Cultist
From HoAWiki
Fortune smiles on these wild children of the god Fervus, "The Face of Chaos." Unlike their brutish brothers, the Warriors of Discord, Cultists are clever adventurers who use their wits as well as their weapons. They lead a carefree life, driven by sometimes perplexing spontaneity.
| Temples Accepted: | All but shun Temples to Agrela, Dauros and Krolm. |
| Armor type: | Light. |
| Weapon type: | Daggers. |
| Difficulty to play: | Advanced. |
| Primary Stat: | ART |
| XP required to Level-Up: | 1157 |
| List of usable items |
| Attribute: | STR | VIT | INT | WIL | ART | H2H | Ranged | Dodge | Parry | Luck | MGR | HPs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Starting Values: | 12-17 | 9-14 | 22-27 | 5-10 | 16-21 | 35 | 0 | 30 | 30 | 19 | 0 | 11 |
[edit] Spells and Abilities
Spells:
- Charm Monster (Starting Spell)
- Camouflage (Learned at level 4)
- Change Shape (Learned at level 7)
Abilities:
- Immunity to Poison
- Planting
- Spell Casting (begins with this ability)
- Stealing (begins at 10%)
[edit] Class Overview
The Cultist class is one of the most interesting to play, in part due to its relatively low initial stats during most of the mid-game which makes item-hunting a lot more fun and valuable.
In Majesty, the Cultist was largely a supporting class who contributes by force of numbers - of charmed animals. As a result, the individualistic gameplay of Heroes of Ardania has made the cultist as a very unconventional class, with some traits resembling those of Priestesses. The monster charming ability is well-presented in HoA, which when combined with stealing and high luck for gambling, allows the Cultist to perform quite well in the early game. Without doubt, an impressive trait of the Cultist early on is the Change Shape spell, which not only increases armor, but also heals health during the course of combat. The Change Shape spell allows cultist to regenerate equivalent to having a free healing potion every several combat rounds. Nonetheless, the Cultist has some striking disadvantages. Most obvious is the lack of combat stats. With only 35 H2H, 35 Dodge, and a low-damage weapon, Cultists are not very proficient fighters. Without the schematics item early on, Cultists must rely on their Power Shock spell to do the majority of combat work. Later on, the Cultist become a much more interesting class with the addition of powerful items such as the Baldric of Feathers and the Night Dagger. The Night Dagger, in particularly, is very good due to its stat bonuses, and the areas holding its components (Wild Gardens, Abandoned Library) are not difficult areas. The Baldric boosts the cultist wonderfully with its area-of-effect damage feature available to spellcasters. Once fully equipped with the Baldric, automatic poison to be used in conjunction with the baldric, and stat-increasing items, the Cultist becomes quite formidable. As with Priestesses, Cultists have access to free followers, this trait is particularly convenient with the "Auto-Dismiss" feature.
Into the Desolate wasteland region, the cultist becomes arguably the most challenging to play out of any class due to the threat of monsters with high stat and heavy armor. At this late game stage, the cultist becomes the true "master-level class" and those who enjoy challenges will appreciate playing as a cultist.
Notable Items
- Night Dagger (Schematic Dagger)
- Baldric of Feathers (Class-unique schematic accessory)
- Totemic Masks of Air, Earth, Fire, and Water (Unique mid-tier headgear for Barbarians, Cultists, and Rangers)
- Cultists can equip certain items associated with ranged heroes, such as the Belt of Ballistics


