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The Congregation is a collective enemy encounter located in the deepest chamber of the Catacombs. Made up of five congregants, they serve as the final barrier between the player and the Soul of the Catacombs.
- Weaknesses
- Cultists: Insight (1.25× damage)
Cult, Soul Dark: None
Encounter tipWhen several appear together, attacks that hit all enemies help spread damage across the group.
Combat information
Choose a combat profile. Shared information appears once below the selector.
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
Moves
Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.
Status and combat traits
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
Moves
Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.
Status and combat traits
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
Moves
Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.
Status and combat traits
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
Moves
Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.
Status and combat traits
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
Moves
Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.
Status and combat traits
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
Moves
Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.
Status and combat traits
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
Moves
Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.
Status and combat traits
Loot
EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.
This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.
Specific encounter rewards
Gallery
Congregation — Cult L 1 — battle appearance
Congregation — Cult L 2 — battle appearance
Congregation — Cult Center — battle appearance
Congregation — Cult R 2 — battle appearance
Congregation — cult R 1 — battle appearance
Soul Dark — battle appearance