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Curse

In-game: “Curse makes enemies tougher, faster and more numerous, and raises XP and gold.”[1]

The curse stat

Verified:

  • Pest HP × (1 + curse) and pest speed × (1 + 0.3 × curse).[2]
  • Elite and boss HP × (1 + curse).
  • The alive-enemy ceiling, the minimum crowd and the spawn rate × (1 + curse). The ordinary ceiling is capped at 500 on Easy/Normal, 650 on Hard and 800 on Nightmare; Hard/Nightmare also use a late ceiling floor.
  • XP gain and gold gain × (1 + 0.5 × curse).[3]

Curses taken

Verified: separately from the stat, the game counts curses taken (+1 per Moldy Shrine accepted, +1 for Nightmare's starting curse). Every elite spawn adds floor(cursesTaken × 1) extra elites and every boss spawn adds floor(cursesTaken × 0.25) extra bosses. Each cursed extra drops 1 chest.[4]

The first extra boss needs 4 curses taken: 4 Moldy Shrines on a level without a starting curse, or 3 on Nightmare because it starts with 1. Each extra boss is an extra chest.

Sources of curse

  • Rotten Spud: +0.1 curse per level (the curse stat only). It is also the catalyst for Landmine Harvest, Moon Cleaver and Kaboom Spud.
  • Cursed Crown: +0.25 curse, +0.3 damage, +0.2 luck.
  • Moldy Shrine: +0.1 curse, +1 curse taken and round((45 + 20 × minutes + 2 × minutes²) × gold gain) gold.[5]
  • Nightmare: starts with 1 curse taken, which works like accepting a Moldy Shrine: +0.1 curse and +1 curse taken (no gold).[6]

Sources

Game version 75: main-CSuyb4iv.js / boot-CPW8VVmR.js / sim-BkfBhQfw.js from https://tibo.dog/, researched 2026-11-05. See Versions & updates.

  • Game config and formulas in sim-BkfBhQfw.js

Code references

  1. deferred-ui-C-ONpuUo.js Curse makes enemies tougher, faster and more numerous, and raises XP and gold.
  2. sim-BkfBhQfw.js e.scratch.hp=t.hp*(1+n)
  3. sim-BkfBhQfw.js (1+n.curseRewardShare*Math.max(0,e.curse))
  4. sim-BkfBhQfw.js function vs(e,t){return Math.floor(t*e.extraElitesPerCurse)}function ys(e,t){return Math.floor(t*e.extraBossesPerCurse)}
  5. sim-BkfBhQfw.js return Math.round((t.gold+t.goldPerMin*n+t.goldPerMinSq*n*n)*e.loadout.stats.greedMult)
  6. sim-BkfBhQfw.js shrineTotals.curse+=.1*t,n.cursesTaken+=t