Property Value
Combat Properties
Health Health Icon.gif 700
Experience Experience Icon.gif 500
Speed Haste Icon.gif 100
Armor Armor Icon.gif 40
Est. Max Dmg 285 (450+ with summons)
Summon (not possible)
Convince (not possible)
General Properties
Name Enlightened of the Cult
Classification Voodoo Cultists
Spawn Type
Pushable ?
Pushes ?
Bestiary Properties
Class Human
Difficulty Medium
Occurrence Common
Charm Points 25 Charm Icon.gif
Kills to Unlock 1000
Elemental Properties
Physical 105% or less
Earth 100%
Fire 100%
Death 105% or less
Energy 105% or less
Holy 80%
Ice 80%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Senses Invis.
Behavioural Properties
Walks around Energy
Walks through
Other Properties
Version 7.8
August 1, 2006
Status Active
Enlightened of the Cult.gif
You see an enlightened of the cult.
  • Praise to my master Urgith!
  • You will rise as my servant!
  • Praise to my masters! Long live the triangle!
  • You will die in the name of the triangle!


The Enlightened of the Cult are the only ones with true and full knowledge of the cult's magic, its dark source and the goals behind it all. They usually work behind the scenes and are rarely encountered. If they appear, they fight with fervour and without remorse. They command all other cultists and would never risk facing an opponent alone. Their magical powers are immense. Equipped with expensive armor and weapons, they are a lethal threat to everyone that tries to uncover the secrets of the cult. No Enlightened would ever betray their cult. If it is pure fanaticism or some spell placed upon them, is unknown.

This creature hits fairly well when in close quarters summoning Crypt Shamblers and Ghosts which can add to the stress while fighting them. Although this creature has a relatively large loot list, most rare items have a very low drop rate.


Melee (0-100; Poisons you up to 4 Hitpoints/turn), Divine Life Drain (70-185; only from close), Self-Healing (fast), Summons 0-2 Crypt Shamblers or Ghosts, Invisibility (for around 3 seconds), Paralysis, Drunkenness.

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth


The Enlightened of the Cult keep their distance from their targets and will usually attack the closest enemy to them. They also summon creatures whom have decent melee attacks, as well as heal themselves, causing drunkenness and paralysis to their targets. They also go Invisible and use a close range Holy and Life Drain attacks. At a longer range distance though, their only means of attack is through their summons.


Garlic Necklaces will help minimize the damage received by the Enlightened and their fellow cult members. Keep your distance as they will only use their Life Drain attack at close range. Be prepared to use area attacks to cancel their invisibility as well as to take out summons and other cultists.
As a Paladin, it is suggested that you use a shield and a one-handed distance weapon so that the summons will not deal as much damage. To break its invisibility, simply use Divine Caldera or trap it and use Divine Missile.
Knights are suggested to trap these creatures and crush them as fast as possible using Berserk or Groundshaker to break their invisibility.
Mages are suggested to corner these creatures and use Energy or Death based attacks and using wave spells such as Fire Wave or Ice Wave for when they go Invisible. Otherwise, it can be beneficial to use Runes such as Great Fireball.


(Loot Statistics)

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