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Cultists are enemies found in Appalachia. These fanatics are members of the Followers of the Winged One, a sect of the Cult of the Mothman who continued to dwell in the Lucky Hole Mine after the War.
They densely populate their settlements and camps. Groups of them may spawn in the wilderness of any region, including ephemeral cultist bonfires. They can also be encountered in Daily Ops. Cultist High Priests exhibiting apparent psychic abilities wander Appalachia during the seasonal Equinox.
Background[]
These cultists are those who worship the Mothman, hostile to all outsiders intruding on their "holy land".[1]
They can be seen at many small shrines and camps across the map, and densely populate Point Pleasant and the Lucky Hole Mine. They will attack Vault Dwellers and all combat-enabled NPCs on sight. There is no way for player characters to join the cult.
Characteristics[]
Incidental Followers of the Winged One are often seen wearing pastor's vestments, flannels, or long johns, as well as many different types of gas mask, including several modified by the cult. They may wear a piece of wood armor over their clothing. Practitioners have been known to wear ritual bindings featuring a mask with fake wooden antlers, as well as the antlered cultist incarnate helmet. Prophets can be seen wearing ghillie suits and glowing red mothman glasses.
Some members have tattoos on their faces resembling branches, in addition to various intimidating tattoos otherwise seen on raiders. They have strange deterioration and scarring across their entire bodies, most of which is not normally visible during gameplay. Most of them are missing patches of hair. Some of them have oddly elaborate facial hair.
They perform various animations depending on their location. Many of them actively prostrate before a totem, icon, or visiting mothman. They can often be seen peering off into the distance with binoculars, or staring attentively in a certain direction, even as they turn their bodies. They also perform normal NPC behaviors like warming themselves near fire, sitting in chairs, and sleeping in bedrolls.
A cultist at Moth-Home may peer into a trough of blood for minutes at a time. The door guards of the Lucky Hole Mine may occasionally produce a large bowl of noodles and eat it standing up. One NPC within the mine performs an unusual animation, excitedly pouring over a scripture while glancing up at a totem, as if comparing the two. A cultist within the mine's hidden laboratory is using a chemistry station. In the chapel, a cultist can be seen leaning over the pulpit and glaring down at the congregation, but this apparent preacher speaks no more frequently than other cultists. The Followers occupying Point Pleasant occasionally play an upbeat, jaunty tune on the piano there, like any NPC. Those at the Kanawha church do not interact with the central piano. Cultists patrolling Ingram Mansion would do push-ups on the back patio.
Gameplay attributes[]
Most cultists use melee weapons, shotguns, and other basic guns. They may throw molotovs. Flamers are often wielded by Wrathwings. Prophets may wield gamma guns which emit the same sonic blasts as mothmen. Cultist Sanctifiers utilize raider-style power armor when defending the Sacramental Glade.
When visiting cultist locations at night, a mothman may appear to its faithful. This will cause the cultists to gather around the mothman and pray to it, allowing players to sneak through their territory unnoticed.
Some cultists may be encountered lying by a bonfire in pain, apparently dying, but they will get up and fight when a threat approaches. Cultists at most locations may spontaneously die at night. Multiple NPCs may die at the same time, especially at the Kanawha church, where ten cultists gather around ten empty glasses and a box of rat poison. Occasionally, when a player arrives at a cultist location, some or all of the enemies will already be dead in their normal idle spots, even sitting upright in chairs.
Interactions with the player character[]
Interactions overview[]
Interactions | ||
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This character is always hostile with the player. | ||
This character is involved in events. |
Variants[]
Image | Name | Form ID | Level | HP |
---|---|---|---|---|
Cultist | 005641AF | 1-66 | 75 | |
Cultist prospect | 005641B0 | 4 | 85 | |
Cultist seeker | 005641B1 | 9 | 215 | |
Cultist disciple | 005641B2 | 14 | 225 | |
Cultist elder | 005641B3 | 21 | 270 | |
Cultist ascender | 005641B4 | 30 | 340 | |
Cultist awoken | 005641B5 | 39 | 365 | |
Cultist chosen | 005641B6 | 50 | 390 | |
Cultist wrathwing | 005641B7 | 66 | 390 | |
Cultist destroyer | ???????? | |||
Cultist sanctifier | 00693970 | 40-75 | 340 | |
Cultist prophet | 005F995E (Tier 1) 005F995F (Tier 2) 005F9960 (Tier 3) ???????? |
25 (Tier 1) 50 (Tier 2) 100 (Tier 3) |
1990 (Tier 1) 5123 (Tier 2) 9540 (Tier 3) | |
Cultist high priest | See below | See below | See below |
Name (Form ID) | Base Statistics | Behavior | Abilities | Items | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cultist high priest 00621C38 CultistHighPriest |
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Other variants[]
Cultist prophet[]
- Boss of the cultist Daily Ops variation. Wields a unique gamma gun which fires Mothman sonic blasts.
- Must be killed as an objective of The Mothman Equinox seasonal event. Wields a radium rifle.
Cultist high priest[]
The cultist high priest is exclusive to The Mothman Equinox community event. These cultists have the ability to bend the will of any nearby enemies, similar to the Flatwoods monster. Their minions are marked with a pale red aura, and tiny spectral red moths fluttering about.[2] This ability even extends to friendly human NPCs and deathclaws.
The high priests have a chance to replace most individual enemies found outdoors across Appalachia, similar to the Hunt for the Treasure Hunter community event. They are always legendary enemies and defeating them will yield a cultist high priest pack.[3]
- High priests have a 55% chance to be ★, a 40% chance to be ★★, and a 5% chance to be ★★★ legendary enemies.[4]
- Cultist high priests always deal 25% less damage.
Notes[]
- When cultists were first added to Daily Ops, the cultist prophet would flee from players once spawned, often leading players to larger groups of enemies. This was revealed to be unintentional behavior, and prophets were patched to stand and fight like any other Daily Ops boss.
- Some ghoul cultists use human voicetypes.
Appearances[]
Cultists originally appeared only as cultist corpses in Fallout 76. In the Wastelanders update, they were implemented as enemies. Cultists were added to Daily Ops in the Locked & Loaded update, which introduced Cultist Prophet NPC. Prophets would later be seen in The Mothman Equinox seasonal event, added in the Night of the Moth update, in which cultists try to disrupt the summoning of the Wise Mothman.
Gallery[]
References[]
- ↑ A Vault Dweller: "What do you know about the Cult of the Mothman?"
Creed: "Bunch of psychos in robes. They think our turf is some kind of holy land, and they'll risk death to protect it. That's suits me just fine, I'll throw down with those nutjobs anytime, anywhere. I heard they've settled in over at Point Pleasant. Maybe we should pay them a not-so-friendly visit, you know what I mean?"
(Creed's dialogue) - ↑ MGEF: Cultist High Priest Cloak
MGEF: Cultist High Priest Add to Faction - ↑ LLD_Creature_CultistHighPriest
- ↑ MGEF: Festive Scorched Legendary Chance
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