Energy Swords and Plasma Rifles. They are much tougher than regular Elites as they shoot faster and tend to actually pursue, hunt and kill their target, rather than shoot at the closest one. They also have extremely strong shields that are twice as strong as those of a Major Elite, (In Halo: Combat Evolved, they can take a rocket head-on and live). They are much faster than lower ranking Elites and can jump farther as well. They are much harder to hit and they duck behind obstacles to avoid fire. When found with Energy Swords they are extremely dangerous and should be dealt with quickly and preferably while they are still reasonably far away due to their extensive experience with melee combat. They are a powerful, smart and very dangerous foe to be reckoned with, especially on higher difficulties.

A Zealot from Halo 2.

The best way to deal with a Zealot is to either use a Plasma Grenade or to attack it from long range, as they are deadly in hand-to-hand combat because of their Energy Sword (and in Halo: Combat Evolved can kill the player with one hit from an Energy Sword in anything higher than Easy difficulty). Also, due to their strong shields, it is advisable to use heavy weaponry, such as the Sniper rifle and rocket launcher, if they are available. The M6D pistol is only moderately effective, taking 16 head shots to kill a fully shielded Zealot on Normal difficulty. The Needler is both common and extremely effective, due to the fact that seven rounds will kill most enemies and the weapon's large magazine. However, it should be noted that this weapon takes too long to work to be of use against a nearby or charging Zealot, and that if the Elite is too close you may take serious damage from secondary explosions or detonating grenades. One needle explosion is not enough to kill one on heroic or legendary. A tactical flaw that only works in Halo: Combat Evolved is that enemies have certain invisible 'boxes' they cannot leave, and if they do they will walk back to it immediately. These are needed to stop them from wandering all over the place and make them seem organized. When you find the 'box' of a Zealot, stand about 5 feet outside of it. When a Zealot approaches you, its programming will prevent it from leaving its box, and since its weapon is short range only, it will not be able to hurt you and merely stand there swiping air the whole time. You may then finish it off whenever or with whatever you want. However, if you enter the predetermined field of view, it will instantly leap at you, which can kill an unwary player.

If you are forced into close quarters combat with a Zealot, you should use a Shotgun. If a Shotgun is not present, using a Plasma Rifle to take down the Elite's shields and an M6D Pistol or Assault Rifle to finish it off is also an efficient tactic at medium to close ranges. Or a combination of a Plasma Pistol and a human weapon, normally called the "noob combo", is effective.

It is also possible to dodge the attack by jumping over him or moving very quickly to the left or right before he hits you. If you are quick enough, turn around swiftly and melee him while he is looking away; melee attacks to the back will always result in an instant kill. Note that this is difficult to do and may result in death if other Elites are present.

However, the player must exercise extreme caution and have very good timing, as it takes several blasts to kill a Zealot, and they can run faster than you can backpedal. The Plasma Pistol is also effective, as it can completely disable their shields with a single overcharged shot. Like any other Elite, a Zealot will be briefly stunned after the overcharged shot disables their shields. The player should use this opportunity to quickly switch to another weapon, preferably one capable of making head shots (e.g. the M6D), and finish off the Zealot. Finally, another tactic is to stick the Zealot with a Plasma Grenade while it is charging, but make sure you have cover or he will explode near you, killing you both if you're too close.

In Halo 2, they do not use Overshields and their shields are just a little bit stronger than those of a Major Elite and Special Operations Elite, but they are a lot smarter and tougher. They are still very deadly in close-quarters, so the player should keep their distance. Their armor without Energy shields are much thicker (although it makes it slower) than that of Major and Minor and can sustain more damage. In addition to the tactics mentioned in the preceding paragraph, dual M6C Magnums can be very effective at close ranges so long as you stay outside of their sword's reach. Dual Needlers are also effective. Also, Zealot AI is noticeably different in Halo 2; Zealots are always found wielding Energy Swords, ceremonial weapons befitting their high rank. If, as the Arbiter, you give them another weapon, they will not fire it; instead, they will use it as a makeshift melee weapon. Another fact that should be known is that Zealots will never, under any circumstances, ride in or drive a vehicle for religious purposes; they do not believe it is honorable to kill enemies with vehicles instead of hand to hand combat. If you try to give them a chance to get in one, such as in Uprising, their animation will glitch and they will start to walk toward the vehicle and turn around, they will then keep doing this. They will continue following you, once you keep going.

A Zealot pointing out a hiding enemy to his soldiers.

In Halo: Combat Evolved, Zealots had a "flaw" that made killing one slightly easier. It would do some form of roaring animation (similar to the Elite berserkers in Halo 2), or pointing out the player and yell. This animation makes the Zealot's body more open and gives the player a precious few seconds to snipe, fire a rocket at, or damage the shields of the Zealot.

Zealot Titles

A Zealot From Halo: Combat Evolved wielding his Energy Sword.

Zealot is the highest military rank for a Sangheili can achieve with the exception of the Arbiter, Councilor and Imperial Admiral. The Special Operations Commander of the Covenant is lower than higher Zealot ranks such as Supreme Commander[3], but probably higher than lesser ones such as Field Master. The ranks a Zealot can be all are a part of the Zealot Offices. Known examples include:

  • Fleet Master and also, possibly another name for De Facto Commander: This rank normally acts as the normal Ship Master and controls only one ship, but when a Fleet needs to do a special objective, the Fleet Master acts as the commander for the ships participating in that objective (normally called Task Force). Voro Nar 'Mantakree was a Fleet Master/De Facto Commander and was in charge of leading a task force to Onyx to pursue the Bloodied Spirit. You could compare this rank with a real life 'Vice Admiral' or 'Admiral'.
  • Ship Master: This rank is equivalent to the UNSC Navy's Captain rank. Ship Masters command Star ships within the Covenant but they still fall under the command of their Fleet's Supreme Commander and De Facto commander/fleet master. An example of this is Orna 'Fulsamee, who was the ship master of an unknown destroyer. Many believe that Orna Fulsamee commanded a CCS-class Battlecruiser, though he actually commanded a destroyer. It mentioned it at the opening pages of Halo: The Flood. The title of Ship Master is not exclusive only to the Zealot rank. This is supported by the fact that before the Battle of Voi, the Covenant's Special Operations Commander, Rtas 'Vadum was promoted to the Ship Master of the Assault Carrier, Shadow of Intent. [4] He seemed to still be an Ultra Sangheili. This is the best compared with a real life 'Commander', 'Captain' or even a 'Rear Admiral'.
  • Field Master: This rank is equivalent to the UNSC Army and Marine Corps numerous General ranks. Field Masters command entire armies, legion strength or greater. Unlike Human Generals, Field Masters take a much more active role in combat, as in charging into the battle with their troops rather than giving orders from a HQ miles away from the ongoing conflict. They are in charge of all warriors of any race within that army, as well as all armor, air support and material utilized by that army. An example of this is Noga 'Putumee, who led the Covenant forces against the Human-held Alpha Base during the Battle of Installation 04.


Halo: Combat Evolved

A Zealot in the level the Truth and Reconciliation.

In Halo: Combat Evolved, Zealot Elites appear with about the same frequency on all settings, although their strength on each difficulty increases significantly in a direct proportion with the difficulty level. They are difficult to kill on Normal mode and even more so on Heroic or Legendary. They first appear in the stage Truth and Reconciliation on Legendary difficulty, Zealots will replace the usual Stealth Elites encountered in the ship's Gravity Lift bay.

On Legendary, they always have highly enhanced energy shields (four times more powerful than standard MJOLNIR Armor shields) and most also wield Energy Swords (however, on at least three occasions in the level Two Betrayals and once in Assault on the Control Room, Zealots are seen with Plasma Rifles also). Zealots are also almost always accompanied by a vanguard group of lesser ranking Elites. The ranks of these Elites vary depending on the difficulty, with Minor Elites making up the vanguard on Normal mode and Major Elites and Stealth Elites making up the vanguard on Heroic and Legendary difficulty. However, one Zealot in Two Betrayals led a squad of about six Jackals and two other Elites.


A Zealot standing over a dead Flood Combat Form on Installation 04.
  • Truth and Reconciliation - On Legendary, 4-6 Zealots will spawn in the Grav Lift bay, leading the groups of attacking Covenant. On any difficulty, there will also be a Zealot at the control center or bridge that is thought to be the Ship Master and one guarding Marine prisoners. This is the first appearance of the Zealot.
  • The Silent Cartographer - Behind the locked door that you are supposed to open, and sometimes by a spot close to the door.
  • Assault on the Control Room - The first Zealot is on the first bridge, the second is in a room commanding two other Elites and the third is near the Control Room.
  • Two Betrayals - Zealots are scattered all throughout the level, about 7-10 of them in all, most of them commanding large battle groups of Covenant attacking the Flood.

Halo 2

A Halo 2 Zealot.

On the Level Uprising in Halo 2 a Zealot emerges from an Orbital Insertion Pod. Unlike in Halo: Combat Evolved, Zealots rarely appear as enemies in any difficulty other than Legendary, with few exceptions.

Zealots are always seen with groups of subordinate Elites, as seen in Halo: Combat Evolved. They have strong energy shielding, which are roughly equivalent to that of Elite Majors, and will continually charge their enemies until killed. It appears their stronger shields were traded to the Ultra and Councilor Elites. They also exclusively wield Energy Swords, unless given a different weapon by an allied player.

The following is a list of Zealot appearances in Halo 2.

  • The Heretic -The Arbiter is the Zealot in this appearance. He is convicted of Heresy and is being sentenced to be stripped of his Zealot rank.
  • Cairo Station (Legendary only) - In Hangar B-01 (the second Hangar Bay), a Zealot armed with an Energy Sword along with 2 Ultra Elites lead the fifth Covenant wave out of the boarding craft to fight the player-controlled Master Chief.
  • Outskirts (Legendary only) - At a point in the level where a Covenant Phantom dropship approaches and drops off troops, it will drop one Covenant Zealot off, along with the rest of the units. The Zealot will then normally charge toward and attack the player and any remaining Marines. Another example is a section of the same level near the Hotel Zanzibar, after Sniper Alley. There is always a Zealot in the half collapsed building, which will jump down and attack if the player walks down the streets near it.
  • Metropolis (Legendary only) - As one gets to the service tunnel at the end of the Highway tunnel, a sword-wielding Zealot will emerge from there.
  • Gravemind - At the end of the level, the Honor Guard Councilor, which is supposed to be a Zealot but appears differently due to a programming error, will appear regardless of difficulty.
  • Uprising - The Arbiter always gains one Zealot ally in the early part of the level Uprising, regardless of difficulty.
  • The Great Journey - In the final battle with Tartarus, an infinite amount of Zealots with Energy Swords will be generated to aid you, either before or during the fight. Their usefulness is limited however, as Tartarus' shield protects him from Energy Swords and melee attacks. Since these are a Zealot's primary methods of attack, the Elites simply deal no damage and are left open to a close range attack from the Fist of Rukt. They can cause him to be slow, giving Johnson time to snipe Tartarus and for you and your allies to kill him quickly after the shots are fired.

Halo 3

Zealots did not appear in Halo 3. Their lack of appearance is not explained; however, Bungie's changing the Sangheili species from enemy to ally may have had some part in it. Zealots would have been present at the Battle of The Ark, but were probably on their Ships rather than on the ground. They might have been on the ground as well, but had been deployed to other places. Considering the Arbiter was leading the forces seen in unison with the UNSC, the dispersal of Zealots elsewhere seems likely. It is possible, however, that soon after the Sangheili broke away from the Covenant the rank of Zealot was abandoned, because they are no longer particularly religious. In many areas throughout the game where Zealots would normally appear, they may have been replaced by Brute Commanders, as many of the former Elite positions were awarded to the Brutes when the Prophets replaced them.

Halo Wars

A Halo Wars Zealot.

While they make no noticeable in-game appearance, several Zealots are in a few cutscenes, most often accompanying the Arbiter, only to be insulted or knocked down by him.

Known Zealots

Fleet Masters

Ship Masters

Field Masters

Physical Appearance

Zealots wear idiosyncratic gold armor with a Forerunner glyph on the back, often with tan lining and their shields are (in Halo: Combat Evolved) much more powerful than those of their subordinates. Their gold armor gives them away in some situations. In Halo: Combat Evolved, they wield one of two weapons: an Energy Sword or a Plasma Rifle (They fire the latter much faster than other Elites and with great accuracy). If you encounter a Zealot accompanied by Grunts, killing the Zealot will mean that the Grunts will abandon the fight. In Halo: CE they have blue lights on different parts of their armor. In Halo 2, Zealots have orange lights on different parts of their armor, as does every other Elite encountered in the game.

How a Zealot probably would have looked in Halo 3.


  • The Zealots featured thus far have not had a black secondary color like lower-ranking Elites. In Halo: Combat Evolved, they are solid gold. In Halo 2, they have a tan secondary color.
  • In the book, The Art of Halo, they show the Zealot as the only Sangheili enlarged. This image depicts a Halo 2 Zealot but this time, unlike in the game, it has a black secondary color. This was clearly removed, possibly because the colors are too different together.
  • On the level Gravemind there is a Councilor/Honor Guard. It was originally supposed to be a Zealot but an error in the programming changed its appearance.[verification needed]
  • If you offer any type of vehicle to a Zealot, they will never ride or drive in it, nor will they board an enemy vehicle if one is nearby the elite.
  • The Plasma Rifle-wielding Zealots of Halo: Combat Evolved will not melee. This is due to the fact that they are programmed to berserk when they see you, and have no provisions to melee while in berserk mode.
  • On the Legendary difficulty in Halo: Combat Evolved, it takes two to three Plasma Grenades to kill a Zealot.
  • Thel 'Vadamee appeared before the Council in the golden armor of a Zealot, although he apparently wore ceremonial armor while commanding his fleet.
  • In Halo: Combat Evolved Zealots are only seen using the Energy Sword and Plasma Rifle.
  • Some Zealots in Halo 2 have glitches, including running back and forth, teleporting from one spot to the other, disappearing, and saying two things at once.[verification needed]
  • A good trick for the Halo: Combat Evolved Zealots (or any Elite, for that matter) is to throw a grenade next to them when they are next to a ledge. They will usually jump out of the way to avoid the grenade and will fall to their deaths. However, on Legendary, the Zealots will sometimes charge through the blast and try to kill you.
  • Many players consider the Zealot to be the most feared non-boss enemy in Halo: Combat Evolved and Halo 2, but their position was taken over by the Brute Chieftain in Halo 3 and Halo 3: ODST.
  • The Zealot is the third highest ranked (Non-Heretic) Elite that the player gets to fight in any Halo game, the second and first being the Arbiter and Councilor, and even then, only if player betrays his or her allies.
  • Zealots only have the shields of a Major Elite in Halo 2, but what they lack in shields they make up in body strength.
  • On Legendary, in Halo: Combat Evolved, it takes 21 shots from a pistol just to remove their shields.
  • Strangely, the color of the Zealot gauntlets are blue in Halo: CE, but in Halo 2, they are the usual orange gauntlets. The same applies for Stealth Elites in Halo:CE.


  1. Halo 2, level Uprising
  2. Halo: Contact Harvest
  3. Halo Graphic Novel
  4. Halo 3, level Floodgate
Sangheili Ranks
High Council Councilor
Temporary/Prominent OssoonaArbiter
Fleet Commander Fleet MasterSupreme CommanderImperial Admiral
Zealot Officers Field MasterShipmasterFleet MasterSupreme Commander
Special Operations Spec-OpsSpec-Ops OfficerSpec-Ops Commander of the Covenant
Honor Guard Sangheili Honor GuardsmanHonor Guard UltraLight of Sanghelios
Specialists StealthRangerAscetics
Regular AristocratMinorMajorUltra
Civilian KaidonOracle Master
Heretic Heretic Sangheili MinorHeretic Sangheili MajorHeretic Leader

This article uses material from the "Zealot" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010
(Redirected to Thomas Philip Moreau (Earth-616) article)

From Marvel Database

Character Template Help

Thomas Philip Moreau (Earth-616)
Real Name
Thomas Philip Moreau
Current Alias

Zealot, Mutate 685


Phillip Moreau (brother), Genegineer (father)


Base Of Operations




Former slave


First appearance
Last appearance

Magneto Rex #1
(April, 1999)
Magneto Rex #3
(July, 1999)



Zealot is a mutant from the island nation of Genosha. He is the son of the Genegineer who genetically engineered Genosha's mutant population, transforming them into a slave caste in the process. Zealot became an enemy of Magneto when the latter was given control of the war-torn, emancipated Genosha by the United Nations. Zealot led a force of mutant rebels who violently opposed Magneto's rule, and fought Magneto, Rogue and Quicksilver. In the end, Zealot was killed by Magneto, who encased him in silicate matter and hurled him into space.

Powers and Abilities


Terraforming powers which augment his strength. He can direct rock and soil at his will.


Discover and Discuss

This article uses material from the "Thomas Philip Moreau (Earth-616)" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the NPC. For the music track, see Zealot (music track).
Release date 21 December 2004 (Update)
Race Human
Members NPC? Yes
Quest NPC? Yes - Haunted Mine
Location Abandoned Mine
Sells items? No
Skill requirement? No
Quest requirement? Yes
Gender Male
Examine His robes prominently display the star of Saradomin.
Notable features Saradominist Zealot

Zealot is a Monk of Saradomin and a holy warrior for his god. He has come to Morytania to investigate the strange Abandoned Mine in the South-west of the region. He is the quest start point for the Haunted Mine quest. Players must say they follow Saradomin or Guthix, regardless of whether they do or not, in order to gain his trust.

However, even when the player does tell the Zealot they follow Saradomin, the Zealot will not permit them to enter the Mine. Instead, the player must pickpocket him for the key to get in to begin the quest.


  • He appears to be wielding a unique white handled dagger.
  • After the Haunted mine quest, players can "give back" the Crystal mine key by saying that they have the key in their possession.

This article uses material from the "Zealot" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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