Tamer and Chaster: In contrast to the thinly-clad and tattooed Cultist Acolytes and Brawlers from the first game, these Cultists are universally dressed in concealing robes and scarred by hideous mutations granted as gifts by their Gods.Their ranks are not just Brawlers, Acolytes, and Priests, but Evangelists, Deacons, and Cardinals all fully devoted to the worship and protection of their god. Religion of Evil: The Cult is much more organized than in the previous instalment.Malevolent Masked Men: Except for the Cherubs, the Cultists all wear chrome metal skull masks adorned with five pointed crests, which is the Arc Symbol of the game.Much like the original game, the Cultists use shadowy powers to inflict stress, debilitate your heroes, and even empower themselves. The Cultists in this game have fleshy mutations that resemble cephalopod limbs like vampire squid legs for the Evangelists or octopus tentacles for the Deacons, Cherubs, and Cardinals. 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.
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.Arc Symbol: Like the Cultists from the first game, all of their headwear bears the stress symbol (named in-game as the Iron Crown).