Starting Out- Pros & Cons

PROS

CONS

You begin the game right off the bat with RUST, a spell which never misses its target and reduces any enemy's DEF to -5. That means any hit afterwards will actually do more damage than if you were to hit it with zero defense at all!At level 4, you'll learn RITUAL. In essence this is a skill where you huck a billion knives at the enemy, causing great damage. This skill can also never miss. The actual damage can vary pretty wildly however it scales off your DEX stat and thankfully that's one area you do pretty well in.Lastly at level 7 you'll learn the dreaded DEATH spell. It costs a whopping 9 STM to cast but in most cases will instantly kill most any non-undead foe in a single casting. This can even work on champ and boss monsters (though they do have some resistance to it). In these cases your MAG stat will help to counteract champ / boss death resistance and potentially score an easy kill!Unlike the other classes, when you auto kill a weaker enemy you'll gain some temporary ATK power as part of your pact with your evil god. Evil blessing damage scales off your character level and can reach tremendous numbers. By purposely auto killing weaker enemies you can buff yourself up before tough fights or bosses. Upon a successful melee attack this bonus damage is applied and reset to zero. You'll also lose any Evil blessing ATK bonus at the start of a yellow lantern phase.Instant Kill is an incredibly lethal buff where you'll assassinate anything 10% of the time, each time you attack with melee weapons. And that means ANYTHING, including the game's most powerful bosses. The other classes can only dream of getting some rare items that offer this power- and you get it for free at the start of each yellow lantern phase!That's right! Simply walking into a weaker enemy and killing them will heal you +1 HP. It's a great way to conserve food and potions, and necessary since you can't stay at guilds to recover like everybody else.Cultists have the 'Iron Stomach' ability, meaning no rotten or spoiled food will hurt you. In actual fact, you'll even gain double the STM bonus from this nasty stuff!Starting at level 4, Cultists will gain a chance to repulse enemies. If successful the enemy will miss its turn and refuse to act. You're just that popular.Basically the only place you'll normally be able to shop at are cultist dens. Makes sense, right? But membership has its privileges and that means anything you want to trade for your maximum HP will be less than somebody else.Additionally, a new third option becomes available to Cultists at the cultist den where you can donate cash for a chance to gain stats in all 4 main categories (STR / DEX / MAG / CON). The lower you go into the dungeon, the higher the donating costs and potential stat increases get. The three levels are $200, $1000, and $5000.Cultists will only be able to use knives and other sharp, dagger class weapons. The only exception to this rule is the regular Pickaxe, which can double as a low-powered weapon if need be.As an active Cultist on the go, she doesn't really have time for all that heavy crap. As such, gear like cloaks, hats, robes, and gloves are what you're going to be keeping an eye out for. And if you're thinking about shields forget it that's right out!Physical damage through melee weapons and potential for critical hits. You will have almost no pop when it comes to hitting things with knives, however it's important to not totally neglect your physical attack power if possible (ATK).They're super pathetic when it comes to CON, which she'll get no natural growth from at all. Since CON governs your max HP, stamina, and physical DEF, this is a big deal. Since most of your powerful skills require lots of stamina to use, you will always be on the lookout for anything that can permanently raise your CON (or STM) while playing.It's true! Guilds and Shops will refuse to let you into their establishments, that's the way it is. Unfortunately being a member of an evil cult isn't a very popular dungeon pasttime with most folks.