Cursed-Hyper Guide
Note: This guide is better for late runs (level 90+), so if you aren’t aiming for that then this guide might not be as helpful. This guide assumes that you have unlocked all related curses. This guide is also not very applicable for Cursed/Blursed modes as those modes play out slightly differently.
General Guide
Early (1-40):
- Good to force at least one good item blessing early as it is very much needed for late runs. It is better to restart if you get too many unnecessary blessings.
- You should pick as many tier 1 curses as possible so that in late game you don’t have to choose random tier 1 curse as much because it is very risky in late to pick random tier 1 curse as there are many run-ending potential curses (cough Slow Spells cough).
- Don’t try to force good heroes (If they show up then you should still pick them but don’t skip hero upgrades and wait for them), as the game won’t offer you those hero in late game when you need them.
Mid (41-80):
- You should hunt for Bolt/Treasure-seeker and have at least 2 blessings that give rerolls as at this stage you will be forced to rush enemies, pick more curse items and have combos that require specific sides.
Late (81+):
- Not suggested to pick random tier 1 or random tier 4 curses at this stage as there is a very high chance of a run ending curse.
- Should always force a good mana strategy as it is very strong.
- If the blessing options are mediocre then you should always random (as they likely won’t save you).
Blessings Guide
(Blessings in a category is sorted by usefulness)
Note: Good item blessings are usually better to take over all the normal blessings since they are very rare.
Priority | Blessing | Tier | Effect | Note | ||
Very High (Should always take if you encounter them, unless the other offer is a good item blessing) | Shiny | 4 | +2 item quality | Item combos are very important to be able to break the game. Recommended to take early | ||
Shrink | 4 | All tiny enemies: -2 max hp | Helps a lot against tiny enemies especially when you have Small Bonus curses and Add monster (11-20) curses | |||
Bolt Spell | 4 | Gain ‘Bolt’ Spell (Cost: 3 mana – 5 damage) | Very efficient spell, good for mana strat which is necessary for late runs, and makes it viable to pick Cooldown Burst/Single Burst/No Burst. Recommended to take in level 60+ | |||
Fizzing | 4 | At the start of the first turn, +2 mana | Extra mana is very good, and can help you neutralize Mana Debt curses | |||
Crackling | 8 | At the start of the first turn, +4 mana | ||||
Boss Smash | 4 | During boss levels: All heroes: +1 to all sides | Makes boss levels much easier, which can be quite difficult if you have Boss Armour/Boss Bones/Tower | |||
Leyline | 4 | The third spell you cast each fight is free. | Really good especially with high mana-cost spells such as Blaze or Infinity | |||
Treasure-seeker | 4 | All heroes: +1 item slot (max 3) +1 item quality | The +1 item slot gives you more oppotunity to take more curse items without it ruining your item synergies. Recommended to take in level 70+ | |||
High (Good to take, can still help a lot) | Save Spell | 4 | Gain ‘Save’ Spell (Cost: 1 mana – Heal and shield 5 cleanse, single-cast) | Really help at countering Bottom poison curses, save one hero from taking a lot of damage and can help for Steel and Invigorate sides | ||
Jewelled Chalice | 4 | At the start of the first 4 turns, +1 mana | Gives a bit of extra mana which can be helpful | |||
Preparation | 4 | At the start of the first turn, shield 2 to all heroes | Decently good defense for turn 1, and can help against Sandstorm curses | |||
+1 reroll | 4 | +1 reroll | Extra rerolls are very good for hardrolling the side you want. Recommended to have at least one of these early | |||
Lucky Start | 4 | The first turn: +2 Rerolls | ||||
Greased Dice | 4 | The first turn: +1 reroll During boss levels: +1 reroll | ||||
Boss Smash+ | 8 | During boss levels: All heroes: +3 to all sides | Makes Boss levels pretty much free, which helps a lot if you are at a disadvantaged state (All heroes died last level and revive at 1 hp). Recommended to take in level 80+ | |||
Turn 3 Heal | 4 | At the start of the third turn, heal and shield 3 to all heroes | Can make turn 3 free and makes it much easier to survive from there | |||
Low (I usually choose random tier 4 blessing over this hoping for a good item blessing) | Survival Specialist | 4 | All heroes: +1 to incoming healing All heroes: +2 empty max hp | Does help better at surviving but not very high priority since offense is better for late game (At least Survival Specialist+ synergize with Preperation) | ||
Survival Specialist+ | 8 | All heroes: +1 to incoming healing and shields All heroes: +4 empty max hp | ||||
Youth | 4 | Tier 1 heroes get +3 max hp Tier 2 heroes get +1 max hp | Can help you on 101-107 i guess probably not much tho | |||
Middle-shield | 4 | All heroes: Add self-shield to the middle side | Usable, can be decently good defense if you roll the middle side | |||
Cache | 4 | Start with 3x random tier 1 items Starrt with 2x random tier 2 items | Can help early but kinda useless late game since there isn’t even item slots to equip when you have a lot of curse items anyway | |||
Golden Cache | 8 | Start with 3x random tier 2 items Start with 1x random tier 5 item | ||||
Hero enduring | 4 | All heroes: Add enduring to all sides | It can be useful but too rare | |||
Potential | 4 | During the fifth turn, +3 to hero sides | Can be good if you somehow survive to turn 5 i guess | |||
Vitamin E | 4 | All heroes: +1 max hp for each ‘e’ in their name | Gives about 1 hp | |||
Fumes | 4 | The monster with the most hp starts poisoned for 2 | At least it is 2 damage on one enemy per turn | |||
None (These blessings pretty much exists to make you feel bad when you random into them) | Cruel Burst | 4 | Add cruel to burst | Good early but does nothing once you have No Burst | ||
Cataclysm | 4 | At the end of the seventh turn, kill all enemies (except reinforcements) | If you somehow reach the 7th turn then this can help you win | |||
Hero terminal | 4 | All heroes: Add terminal to all sides | Can be decent but i have never gotten a use out of it | |||
Hero ego | 4 | All heroes: Add ego to all sides | No since you have Selfless Heroes curse anyway | |||
Infinite Chalice | 8 | At the start of each turn, +1 mana At the start of every fourth turn, +2 mana | Does the exact same thing as Jewelled Chalice (when i mean exact i mean it does something more but not useful) | |||
Hero patient | 4 | All heroes: Add patient to all sides | No (unless you like ace i guess) |
Curses Guide
(Curses in a category is not sorted)
It is suggested to pick rarer curses first as they have lower chances of showing up if you skipped them.
Pretty much free, can pick at any time
Mortal | Mortal+ | Mortal++ | Revive 3 hp | |
Revive 2 hp | Revive 1 hp | Horde | Nostalgia | |
Archery Training | Right Blank | -2 Max Mana | -3 Max Mana | |
Sandstorm | Sandstorm+ | Sandstorm++ | Bottom poison | |
Frail middle | Doom | Doom+ | Selfless Heroes | |
Monster HP | Monster HP+ | Monster HP++ | Skulk | |
Start damaged | Start damaged+ | Monster Left +1 | Monster Left +2 |
- Mortal can hinder high pip synergies, so you should not go for those.
- -2 and -3 Max Mana can be dangerous with high Mana Debt tier curses, so if you already have Mana Debt and no Fizzing/Crackling then don’t go for those.
- Picking Revive 1 hp makes it very risky to pick random tier 4 curse later on so be cautious.
- Selfless Heroes and Archery Training can be kinda annoying.
Pickable once you have a bit of tempo (4+ good blessing, around level 30+)
Arthritis | Osteoporosis | Small Bonus | Small Bonus+ | |
XYZ | Spiky | Boss Armour | Boss Bones | |
A | Fourth single-use | Bottom poison+ | Skulk+ | |
Start damaged++ | Doom++ | Mana Debt | Mana Debt+ | |
Monster Left +3 | Monster Left +4 | Monster Left +5 | Tower | |
Tower+ | Sandstorm+++ | Sandstorm++++ | i-Mould | |
i-Affliction | i-Weariness | i-Exhaustion | i-Coiled Snake |
- Arthiritis and Osteoporosis makes late game in each loop a bit harder
- Boss Armour, Boss Bones and Tower can be hard if you don’t have Boss Smash
- Fourth single-use can hinder cantrip strategies
- Mana Debt can be sketchy without Fizzing/Crackling
- You shouldn’t take too many curse items if you don’t have Treasure-seeker yet. It is recommended to have at most 3 curse items without Treasure-seeker and at most 7 with Treasure-seeker.
Pickable once you have decent tempo (8+ good blessing, around level 50+)
Cooldown Burst | Single Burst | No Burst | Armour | |
Armour+ | Armour++ | Heavy Dice | Tower++ | |
Tower+++ | Start damaged+++ | Start damaged++++ | Mana Debt++ | |
Mana Debt+++ | Mortal+++ | Doom+++ | Bottom poison++ | |
Monster HP+++ | Monster HP++++ | Monster HP+++++ | Monster HP++++++ | |
Small Bonus+++ | Small Bonus++++ | Non-Boss Bones | Small Bonus++ | |
i-Broken Heart | i-Broken Spirit | i-Lead Weight | i-D4 | |
Sandstorm+++++ | Sandstorm++++++ | Add Slimelet (11-20) | Add Illusion (11-20) | |
Skulk++ |
- Cooldown Burst/Single Burst/No Burst is not pickable until you have Bolt spell
- If you pick Armour+, it is recommended to upgrade to Armour++ quickly
- High tier Mana Debt is dangerous without Fizzing/Crackling
Pickable once you have high tempo (have pretty much all good blessing, reroll blessings and have at least 1 good item blessing, around level 80+)
Worse Items | Shield Response | Fear | Mortal++++ | |
Add Archer (11-20) | Add Spider (11-20) | Add Rat (11-20) | i-Martyr | |
AE | Monster HP+++++++ | Monster HP++++++++ | Sandstorm+++++++ | |
Sandstorm++++++++ | Slippery Dice | Heavy Dice+ | Slippery Dice+ | |
Heavy Dice++ |
- Lots of Add monsters 11-20 curses are quite dangerous, it is recommended to only take 3 of them at most.
- Should only pick Sandstorm++++++++ once you have Preperation.
Not very pickable, unless you are on level 100+ and have pretty much nothing good left
Swarm | Swarm+ | Swarm++ | Swarm+++ | |
Curse of vowels | i-Handcuffs | Fear+ | Fear++ | |
Fear+++ | Armour+++ | Armour++++ |
- You can pick all 9 curse items at this point of the game.
- Should always pick Fear/i-Handcuffs first, then Curse of Vowels, then Swarm and lastly Armour (unless you can survive turn 1).
- High tier Swarm/Curse of Vowels can end run on level 111 if you have a lot of Add monster 11-20 curses.
- Armour+++ and Armour++++ makes it much harder to kill enemies on turn 1.
Not pickable, unless you are on level 110+ and have pretty much nothing left
Death Shield | Death Shield+ | Permadeath | BUG |
- Death shield is pretty much a death sentence unless you have no Add Monster 11-20 (which can be a viable strategy).
- Permadeath is pretty much a death sentence but when the alternative is Slow Spells then it is pickable.
- If the game somehow offer you BUG then you should pick them.
Tweaks
Note: Tweaks are not necessary to get a high score run, but it makes reaching there much easier and is (probably) required for record runs (unless you have really good item blessings).
Tweak Worth Getting | Effect | |||
Power Up | All heroes: +1 to all sides All monsters: +2 to all sides | |||
-2 hp to ALL | All heroes and monsters: -2 max hp | |||
Tweaked Monsters | All monsters: -2 max hp All monsters: +1 to all sides |
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