Legacies

**Legacies** are what determine the starting conditions of the player when restarting *Cultist Simulator* after a completed game, whether that game ended in victory or defeat. Only three Legacies are available at any given time, and the available selection can change depending on how the preceding game ended. The only Legacy that is always available is the **Aspirant** Legacy.

## Standard Legacies

The Legacies listed below are included by default in all versions of *Cultist Simulator*.

### Aspirant

The **Aspirant** Legacy is the default Legacy and the equivalent of a fresh game, providing only the most basic resources at start, including a job as a source of Funds, reliable access to Morland's Shop, and early Lantern or Forge lore. It is always available regardless of circumstances.

* Starting Actions: Work
* Starting Cards: Menial Employment

### Bright Young Thing

The **Bright Young Thing** Legacy is available after most games, and is always available after a "No More" ending. It provides a substantial yet limited amount of Funds at start, as well as early access to The Ecdysis Club, Oriflamme's Auction House, and Grail lore, plus a A Ciphered Diary and a random book from the table of the previous Legacy or the last book interacted with by the previous Legacy if there were no books on the table when the game ended. It, however, does not grant access to Morland's Shop and as such, the player will have to Explore to address that.

* Starting Actions: Work
* Starting Cards: This and That, Health

### Detective

The **Detective** Legacy becomes available if the previous game ended with the "Bars across the sun" or the "Ambition's Tide" ending. It provides a job investigating the occult for the Suppression Bureau but the investigation targets are also potential followers, so capturing them makes it difficult for the cult later. The Detective Legacy also does not provide any free lore, and its starting desire is always the same as the previous Legacy.

* Starting Actions: Work
* Starting Cards: Reason, Health, Inspector's Position

### Physician

The **Physician** Legacy becomes available if the previous game ended in the "My Body Is Dead" ending, in which case it will usurp either the Bright Young Thing or Detective Legacies. It provides a steady job for Funds and additional Reason at start, along with reliable access to Morland's Shop.

* Starting Actions: Work
* Starting Cards: A Position at the Institute

## Advanced Legacies

The three Apostle Legacies were added to *Cultist Simulator* in a free update. They are substantially more difficult to obtain and win with, and can only be accessed after achieving the corresponding standard victory via one of the Standard or DLC Legacies. The Apostle Legacies have increased difficulty in the form of more complex victory conditions combined with An Immortal Enemy that will try to block the player's progress, but allow the player to achieve a major victory in the given discipline.

### Apostle Aestuant

The **Apostle Aestuant** Legacy is always available after a standard Forge victory. If pursued, it essentially starts a "New Game+" mode as an apostle of the previous ascended character, referred to as The Shaper, who has gone into hiding. The apostle is charged with assembling and conducting a powerful ritual to allow The Shaper to ascend from a Long to a Name. The Legacy provides additional starting Health, and some of the items, lore, and followers from the previous game are inherited.

* Starting Actions: Work
* Starting Cards: Health (x2), A Favoured Place

### Apostle Entheate

The **Apostle Entheate** Legacy is always available after a standard Lantern victory. If pursued, it essentially starts a "New Game+" mode as an apostle of the previous ascended character, referred to as The Illuminated One, who has gone into hiding. The apostle is charged with assembling and conducting a powerful ritual to allow The Illuminated One to ascend from a Long to a Name. The Legacy provides additional starting Reason, and some of the items, lore, and followers from the previous game are inherited.

* Starting Actions: Work
* Starting Cards: Health, Reason, The First Dream

### Apostle Obsonate

The **Apostle Obsonate** Legacy is always available after a standard Grail victory. If pursued, it essentially starts a "New Game+" mode as an apostle of the previous ascended character, referred to as The Delight, who has gone into hiding. The apostle is charged with assembling and conducting a powerful ritual to allow The Delight to ascend from a Long to a Name. The Legacy provides additional starting Passion, and some of the items, lore, and followers from the previous game are inherited.

* Starting Actions: Work
* Starting Cards: Health, Passion, Duty and Delight

## DLC Legacies

The Legacies listed below are included in the Perpetual Edition and Anthology Edition of *Cultist Simulator*. Owners of the standard version of the game can purchase these Legacies separately.

### Dancer

The **Dancer** Legacy is included in The Dancer add-on that released on October 16, 2018. It becomes available if the previous game ended in the "Evening Falls" ending, in which case it will usurp either the Bright Young Thing or Detective Legacies. It provides additional Health at start and an early, guaranteed path to The Ecdysis Club and Sulochana Amavasya, but accessing Morland's Shop will require exploring.

* Starting Actions: Work
* Starting Cards: A Contract at the Gaiety, Health (x2), Passion

### Priest

The **Priest** Legacy is included in The Priest add-on that released on May 30, 2019. The Priest Legacy may randomly become available upon beginning a new game, but it is guaranteed to become available if the previous game ended due to succumbing to Fascination. It grants additional starting Passion and Funds, as well as a form of steady employment, and early access to Knock lore. Two unique endings are only available by choosing this Legacy.

* Starting Actions: Work
* Starting Cards: Passion, An Appointment to a Quiet Parish, 5 Funds

### Medium?

The **Medium?** Legacy is included in The Ghoul add-on that released on May 30, 2019. The Medium? Legacy may randomly become available upon beginning a new game, but it is guaranteed to become available if the previous game ended due to succumbing to Dread. Two unique endings are only available by choosing this Legacy. The Medium? can also establish a variant Winter Society called the Towers of the Dove.

* Starting Actions: Work
* Starting Cards: A Convincing Spiritualist Routine, Something Shameful, Something Profitable, Something Joyful

### Exile

The **Exile** Legacy is included in The Exile add-on that released on May 27, 2020. The Exile Legacy may randomly become available upon beginning a new game, but it is guaranteed to become available if the previous game also used the Exile Legacy and ended in any victory or defeat exclusive to that Legacy; alternately, there is an option on the main menu to play The Exile directly without selecting it as a Legacy. Exile features substantial changes to the fundamental gameplay loop involving traveling across Europe and eastern Asia to elude pursuers and eventually defeat them, amass enough resources to live a comfortable life in hiding, or a combination of both.

* Starting Actions: Employ
* Starting Cards: Trace (x7), Stolen Decade (x7), Stolen Year (x7), An Escape Plan

## Unreleased Legacies

The Legacies listed below were announced in the July 2018 roadmap as planned paid content for *Cultist Simulator* in 2019, but were ultimately not developed or released. As the Exile DLC was stated in March 2020 to be the last content Weather Factory had planned to implement in *Cultist Simulator* before pivoting to *Book of Hours*, it is presumed that these two unreleased Legacies were canceled.

* **Familiar** - *Less than Human, and More.*
* **Survivor** - *What Have Ye Done?*

Game files also contained partial data for three incomplete Legacies which were likely also scrapped.

* **Auctioneer** - No description, unlocked after achieving the "Evening Falls" minor victory. Would have featured a job working at Oriflamme's Auction House.
* **Cousin** - *One morning, when the Sun is high and the mirrors all are sealed, there will come a knock on your door. "A benefactor", the gentleman in grey will say. "A bequest. Perhaps you hadn't known you were related."*
* **Survivor** - *At times, in mirrors, in crowds, you see the face of one now lost.*