Zigûr Cultists

* Portrait
* In Game

### Upgrades

Specialisation: Zealotry, Specialisation: Hearts of Fire, Specialisation: Spirit of Zigûr

### Attack Type

Ranged

"But it is told that he was a renegade, who came of the race of those that are named the Black Númenóreans; for they established their dwellings in Middle-earth during the years of Sauron's domination, and they worshipped him, being enamoured of evil knowledge."
—The Return of the King, The Black Gate Opens

Propaganda was as much a tool of conquest for the Golden King as force. Under the leadership of the Black Vizier, the Cultists of Zigûr were sent out to various groups in Haradwaith, spreading news of the Golden King and Zigûr himself, a figure who many began to worship under the Cultists influence. However, words were not their only weapon. Using ancient rites and human sacrifice, the Cultists were able to wield great power against their foes, sometimes cowing them into submission.

In Age of the Ring, the Zigûr Cultists are a special support unit that focuses on the sacrifice of acolytes to use powerful abilities.

## Abilities

**Desolation (W)** - Unit Cost: 1. Target area is covered in blistering heat for 30 seconds. Enemy units that enter the area lose -33% movement speed. Left click icon then left click on target area.

**Fist of the Underworld (R)** - Unit Cost: 3. Morgoth, though locked in the Void, still influences the world through his seeping corruption. Summons Morgoth's Wrath from the ground. Enemies in targeted area are knocked back and suffer moderate damage. Left click icon then left click on target area.

**Zealotry (T)** - Requires Specialistion: Zealotry. Unit Cost: 4. Modifier Type: Spell. Targeted enemy units are terrified for 3 seconds. Allies near them are healed and gain 25% armour for 20 seconds. Left click icon then left click on target area.

**Hearts of Fire (T)** - Requires Specialisation: Hearts of Fire. Unit Cost: 3. Targeted friendly units permanently deal added fire damage with their attacks and to enemies that attack them. Grants 50% armour against fire as well. Can only be used on Haradwaith melee units. Does not affect heroic units or monsters. Left click icon then left click on target units.

**Spirit of Zigûr (T)** - Requires Specialisation: Spirit of Zigûr. Unit Cost: 5. Summons the flames of Zigûr which burn everything in their wake. Left click and then left click on target enemy.

## Upgrades

**Specialisation: Zealotry** **(T)** - Allows specialisation in the Zealotry power. The Cultists can specialise in one power only. Cost: 200.

**Specialisation: Hearts of Fire (C)** - Allows specialisation in the Hearts of Fire power. The Cultists can specialise in one power only. Cost: 200.

**Specialisation: Spirit of Zigûr (V)** - Allows specialisation in the Spirit of Zigûr power. The Cultists can specialise in one power only. Cost: 200.

## Strategy

The Zigûr Cultists are a powerful support unit for Haradwaith, working similarly to vanilla Angmar sorcerers. They have a basic ranged attack dealing fire damage, but their main strength comes from their abilities. These abilities cost acolytes, sacrificing them as they replenish over time. The first two abilities can be used by default, while the other three must be upgraded, with a pre-existing upgrades being bought at the Sanctum of Zigûr.

The most basic ability is **Desolation** which is used to slow enemy units. In combination with **Fist of the Underworld**, the Cultists can work to disrupt enemy units and leave them open to allied attacks. **Zealotry** allows the Cultists to specialise in short term disruption and support, allowing them to disrupt enemy units further, while buffing and healing allies. **Hearts of Fire** is a long term support specialisation. It allows the Cultists to grant permanent buffs towards unit, letting them deal additional fire damage and granting additional resistances against fire. When against factions with sources of fire damage (e.g. Gondor with access to fire arrows), this can be a worthwhile path. Lastly, **Spirit of Zigûr** is a destructive path. Though it has the highest cost, it is the most powerful in direct combat, allowing for high damage to enemy units.

The primary weaknesses of the Cultists is how fragile they are in direct combat. A few archers can easily target them and kill them. The player must be careful to keep them behind defensive lines and protect them to take full advantage of them.