Ex-Cultist

Archetype
cultist's set remnant
Strengths: Highly self-sufficient
Strongest survivability with Mender's Aura
Less reliance on consumables
A Good Choice for: New players, solo players and those who wish to play a healing role in teams.

Ex-Cultist is one of the character Archetypes in Remnant: From the Ashes. Archetypes are a component of Character Creation that take the place of traditional classes, determining a player's starting loadout and allowing them to form the basis for their build early in the game. The Ex-Cultist is a highly self-sufficient starter class, with the starting ability to heal outside of using consumables, making them ideal for teamplay.

  • Choosing an Archetype does not lock players into a particular playstyle. They are meant to offer varied options for approaching combat early in the game.
  • Players can purchase the starting Weapons and Armor of other archetypes from Rigs in Ward 13. Starting Weapon Mods can also be purchased from McCabe.
  • All Traits can be discovered and acquired by all players. Archetypes simply start with certain traits already available.

 

Ex-Cultist Archetype Information in Remnant: From the Ashes

The Ex-Cultist has arguably the highest survivability among the three starting Archetypes. The most valuable piece of their loadout is the Mender's Aura Weapon Mod, which allows players to set down a small zone of healing for themselves, as well as teammates, making them ideal for co-op sessions. The Ex-Cultist's Armor Set and starting Trait both synergize well with their Weapon Mod, allowing them to more easily have their ability up during crucial moments. In terms of damage capabilities, the Ex-Cultist is equipped with a Coach Gun which fares slightly better at range than the Scrapper's Shotgun, with its smaller shot spread and faster fire rate allowing for more versatile combat within close-to-medium range. 

 

Ex-Cultist Starting Loadout in Remnant: From the Ashes

The Ex-Cultist archetype starts with the following equipment when beginning a playthrough:

Weapons

  • Long Gun: Coach Gun - Similar to the Shotgun but with a smaller shot spread, allowing for more accurate shots and at greater range. Also sports a faster fire rate to counteract its small magazine size. 
  • Hand Gun: Repeater Pistol - Standard handgun available to all archetypes. Has less stopping power but has a greater range than the Coach Gun.
  • Melee Weapon: Scrap Hatchet - Decent damage coupled with moderate swing speed. Charged spinning attack hits twice and can hit multiple opponents.

Armor

Weapon Mods

  • Mender's Aura - Creates a small healing pool that regenerates 10 Health per second for all friendly characters within, including summoned companions from other Weapon Mod abilities.
  • Has two Charges. Health regeneration is affected by the Healing Effectiveness stat and its duration is affected by the level of the weapon the mod is equipped on, as well as the Mod Duration stat.
  • This ability is incredibly useful from the beginning of the game where consumables can be scarce and the resources to purchase them can be better spent on other equipment and upgrades. It retains its usefulness throughout, particularly in multiplayer sessions, allowing users to save their Dragon Heart charges for reviving teammates instead of healing.

Traits

  • Vigor - Increases Health by 2.5 per Trait Point invested. Available to all archetypes at the start.
  • Endurance - Increases Stamina by 2.5 per Trait Point invested. Available to all archetypes at the start.
  • Spirit - Increases Mod Power generation by 1.25% per Trait Point invested. Mod Power is generated primarily by landing hits on opponents.

 

Remnant: From the Ashes Ex-Cultist Notes & Tips

  • Additional Notes for the Ex-Cultist archetype go here.

 

 

 




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    • I'm not certain about this but I think this is a reference to Caleb the main character of blood, a shooter from 1997, he's an ex cultist cowboy with a double-barrel shotgun.

      • Definitive class for solo-play. Has armor with not only a good set bonus, but an extremely powerful one-piece bonus as well: passively generating Mod charge is game-changing, so expect to be dabbling into other sets but always wearing the same hat, coat, or pants with the other two pieces. Spirit Trait is strong and further pushes liberal mod usage. Back that up with a mod that passively heals you, and QUITE quickly, and a long gun starter that's on pretty even grounds with the Shotgun, and you have a very strong start. I will say its one downside is that the melee weapon has by far the worst moveset of the starting options and is the least outstanding in terms of damage or crit rate, but its most squirrely elements: the expensive mod, and its starting trait you might not find easily in playthroughs, means that that's overall a minuscule setback.

        • Anonymous

          Having a pretty sweet heal as solo player? Count me in!
          But for some reason I think an awful lot about choir boys now...

          • Anonymous

            By far the best class, hands down. The only reason I could fathom using a different class was if you really like melee, or if you like long-range combat. Cultist starting with 20 spirit points is ridiculous, and Menders Aura is just useful the entire game. Plus, coach gun is just better shotgun, so why not use it?

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