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Followers are the backbone of your cult, responsible for the generation of Devotion, resources, and many other aspects. Perhaps the most important thing about Followers is that they are also in of themselves a resource and some rituals explicitly call for using them up.

They also serve as the flock of the Lamb. Without them, the Lamb cannot survive, and will die within 2 days after receiving a warning. This is permanent if they do not recruit another follower in time.

Recruitment[]

New followers can be recruited a variety of ways. They can be saved from sacrifice and will wait at the Cult for indoctrination.

Followers can be recruited in a variety of ways, such as:

  • Recruiting them via freeing them from being sacrificed for Heretics during Crusades
  • Purchasing them from Helob
  • Defeating bosses: the first three bosses in each Biomes will turn into followers that the Lamb can then recruit, and a single boss after the Bishop (called a Witness) will as well. If any of the bosses are fought a second time, they will not become followers.
  • Complete "recruit new Followers" quests from other Followers
  • Missionary II
  • Missionary III
  • Have an egg hatched from the Hatchery successfully and have the baby grow up without issue.

Customization[]

Each follower is fully customizable, with new forms unlocking as the player progresses.

To re-customize (re-doctrinate) them, a Sin is required.

Using the Tailor allows you to customize what they wear. Some clothing are unique that only one cultist can wear them at any time. Aym, Baal and Sozo's clothing cannot be changed at the Tailor as they will wear their own clothing regardless of the setting applied to them.

Forms[]


Some forms are unlocked by finding new locations on the map, where a machine will give the player a new form in exchange for coins. Another way to unlock follower forms is to visit Forneus while crusading.

Names[]

All names are randomly generated by the game. There are three lists used in generation: Name beginnings, middles, and endings. When generating a name, it will grab a random beginning, then there is a 50% it will grab a random middle or just skip this step, and then it will grab a random name ending. (And if the Follower is a giraffe when you first encounter it, there is a chance it will be named Sparkles, a reference to a character from previous Massive Monster title The Adventure Pals).

Lists of name particles:[]

  • Any part: "Ar", "Bre", "Gre", "Jul", "Mer", "Na", "No", "Tre", "Ty"
  • Beginning only: "Al", "Fe", "Fi", "Ha", "He", "Hu", "Ja", "Joo", "Ma", "Pa", "Pu", "The", "Thor", "Yar"
  • Beginning and middle only: "An"
  • Ending only: "On"

The following lists have been reported in the past, but do not appear to be applicable to the current version:

  • Beginning: "Ja", "Jul", "Na", "No", "Gre", "Bre", "Tre", "Mer", "Ty", "Ar", "An", "Yar", "Fe", "Fi", "The", "Thor"
  • Middle: "na", "ya", "len", "lay", "no", "tha", "ka", "ki", "ko", "li", "lo"
  • Ending: "on", "y", "an", "yen", "son", "ryn", "nor", "mar"

Maintenance[]

Faith[]


The "happiness meter" of your Cult. It will slowly deplete over time. If your Faith is low, your Followers may dissent against you, causing chaos in the Cult.

If they dissent for too long without being imprisoned, they will steal some coins and leave the Cult. You may encounter them as mini-bosses at future crusades. They cannot be resurrected in this instance.

Followers with the Zealous Trait ignore dissenters, and those with a Loyalty Necklace will never dissent. However, Followers with "Spy" trait will always leave your cult regardless of their faith to you 3 days after being indoctrinated into the cult, taking 10% of the Cult's Gold with them.

Loyalty[]


The individual Follower's level. The higher the Loyalty, the more Devotion and better performance the Follower can give.

At Level 10, you can ascend the Follower to be a Disciple with Ritual of Discipleship, in which they are able to interact with several buildings meant for them, imprisoning Followers dissenting during your absence, and their poop to appear as Devoted Fertilizer, a unique fertilizer that turns a fully grown plant into a passive source of Devotion and ignored by other Followers from harvesting (Unless it is a Menticide Mushroom and you have Sozo).

Sin[]


The individual Follower's sin. This shows how much sin they committed until it becomes full, in which they need to be absolved.

This starts showing up after the first Doctrines on the Sins section is picked. Once they have been possessed due to themselves full of Sin, they cannot work unless they are absolved of their Sin, which generates 1 Sin for the Lamb. Certain Rituals and actions generates Sins from the Follower.

Be wary; if the individual follower was absolved for 3 times or more in a single day, they will be forcefully evicted in a black pit and will appear as a mini-boss at future crusade. They cannot be resurrected in this instance until you kill them at the third encounter in the same run.

Hunger[]

Followers require being fed every so often, otherwise they will starve, lower the Cult's Faith and will eventually die. Cook them meals to keep them fed and happy. A Kitchen allows a follower to cook meals for the cult as well, though the meals must be queued up by the player beforehand.

Hygiene[]

If the Cult is too dirty, Followers will get sick. Sick Followers cannot work, make the Cult dirtier (by regularly vomiting and pooping), and will eventually die if not treated/sent to bed rest.

Sick Followers can be treated by ordering them to go to their bed rest, or cure them with Healing Bay.

The Cult's Hygiene can be lowered with:

  • Poop: Followers will often drop a log on the Cult's site. Sick Followers will do it more frequently. Some dishes like Basic Berry Bowl and Hearty Meat Broth also have 15% chance of Follower pooping instantly after eating. You can deal with the poops by:
    • Cleaning the poops yourself. You will get 1 Fertilizer Fertilizer each poop.
    • Build Outhouses for Followers to poop in, although the Outhouses still needs cleaning every so often, and sick Followers will still defecate outside. You also get Fertilizer Fertilizer for cleaning the Outhouses.
    • Build Janitor Stations so Followers can clean up their own poop. You cannot get Fertilizer Fertilizer this way.
  • Vomit: Sick Followers will often vomit. Followers also have a chance to vomit when they see vomit, poop, or unburied corpses. The Tasty Fish Meal dish also has a 15% chance of Follower vomiting instantly after eating. You can deal with the vomit by:
    • Cleaning the vomit yourself. There is a small chance you will get some random rewards: Natures Necklace, Berry Berry or some Coin Coins.
    • Build Janitor Stations so Followers can clean up their own vomit.
  • Corpses: Unprocessed corpses will lower the Hygiene the more they stay. Bury, decompose or Butcher the corpses to get rid of them. A full Morgue will also severely lower the Hygiene as well.
  • Burnt and rotten food: If you fail the cooking mini-game the food will be burnt, and if you leave it out for several days without it being eaten it will become rotten. Cleaning these dishes up will not give you any rewards.

Exhaustion[]

If you wake up a Follower at night and force them to work for the entire night, they will become exhausted in the morning. An exhausted Follower is no different from a non-exhausted follower as they work the same way otherwise. Their faith is also not affected whatsoever. When their Exhaustion bar reaches the max they will lie down on the ground and take a nap until they are no longer exhausted. You can send them to bed to make them recover faster. Exhaustion is also a severe penalty on missionary quest success.

Followers can get also exhausted through other means, even with a Moon Necklace:

Aging[]

Upon recruitment, a Follower will be 20-30 days old, and they will reach old age at 40-55 days old, becoming an elder.

  • The game will turn a Follower into elder like this: If the Follower has lived enough days, and it has been [Elder cooldown] since another Follower became an elder, then the Follower will become an elder. The Elder cooldown is 1 day (Easy), 0.5 days (Medium), 0.4 days (Hard) or 0.25 days (Extra Hard).

An elder does not work, and will die after 3.5 days of reaching old age. They will leave a corpse behind when dying.

Aging can be delayed with Skull Necklace, or be completely prevented with Golden Skull Necklace. It can also be reversed with Egg Meal back to their Youth. A resurrected follower will retain their age statistic but will revert back to a normal follower that will take the same amount of days to become an elder again.

Injury[]

Sometimes, interactions between two followers results in them fighting, with others cheering on the fights unless it was caused by them being befuddled from drinking at Drinkhouse. Fighting may result in either nothing happening, a follower or two gets injured, or just outright murdered from fighting.

Injury can also be the result of a Rite of Wrath.

Similar to Sick Followers, they can be treated by ordering them to go to their bed rest, or cure them at the Healing Bay.

Fights that broke up can be stopped, at the cost of 5 Faith. Befuddled Followers, or Followers with "Hot Tempered" trait are more likely to break into fights.

Befuddled[]

Followers consuming a drink at the Drinkhouse have a 75% chance to gain this effect. It cannot be cured but will only last for a while. While befuddled, a follower will not work, and cause trouble, such as: vomiting, destroying decorations, getting into fights with other followers (often with another befuddled follower) or may approach the Lamb to talk drunkenly.

Traits[]


Each Follower can have up to four starting traits, with more added by Doctrines. While the initial four traits are determined randomly, Doctrine traits are permanent and can fundamentally change how the cult operates.

Followers born from Egg can have up to two traits, either passed down from the adult followers, or from the selection of two random traits by choice. Followers born from Golden Eggs however will yield four traits instead of the usual two.

Work[]

Followers can work on gathering resources for the cult or generating faith while the Lamb is out crusading. They can be assigned to work specific tasks (if there is work to be done in the category at the time), but will also seek out work automatically on their own. Certain work tasks require certain buildings to be built and can generally only be done by one follower per building at the same time.

Dialogues[]

Occasionally, followers may have something to say to the lamb aside from giving them Quests (with an exclaimation mark in thought bubble). This include (for some reason) exclusive followers (not counting Sozo).

Normal Interaction
Excuse me, Leader, you look so fluffy today!
Befuddled Follower
I'm not befuddled, you are! Cross my fart.
Heehee... what was I going to say.
Well, if it isn't the usurper... Hellooooo Lamb.

References[]

Main
Resources - Weapons - Curses - Relics - Fleeces - Holy Talisman - Commandment Stone - Penitence Mode - Achievements - Twitch integration
Major Update
Cult of the Lamb (Cultist Pack) - Relics of the Old Faith (Heretic Pack) - Don't Starve Together x Cult of the Lamb - Sins of the Flesh (Sinful Pack)
Cult and You
Cult of the Lamb HQ - Followers - Rituals - Buildings - Divine Inspiration - Quests - Sin - Resurrection
Followers
Forms - Faith - Loyalty (Dissenter) - Traits - Food - Robe
Crusades
Lands of the Old Faith (Old Faith) - Crusade - Bosses - Fervour - Heart of a Heretic - Purgatory
The Lamb - Leshy - Heket - Kallamar - Shamura - The One Who Waits - Ratau - Mystic Seller
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