
Lovecraftian Superpower: The Cultists of course use powers bestowed to them by whatever new eldritch deity they now follow to impede your heroes.Taken Exaggerated with the Exemplars, who take up three enemy slots and easily dwarf the normal humans. Large and in Charge: The Deacons and Cardinals are quite big, towering over most humans and occupying two enemy slots.The enemy formations are are particularly challenging and your party pretty much needs to be at optimal health, stress level, and power to get through them. Gate Guardian: There are two Cultist fortresses situated in front of the Ziggurat in the Mountain, meant to prevent the party from reaching the final boss.Evil Wears Black: All the cultists wear black robes with dark blue trims, although it is completed with a sleek chrome helmet.Elite Mook: They're far tougher and have a wider movepool than other enemies, quite deliberately: The rank and file of the cults were already culled, so the survivors are brutally effective veterans.In a similar vein, these mutated Cultists appear very early on rather than in The Very Definitely Final Dungeon.

The new Cultists are all Cosmic-type enemies rather than Human, with even the rank-and-file showing similar mutations. The original Cultists were mostly unaugmented humans driven by their faith, with those strengthened and mutated by the Heart of Darkness only appearing in the final dungeon.The new Cultists are universally clad in ominous black robes and sleek chrome helmets, wield powerful magic and mutations alongside much more conventional weapons, and have a much more expansive hierarchy organised along the lines of a Religion of Evil. The original Cultists used poorly-made weapons, wearing rags or crude metal skulls, and numbered only three identifiable ranks (Brawler, Acolyte, and Priest).The Cultists of the first game were weak, predictable, but widespread Mooks who only gained some proper menace in the titular Darkest Dungeon, while the Cultists of the second are hardened veterans who act as the forces of Darkness' elite legion.


The most human-like are the Cherubs, which resemble winged big mutated babies, while the rest are even less human for starters, their lower limbs have become fleshy cephalopod-like tentacles. All of the Cultists are horribly mutated and barely keep a humanoid form. Body Horror: Whereas in the last game, they only really developed this in the Darkest Dungeon itself, now all Cultists have mutated sufficiently for this.
