Cultist Simulator Wiki
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Everything you can do in Cultist Simulator is based around cards and actions.

  • Actions are the events that happen in the game. Some can be initiated by the player, while many automatically occur as time passes or in response to the player's actions.
  • Cards are the resources created by actions and consumed by actions, like tools, knowledge, people, for example. Not all cards are positive. Some, if not many, of them are on the darker side of things, especially since you're a cultist. A prime example of such cards is a Human Corpse, not exactly what you would call positive. These traits of cards are described as aspects in the game.

See Cards § Actions and Cards to see how actions and cards work together.

The following is a list of Actions (also known as Verbs) which can be taken in Cultist Simulator. All Actions initiated by the player require one or more specific card to be placed into it, and the combinations and number of cards used can affect its outcome. Other actions will automatically consume a specific card if it is available, which can lead to positive or negative outcomes.

Permanent Actions[]

These Actions will remain on the board after being completed, and can be repeated indefinitely. Most of these Actions are player-initiated.

  • Work - Allows the player to do work for a living, fulfill commissions, or perform rituals. Also allows the player to achieve the third level of Temptation.
  • Time Passes - Automatically consumes 1 Funds every 60 seconds. Each cycle advances the Season.
  • Study - Allows the player to translate books, study books, merge lores, and merge influences. Also necessary for a few starting cases if the player plays as an Aspirant.
  • Dream - Allows the player to dream their way through Ways, nullify Dread and Fascination, and heal Ill Health.
  • Explore - Allows the player to explore the city, Secret Histories lores, or Locations along with cult members.
  • Talk - Allows the player to speak with NPCs, the players Cult, and the player's Cult Location. Through doing so, the player can start cults, promote believers, imprison believers, destroy evidence, kill rivals, and kill adversaries.

Temporary Actions[]

These actions may periodically appear on the board and disappear after being completed at least once. Most of these Actions are automatic.

Repeatable[]

These actions appear after satisfying certain conditions. They are repeatable.

Only Once[]

These actions can only be triggered once per game.

Seasons[]

Season

One of these actions will be executed every cycle of Time Passing:

Random[]

These actions randomly appear when performing related actions. The conditions required are loose, so they can appear from just anywhere and are difficult, but not impossible, to intentionally triggered.

Curses[]

When you fail to dispel a curse on an expedition, a temporary action appears on the board with a 30% chance to trigger every sixty seconds. They disappear once triggered.

Unused[]

In the Exile Legacy[]

Permanent Actions[]

These Actions will remain on the board after being completed, and can be repeated indefinitely. Most of these Actions are player-initiated.

There is also a chance of temporary actions such as The Course of the Heart being triggered by actions in the Exile legacy.

Reckoner Actions[]

Reckoner Actions may appear every 60s, with the chance of appearance increasing with the number of Traces on the board.

  • Reckoner Informants - Will call for an Assassin or Operative if there are Traces on the board; otherwise, may create Traces itself.
  • Reckoner Assassin - Attacks the player directly, with the chance to create a Wound.
  • Reckoner Operative - Attempts to steal or destroy the player's Assets or Connections.
  • Underboss - May attack directly or attempt to steal from the player; takes twice as many wounds to destroy.
  • Foe - Attacks the player directly, much more quickly and powerfully than other reckoners.

Prototype[]


This article contains information featured in the prototype. It may not apply to the final version of the game.

The following is a list of actions which can be taken in the Prototype of Cultist Simulator.

  • Assign - Send a follower or other minion to assist an expedition, or deal with a threat.
  • Dream - Dreaming finds lore, but may imperil your sanity.
  • Explore - Exploration locates resources, but can be unpredictable.
  • Renounce - This will usually dispose of a resource, without advantage or fuss.
  • Study - Studying a resource will often tell you more about it.
  • Talk - Speaking recruits followers, among other things.
  • Work - Working earns money and creates resources.
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