Astand is The Cult Leader
The Cult Leader
Cult Special
Train (Passive) - At any point before the start of the first night, you may message the GM and choose the Cult alts that the Cult class that spawned with you will receive, based on a non-unique class they can be converted from. If you do not choose the Cult alts, they will receive a random valid set.
Fanaticism (Passive) - You are immune to death at night until you successfully convert a player, where upon this passive is disabled. (Starting Cult Leader only)
Disguise (Day) - If the target player dies tonight, they will appear as a class of your choice. - 3 uses
Rupture (Day) - Cause a player to bleed. They will bleed and die in two nights if not healed. - 3 uses (shared)
Brainwash (Night) - Change target player into the Cult version of their class. If you have failed to convert a target twice already and your next conversion would fail it will instead target a random convertible player. - Infinite uses, 1 night cooldown, available starting Night 2.
Blood of Mithras (Night) - Kill a Cult player and a non-Cult player. The first use of this will not kill the cult player. - Infinite uses
Your objective is to defeat the Blue Dragon and any neutrals that seek to do you harm.
Datbird is The Invoker
The Invoker
Cult Offensive
Fanatic (Passive) - Immune to occupation and target changing.
Royal Blood (Passive) - Votes to become king count as two for you.
Bewilder (Day) - Target player uses a day ability on themselves. - 1 use
Debauchery (Night) - Force a player to target a second of your choice. (you won’t be immune to attacks or conversion if you force them to target you) - Infinite use
Strings of Corax (Night) - Control a player into targeting another. - 1 use
Your objective is to defeat the Blue Dragon and any neutrals that seek to do you harm.
Htm is The Seeker
The Seeker
Cult Investigative
Expose (Day) - Reveal who the prince jailed at the start of the night. - 1 use
Blood’s Purity (Day) - Tonight, the Cult Leader’s action will succeed. Bypasses visit prevention, occupation and the court wizard’s barrier. - 1 use
Gaze (Night) - Learn a player’s class type. - 2 uses
All-Seeing Eye (Night) - Learn a player’s class. - 2 uses
Your objective is to defeat the Blue Dragon and any neutrals that seek to do you harm.
Cult Points
Cult Points are a system for deciding what abilities you gain when you are converted to the Cult. Each ability varies in cost (though they usually cost 1 point, and you usually have 2 points) and you are able to take any ability you once had from your former class, with some exceptions. You are still limited to a maximum of two passives, two day abilities and two night abilities, including the ones from your new cult class.
Cult Alts are abilities that have been altered to be balanced on a cult class. Most classes have at least one Cult Alt, and can buy it and/or normal abilities within Cult point maximum. You cannot take the normal variant of an ability from your class if it has been modified to be a Cult Alt.