Curses

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Curses are harmful states that reduce stats, combat performance, recovery, farming results, or other systems. Some are ordinary effects cleared by Bathing, while timed incurable Curses and tax penalties use separate removal rules.

Common stat Curses

The seven common stat Curses can be selected by Sleep Events, Mysteries, mining hazards, enemy attacks, potions, shrines, and other effects. Each selection adds one stack. They do not expire through ordinary battle turns.

Curse Stat Effect per stack Maximum stacks Maximum listed total
Doom Luck −10% 5 −50%
Dread Agility −10% 5 −50%
Fear Hit Rate −10 percentage points 5 −50 percentage points
Sickness Attack −10% 5 −50%
Chaos Magic Attack −10% 5 −50%
Weakness Defense −10% 5 −50%
Hex Magic Defense −10% 5 −50%

The common curse controller replaces the active tier as stacks increase: −10%, −20%, −30%, −40%, then −50% at five stacks. These tiers are not five separate 90% multipliers. Other independent modifiers still multiply with the active tier. Fear subtracts from Hit Rate and reaches −50 percentage points at five stacks.

Battle-only versions

Combat debuffs can use the same visible names but are separate states. Their common three-turn versions apply −20% to the named stat, allow one stack, and are removed at battle end. The persistent versions above apply −10% per stack and survive battle.

Special Curses and fatigue

Curse Effect Maximum stacks Removal
Insomnia −25% healing effectiveness Normally 1 per application; special sleep handling can prolong it Incurable for two days
Heavy Eyelids −15% EXP gain 1 Sleep
Slow Reflexes −15% Agility 1 Sleep
Sleep Deprivation −15% Food Effect 1 Sleep
Mind Rot −10 percentage points Hit Rate 1 Sleep
Carrion Crows eat 10% more crops 1 Tax-cycle removal
Blight −10% crop quantity and quality 1 Tax-cycle removal
Tax Plague −10% Attack and Magic Attack 1 Tax-cycle removal

The message for Mind Rot states −15% Hit Rate, but the applied effect is −10 percentage points.

Duration and removal

Curse type Battle end Bathing Sleeping / midnight
Common persistent stat Curse Survives Removed, unless temporarily incurable Does not automatically remove it
Three-turn battle Curse Removed Not normally relevant Not normally relevant
Two-day incurable Curse Survives Survives Day counter decreases through the daily cycle
Missed-sleep fatigue Survives Survives Removed by choosing to sleep
Tax Curse Survives Survives Lasts until the Tax Man's next cycle

Random selection

When an effect calls the ordinary random-Curse controller, the seven common stat Curses are selected with equal 1-in-7 probability. A mining object's ordinary random-curse hazard therefore gives each individual Curse approximately a 1-in-700 chance per mined object when the overall curse branch is 1%.

See also