recursal/Fanatic-Fandom huggingface dataset:
Hearts

**Hearts** represent the Lamb's lifeforce. Each hit takes away one half of a heart, unless the Golden Fleece is worn, or you are in a combat area with the "enemies have ½hp you take 2× damage" modifier, in which case one full heart will be lost.

There are three types of health:

* **Red Hearts** are standard health and can be restored with health pickups or Vampiric weapons. Base amount of your Red Hearts depends on difficulty, with Sermon upgrades providing a total additional heart permanently. Additional, non-permanent Red Hearts can be gained from certain Tarot Cards while on a Crusade. All Red Hearts come in their own Heart Container, which can be restored at a Health Pool or by picking up more Hearts from the floor. There's also the **Spirit Hearts** variation that has a golden border, and becomes **fixed extra** hearts during the Crusade.
* **Blue Hearts** work almost exactly like red ones, but will be lost upon finishing your crusade. Care must be taken as once the Heart is lost during your crusade it is gone forever, and to gain more you must draw a relevant card or find them as a drop; they do not come within Heart Containers like Red Health.
* **Diseased Hearts** or **Black Hearts** are similar to Blue Hearts in that they will be lost post-crusade and cannot be normally restored by standard healing. They have a unique mechanic where taking damage will deal damage to all enemies on the screen when lost.

If the Lamb takes damage, hearts are taken away beginning with Diseased Hearts; then Blue Hearts; and finally Red Hearts. After a run ends your Red Hearts will be fully reset and all special hearts will be lost.

There are multiple ways of obtaining more hearts of each type prior to starting a new crusade. None except for the Red Hearts are truly permanent and a task must be performed to receive Blue and Diseased Hearts after you finish your crusade, unless granted by a Fleece.
Unidentified cultist (parry)

## Seeker (Unofficial Name)

Tutorial for parrying.

**Seekers** are a special enemies introduced in the Relics of the Old Faith.

## Appearance

Seekers are cloaked in red, with a large black eye with a red pupil. They wear a necklace with a pentagram on it. They have a strange device on their back.

## Behavior

The Seeker cannot be damaged by normal means, and its shield can't even be broken by heavy attacks. The Seeker fires homing yellow projectiles at the player, in which you have to hit it back to the Seeker. After going back and forth for a while, the Seeker will eventually get hit and stunned, allowing you to hit it and kill it. It has a very small amount of health, so a few hits with a pair of gauntlets or a dagger will finish it.
Oath of the Crown

The curse with which the Great ones severed our world from theirs.

A devastating melee attack that also has a chance to possess impacted enemies.

**Oath of the Crown** is a Slash Curse.

## Description

A slash curse that functions identically to Death's Sweep, trading some of its damage for the ability to possess enemies to have them fight on the Lamb's side and conjuring a white wall instead of a red one. If the right mouse button is held until the charge bar reaches the mark it will conjure a second wall on the opposite side of where the player is aiming.

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

## Berry

A simple, juicy berry sprung forth from nature's bounty.

A tasty ingredient for cooking meals.

### Sell Value

 2

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

## Uses

### Meals

* Basic Berry Bowl ★☆☆ (x6)
* Meager Mixed Meal ★☆☆ (x4)

## Sources

* Harvesting or destroying berry bushes in Darkwood.
* From shops and boss rewards in Darkwood.
* Gathering berry bushes from Cult HQ, Lonely Shack and Pilgrim's Passage.
* Cultivated from Berry Bush Seeds in a Farm Plot.
Tailor

Tailor is a building in Cult of the Lamb

## Description

"" - In-Game Description text.

Tailor allows modification of the cult's robe, or create robe to fit in for the followers. When creating a new robe for them, a mini game in which the player must click when the crosshair is within 3 the green area before the spinning wheel grinds to a halt or materials used to make the robe will be wasted instead.

It is generally advised to keep stocks of Cotton Seeds and cotton as majority of the robe requires access to cotton, and spider silks from Silk Cradle, along with its Refinery variant.

Some of the Robes also requires Sin to create.

## Strategy

* It is generally advised to ignore this unless you have a surplus of the above items.
Offering Statue

**Offering Statue** is a building in *Cult of the Lamb*.

## Description

Offering statues allow followers to leave various items for the player to collect and use.

Throughout the day, Followers will find an empty Offering Statue and deposit resources there. The resources can be:

* 5-9  Coin
* 7-14  Gold Nugget
* 3-5  Meat
* 3-5  Minnow
* 3-5  Tuna
* 3-5  Lumber
* 3-5  Stone
* 2-5  Gold Bars
* 2-5  Wooden Planks
* 2-5  Stone Blocks

## Strategy

Click here to add a strategy!

* Essentially a lootbox, Followers will deposit random resources within, from fish to refined gold bars.
* Can serve as a source of meat.
* A common strategy is to fill one corner of the cult with these, as they are essentially infinte resource generators.
Light Necklace

In order to gain, one more first give.

No known effect. Knowledge is oft gained through sacrifice.

**Light Necklace** is a Resource in *Cult of the Lamb*.

## Uses

* Can be given to a Follower; however, if the player sacrifices the follower, the necklace will disappear, and in its place, Baal will appear in his follower form. This will not work when sacrificing a follower to open a door.
* Baal will inherit the traits of the follower you sacrifice.
	+ If you give the necklace to The One Who Waits and sacrifice them, they will still be able to be resurrected.

**Ways to Obtain**

* Obtained Via Mystic Sellers spin wheel. (Only one can be Obtained)
Fertilizer

Doesn't smell too good... still warm.

Rich in nutrients, useful on Farm Plots.

**Fertilizer** is a Resource in *Cult of the Lamb*.

* Fertilizing crops in Farm Plots to increase crop yield.

## Sources

* Followers suddenly pooping
* Outhouse
* Outhouse II
* Composting Grass in a Compost Bin
* Composting a dead Follower in a Natural Burial
* Special Rooms and certain objects found in dungeons (most commonly found in Silk Cradle)

## Strategy

* Fertilizer is generated naturally by Followers in ways you surely can guess. Without an Outhouse, they will go to the edges of the area, away from their homes, and defecate in the wilderness, which can then be collected manually.
* Outhouse II is even better at collecting crap, but remember to empty both manually and place the stuff in a Fertiliser Silo, so that farming followers will use it automatically.
* Compost Bin and Natural Burial will convert Grass and dead Followers into fertilizer respectively.
* Some of the more basic food types have a chance to make the follower poop instantly, which can be an useful side effect to get more fertilizer early on. However, one needs to be ready to react quickly, before the poop upsets other followers.
* While the Janitor Station is useful to avoid health issues, no Fertilizer is gained when a follower cleans up poop. Followers will ignore other kind of Fertilizer, which allows the Lamb to collect them without risk of losing access to it.
Path of the Righteous

Walk, and be guided by faith.

Hold to aim. A projectile that creates a trail of black Ichor.

**Path of the Righteous** is a Splatter Curse.

## Description

A splatter curse that works identically to Ichor Thrown and does the same damage but will leave a trail of ichor that damages enemies on its path to where the player was aiming. This will not prevent it from going over obstacles.
Shelter

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

## Description

Can only be built on a Sleeping Bag, turn it into a Shelter that provides more protection from the elements. It's also a lot more durable, but it's best to upgrade them to a Grand Shelter eventually.

Generally provides the same benefits as the Sleeping Bag, though it might be slightly more efficient in restoring sick or tired followers.

When the Shelter collapses, it costs 3  Lumber to fix it.

## Strategy

* If a Sleeping Bag has collapsed, it is better to upgrade the site of that Sleeping Bag to a Shelter to avoid wasting 3 Lumber on repairs.
* To avoid immediate faith losses due to collapsed beds at the start of a day, its best to have a couple of extra bags or shelters at all times.
Pungent Fish Stew

**Pungent Fish Stew** is a ☆☆★ cooked type of food in *Cult of the Lamb*.

## Description

*Tastes better than it looks.*

It's a golden brown paste with three minnow heads sticking out. The bowl is made out of green leaves wrapped tightly together.

## Strategy

* Due to it's strong negative effect, it's really only good when you're in a pinch.
* The ingredients are very easy to fish for, a single cast can net you all you need for one dish.
Shrumy

**Shrumy** is an NPC in *Cult of the Lamb*.

## Description

Shrumy is the most difficult Knucklebones player and has the highest maximum bet of 50 Coins. They are found in Silk Cradle at random and will give you the Strength from Within Tarot Card for beating them in Knucklebones in the Lonely Shack.

## Dialogues

### Silk Cradle

>
> "What are you looking at? Hmf. That's right. You crown bearers are all the same. Nothing without your adoring Followers. Ratau wasn't like that. He stayed true to who he was. You'll NEVER live up to him. Get out of my way, I've got Knucklebones to play and money to win. Come and play me if you want a real challenge."
>
>
>
>

### Lonely Shack

First meeting:

> "Hmf. It's you. Finally decide to join the big leagues?"
>
>

Win against the Lamb the first time:

> "Ha! If only we'd played for parts - I could use a lamb chop to go with Klunko's hand!"
>
>

Lose against the Lamb the first time:

> "You got lucky! Now take this. Do you want to rematch, or are you a coward?"
>
>

Lose against the Lamb (with bet):

> "Hmf. Again?"
>
>

## Gallery

Shrumy placing a die in Knucklebones.Shrumy losing a die in Knucklebones.Shrumy takes one of the Lamb's dice in Knucklebones.Shrumy immediately after beating the Lamb at Knucklebones.Shrumy, happy to have beaten the Lamb at Knucklebones.Shrumy after losing a game of Knucklebones to the Lamb.Shrumy, upset about losing a game of Knucklebones to the Lamb.
Moon Necklace

Dream of me.

Follower will never sleep

**Moon Necklace** is a Resource in *Cult of the Lamb*.

## Uses

* Can be given to a Follower so they can work even if it's night. While this negates a follower's need to sleep, they will still look tired. Also, if they were demons and you came back from a crusade, they will also appear tired, as well as when they return from a Missionary task. They also require a bed, even though they don't regularly use it. They can still be sent to rest if they get sick.
Outhouse

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

## Description

The Outhouse is where followers go to use the bathroom. It can store up to 4 Poops before the poop starts to overflow and lower the cult's Hygiene again.

Outhouse can only generate regular Poop. They will still go to the edge of the map in the HQ for other kinds of poop.

## Strategy

Multiple outhouses will help keep the camp clean. Note that followers with diarrhea usually don't make it to the outhouse in time and will defecate outside of it.
God of Death Fleece

"All hail the Lamb, all hail the God of Death!"

The **God of Death Fleece** is an unlockable fleece in the game received from ??? after saving all of the bishops. It was added as part of the Relics of the Old Faith version 1.2.0 update.

## Description

The fleece is a recreation of The One Who Wait's layered cloak. It is white with a red strip that resembles blood going down the middle. there is small circles on either side of the stripe, and a chain link replacing the bell. It gives The Lamb 2 additional Diseased Hearts when Resurrecting.

## Strategy

Overall a good fleece. This fleece should always be worn instead of the default Fleece of the Lamb due to not having drawbacks.

## Notes

* This is the only current fleece to have a bonus without having a negative effect.

## Gallery

The Lamb wearing the God of Death Fleece.God of Death Fleece from behind
The One Who Waits Trophy

### Unlocking requirement

Choose to kill the One Who Waits after defeating him, or if spared, clear ???'s task of bringing the four bishops as followers.

**The One Who Waits Trophy** is a decoration in *Cult of the Lamb*.

## Strategy

If you indoctrinated The One Who Waits into your cult instead of killing him, this statue becomes unobtainable by this method. However, clearing the elder god (???)'s task of bringing the four Bishops as followers lets you obtain this statue.
Trap Scarecrow

**Trap Scarecrow** is a building in *Cult of the Lamb*.

## Description

Can only be built on a Scarecrow, allows it to catch birds. If there isn't anything in the trap, every 0.6 in-game day, the game will roll a 60% chance for the trap to catch a bird, which will give 1  Meat when collected. Each Trap Scarecrow can only hold one trapped bird and will act as a regular Scarecrow until the catch is collected.

## Strategy

A very easy way to collect meat is to set up many trap scarecrows. They don't need to be near crops to work.
Seeker (Unofficial Name)

Seekers have a red cloak and a red star for a face.

The Seeker cannot be damaged by normal means, and its shield can't even be broken by heavy attacks. The Seeker fires homing projectiles at the player, which have to be attacked. When attacked, it will get parried back towards the Impenetrable Cultist, which breaks its shield, allowing for it to be attacked.

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.
Follower traits

Each of your Followers can have several distinguishing **traits**. Traits can be positive or negative. Permanent ones can be given to followers through the use of Doctrines.

## Spawning Specifics

Unique Followers have their own pre-determined traits that may or may not follow the method below, possibly leading to over 3 traits.

Generic Followers do not have preset traits and will follow the following method to generate 1-3 traits:

1. The first trait will roll a max of 100 times for a random Starting Trait that does NOT match a Cult Trait, or else it gives a "None" trait. The Fear of Death trait and Against Sacrifice trait are unavailable if another Follower already has it.
2. The second trait repeats step 1, but does NOT add the trait IF: (1) it matches the first trait OR (2) it matches an Exclusive Trait.
3. The third trait rolls a random number between 0 and 1. If it is less than or equal to 0.2, it will repeat step 1 but for Rare Traits and without the Fear of Death/Against Sacrifice check (since they are not part of the Rare Trait list).
4. If step 3 fails, it rolls again. If it is less than or equal to 0.4, then it repeats step 2.

This leads to an average of 1-3 total traits. It is technically possible to get 0 traits but the probability of doing so is so low as to be effectively impossible. The best chance would be to get the Industrious Cult Trait from Work & Worship and Materialistic trait from the Possessions Cult Trait along with having Followers with the Fear of Death and/or Against Sacrifice trait. This leads to a 2 / 11 chance of getting a cult trait, leading to a: (2 / 11)^2(100) \* 0.8 \* 0.6 = 4.0616578729180591e-147% chance (This calculation is probably wrong since I don't see the Industrious Trait in the game files for Starting Traits).

## Starting Traits

### Positive

Positive traits are good across the board, apart from Naturally Obedient - useful in a pinch, but otherwise it's not relevant to long term service.

### Negative

Negative traits are highlighted in red. Apart from Natural Skeptic, which only takes effect on recruitment and then matters not, the rest of them reduce the performance of a Follower.

## Cult's Traits

These traits can be acquired from the Doctrines. Note that these can have a tremendous synergistic effect (eg. combining Cannibal with tolerance of Death and/or Ascension, providing a sustainable source of food for the Cult), so pick them wisely.
Yellow Crown

The Crown of the Bishop of Famine

## Description

The Yellow Crown is black and has three points with an inverted yellow triangle as the eye. The pupil is a short, black, vertical line, reminiscent to a cat's slit pupil. All other Crowns also have slit pupils.

## Story

Heket is the first and last known wearer of the Yellow Crown. She reigns over Anura and is the Bishop of Famine. The Yellow Crown ties in with the motifs surrounding Heket as yellow could symbolize the withering and decay of plant life, representing the effects of famine and scarcity in the Anura. Yellow can also evoke associations with toxicity and corruption. The abundance of spores and mushrooms in the realm might be accompanied by a sense of danger and contamination. Yellow hues can signify poisonous or harmful substances present in the environment, representing the Heket and the Yellow Crown's influence over the land and its inhabitants.

As with the other crowns it is unclear whether the Yellow Crown is sentient or not. Although it is clear that the Yellow Crown is an immense source of power and the reason Heket was able to ascend to godhood.

The Yellow Crown, much like the Green Crown, Blue Crown and Purple Crown but unlike the Red Crown, is not seen transforming into weapons or tools in order to aid Heket in any way. The Yellow Crown does seem to help Heket compensate for her slit throat, however, as she is still able to speak despite her injury. Supporting this theory is the fact that when she loses her crown, and is converted into a Follower, she is shown to struggle more with speaking. Without her crown she says fewer words and takes longer pauses between statements.
Sacrifice of the Flesh

Sacrifice a Follower in the name of the Cult and reap the rewards

## Overview

### Effect(s)

Sacrifice a Follower to grow your strength and unlock new abilities and weapons. Higher level Followers will be more valuable when sacrificed.

## Technical

### ID

UpgradeSystem/Ritual\_Sacrifice

**Sacrifice of the Flesh** is a ritual in *Cult of the Lamb*.

## Description

Rituals. Sacrifices a follower in exchange for rewards. -10 Faith, or +20 Faith with "Belief in Sacrifice" trait.

Sacrificing a follower grants three resources: Sermon points,  Bone, and  Follower Meat. A level 1 follower grants 40% of the sermon bar, with each level granting an additional 20%, and the amount is capped at 100%.

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

Upon the defeat of The One Who Waits, sacrificing the follower with either the Light or Dark Necklace will allow you to obtain Baal and Aym respectively. However, the follower wearing said necklace cannot be resurrected by this way.

## Strategy

On the Afterlife doctrines, two traits benefit sacrifice: the Belief in Sacrifice Trait and the Good Die Young Trait. By applying both doctrines and regularly performing sermons and blessings in order to accumulate high loyalty, one can garner elders with high loyalty that can then be sacrificed for considerable gains while also granting +30 faith, negating any faith penalties of followers with the Against Sacrifice Trait.
Meat

## Meat

The flesh of beasts, rich, thick and bloody.

A nourishing food to sink your teeth into.

### Sell Value

 4

**Meat** is a Resource in *Cult of the Lamb*.

## Uses

### Meals

* Hearty Meat Broth ★★☆ (x2)
* Modest Mixed Meal ★★☆ (X2)
* Mighty Meat Feast ★★★ (x4)
* Magnificent Mixed Meal ★★★ (x2)

## Sources

* Birds in Darkwood
* Activated trap scarecrows
* Destroying firepits in dungeons
* Missionary
* Missionary II
* Missionary III
* Offering Statues
Stone

## Stone

Ancient splintered shards of the very earth itself.

A useful building material.

### Sell Value

 1

**Stone** is a Resource in *Cult of the Lamb*.

## Uses

* Refine 3 in a Refinery or a Refinery II to make 1  stone Blocks.

### Buildings

* Shelter (x3)
* Cooking Fire (x2)
* Propaganda Speakers (x2)
* Demonic Summoning Circle (x8)
* Seed Silo (x8)
* Stone Mine (x8)
* Temple (x5)
* Missionary (x4)
* Tabernacle (x8)
* Offering Statue (x8)

### Decorations

* Ancient Stone (x1)
* Skull Candle (x1)
* Small Stone Candle (x2)
* Stone Candle (x1)
* Lamb Flag Statue (x5)
* Pond (x2)
* Stonehenge (x2)
* Crown Fountain (x4)
* Leafy Lamp Post (x2)
* Watering Can (x1)
* Twitch Stone Flag (x2)
* Stone Statue (x3)
* Stone Wall (x1)
* Large Torch (x2)
* Stone Flag (x2)
* Leshy Trophy (x3)
* Stone Mushroom (x3)

## Sources

* Mining rock piles in Cult HQ and Pilgrim's Passage.
* Mining or destroying rocks piles in stone rooms during Crusades.
* Stone Mine and Stone Mine II
* Missionary
* Offering Statues
Old Faith

The **Old Faith** is a powerful cult, and the dominant religion in the Lands of the Old Faith led by the Bishops, and are the main antagonists in *Cult of the Lamb*.

## Description

The current dominant religion in the game, before the Lamb starts up a new cult dedicated to the One Who Waits and challenges their oligarchical rule. It is a cruel, dark, and inhumane faith, dedicated to loyal worship to the Four Bishops and regular sacrifices of unwilling people, like all of the sheep and the Lamb were supposed to be.

## Members

### Bishops

The leaders of the Old Faith who sealed away the One Who Waits, and each of them rules over a biome in the Lands of the Old Faith.

Leshy, Bishop of ChaosHeket, Bishop of FamineKallamar, Bishop of PestilenceShamura, Bishop of WarNarinder, Bishop of Death
### Storyline

When Narinder betrayed and attacked his siblings, he gouged out Leshy's eyes, cut Heket's throat, tore off Kallamar's ears, and caved in Shamura's skull. Narinder was imprisoned for this rebellion, but a prophecy held that a lamb would be the one to free him from his binds.

The other bishops, fearful of their brother's return, attempted to execute all of the lambs to prevent the prophecy from being fulfilled. However, by slaughtering the final remaining Lamb, they actually fulfilled the prophecy. The Lamb was given the Red Crown and was brought back from the dead to slay the Bishops and ultimately free The One Who Waits while building a cult in his name.

After the other Bishops are defeated, the fate of Narinder is up to the Lamb who wears the Red Crown. He can either be killed or spared and indoctrinated into your Cult.

Upon deciding Narinder's fate, ??? surfaces some time after and gives the Lamb a task: to free the Bishops slain under his name as they are trapped between life and death. The Lamb does this by revisiting their lands, slaying them a second time and reverting their bodies to their forms prior to obtaining their Crowns. However they still retain their memories and the injuries dealt by Narinder. Once they have been reverting to their original forms they become available as Followers with exclusive Follower Forms.

> "You are artless in your duties, infant god. You bestow upon the bishops death, yet deny them rest. Bearer of the red crown, set this right. Forced are they to relive their final agonies; move them on, as is your duty as the new *God of Death*. Crusade once more. Give peace the bishops trapped between life and death." - **??? to the Lamb, regarding the fate of the slain Bishops**
>
>

If you opted to kill Narinder, ??? will gift him to you as a Follower once all the Bishops have been slain a second time. If you opted to have Narinder join your Cult you will instead be gifted the One Who Waits Trophy blueprint. }}
Snail

The **Snail** is a special Followers' form (skin) that's available by doing quite a bit of grinding.

## Obtaining the Snail

To obtain it (and the corresponding achievement), you need to find and kill five green snails on Crusade runs and collect their snail shells. They are exclusively found in Anura. If you don't find them on a run, just keep redoing the runs.

Once you have all five, you need to seek out the five snail shrines and place the shells in the shrines:

Lonely Shack: Behind Ratau's shrine, in the background.Pilgrim's Passage: West of the Lighthouse, at the forest's edge.Spore Grotto: In Sozo's chamber, west of his tent.Smuggler's Sanctuary: Just off the west edge of the jetty.Midas's Cave: Near the follower form vending machine.
Once all five are in, you'll instantly receive the Snail follower form and can apply it to your new followers at your leisure.

Unlit shrineLit and active shrine
Swords

Swords are one of the weapon types found in Crusades.

They are the first weapons Lamb the uses on their journey.

## Overview

Swords are the most basic weapons in the game, having balanced damage, range and attack speed. This makes them effectively useful for any build.

## Heavy Attack (Upcoming)

Heavy attacks are a upcoming feature that will be added in a future update. They can be performed by holding down the attack button.

The Sword's heavy attack involves the Lamb smashing the ground in front of them, dealing heavy damage and knockback on their enemies, similar to the Hammer.
Sermons

After the Temple has been built, the Lamb can give Sermon once per day to draw the strength from the Followers to enhance their stats and unlock new gears.

Each Follower gives an amount of Sermon points equals to their level.

## Upgrades

### Tier 1

They will appear on your Crusades.
 Curse of the Horde

### Tier 2

 Vampiric Weapons
They will appear on your Crusades
 Curse of the Occultist
 Fervour of the Righteous I

### Tier 3

 Necromantic Weapons
They will appear on your Crusades
 Curse of the Tundra

### Tier 4

 Zealous Weapons
They will appear on your Crusades
 Curse of the Necromancer
 Fervour of the Righteous II

### Tier 5

 Merciless Weapons
They will appear on your Crusades.
 Curse of the Beguiler

### Tier 6

 Godly Weapons
They will appear on your Crusades.
 Might of the Devout V
Turret Worm

Pew, pew!

Turret Worms are support enemies that appear in Darkwood and Anura.

## Appearance

Turret Worms have a yellow, bush-like head, which features several branches, containing a red eye.

## Behavior

The Turret Worm is completely immobile, never moving, whether it is aware of the player or not. It's only attack is to occasionally fire a projectile at the player.

When they appear in Anura, they instead fire 3 projectiles back-to-back at the player. Nothing is changed besides this.
Sinner's Pride

Choose a Follower to take on the Sin of others. Generates Sin.

**Sinner's Pride** is a ritual in *Cult of the Lamb*.

## Description

Choose a Follower to hold all the sins of the other followers to be absolved in a row.

Be wary of using this ritual with the Follower you wish to keep, as usually this ritual results in more than 3 absolves, resulting in the Follower disappearing in a dark pit and being marked as a damned.

To get them back you need to find them again 3 time during crusade during specific events that you can't miss and kill them. Then you can resurrect that follower with the ritual.

## Strategy

* This is useful if you need a quick cleansing on Sins from other Followers, or if you need a quick retrieval of Sins. Otherwise, it is akin to other sacrifice rituals (Sacrifice of the Flesh, Ascend Follower Ritual or Gluttony of Cannibals), but the follower will be encounter as an enemy in the next crusade.
* Recommend only to use this to get rid of a specific follower.
Mithridatism

Fear naught that passes thine lips.

**Mithridatism** is a Tarot Card.

## Strategy

* Not very useful overall, since none of the enemies encountered in Darkwood, Anura (aside from a rare variant of the Burp Hopper) and Anchordeep use poison on their attacks, unless you count the occasional "special" enemy which drops poison when hit.
* In the Silk Cradle however, Mithridatism becomes a good option, since Poison Spiders and the boss Vephar can coat most of the room with poison puddles if given the chance, making navigation tricky. The boss Hauras also occasionally shoots projectiles that drops poison, but only in thin lines instead of big puddles.
Notes/Messages

Alongside the Ancient Tablets, players can find five additional notes. These notes are not needed to receive the Serpent Follower Form.

## Offering to the Owl

*This note will appear in a room with Haro. If you are past the point of Haro appearing during your crusades, it will instead spawn inside a Meat Room.* Chronologically, this note is after Ancient Tablet I.

> "Great Hunter, we write this prayer and leave this offering in the hopes you will grant us triumph in our hunt. We vow to take no more than we need, and leave the brooding and the young. May we be swift and silent as you, Hunter."
> ***A prayer to the Hunter***
>
>

## Ripped Note

*This note can be found in Monch's room, hidden behind the fire.* Chronologically, this note is after Ancient Tablet V.

> "We’ve been hiding for days. I’m hungry, but I’m too scared to leave this place, though the earth no longer shakes. I didn’t know the Bishops could bleed. The fifth… we dare not speak his name. Soon we won’t remember it. But he waits. He will always wait."
> **Written in fear, covered in dirt**
>
>

## Lost Message I - III

These notes can be found in a Graveyard, a new location that falls under the "Question Mark" icon. The player must dig up the graves to find it.

> I. "Found a herd. Taken care of. Let the Worm know I seek the next."
>
>
> II. "One fled my blade. I will find it. The Bishops need not concern themselves. I do as I am told, and only as I am told."
>
>
> III. "I found the last, hidden deep in the Lands. It followed me, silent, to the ritual grounds. When my task is at last complete, I will bury it with the others."
>
>
>
> **A torn letter, stained with blood.**
>
>
Soundtrack

The **Soundtrack** of Cult of the Lamb was created by River Boy and consists of 42 (51 on steam) tracks.

The soundtrack is available on various platforms, and can be bought separately from the game:

* Soundtrack on Steam
* Soundtrack on Spotify
* Soundtrack on gog.com
* Soundtrack on Apple music

## More by River Boy

* Website of River Boy
* River Boy on Spotify
* Article about the artist on abc.net.au
Natural Burial

**Natural Burial** is a building in *Cult of the Lamb*.

## Description

Allows players to deposit dead followers bodies and turn them into fertilizer. Each time it will turn 1 dead body into 10  Fertilizer in 1/10 in-game day.

## Strategy

* Natural burial can be good for getting rid of bodies without using Body Pit when there are too many as they can take up space for other important buildings.
Poison Spider

The **Poison Spider** is a common spider enemy that can only be found in Silk Cradle. Their attacks inflict poison damage to Lamb.

## Description

Poison Spiders have twelve large red eyes and two large white fangs protruding from their mouth. Their skin is entirely purple, their legs are mostly black with spots of blue. There is a large symbol on their skin. Large bulbous green spheres can be seen on their head and body, presumably this is the source of their poison.

## Gallery

Poison Spider does a jump attack.Poison Spider attacks.Poison Spider's alternate attacks.Poison Spider falling.Poison Spider jumping.Poison Spider landing.Poison Spider telegraphing a projectile.Poison Spider enters the room.Poison Spider shoots.Poison Spider runningPoison Spider running faster.Poison Spider swings away.Poison Spider static.
Missionary III

## Overview

### Description

Send three Followers on a holy quest at once. Followers will have an even higher likelihood of success and complete their mission even more quickly.

### Cost

* Crystal Shards 20
* Gold Bars 20
* Wooden Planks 20

### Unlocking requirement

Missionary III Divine Inspiration unlocked

## Technical

### ID

MISSIONARY\_III

**Missionary III** is a building in *Cult of the Lamb*.

## Description

Can only be built on a **Missionary II**, allowing you to send 3 Followers at once, increase the success chance, and reduces the time required for quests by 40% (0.6-1.8 days).

There are also new resources to gather. List of all resources:

* 30-42  Lumber
* 18-26  Stone
* 28-52  Coin
* 5-24  Meat + 5-9  Morsel
* 40-70  Bone
* 5-8 of random Seeds. The type of seeds is randomized every day
* 1 new Follower. Chances can be increased if the follower sent out is wearing Missionary Necklace due to the lowest chance of success.
* 3-6  Wooden Planks
* 3-6  Stone Blocks
Zepar

* Boss
* Follower

Zepar is the third boss of the Anura biome.

## Description

Visually, Zepar is a large red frog, having three yellow eyes with black cross shaped pupils. They have yellow lumps on their back, and wooden crosses coming out of them, along with a mouth filled with sharp teeth that drools black ichor.

## Trivia

The name "Zepar" 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 Zepar as a Great Duke of Hell. He is depicted as a knight in red armor, able to make people fall in love and to leave women barren.

Exploding FlyStage 2 Frog
Silk Cradle

**Silk Cradle** is a location and fourth biome in *Cult of the Lamb*.

## Description

Silk Cradle is usually accessed after all the other biomes have been completed, although it can be accessed earlier if the player has amassed enough followers, allowing its door to be opened. It is ruled over by the eldest of the Bishops - Shamura. It is a webbed den housing spiders and other arthropods. It is littered with large skeletons and bones, presumably of creatures killed off by the spiders, showing the brutality of the inhabitants. Silk Cradle has a generally blue and purple color scheme, and the lighting of the area discolors entities. Shamura is notably unaffected by this.

12 followers are required to open the gate in new game.

## Enemies

Red SpiderBlue SpiderPoison SpiderMillipedeScorpion
## Bosses

FocalorVepharHaurasShamuraWitness Allocer
## Features

* Introduces Beetroot for farming and Spider Silk for construction.
* A number of enemies who will keep their distance from the Lamb before attacking.
* Several scripted appearances of Shamura who will summon Followers to attack the Lamb.
Summoner

Infantry wins battles, logistics wins wars.

The **Summoner** is a common ranged cultist enemy and can be found in all biomes. They will attack the Lamb at a distance and will summon enemies to aid them in battle.

## Description

Clothed in a large black hooded robe wrapped in purple fabric and decorated with skulls, with the cowl colored gold and the bottom of the robe ripped, the Summoner is certainly an intimidating figure. They float off the floor like a phantom and do not appear to have any visible feet, albeit they do have defined clawed black hands with 4 fingers and a hint of fur on them. Their eyes are slanted like the smaller Swordsman and Archer, but have six of them and possess a much more imposing figure compared to these two and the Lamb. This combined with the ichor dripping from its cowl and purple wraps implies they may not be a simple animal anymore.

## Combat

### Behaviour

The Summoner is a cowardly enemy, even more so than the Archer. They can only move by teleporting, usually either when threatened or after having done a few attacks, and will stay as far away from the Lamb as possible while either throwing two flaming arrows at the player or summoning several enemies. Note that the portals spawned by the summoner linger for a second or two, and that summoned enemies can and will immediately attack the moment they appear, it is ill advised to stay near a portal that is opening. The Summoner, just like the Swordsman and the Archer, is also an enemy that can be stunned, either by deflecting their own arrows back at them or by hitting them with a curse.

The Summoner can only summon three types of enemies, these being:

-The Scamp

-The Swordsman

-The Archer

The Summoner is incapable of summoning the elite variant of the Swordsman or the Archer.
Prison

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

## Description

A jail to hold insubordinates. Space for one occupant.

If a dissenter is put in prison, it will stop their Dissent meter from growing, and isolate the dissenter from the cult, not allowing them to swaying the minds of other Followers. Reeducating them in prison is more effective, lowering the Dissenting meter by 25 per interaction instead of 7.5 normally.

If an innocent Follower is put in prison, you will lose 15 Faith, or 2 Faith if your cult has "Belief in Original Sin" trait.

Imprisoned Followers also have their Hunger meter halted. They still age normally.

## Strategy

Prisons prevent Dissenters from increasing the discontent of other followers and allows for re-educating them at your leisure. Very useful when getting a quest to recruit a dissenter—just plop them into the pillory straight out of the indoctrination circle.
Neptune's Curse

Send 'em to sleep with the fishes.

**Neptune's Curse** is a Tarot Card.

## Effect

Upon dying, enemies have a small chance to drop fishes. The fishes can be  Minnow,  Salmon or  Tuna.

The fishes dropped are not affected by the Ritual of the Ocean's Bounty.

## Strategy

Can be slightly beneficial since fish are not easy to come by outside of the minigame. Only gives basic fish types, used in one star meals. As with any card that affects item drops, its more useful at the start of a run and should be avoided near the end of one.
Valefar

* Boss
* Follower

Valefar is the second boss of Darkwood and represents a significant difficulty spike compared to Amdusias.

## Description

Valefar bears a strong resemblance to a scaled up jumper worm, however it possesses abilities of both the large worms and of living totem poles.

## Combat

### Behaviour

Valefar possesses three distinct attacks: jumping at the player 2 times (4 after sufficient damage has been taken) in succession and 2 patterns of projectile attacks, which it indicates with symbols above its head. It will also occasionally stop attacking in order to roar.

### Tactics

For most players it is ill advised to try and attack while Valefar is engaged in its jumping attack. It is invulnerable during the jump itself, produces a damaging AOE on impact and seques into the next jump almost instantly. It is thus better to wait until the current series of jumps is finished before engaging.

When a symbol of a swirl with an upwards pointing arrow displays over Valefar it is about to shoot out a ring of projectiles in each direction, starting with some distance and then dodge rolling through the ring usually results in being able to hit Valefar safely several times.

When an upside down cross displays over Valefar it is about to shoot 8 targeted projectiles at the player in quick succession, ideally criclestafe Valefar to avoid damage and refrain from attacking until the projectiles are done.

## Trivia

* The name "Valefar" 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, with Valefar being one of the Dukes of Hell. He is described as a lion with the head of a man or donkey, and tempts people to steal.

* Valefar appears among the group of followers in the *Monster Roadtrip* crossover — the only non-generic follower to do so. Like the other followers in the crossover, they're portrayed as helpless and very unintelligent, having suggested setting uncleaned Poop on fire due to not knowing how else to clean it in The Lamb's absence, resulting in the cult headquarters being set ablaze.
Scamp

Hit and Run.

The **Scamp** is a common melee cultist enemy that can be found in all biomes, they are skirmishers that will move in

## Biographical information

### Affiliation

Old Faith

tricky ways and only attack when the Lamb comes near them.

## Description

The Scamp has a very simple design, draped in a plain black robe closed at the front with a large hood, the opening of which is more on the lower portion of it. Their eyes are represented by a single red cross in the middle of the hood's hole, but whether they're actually a cyclops is up for debate. Among the cultist enemies they have the smallest stature, and are in fact one of smallest enemies in the game, being smaller than the Lamb themselves. For their weapon they wield a dagger that is almost as long as their body is tall, bearing a resemblance to the Traitor's Razor.

## Combat

### Behaviour

Scamps can initially appear as a weak and non-threatening enemy at first, what with their low-health almost guaranteeing their quick annihilation when they're on their own. However, Scamps are skirmishers and will excel in groups either with more of their own or with other enemies. They will not chase against the Lamb, and will instead move in random directions, punctuated by pauses before moving again while looking straight at the player. This tricky A.I. combined with the abundant tall grass in a biome like Anura along with their tiny stature can result in the Scamps moving into tall grass and being almost entirely concealed. Their pauses between movements can allow them to set up ambushes and incidentally hit the Lamb without being seen when they get close. Their attack is very telegraphed, but is done very fast, has a low cooldown and will make them dash forward, possibly dealing damage if the player isn't prepared. It is possible to get ambushed by a group of up to 4 Scamps when entering a new room with them in it, they will fall from the ceiling and land around the Lamb before attacking.

When shielded, Scamps can barely be damaged at all. Their shields can only be broken with a heavy attack.
Valefar II

Valefar II is the second boss rematch of the Darkwood biome.

## Description

Valefar II looks similar to his original appearence, but with far bigger horns then before, with a few skeletons attatched to them. They also have an extra 5th eye on the top of their head.

## Combat

Valefar II has a far wider attack variety then their first encounter, but most are still on the easier side. They have 3 new patterns: Firing 2 interweaving streams of projectiles at the player, firing 3 rings of projectiles, and firing a single ring of reflecting projectiles. Additionally, when their HP gets to a certain amount, projectiles will be fired out when landing after a jump.
Tasty Fish Meal

**Tasty Fish Meal** is a ☆★★ cooked type of food in *Cult of the Lamb*.

## Description

*A satisfying dish, made with care.*

It's a golden brown paste, with a salmon tail and head poking out of it. The bowl is made out of green leaves lovingly woven together.

## Effects

* 25% chance of dropping valuable resources.
* 15% chance of the follower vomiting instantly

## Strategy

It and the Hearty Meat Broth are both equally great at getting resources when you're in a pinch.
Spore Grotto

**Spore Grotto** is a location in *Cult of the Lamb*.

It is accessible after you have encountered the Mushroomos in Anura.

## Background

The home of Sozo and his mushroom followers, this is the place where he experiments with mushrooms and their brainwashing properties.

## Points of interest

### Tarot Cards shop

A shop that sells 4 Tarot Cards: Blazing Trail (35  Coins), Weeping Moon (25  Coins), Kin of Turua (35  Coins), and The Path (35  Coins).

### Decoration shop

A shop that sells Decorations in "General" and "Anura" categories. The costs are 50  Coins for Anura and Path-type decorations, and 25  Coins for General decorations.

### Sozo's chamber

There are some point of interests inside Sozo's chamber:

#### Sozo

Interacting with Sozo to do his quests, and receive up to 4 Holy Talisman fragments. After all his quests have been done, Sozo will create a shrine inside the hut that generates Devotion. It can hold up to 30 Devotion points. Sozo will die and will not be able to be interacted with after returning to Spore Grotto once his quests are finished, hinted by the absence of all Mushroomos except for the shopkeepers in Spore Grotto.

#### Follower Form booth

You can buy random Follower forms from the "Anura" category with 20  Coins each.

#### Tent

Inside the yellow tent next to Sozo is the Little Mushroom decoration.

#### Snail Shrine

To the left of the chamber, there is a snail shrine that you can offer a  Shell to. Doing so is required for the Snail follower form.

### Moon symbol

To the left of the Decoration shop there is a moon symbol on the ground. Visit it at night to do quests of the Fox.
Rite of Lust

Followers compete in a naughty naked dance. Select your favourite dancer to receive Sin.

## Overview

### Effect(s)

Appointed leader gets high amount of Sin. Whole Cult goes under a brief holiday after this Ritual while wearing "Naked" Robe.

## Technical

### ID

UpgradeSystem/

**Rite of Lust** is a ritual in *Cult of the Lamb*.

## Description

A ritual. All of the available adult Followers become naked while dancing around a floral-decorated Shrine. The Mayflower Leader appointed gets some Sin after being picked, after which the whole cult goes under a brief holiday whilst still naked, except for a leaf, until the ritual is over.
Unidentified cultist (lock)

## Unidentified enemy (locks)

A type of **cultist** found in Anura.

## Description

The enemies are phantom-like cultists, clothed in red robes. They are locked in golden chains, with one red eye peeking out.

## Behavior

The cultists make other enemies completely invincible. Those enemies can not be damaged until the cultist is killed. They can also teleport around.
Unidentified enemy

## Chainer

After all, why have your soldiers die?

Chainers are enemies presumably added in Relics of the Old Faith

## Appearance

Chainers appear similar to Summoners and Healers, however, they are now cloaked in a red ragged robe, and their head is covered by both cloth and golden chains that are wrapped around it. There is also some of the chain dangling from their head, and around their neck.

## Behavior

When a Chainer is active in a room, select enemies cannot take damage until the Chainer is defeated. The Chainer has no defense mechanism other then teleporting away from the player
Rite of Wrath

Let your Followers indulge in havoc and violence. Select the Wrath Leader to receive Sin

## Technical

### ID

UpgradeSystem/

**Rite of Wrath** is a ritual in *Cult of the Lamb*.

## Description

Rituals. A Wrath leader is appointed (and receives a lot of Sin thereafter), and all available Followers goes into a rampage during the ritual. The following may happens not in order:

* One Follower among the group gets Coward Trait
* One Follower gets injured or (rarely) dies.
* Two random structures of any kind, excluding Temple, Shrine and essential structures gets destroyed and requires repair.
Seeking Sozo

**Seeking Sozo** is an objective in *Cult of the Lamb*.

## Summary

Visit Sozo at his home and embark on a mushroom-fueled journey. This quest is obtained at Anura, from a Mushroom Follower expedition and starts with a visit to Spore Grotto. Sozo will be found within his Skull House at the back-center of Spore Grotto.

Sozo will ask that you deliver 10 Menticide Mushrooms to him in exchange for a talisman piece. He will then request an additional 20 mushrooms in order to unlock the Brainwashing Ritual, and a second talisman piece. It is possible for the player to kill the Mushroom Follower expedition upon initial and only encounter in Anura in order to gather additional mushrooms for Sozo.

Sozo will then request that the player perform the Brainwashing Ritual on their followers. After performing the Brainwashing Ritual, the player must return for a third Talisman Piece and to receive the last task.

The final last of the Seeking Sozo objective is to construct the Mushroom Sculpture and return to him for a fourth Talisman Piece.