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:
- 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.
- 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.
- 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).
- 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.
ID | Icon | Name | Effect | Notes |
---|---|---|---|---|
2 | Naturally Obedient | On recruiting this Worshiper, immediately gain 10 Faith. Mutually exclusive with Natural Skeptic. | ||
11 | Faithful | Generates Devotion 15% faster. Mutually exclusive with Faithless. | Rare to get.[More Info Needed]
Will be removed from all followers if selected in Work & Worship 1 | |
14 | Believes Illness is Divine Punishment | Gain 5 Faith when another Cult member becomes ill. | Max 1. | |
16 | Strong Constitution | Heals 15% faster when sick and in bed rest. Mutually exclusive with Sickly. | ||
17 | Zealous | Ignores Dissenters when they preach. | ||
18 | Materialistic | Give +5 Faith when building better sleeping quarters (Shelters and Grand Shelters). | Will by removed from all followers if selected in Possessions 2 | |
21 | Gullible | Follower receives extra +15% from all Loyalty sources. Mutually exclusive with Cynical. | ||
23 | Coprophiliac | Gain 10 Faith when falling ill. Won't vomit when seeing poop or vomit. Mutually exclusive with Germaphobe. | Coprophiliac followers will point and laugh when they see poop. | |
24 | Industrious | Increase work speed by 15%. | Will be removed from all followers if selected in Work & Worship 1 | |
39 | Royal Pooper | All poops are golden. | ||
42 | Lustful | Very...affectionate towards other Followers. | Higher chances to breed. Is nullified if their mate has the celibate trait. | |
43 | Fashionable | Generates Devotion 20% faster when wearing a unique outfit. | ||
48 | Hedonist | Decreases productivity by 10% but increases Sin generation by 15%. | ||
49 | Ascetic | Decreases Sin generation by 10% but increases productivity by 15%. | ||
51 | Unrepentant | Produces Sin 15% faster. | ||
79 | Polyamorous | Never gets jealous of other spouse from them; cannot get other wedding related traits upon getting married. | ||
69 | Pettable | Can be pet regardless of the follower's form. | ||
73 | Proud Parent | Affectionate to their child and proud to have made the Lamb a new follower. | Proud parents have unique thoughts about their child and are able to hug them regardless of their age. | |
70 | Happily Married | Productivity increased by 20% | ||
32 | Immortal | Will never reach old age. | This starting trait is exclusive to One Who Waits. Any Followers who wears Golden Skull Necklace will automatically get this trait upon wearing it as well. While followers with this trait cannot die of old age, they can still die from other factors or deserting. This trait cannot be passed to the young via Hatchery or Hatchery II. | |
33 | Don't Starve | Will never starve. | This starting trait is exclusive to Webber. While follower with this trait cannot die of starvation, they can still die from other factors or deserting. The background icon has a similar silhouette as that of Wilson from Don't Starve, which the mentioned exclusive follower is also originally from. Note that Webber cannot mate with another Follower unless you re-indoctrinate him as a different form. | |
34 | Ex-Cult Leader | Raises the Loyalty of a nearby follower once per day. | This trait is(?) currently unused and is still in the game files and can be added to a follower through save-editing. It has no icon. | |
35 | Disciple | A member of the inner circle. Can re-educate Dissenters and use special Shrines. | Conduct the Ritual of Discipleship on a follower. | |
81 | Bishop of [Cult Name] | Will not dissent against the lamb. | This trait is exclusive to the ex-Bishops of Old Faith, which is hidden by default until you clear their corresponding quest fully. |
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.
ID | Icon | Name | Effect | Notes |
---|---|---|---|---|
1 | Natural Skeptic | On recruiting Worshiper, immediately lose 10 faith. Mutually exclusive with Naturally Obedient. | ||
4 | Terrified of Death | Lose -5 Faith whenever another Worshiper dies. More likely to vomit when seeing unburied corpses. | Max 1. | |
10 | Against Sacrifice | -5 Faith when a Follower is Sacrificed. | Max 1. | |
12 | Faithless | Generates Devotion 15% slower. Mutually exclusive with Faithful. | Rare to get. | |
13 | Fear of the Sick | -5 Faith when another Cult member becomes sick. | Max 1[More Info Needed] | |
15 | Sickly | Heals 15% slower when sick and in bed rest. Mutually exclusive with Strong Constituition. | ||
20 | Cynical | Follower gains -15% from all Loyalty sources. Mutually exclusive with Gullible. | ||
22 | Germaphobe | Lose 10 Faith when falling ill. More likely to vomit when seeing poop, vomit, or corpses. Mutually exclusive with Coprophiliac. | ||
25 | Sloth | Work and devotion speed reduced by 10%. Mutually exclusive with Industrious. | ||
37 | Coward | Might run away if frightened. | When interacting with a Coward Follower, the "Work" and "Interact" options will not appear. They are replaced with two unique options, "Reassure" and "Bully".
If the player selects "Bully" for enough times, the Follower will gain the "Terrified" trait. If the player selects "Reassure" for enough times (about 2-5 times), the Coward Follower will lose this trait and will return to normal. A Follower could also earn this trait after the Rite of Wrath ritual, or if the player uses the "Intimidate" action on them too many times. | |
41 | Celibate | Not very...affectionate towards other Followers. | Lower chances to breed. will nullify the lustful trait if their mate has it. | |
36 | Jerk | Likes to cause mischief. | Constantly fools around the HQ, often causing trouble to other Followers, such as:
Similar to Coward followers, they can be both reassured and bullied. Bullying them may make them afraid, while reassuring them enough times will remove the Jerk trait. | |
38 | Hot Tempered | May start a fight with other Followers. | Interactions betweens Followers are more likely to cause a fight. | |
50 | Virtuous | Produces Sin 20% slower. Mutually exclusive with Unrepentant. | ||
60 | Poet | Never work and have no interactions; they will sit near the edge of the base, writing poetry all day. | Only potentially appears upon the death of any Bishop of the Old Faith for the first time. | |
58 | Unlawful | Has a small chance each phase to break out of prison, and can even break other followers out of prison. | ||
52 | Snorer | Followers with the Snorer trait wake up followers who are sleeping nearby by snoring loudly at night. | Followers that have been woken up by the snoring will leave their bed to sleep somewhere else. | |
71 | Unhappily Married | Decreases productivity by 20% | ||
75 | Jealous Spouse | Will keep fighting other spouses of the Lamb until they kill them. | ||
77 | Lethally Jealous Spouse | Will keep fighting other spouses of the Lamb until they kill them; will always win fights. | ||
72 | Cursed | Performs limited interaction and may attempt to eat other followers; will not do work. | This effect can be removed through Healing Bay. Only occurs if the follower was resurrected. | |
74 | Overwhelmed Parent | Exhausted and likely to have negative interactions with other followers. | Overwhelmed parents will have unique thoughts about their child, will generally look exhausted and will have more frequent negative conversations. | |
78 | Catatonic | Performs limited interaction; will not do work. | Important followers will never have this trait. This effect can be removed through Healing Bay. Only occurs if the follower was resurrected. | |
80 | Spy | Followers may join the cult by themselves. Followers with this trait work and behave like any other followers and will leave the cult with 10% of gold after 5 days. | You may need to find a way to dispatch this spy. Important followers will never have this trait. | |
59 | Night Owl | Sleeps during the day and works at night. |
Temporary Trait
Mission
After returning alive from a Missionary, the follower may gain a temporary trait.
ID | Icon | Name | Effect | Notes |
---|---|---|---|---|
65 | Inspired by Mission | Only positive conversations with other followers | ||
66 | Excited by Mission | Has a 20% higher chance to be successful in Mating Tent | Trait do not work with relatives. | |
67 | Disturbed by Mission | Followers with this trait will behave the same way as Catatonic followers | Can be healed through Healing Bay. |
Prison
After being released from the Prison, the follower may gain a temporary trait.
ID | Icon | Name | Effect | Notes |
---|---|---|---|---|
61 | Scarred Criminal | Acts similarly to Coward trait. | ||
62 | Reformed Criminal | Raises productivity by 10% | ||
63 | Hardened Criminal | Acts similarly to Jerk trait. |
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.
ID | Icon | Name | Effect | Doctrine |
---|---|---|---|---|
3 | Belief in Afterlife | Only lose -5 Faith when a Follower dies instead of -20. Won't vomit when seeing unburied corpses. Followers when ascended drop 10 Sermon points. | Afterlife 1 | |
5 | Cannibal | +5 Faith and no chance of sickness when eating Minced Follower Meat. No faith lost when Followers saw you butchered corpses. | Sustenance 2 | |
6 | Grass Eater | No negative Faith when a Follower eats Grassy Gruel, and no chance of sickness. | Sustenance 2 | |
9 | Belief in Sacrifice | +20 Faith when Sacrifice of the Flesh is performed. Followers when ascended drop Bone and Follower Meat. | Afterlife 1 | |
7 | Belief in Original Sin | -2 Faith instead of -15 when putting a Follower in Prison who is not dissenting. | Law & Order 3 | |
8 | Belief in Absolution | Every day that begins without anyone in prison, gain +10 Faith. | Law & Order 3 | |
11 | Faithful | Generate Devotion 15% faster. | Work & Worship 1
| |
18 | Materialistic | Gain Faith when building better sleeping quarters (+2 for Shelters, +5 for Grand Shelters) | Possessions 2
| |
19 | False Idols | Gain +7 Faith instead of +4 when placing a decoration building | Possessions 2 | |
24 | Industrious | Increase work speed by 15%. | Work & Worship 1
| |
26 | Devotee | Gain +15 Faith instead of +10 when delivering a Sermon | Possessions 4 | |
27 | Sacral Architecture | When a new building is constructed, gain +5 Faith | Possessions 4 | |
28 | Substances Encouraged | Gain 20 Faith when Brainwashing Ritual is performed. | Sustenance 4 | |
29 | Prohibitionism | Increase work speed and devotion generation increased by 10% but 50% chance of Followers becoming sick after the Brainwashing Ritual. | Sustenance 4 | |
30 | Respect Your Elders | +5 Faith whenever Cult has an elder Follower. | Afterlife 3 | |
31 | Good Die Young | Gain +10 Faith if an Elder is sacrificed, murdered, or consumed, but lose -20 Faith if an Elder dies of old age. | Afterlife 3
| |
44 | Doctrinal Extremist | Unlocks the ability to generate Sin from Confession Booth instead of Loyalty. | Sin 3 | |
45 | Violent Extremist | Sin has a chance to appear upon beating mini-bosses. Mini-bosses from the Purgatory do not grant Sin. | Sin 3 | |
46 | Born of Sin | One Sin is automatically extracted from Followers hatched in the cult. | Sin 4 | |
47 | Blind Allegiance | Followers hatched in the cult with be born with a high Loyalty level. | Sin 4 |