Every curse in the game is different. This is a guide to all of them and what they do.
An Introduction to Curses
You get curses at specific points of the game; at the start of a run, an npc shop, and after beating a room.
You will not be able to choose which curse you start with.
Curses have a few types Basic Projectiles, homing projectiles, aimable shockwaves, aoe attacks, and multi directional shockwaves.
Likewise, Curses come with a variety of different additional effects. Some can cause lingering damage to enemies in a fixed area, while others can grant you temporary invincibility against melee attacks, ranged attacks or both. These different curses are unlocked by gaining Faith and selecting upgrades from the skill tree accessed by giving Sermons to your Followers. Three new Curses are unlocked per upgrade, and are added into the potential mix of abilities you can choose from at the aforementioned points in a run.
Every Curse Explained
Touch Of The Revenant
This spell affects a straight line in front of the Lamb, similar to Touch Of Turua. However, instead of directly damaging enemies along the line, Touch Of The Revenant summons ghosts to the area who will track and attack nearby enemies.
These ghosts are identical to those spawned with Necromantic weapons, but their large numbers make them a threat against any foe. Hordes of smaller enemies can be cleared away, or the ghosts can converge on a single target for concentrated damage.
The ghosts have a limited range, so they won’t be able to catch an enemy across the map from their starting location. They also have trouble tracking fast-moving foes, so try to summon the apparitions reasonably close to your intended target.
Divine Blizzard is perfect for when you’re beset by large numbers of enemies. It damages all foes in a radius around the Lamb and inflicts the Freeze status effect, slowing their movement. It even pushes them away from you, giving you time to reposition or thin their numbers.
Getting surrounded in Cult Of The Lamb can drain your health very quickly, so having a way out of that situation is clutch. Recognizing when to use Divine Blizzard and deploying it at the right time can save you from having to restart a crusade.
Hounds Of Fate
Hounds Of Fate is a great spell to cast when you first enter a room. It unleashes five magic missiles that home in on enemies, ensuring you get the first strike. It’s also useful against bosses, letting you deal damage while keeping your distance.
The missiles can be stopped by breakables, so make sure the room doesn’t have lots of debris in the center before committing to the curse. As long as you have clear lines of fire, Hounds Of Fate is Fervor well spent.
Path Of The Righteous
If you’re frustrated by enemies leaving pools of poison around the map for you to avoid, give them a taste of their own gooey medicine with Path Of The Righteous. Like other curses in the game, Path Of The Righteous lets you hurl a blob of ichor that deals decent damage on impact and leaves an area that will poison enemies who enter. However, Path Of The Righteous also leaves a trail of ichor along its path, significantly increasing the coverage of the poison effect.
Poison damage is often enough to finish off weak opponents, freeing you up to focus on bigger threats. The One Who Waits protects the Lamb from the effects of black ichor, so you can walk through your toxic trail without fear. While the trail of ichor is the primary feature of this curse, Path Of The Righteous is best used as a targeted damage spell; hit the biggest opponent in the room with the main blob, and the ichor will catch any others as they move around.
Touch Of Turua is a great all-purpose spell, but why cast it once when you can cast it four times instead? Maelstrom sends out four bursts of tentacles simultaneously at right angles, giving it the best coverage of any curse in the game. It doesn’t hit quite as hard as its more-focused cousin, but there’s no better spell for hitting every enemy on the field.
You can cast Maelstrom orthoqonally or diagonally by changing its direction while holding the curse button. This gives the spell extra versatility and allows you to react to moving enemies mid-cast without wasting the Fervor spent on the curse.
Divine Guardian is unique because it’s the only defensive curse in the game. Like other burst spells, it damages and pushes back enemies near the Lamb. However, it also has two key effects that can’t be replicated by any other means, making it an incredible tool in any loadout.
First, Divine Guardian reflects any projectiles caught in its blast, causing them to damage enemies rather than the Lamb. Many of the game’s later bosses make heavy use of rapid-fire projectiles, so a well-timed Divine Guardian can turn the tables in an instant.
Second, and perhaps most important, Divine Guardian makes the Lamb invulnerable for two seconds. That’s enough time to get to safety or press an attack without fear of retaliation. Being able to unleash a melee combo on a boss, especially with Gauntlet weapons, without taking any damage in return is as valuable as it is rare. Divine Guardian lets you do just that, boosting your success rate considerably.
Divine Blight is a great attack. It poisons any enemies within its range and knocks them back.
Not the best but good.
Divine Force locks enemies into a position for a short amount of time, allowing you to get some extra damage in.
Divine Blast doesn’t have any unique effects. All it does is it knock backs enemies while also damaging them.
Trail Blazed shoots projectiles both forward and back, dealing a considerable amount of damage.
Strike Of The Crown
Shoots a projectile that has a chance to posses enemies on hit, making them not attack you.
Shoots three projectiles at once dealing burn damage.
Shoots a Bolt of fire that pierces through enemies, meaning that you can hit multiple enemies at once. You can also hold and release the mark to make it explosive.
Oath Of The Crown
A devastating melee attack that also has a chance to possess impacted enemies.
Is a melee attack great for bosses since it can also deflect projectiles while attacking at the same time.
A melee attack that spawns ghosts like touch of revenant but its ghosts deal less damage
A rather basic melee attack that can be charged to deal more damage.
Call Of The Crown
A homing attack that directly hits enemies through objects.
Path Of The Righteous
A projectile that creates a trail of Black Ichor.
Touch Of Ithaqua
Is an eruption of ice pillars that freezes enemies on hit
Passage Of The Marnier
Spawns 4 far reaching tentacles around you.
Touch Of Turua
Basically Maelstorm but unlike Maelstorm, you can only use it once.