recursal/Fanatic-Fandom huggingface dataset:
Demons

Followers can be possessed by the soul of a **Demon** to fight by your side on your next crusade.

## How to

Followers can be converted at the Demonic Summoning Circle, with one Demon available per type. Once converted, Followers don't work and persist as a demon until the player starts a crusade run. They cannot be killed and can provide very valuable support if used properly. Upgrading the Circle allows additional demons to be summoned for a run, with a maximum of three.

When returning from a crusade, demon followers return to their normal form and will be exhausted.

Each Follower is assigned one of the demon types at random when indoctrinated and can only be converted to that type, no matter what. The higher the Follower's level, the stronger the demon's effect. For frequent use of them, it may be beneficial to keep track of some favourite followers, raising their loyalty and resurrecting them when needed. A Demonic Necklace will increase the wearer's demon level. Demonic necklaces can be obtained via trading God Tears with ???. Elder Followers cannot be converted to demons.

Demons are not able to follow the player into Purgatory, however the player is still able to receive demons from any Relics that summon them. Any of the player's demons that were not able to join them will return back to the Cult HQ and will not become exhausted.

## Demon types

### Special interaction

If demon Hathor is brought to the Heart room during a crusade, Ratoo will claim that Hathor is his lost heart, and ask the player to return it to him. If the player chooses to give him Hathor, the demon will be lost during the entirety of the crusade, and the Follower transformed into Hathor will be permanently lost. In exchange, the player will permanently gain half a heart.

**Spoiler Alert!**This section contains spoilers of the game.

Going to Forneus while Aym and Baal are in demon forms of Paean (their appearance are different from normal follower's variant of Paean) will cause them both to go to her. Returning Baal to her rewards the player with the relic Blessed Tears of the Vengeful Father, and returning Aym will reward them with the relic Damned Tears of the Merciful Mother. Note that much like the case of Ratoo and Hathor, both followers will be considered be permanently lost.
The next time the player visits Forneus, the player will not see Baal and Aym again, as they have decided to wander across the worlds. Baal and Aym can then be randomly encountered during crusades.

## Notes

* Some special followers will always have the same demon type. Narinder, Aym, and Baal will always be Paean.
Blue Crown

The Crown of the Bishop of Pestilence

## Description

The Blue Crown's body is black and comes to a single point. It has a blue circular eye with a slit black line, reminiscent to a cat's slit pupil. All other Crowns also have slit pupils. Its design ties with the fact that blue symbolizes the ocean, which is where Anchordeep is. Like the other Bishop's Crowns, it is not seen transforming into weapons or tools to aid Kallamar, but it is a massive source of power, and is the reason Kallamar ascended to godhood. Unlike the other Crowns, the Blue Crown is not seen compensating for Kallamar's injury.
Lighthouse Keeper

**Lighthouse Keeper** is an NPC in *Cult of the Lamb*.

## Description

The Lighthouse Keeper is a pink axolotl with four darker pink gills and magenta-colored patterns around his head. He wears a black robe with an ocean pattern at the base. He can be found inside of the lighthouse in Pilgrim's Passage along with the Lighthouse Followers. After the Lamb offers wood to the lighthouse and restores the light, the Lighthouse Keeper will erect a small shrine for the Lamb in the middle of the lighthouse which the Lamb can harvest Devotion from. The lighthouse can be seen with a flame above it in Pilgrim's Passage and in the map after the Lamb offers wood to the lighthouse. Later into the game, the Lighthouse Keeper will ask the Lamb for 25 Crystal Shards. After the Lamb offers the crystals, the Lighthouse Keeper will give the Lamb the axolotl Follower Form. In Pilgrim's Passage, crystals can be seen decorating the lighthouse after offering the Lighthouse Keeper the crystals.

## Dialogues

### First meeting

>
> "*WHAAA! Who dares enter our sacred house of light!? Apologies… it's just that the lighthouse is getting dimmer no matter how hard we worship, and the ships keep sinking on the rocks. No ships means no new pilgrims to walk the sacred path! If only our leader was here - she would know what to do! We have not seen her since she went for a walk on the pier late one night. We begged her not to go, we all know of the 'Teeth in the Darkness'. But she would not listen… Now we have no choice but to pray until the lighthouse is lit once more! ALL HAIL THE MIGHTY LIGHT!*"
>
>
>
>

### Lighthouse lit

>
> "*GASP! Our prayers have been answered! Thank you, O Bright One, for sending this Lamb to save us! Now the pilgrims will return to our shores! For restoring the Light, we pledge ourselves to you! We are your unworthy servants, MIGHTY LAMB! We will pray to you and your great Light on this shrine! Please, bath in our adoration!*"
>
>
>
>

### Lighthouse quest

>
> "*O Lamb of the Light! May I beseech you once more for your aid? The Lighthouse is in disrepair… we need to replace the crystals that reflect the light out to sea. Would you... could you... find such material for us? We know not where to look, but should you succeed we will give you an offering in return!*"
>
>
> [After the Lamb returned with 25  Crystal Shards]
>
>
> "*Gracious Lamb! You have once more restored this place to all its shining glory. As I swore, here is our offering in return. PRAISE THE LAMB! O LAMB OF LIGHT!*"
>
>
> [Axolotl follower form unlocked]
>
>
>
>

### Random dialogue

>
> "*That fellow outside! The fisherman. There's something off about him… It's almost as if he were a-No, that would be too ridiculous.*"
>
>
>
>

## Gallery

*This section is a stub. You can help the Cult of the Lamb Wiki by expanding it.*
Coin

The lust for gold is oft all consuming of one's heart.

A currency used for all manner of things.

Coin is a currency in *Cult of the Lamb* that is used in many things:

* Various buildings require Coins to build
* Buying stuffs including:
	+ Followers from Helob
	+ Seeds from Rakshasa (outside the Cult's HQ)
	+ Unlocking new Follower forms, Tarot Cards and Decorations in various locations
	+ Getting more Tarot Cards from the offering statue in Clauneck's shop
* Alms for the Poor ritual
* Bribe Followers
* In the Refinery, 10 Coins are needed to craft 1  Gold Bars

## Sources

	+ Chests
	+ Some stage props
* In the Refinery, 7  Gold Nuggets can be turned into 5  **Coins**
* Offering Chest (must give offering)
* Followers (Taxes/Tithes)
* Temple (At cult level 3, followers will deposit gold in the Temple's dish after a Sermon)
* Ritual of Enrichment
* Offering Statues
* Missionary work allows for bringing in large amounts of this resource.
* Devotion will turn into Coins if everything in the devotion skill tree is unlocked
Death's Sweep

Raze miscreants to the ground.

A devastating melee attack that can be charged for increased power.

**Death's Sweep** is a Slash Curse.

## Description

The first slash curse the Lamb will have access to, it will conjure a fiery wall covering a 180° angle where the player is aiming that damages enemies while pushing them back a certain distance. Charging the curse will make the wall expand further, and releasing it at the white mark will conjure another wall on the opposite side. While this is the most damaging curse of its type, its damage potential is still only comparable to a blast curse against single enemies. However, the wall it conjures will persist for a moment and continue damaging enemies that run into it as long as it stays, causing charging enemies to kill themselves when charging the Lamb.
Blood Moon Ritual

**Blood Moon Ritual** is a ritual exclusive in the Blood Moon Festival update.

This ritual is unlocked by default in the update.

The ritual was only usable from October 24th, to November 10th 2022. To use the ritual again you would need to manually change your system time to that date range.

## Description

After performing the rituals, for 3 days, ghosts will linger around your Cult's base. Catch the ghosts to unlock exclusive Follower forms and Decorations.

* The ghosts will only appear if you have at least 1 dead Follower.
* The ghosts will take the appearance of your dead Followers. You can still resurrect your Followers after catching their ghosts.

Each time you catch a ghost, you will receive 1 random item that are one of the followings:

* Follower forms: Cursed Crow, Vampiric Demon or Skeletal Wendigo
* Decorations: Blood Moon Candle, Blood Moon Skull, Blood Moon Tree or Blood Moon Pumpkin

If all the items have been unlocked, catching ghosts will give you 3 Divine Inspiration points instead.
Kudaai

**Kudaai** is an NPC in *Cult of the Lamb* that runs a weapons shop, offering curses and weapons to the Lamb.

## Description

Kudaai runs the weapon shop, signified by swords hanging down near the entrance of the room. He offers one of 3 different weapons and curses (that you have access to) to choose from. He gives one of them for free and the other two will be inaccessible.

He has a strong resemblance to and is the brother of the tarot card reader, Clauneck, with the only differences being that he has a yellow cloak and the fact that he has swords lodged into his back.

## Dialogue

### First Encounter

> "Step forward, beast, from the swirling mists of chaos that surround. Allow me to regard you wholly.
>
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> Hmm. You carry the weight of ageless centuries upon such diminutive shoulders.
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> Yet, what is this? It seems your stature is deceiving.
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> A weapon is naught without the hand that wields. To fell enemies, to defend honour… to break chains.
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> Let your Crown take the form of one of these works of iron, forged in everlasting fire.
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> May you wield them well, Promised Liberator."
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>

### After Choosing Weapon

>
> * “When reason is extinguished there is but one recourse. That is why I must keep the flames of my forge burning.”
> * “The fires of my forge I have kept alight since the first dawn. Only the final setting of the sun will see it doused.”
> * “Forged in eternal flame, sharpened on the stone wet with blood. They seek destruction as their nature demands. Can the same be said of yourself?”
> * “You have your Followers, and I have my weapons. One must find comfort and power where they can.”
> * “I speak to my weapons often, though I dare not argue. Only a fool bickers with a sharp blade.”
>
>
>

### After encountering Chemach (Relic Hint)

> "Your relic, beast. I see Chemach sustains herself still, though creation begets destruction. As nature demands.
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> Hatched were we, in the bosom of the last of the First Gods. To bestow Godly instruments, and yet never wield them ourselves. As nature demands.
>
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> *Some place, I feel darkness. Something of me, now in the belly of some great beastie, and through their bones, laughter...* Seek this Relic, in this place."
>
>

## Gallery

*This section is a stub. You can help the Cult of the Lamb Wiki by expanding it.*
Cleansing Fire

Flames of cleansing burn thrice as bright.

Shoots 3 projectiles at once.

**Cleansing Fire** is a Fireball Curse.

## Description

Functions identically to Flaming Shot, but launches three only slightly less damaging projectiles instead of a single one. Like Flaming Shot, if the right mouse button is held until the charge is at the white mark on the indicator an explosion will occur in front of the Lamb and every single one of the projectiles will become explosive, and thus more damaging
Baalzebub

**Baalzebub** is the third miniboss of Anchordeep.

* Boss
* Follower

## Description

Baalzebub is an orange cuttlefish with many tree branches sticking out of it's head, similar to Leshy's eldritch form. In between the two uppermost branches are a few red strings tied into the shape of a pentagram. It's 3 eyes appear to be sunken in, shrouded by orange leaves, leaving only red dots surrounded by black.

As a follower, it's branches are much shorter, it has 2 eyes instead of 3, and the pentagram is black instead of red.

## Combat

Baalzebub's attacks include shooting clumps of bullets, which explode into 4 bullets that shoot out in the upper left, upper right, lower left, and lower right respectively; as well as shooting waves of 4 bullets at a time.

It is highly recommended to use curses for this bossfight(especially Hounds of Fate), as they can deal massive damage, and, if you do it right, you can kill the boss almost instantly by spamming the curse button.

## Trivia

Baalzebub's name comes from the Book of Kings in the Hebrew Bible, derived from the name of a Philistine god referred to by *Ba'al-zəbûb,* literally translating to "Lord of the Flies". He is also referred to in the Bible and other ancient Abrahamic texts as the "Prince of Demons", an alternate title for Satan, or a separate demon subordinate to Satan.
Crown Abilities

Crown abilities are permanent upgrades acquired using the Heart of a Heretic item, collected by killing Bishops.

## Description

For each Heart of a Heretic you collect, there is one ability, with four in total:

* *Resurrection* - When killed on a Crusade run for the first time, sacrifice a Follower to be resurrected.
* *The Hunger* - Once a day, eat a Meal  to receive a
* *Omnipresence* - Focus whilst on a Crusade to instantly return to base.
* *Darkness Within* - Receive a Diseased Heart at the beginning of each Crusade run.

These can be collected in any order and will be permanent upgrades in the associated save file.
Item IDs

Follow directions listed at this online tool to view your save files in a human-readable format: https://pentalex.github.io/COTL-SaveDecryptor/

Recommended to use some text editor with JSON formatting so it's not just one big block of text -- Firefox has this feature built-in to the browser so if you open the file as a webpage you can use that.

Owned items are listed under the "Items" key which is just below the "SimpleInventoryItem" key.

The distinction between "quantity," "QuantityReserved," and "Unreserved Quantity" is still unknown. For now it appears that "quantity" and "Unreserved Quantity" are always equal to one another and "Quantity Reserved" is always 0.

The "Obtainable in-game?" column indicates whether you can get this item to appear in your inventory through normal gameplay -- certain "items" like the meals or hearts are still in the game, but you never "hold" them in your inventory and as such are marked FALSE.
Crystal Shards

## Crystal Shards

Emanates an ominous aura, beating as if it were a heart.

A material used for building pretty decorations.

### Kind

Item

**Crystal Shards** are a Resource in *Cult of the Lamb*.

## Uses

### Buildings

* Lumberyard II (x4)
* Missionary III (x16)

### Decorations

* Crystal Lamp (x2)
* Crystal Lantern (x3)
* Crystal Rock (x3)
* Crystal Statue (x3)
* Crystal Window (x2)
* Crystal Flag (x3)
* Crystal Tree (x3)
* Kallamar Trophy (x8)

## Sources

* Destroying crystal growths in Anchordeep.
Lumberyard II

**Lumberyard II** is a building in *Cult of the Lamb*.

## Description

Can only be built on a Lumberyard, increasing its capacity from 50 to 100  Lumber. Follower will also chop wood faster, generate 1  Lumber every 1/16 in-game day.

## Strategy

Click here to add a strategy!
Placing Lumberyard 2 replaces the existing Lumberyard, reset how much Lumber has been generated, but the stored Lumber is kept. Replacing an empty Lumberyard with a Lumberyard 2 is the best option, as it can generate as much Lumber as possible (150 Lumber).
Egg Meal

File:Egg Meal.png
**Egg Meal** is a ★★★ cooked type of food in *Cult of the Lamb*.

## Description

*.*

It's a sunny sideup egg in a bowl. The bowl is made out of green leaves wrapped tightly together.

## Strategy

* Only Elder Followers will eat this meal and immediately so, even if Ritual Fast is in effect or if they are already full. Most other followers will not touch this meal, even if they are starving.
* This dish costs one egg cracked, which is expensive considering the faith loss for doing so and the requirement of one Sin for a (hopefully) egg creation. Ensure you only use this for specific followers you want to retain their youth after they grow old. Alternatively, save up resources for Ritual of Resurrection, or gamble with Mystic Seller for a Golden Skull Necklace, which gives immortal trait.
Janitor Station

**Janitor Station** is a building in *Cult of the Lamb*.

## Description

Janitor Stations allow followers to clean up their own poop and vomit. Followers still cannot clean the poop in Outhouses. Anything cleaned by the Janitor station has its value added to Janitor Station's buffer storage and can be claimed by the Lamb in order to help upgrade his broom.

Followers cannot clean up any other kind of poop other than the regular poop, which must be cleaned by the Lamb themselves.

It can be upgraded to Janitor Station II, which allows the follower to also clean up the Outhouses.
Call of the Crown

You need only issue thy word, and they will obey.

Hold to aim. A sacred projectile that will possess directly hit enemies.

**Call of the Crown** is a Splatter Curse.

## Description

A splatter curse that works identically to Ichor Thrown and does the same damage but has the additional ability to possess enemies it hits directly. It will also leave a puddle of white ichor where it hits.

Due to the extremely bugged and currently poor implementation of possession in the game, using this curse or any of the curses provided by Curse of the Beguiler is not recommended.
Berry Bush Seed

## Berry Bush Seed

The beginnings of something.

Plant this in a Farm Plot

### Kind

Item

**Berry Bush Seed** is a Resource in *Cult of the Lamb*.

## Uses

* Can be planted in a Farm Plot to grow Berries.
	+ Grow time: 1.65 in-game days.
	+ Harvest: 3-4  Berry + 80% chance for 1  **Berry Bush Seed**.

## Sources

* Berry bushes in Darkwood.
* Harvesting Berries from Farm Plots.
* Bought from Rakshasha.
* One-choice reward after defeating Bosses.
Divine Inspiration

**Divine Inspiration** is an objective in *Cult of the Lamb*.

## Summary

Collect Devotion to get Divine Inspiration points. The Divine Inspiration points can be spent at the Shrine to unlock and upgrade Buildings and Decorations. Each unlock costs 1 Divine Inspiration point.

## Upgrades

### Tier 1

 Sleeping Bags
 Body Pit
 Farm Plot
 Farming Bundle

## Notes

* Once all Divine Inspiration rewards are acquired, Followers who are worshipping at the Shrine will give God Tear instead of Devotion
	+ Prior to Relics of the Old Faith update, Devotion gives coins instead of its own after all the Divine Inspiration rewards are acquired if you have yet to beat The One Who Waits and prior to meeting with Mystic Seller thereafter
Haborym

Haborym is the second boss of Anchordeep.

* Boss
* Follower

## Description

Haborym appears as a floating squid-like creature, with a triangular blue head stitched together from three separate parts. His body sports ten bony tusk-like spikes, four yellow eyes with cross-shaped pupils that weep ichor, a vertical mouth full of sharp teeth, and four red tentacles flapping around beneath its head. In Haborym's Purged variant, his eyes appear more slit, there is a laceration in between two of his eyes, more ichor, and a few of his tusk-like spikes are chipped or completely severed, they also appear to be covered in ichor splatters.

## Trivia

    The name "Haborym" comes from *The Lesser Key of Solomon*, a 17th-century grimoire compiling texts on sorcery, angels, and demons. The first book of the grimoire, the *Ars Goetia* ("Art of Witchcraft"), lists a hierarchy of demons that rule over Hell, listing Haborym (also spelled Aym or Aim) as a Great Duke of Hell. He is described as a man with three heads: one of a serpent, one of a man, and one of a cat or a calf, and riding a giant viper. He carries a burning firebrand, with which he sets entire cities and castles ablaze upon request.
Temple

**Temple** is a building in *Cult of the Lamb*.

## Description

The Temple is where players can perform Sermons, to shape the cults belief system. It's also where the player performs Rituals, to gain perks and upgrades and where they can access the Doctrines, which track player and cult progress.

### Sermons

*Main article: Sermons*
Gets access to upgrades that unlocks Weapons, Curses and enhance your stats.

#### Doctrines

*Main article: Doctrines*
Use a Commandment Stone to declare a new Doctrines, which unlock Rituals or Traits for your cult. Also use a Forgotten Commandment Stone to declare Doctrines that are not picked previously after maxing out the section of the Doctrines.

#### Abilities

Use 1 Heart of a Heretic to unlock new abilities.

* You can choose 1 Follower to be sacrificed. You will be resurrected with the amount of Red Hearts equals to the Follower's level (capped at 4 Hearts). If the Follower is sick or a dissenter, the Red Hearts are halved (capped at 2 Hearts). If the Follower is an elder, you will receive half a Red Heart. If the Follower is a spouse, you will receive additional Blue Hearts equal to the number of Red Hearts, allowing for a maximum of 4 Red Hearts and 4 Blue Hearts to be received.
 The Hunger
* Minced Follower Meat gives 2 Diseased Hearts
* Bowl of Poop and Grassy Gruel make you lose half a Red Heart
 Darkness Within
 Omnipresence

#### Fleeces

*Main article: Fleeces*
Use 1 Holy Talisman to unlock new fleeces.

### Rituals

*Main article: Rituals*
Perform Rituals to manipulate your cult.

### Temple

Use some Sin to cosmetically upgrade the Temple and its appearance. Only appears after taking the first Sins Doctrines.

The higher the level, the more Sin is required to upgrade, with additional resource.
Body Pit

**Body Pit** is a building in *Cult of the Lamb*.

## Description

A place to safely store dead bodies to avoid other followers getting sick.

Grants 5 faith when used. Once a body is placed inside, it cannot be removed. However, You can use the Resurrection Ritual on the buried follower to bypass this.

## Strategy

While not providing the resources butchering gives, burying followers has the benefit of giving a small amount of faith when used, as well as avoiding the faith penalty acquired when butchering.
Loyalty Enforcer

## Overview

### Effect(s)

A Ritual to appoint a Follower as your Loyalty Enforcer, tasked with patrolling the Cult and raising the Loyalty of Followers.

## Technical

### ID

UpgradeSystem/Ritual\_AssignFaithEnforcer

**Loyalty Enforcer** is a ritual in *Cult of the Lamb*.

## Description

Rituals. Can pick a follower to be a Loyalty Enforcer which will increase Loyalty of other followers. Loses 15 Faith.

The Enforcer will talk to every Follower and raise their Loyalty bar by 5% once per day.

The Cult can have only one Loyalty Enforcer at any time. If you assign one when the Cult already has one, the old Loyalty Enforcer will turn back to normal Follower.

## Strategy

Since you can only have one enforcer at a time and the loyalty increase doesn't change depending on the Follower level, you should consider appointing one of the following:

* A new or recently Resurrected follower,
* A follower with the Skull Necklace, or
* The One Who Waits
Gusion

**Gusion** is the first boss of the Anura biome.

## Description

* Boss
* Follower

Gusion is a green demonic frog with darker green limbs, two black eyes with red horizontal cross-like pupils and a jack-o-lantern-like mouth w/ razor-sharp edges. Gusion has a reddish-brown triangle print in-between their eyes and a very thin cross sticking out from the top of their head. Gusion appears to have a very leafy texture. In Gusion's Purged variant, Gusion has a second pair of legs, a third eye, two lacerations in-between their eyes instead of the fore-mentioned reddish-brown triangle print, visible teeth, and a skeleton tied to the stick on their head.

They are a follower of Heket.

## Trivia

The name "Gusion" comes from *The Lesser Key of Solomon,* a 17th-century grimoire compiling texts on sorcery, angels, and demons. The first book of the grimoire, the *Ars Goetia* ("Art of Witchcraft"), lists a hierarchy of demons that rule over Hell, listing Gusion as a Great Duke of Hell, depicted as a monstrous baboon who can answer any question of the past, present, or future.
Divine Guardian

Under the shadow of wings thou lie protected.

2 seconds of invincibility. Deflects projectiles, causing damage.

**Divine Guardian** is a Blast Curse.

## Description

One of the most powerful curses in the game despite being unlocked relatively early, it works exactly like Divine Blast but will deflect any kind of projectiles on top of rendering the Lamb invincible for a period of two seconds each activation.

## Strategy

Together with Fervor and Curse enhancing Tarot Cards such as Fervor's Harvest or Divine Curse it is possible to activate this curse often enough in succession to never lose it's invincibility effect. This can be very useful for hard boss fights or for getting the Order, Sate, Cure and Peace Achievements.
Bowl of Poop

**Bowl of Poop** is a ☆☆★ cooked type of food in *Cult of the Lamb*.

## Description

*A "meal" made of excrement...*

It's a greyish brown mush, with three harden turds sticking out and pubes littered across it's surfaces. The bowl itself is made out of grass instead of the usual leaves.

## Effects

* 50% chance of causing illness and diarrhea.
* -20 Faith

## Strategy

* This rather interesting concoction will be unlocked when a follower either asks the Lamb to sate their *darkest desires*, or to play a prank on another follower. Either request can happen first.
* No, there is no follower trait that allows for an entirely sustainable closed cycle of feeding. Even the Corophiliac trait, despite its name, will *not* remove or even significantly mitigate the negative effects.
* By cooking twelve of this dish at a time, you will be rewarded with a circle of fertilizer and a follower form. If you attempt this, it's strongly recommended that you only do so with the Brainwashing Ritual in effect and a Healing Bay II well-stocked.
* If the Lamb eats this they will vomit and lose half a red heart.
Fleeces

Fleeces are unlocked using Holy Talismans, and give the lamb special powers but with a negative effect. These fleeces often encourage specific playstyles, while discouraging others.

## Changes

Patch 1.0.12: The Golden Fleece was patched to have a cap of 200% max damage increase.

Patch 1.0.13: The Golden Fleece damage cap was removed and damage increase was reduced to 5% down from the original 10%.

Patch 1.2.0 (Relics of the Old Faith): Added 5 new Fleeces (Fleece of a Cursed Crusade, Fleece of the Berserker, Fleece of Fervor's Favor, Fleece of the Hobbled Heels, and God of Death Fleece).
Giant Skull

## Giant Skull

Once used to store a brain, now used to store candles.

## Overview

### Description

The remains of something truly impressive.

### Unlocking requirement

Random drops in Silk Cradle/Sold in Midas's Cave

## Technical

### ID

DECORATION\_BONE\_SKULL\_BIG

**Giant Skull** is a decoration in *Cult of the Lamb*.

## Description

A giant skull with red lit , melting candles dripping out of it's eye sockets.
Maelstrom

An Old God may still reside in the depth.

Tentacles will strike out in four directions.

**Maelstrom** is a Tentacle Curse.

## Description

A tentacle curse that functions exactly like Touch of Turua but will conjure four shorter lines of tentacles at perpendicular angles from the Lamb instead of a single line. These four lines also deal less damage than Touch of Turua.
Ichor Thrown

Part the oceans of blood.

Hold to aim. A projectile that spreads black Ichor upon landing.

**Ichor Thrown** is a Splatter Curse.

## Description

The first splatter curse the Lamb will have access to, it is a damaging projectile thrown from the Lamb that will fly over obstacles until it explodes where the Lamb was aiming it. It deals devastating damage on impact and will leave a puddle of ichor that damages enemies over time where it hit.
Dissenter

**Dissenters** are Followers that oppose the teachings of the Lamb. A dissenter is identified through red eyes, a "low faith" icon above their head, and looking angry most of the time. If interacted with by the Lamb, they will have a red face and their mouth movement implies they're ranting at them. Instead of working, Dissenters will run around camp, disturbing other followers by pulling out a megaphone and yelling "falsehoods" about the Lamb to drain faith. Non-dissenting followers may respond by ignoring dissenters, starting to doubt the lamb, or looking frightened by the preaching.

After a few days, dissenters may steal money from the cult and then run away.

## Encounter

Dissenters can be encountered from the following:

* having low faith from the cult
* recruiting followers with low faith from a follower quest where someone will ask you to recruit people that "curse their way of life."

Dissenters can be also encountered from the following, but aren't fully interactable outside the Cult HQ:

* during any random potential follower location. If they are successfully persuaded, they will appear as normal followers when indoctrinated back at the HQ.
* forcefully dissented by Shamura during their second and third encounter in Silk Cradle. They will act as enemies and either must be killed, or warped out to prevent their deaths.

## Combat

There is a chance you may run into the dissenter after they deserted the cult as a mini-boss. They uses weapons when fighting, and tends to take in more hits compared to ones dissented by Shamura. Once they are killed, you can resurrect them through Ritual of Resurrection.

## Dealing with dissenters

There are a few ways that dissenters can be dealt with.

* **Re-education** - The Lamb can speak to the dissenter while holding open a book to try and raise their faith. Re-education can be performed once a day.
* **Prison** - When in Prison, dissenters cannot spread falsehood and their faith increases faster when being re-educated. Other followers may occasionally mock the imprisoned individual. Disciple followers can imprison Dissenters onto available prisons if the Lamb is unavailable.
* **Killing them** - Dissenters can be sacrificed or ascended like normal followers or executed via the "Murder Follower" action.
* **Food** - Feeding them a Magnificent Mixed Meal is guaranteed to make them stop dissenting instantly. Minced Follower Meat can also make them stop dissenting but it only has a 40% chance and has a 75% chance to make them sick. Alternatively, they can be fed a Deadly Dish which has a 75% chance of instantly killing them, making it an alternative to using rituals or the "Murder follower" action.

If a jailed follower stops dissenting, their eyes return to normal. Then they will smile, wave, and call out to the Lamb to release them. After the Lamb lets them out, they will return to being a normal follower.
Archer

Better to pick them off from afar.

The **Archer** is a common ranged cultist enemy and can be found in all biomes. They are Marksmen that will lock on the Lamb and try to shoot them down with flaming arrows.

The **Red Archer**, its stronger variant, can only be found in Anchordeep and Silk Cradle.

## Statistics

### Health

2.25(Easy)
4.5(Medium)
5.625(Hard)
6.75(Very Hard)

The Archer wears a black hooded robe, with the cowl of the hood being red colored, held together by a belt with a pentacle as the buckle. Additionally, they also have a bird mask concealing their face and a quiver full of arrows strapped to their back. Much like the Swordsman, the Summoner and the Guardian enemies, the archer's eyes are red and slanted, and they can be assumed to be some kind of animal like the cultists of the Cult Of The Lamb due to the latter looking extremely similar to the former during rituals. Archers are as tall as the Lamb, however appear to be taller because of their hoods. They wield a red shortbow and the arrows they shoot are lit on fire.

The Red Archer wears a much more vibrant red robe, with two additional straps connecting to the belt. The hoodie has the colors inverted, with the hood itself being red and the cowl being black. Like the Scythesman, the hood is covered by yet another one with black stripes at its top. The Red Archer uses what appears to be a longbow instead of shortbow like his normal counterpart.

## Combat

### Behaviour

#### Normal

The Archer is an enemy that can be especially tricky to deal with if a player isn't familiar with them. They will chase after the Lamb until they are in range, will pull back the string on their bow and will shoot a fast-moving arrow at them. The best course of action if one doesn't do enough damage is to dodge, as the archer's shot cannot be interrupted by normal melee attacks. The arrows, however, can be parried back to the archer, which will deal them catastrophic damage and stun them for a few seconds, preventing them from shooting more. Getting too close to an archer will prompt them to use a melee attack that also cannot be interrupted by normal melee attacks, where they will swing their sword at the lamb. Like the Swordsman, the Archer is one of the few enemies that can stunned or knocked down, which can be done with either a Hammer hit or with a curse. The Archer is also capable of executing an invulnerable dodgeroll like the Lamb, and will almost always do so if the Lamb is too close to them to get out of range.

#### Variant

The Red Archer functions much like their normal counterpart, but have more health and will shoot a volley of three arrows instead of the one. Unless they are hit with a hammer or with curse, they will not stop until they have finished the attack.
Burrowing Spike Worm

The Burrowing Spike Worm is a Darkwood enemy.

An elite worm.

## Appearance

The Burrowing Spike Worm's main body is bush-like, with branches sticking out of it. It has a large, teethy mouth that is leaking a black liquid.

## Behavior

When it does not know of the player, it will stand stationary until it is aware of the player.

When it is aware of the player, it will stand immobile for a while, and then burrow in a random direction. When the Spike Worm is underground, it will leave a trail of damaging spikes until it emerges at a new location. This repeats until the Spike Worm is slain.
Chemach

**Chemach** is a resource NPC who appears in the *Relics of the Old Faith* expansion of *Cult of the Lamb*. She provides the Lamb with Relics.

## Description

Chemach is a blue owl who runs the Relics shop. Her shop can be identified in combat areas by Relics hanging around the entrance to her room; it can also appear as a separate area on the Crusade map, signified by a shop icon with a Relic symbol below. She will offer the Lamb one random Relic each time you enter her room. She is distinctly less sane than her brothers, often going off into tangents when speaking to the Lamb and treating her relics like living creatures.

## Dialogue

### First Encounter

> "Ah. Ah! The Red Crown. And you, beast…Godly.
>
>
> Come. I have tools to give, yes? Crafted by Chemach. My brothers, they might have pretty things, but mine? Power. Powerful things.
>
>
> Will you look? Will you take? What will you give in turn? Your flesh? Your bone? Your Crown?
>
>
>
> Ah! Ah! I jest, I joke! I won't take anything! Nothing for Chemach!"
>
>

#### After taking a Relic for the first time

> "Ah! Ah! My pretty creations! Holy pieces of revered beings...
>
>
> They hunger, yes? Crave the power that was once theirs, yes?
>
>
>
> Feed them, yes? They are hungry, hungry for miscreant flesh...let them feast..."
>
>

#### After using a Relic for the first time

> "Ah. Yes! Better than silly card, better than pointy sword, Chemach is better.
>
>
> Little God will come again! Chemach will give Relic. Chemach will make Relic. Chemach will make Relic out of you one day.
>
>
>
> Bye bye!"
>
>

### Random dialogue

>
> * "Once of Gods, now Godly power contained...eyes and ears and throats and brains…"
> * "Ah. Ah! Chemach can make Relic from anything. Hair and nails, little Lamb tails…"
> * "Do you like my Crown? Made by Chemach. Out of what? Hehehehe…"
> * "Little God likes Chemach's Followers? Chemach made them herself!"
>
>
>

### When attacking her Followers

>
> * "Ah! Ah! My Followers! Chemach's Followers!"
> * "Little God, do not provoke the mighty Chemach!"
> * "You attack Chemach following!? Chemach's following will attack you!
>
>
>
Darkwood

**Darkwood** is a first biome visted by the Lamb in *Cult of the Lamb* out of four.

## Description

Darkwood is the first of the biomes visited by the Lamb in the game. The ruler of these lands is the youngest of the bishops - Leshy. The location is a dense forest filled with many dangers, which Ratau warns about. Almost the entire biome is solid trees through which sunlight barely penetrates. In addition, it is dotted with a large amount of plants and grass.

Darkwood II forms after defeating The One Who Waits and meeting ??? for the first time. Certain rooms will have large flowers in the scenery.

## Enemies

BatChaser WormJumper WormBurrowing Spike WormBurrowing Spit Worm
## Bosses

### Darkwood I

AmdusiasValefarBarbatosLeshyWitness Agares
## Items

* Berries — a simple food what can be founds in this location. Maybe you are not about to eat them, but your followers dont think so. Can be found in chests, when picking berries from a **berry bush** or at RakshasaBerries
* Berry Bush Seed — a seed that can grow into the **Bush of Berries**, can be found in chests or when picking berries from a **berry bush**Berry Bush Seed
* Camellia — a red flower that can be found in Darkwood and Anura. Usually followers can give you a quest to find 10 of these or you can just find by yourself in chests or when you destroying camellia bushes.Camellia
* Camellia Seed — a seed of Camellia that you can grow. Can be purchased from Rakshasa, be taken like one-choice reward after defeating Bosses or after destroying camellia bushes.Camellia Seed
Farm Plot Sign

**Farm Plot Sign** is a decoration in *Cult of the Lamb*.

## Description

Farm plot signs can be used by the player to help identify crops. The sign icon can be changed between:

* Berry
* Pumpkin
* Cauliflower
* Beetroot
* Fertilizer

## Strategy

When placed near a Farm Plot, followers will prioritize placing seeds of the selected crop in the highlighted area around the sign.
Healer

All armies must have a medic.

Healers are non-hostile enemy cultists. They will not attack the Lamb but will cast spells healing other enemies in the room. Like all other enemies, they must be killed to clear a room. It's best to kill the Healer first when strong enemies are around.

## Description

A phantom-like floating entity. It's draped in white cloth with a red streak in the center and trim around the wrist. They do not have visible legs or feet and just float. The slit in their hood resembled an inverted crucifix and have a large, yellow metal halo behind their head. Their body constantly seeps with black ooze.

## Trivia

* Most likely due to a bug, when a Healer is hit by a possessive curse (Oath of the Crown, Strike of the Crown, Call of the Crown) they will simply disappear. This makes sense since they're a passive enemy with no attacks, and having a healer on your side would be a bit too broken, so these curses can currently act as instakills for this specific enemy.
Focalor

**Focalor** is the first minibosses of Silk Cradle.

## Description

* Boss
* Follower

Focalor appears to be a cross between a Blue Spider and a Red Spider. They have 18 eyes, and have a bandaged abdomen. Upon defeat, they will turn into a follower.

### Trivia

Focalor is named after a demon in the Ars Goetia. According to the Ars Goetia, Focalor is a man with griffin wings, who kills men, drowns them, and also overthrows warships. If commanded, though, he will not harm anyone or anything. He has power over wind and sea.
Burrowing Spit Worm

The Burrowing Spit Worm is a Darkwood enemy.

A relative of the Burrowing Spike Worm.

## Appearance

The Burrowing Spit Worm looks similar to a bush, with large pustules sticking out. At its head are several branches sticking out, with a mouth filled with small teeth.

## Behavior

When the Burrowing Spit Worm hasn't noticed the player, it will stand immobile.

The Burrowing Spit Worm functions similarly to the Burrowing Spike Worm, with some differences. For one, it doesn't leave a trail of spikes when burrowing. Also, upon popping out of the ground, it fires a burst of Green Orb projectiles in the player's general direction. The landing spot of the Green Orbs can be seen via the (X) indicators on the ground.
Blood Moon Festival

**Blood Moon Festival** (1.0.18 update) was a limited-time event that lasts from 24th Oct to 10th Nov 2022, and may be repeated in the future annually.

## What's new

All contents in Blood Moon Festival are available per save. When the event is over, unlocked contents will be kept, but saves that haven't unlocked the contents yet will not be able to get them.

* A new ritual: Blood Moon Ritual. You can perform this ritual to get Halloween-exclusive Follower forms and decorations.
* New Follower forms: Cursed Crow, Vampiric Demon and Skeletal Wendigo.
* New Decorations: Blood Moon Candle, Blood Moon Skull, Blood Moon Tree and Blood Moon Pumpkin.

## Trivia

* Within the time window of the Festival, there was a real-life blood moon (on the 8th of Nov). Despite this, the Festival was probably not inspired from celestial motion, and was just Halloween related.
* If you missed your opportunity to unlock everything, you can set your system clock back to the original dates of the event.
Mortar Hopper

Mortar Hoppers are enemies found in Anura.

The evolved Hopper.

## Appearance

Mortar Hoppers look nearly identical to Hoppers, with red skin and black seeping from their mouth and they are bigger and have orange pustules on their back.

## Behavior

Mortar Hoppers hop around like normal Hoppers. The only difference is that occasionally they spit out exploding flies.
Bomb Scout

Fire in the hole!

The **Bomb Scout** is a ranged cultist enemy that can only be found in Anchordeep and Silk Cradle. They will attack the Lamb by throwing powerful bombs at them.

## Description

Clad in a red robe with a complete hood, the Bomb Scout appears much larger that it actually is thanks to its backpack full of bombs, the strap holding it to the small humanoid sporting a golden pentacle. The slit on the hood is in the shape of an inverted cross, as with the red eyes or "eye" in this case, however whether the Bomb Scout is actually a cyclops under the hood and robes is a matter of debate.
The bombs that the Bomb Scout throws look like simple cartoon bombs, black spheres with a short fuse leading to a small entry protruding from the top. The only really notable detail about them is the bright red skull painted on them.

## Combat

### Behaviour

The Bomb Scout is a relatively stationary enemy, even if it possesses the ability to move it is quite slow and will not even try to move away from the Lamb if they are too close.
Their first, and most often executed attack is their ability to pick up a bomb from their backpack and throw it with a lit fuse after a long wind up towards Lamb, an indicator appears on the floor to show where it will land. Note that even if the Lamb is out of the indicator, the bombs still deal damage in an AOE, and may prove harmful if the player is too close.
Their second attack is their ability to swing a curved dagger at the Lamb, they will immediately execute that attack if the player gets too close and it cannot be interrupted unless the scout is shot with a curse or hit with a hammer. The bombs of the Bomb Scout do not only damage the Lamb, they can also damage other enemies and so scouts might actually be more useful alive than dead in some circumstances to deal with lots of enemies.
Leader Tent

**Leader Tent** is a building in *Cult of the Lamb* added with Cult of the Lamb X Don't Starve crossover. It was exclusive to Penitence Mode until Sins of the Flesh update, which it acts more as a night skip.

## Description

Leader Tent acts as a sleep area where the Lamb and the Crown can rest for the night, restoring their Sleep need if the game mode is in Penitence Mode.
Gluttony of Cannibals

**Gluttony of Cannibals** is a ritual in *Cult of the Lamb*.

## Description

Rituals. A Follower is picked as a sacrifice, after which all of the Follower feast upon the hapless being (killing the sacrifice instantly). Several  Follower Meat are dropped, along with one Sin which is collected automatically. This however, will result in losing 40 Faith from the followers unless Cannibal Trait was picked from Doctrines prior to using this ritual.
Fisherman

## The Fisherman

**The Fisherman** is an NPC in *Cult of the Lamb*.

## Description

The Fisherman is a anthropomorphic fish. He wears a fake human nose with a black mustache. He wears a grey sweater and grey boots. He is a shade of blue and his mouth is on the top of his head. He is first encountered fishing from a pond in Darkwood. He tells the Lamb not to fish in his spot and to instead visit Pilgrim's Passage, where he can be found for the rest of the game.

## Questline

The Fisherman tasks the Lamb with catching 4 fish: a squid, an octopus, a crab, and a lobster. In exchange, he gives Holy Talisman Pieces, one per type of fish. Once all 4 types are caught and exchanged, he becomes a shopkeeper who sells all types of fish.

Note that the Ritual of the Ocean's Bounty increases the catch rate of rare fish, which can be helpful for completing this quest more quickly.

The fish don't actually have to be caught directly, though outside of the Ritual they are hard to find elsewhere.

## Dialogues

### Darkwood - first meeting

>
> "Hey kiddo, keep your eyes off my fishies! There ain't enough for the both of us. The best fishing can be found at Pilgrim's Passage. Where's that, you say? Lemme show you... [He reveals Pilgrim's Passage on the map] See? Now get out of here!"
>
>
>
>

### Pilgrim's Passage

>
> "Well, look what the tide dragged in. What're you just standing there for? Think I'm gonna fish for you? I'm not one of your mindless acolytes!"
>
>
> [After the Lamb caught a fish]
>
>
> "Hm. Not so useless after all. Listen, perhaps we could help one another. I happen to have caught some extremely valuable treasures in my time. Things that a fish like me- err, I mean a fisherMAN like me - has no use for. But to you... well. You look like you like valuable things! Below these waves lurk some of the hardest to catch beasts that ever lived, and I've been trying for years. If you can snag 'em, these treasures are yours. Catch me a Crab, a Lobster, an Octopus, and a Squid. Take this. As a gesture of good faith between two non-fish friends."
>
>
> [Fisherman gives you the Neptune's Curse Tarot card]
>
>
>
>

### Given an Octopus

>
> "Finally! An octopus. As soon as i'd pulled this out the waves, I know no mortal would have need of this. That's where you come in."
>
>
>
>

### Given a Crab

>
> "Pinch me! Is that a crab? This gave me such a fight, I thought I'd hooked a whale, it's yours now."
>
>
>
>

### Given a Lobster

>
> "Lobster! Very good, very good. As promised, here's a bit o' treasure."
>
>
>
>

### Given a Squid

>
> "Ahh, the elusive squid. Wonderful! Here take this, caught it maybe 50 years ago. No use to me."
>
>
>
>

### Has all 4 fishes

>
> "Not bad! Not bad at all! You're a pro with the pole. You've stocked me up, nice and good. If you find the fishin' scarce, I'll sell 'em!"
>
>
>
>

## Gallery

Fisherman, talking, he is excited.Fisherman just talking.The Fisherman being AngryThe Fisherman talking while being SnootyFisherman (Static)
Stone Blocks

## Stone Blocks

We mould the very earth itself to build our city.

A material used for building sturdy structures.

### Sell Value

 8

**Stone Blocks** are a Resource in *Cult of the Lamb*.

## Uses

### Buildings

* Demonic Summoning Circle II (x3)
* Farmer Station II (x5)
* Trap Scarecrow (x5)
* Harvest Totem (x2)
* Stone Mine II (x2)
* Refinery II (x5)
* Confession Booth (x3)
* Missionary II (x5)
* Tabernacle II (x5)

### Decorations

* Massive Monster Shrine (x5)
* The One Who Waits Trophy (x10)
* Crystal Statue (x2)

## Sources

* Refined from 3  stone at a Refinery or Refinery II
* Offering Statues