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Blessings and Curses represent a power cast upon the player by a God or similar powerful being. It can appear as a Status Effect that can affect the player character or represent some kind of power that was imbued into various Gear. Blessings and Curses are a planned feature that is currently not listed in the Development roadmap.


Blessings are currently not in the game, with the exception of praying at a Shrine. The player using the Shrine receives the temporary Status Effect: Blessing.


Curses are usually strong bonuses that come with some kind of negative effect.

Cursed Items[]

Cursed Items are a special version of Enchanted Items. Bonuses on Cursed items are stronger than on standard Enchanted Items, and they always have an extra bonus based on the curse type, but also come with a negative effect. All equipped Cursed Items have a chance to produce their negative effect on each turn.

The effect from Cursed properties can become weaker or stronger depending on certain conditions. See the list of curses below.

List of Curses[]

Curse Item types Extra bonus Negative effect
Curse of Everfear Armor -5% Damage Taken. Low Morale improves the bonus. 5% chance to lose Morale each turn.
Curse of Gnawmaw Weapons,
Armor, Jewelry
+13% Life Drain. Hunger and Thirst improve the bonus. 5% chance to increase Hunger or Thirst by 25% each turn.
Curse of Goldhoarder Jewelry +13% Experience Gain. High amounts of gold in the inventory improve the bonus. ? 5% chance to lose gold ?
Curse of Gorelust Weapons, Jewelry +13% Crit Chance. Low Health improves the bonus. 2.5% chance to lose 7.5% Max Health each turn.
Curse of Soulstealer Weapons +13% Energy Drain. Low Energy improves the bonus. 5% chance to lose 4% max energy each turn.
Curse of Sufferjoy Weapons +13% Weapon Damage. High Pain improves the bonus. 2.5% chance to increase pain each turn.
Curse of Loudmouth Weapons, Jewelry +10% Control Resistance. 5% chance to make noise each turn.
Curse of Mindwrecker Weapons,
Armor, Jewelry
+13% Magic Resistance. Low Sanity improves the bonus. 5% chance each turn to reduce Sanity.

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