Curse

**Curse** is a hidden stat that influences various elements of a Gungeon run. Curse is tracked separately for each character if playing in co-op.

Cursed enemies (and their attacks) are referred to as **"Jammed"**, and take on a glowing red and black color. Jammed enemies pose a greater threat than normal enemies, but also offer greater rewards.

## Effects of Curse

* Jammed enemies start appearing and become more common with each point of curse.
	+ Jammed enemies drop more .
	+ Jammed enemies deal 1 full heart of damage (but still deplete 1 armor as usual), move and shoot 50% faster, have their cooldowns reduced by 33%, deal contact damage if they did not already, and have increased health equal to `health * 3.5 + 10`.
	+ Keybullet Kin and Chance Kin can be jammed and upon death will drop two items.
	+ Jammed enemies have a maximum health of `175 * X`, where X is the floor's health scaling multiplier.
* Veteran enemies, such as Veteran Bullet Kin, Veteran Shotgun Kin, Blue Bookllet, and Green Bookllet become more common with higher Curse.
* Jammed bosses can appear, which behave like regular bosses but deal a full heart of damage with every attack and have their health modified by the formula  `health * 1.2 + 100`.
* The chance to receive a reward upon clearing a room decreases with each point of curse, similar to how Coolness increases said chance.
	+ The chance starts off at `(1+[coolness]-[curse])%`, and for every room cleared without getting a reward, it increases by a fixed amount (approximately 9% in a normal single-player run), up to a maximum of 85% on floor 1, or 80% on any other floor. When a reward is dropped after clearing a room, it goes back to `(1+[coolness]-[curse])%`.
		- The effect of negative drop chance is unknown.
* The chance to receive ammo upon clearing a room increases with each point of curse.
* Mimic chests become more common by 2.1% for each point of curse.
* Chests with fuses become more common by 5% for each point of curse.
* The Black Market may be entered without the requisite 100 coins with at least one point of curse.
* The Lord of the Jammed spawns when the player reaches 10 curse. It cannot be killed, and continually chases the player.

At 10+ curse, the odds of enemies and bosses being jammed stays at 50%, but other effects continue to increase linearly.

## Increasing Curse

	+ Big Boy (+1)
	+ Blank Bullets (+1.5)
	+ Blood Brooch (+1)
	+ Bracket Key (+1)
	+ Cursed Bullets (+1)
	+ Elder Blank (+2)
	+ Holey Grail (+1)
	+ Katana Bullets (+1)
	+ Knife Shield (+1)
	+ Lament Configurum (+1)
	+ Scouter (+1)
	+ Shelleton Key (+1)
	+ Sixth Chamber (+2)
	+ Yellow Chamber (+2)
* Carrying the following guns:
	+ Boxing Glove (+1)
	+ Casey (+2)
	+ Excaliber (+2.5)
	+ Fightsabre (+2)
	+ Huntsman (+1)
	+ Shellegun (+1)
	+ Stone Dome (+1)
	+ Unicorn Horn (+1)
	+ Wood Beam (+1)
	+ Finished Gun (+5)
* Praying at the following Shrines:
	+ Ammo Shrine (+3.5)
	+ Angel Shrine (+1.5)
	+ Dice Shrine granting **Cursed** (+5)
	+ Hero Shrine (sets curse to 9 regardless of other curse)
* Purchasing anything from Cursula. (+2.5 along with any curse the purchased item has)
* Giving a gun to the Witches. (+2)
* Smashing a Mirror or opening its chest. (+3.5)
* Stealing from a Shop. (+1)
* Getting Badge, then talking to the police officer when he dies. (+2)
* Using Spice. (+0.5 on the first use, +1 for each subsequent use)
* Transforming into Cormorant. (+3)
* Picking up an item/gun produced by Lament Configurum. (+1)
* Standing near a cursed pot inflicts an increasing amount of the unique "Curse" Status Effect, and after reaching a certain threshold, will increase the player's curse stat while breaking the pot. (+1 per pot)

## Decreasing Curse

Curse is decreased by:

* Dropping any cursed item/gun.
* Praying at the following Shrines:
	+ Cleanse Shrine (sets curse to 0)
	+ Dice Shrine granting **Cleansed** (removes up to 10 curse)

## Notes

* Stealing from Cursula will only increase curse by 1.
* Curse carries over to the Past.
* In a few room layouts in the Abbey of the True Gun, Resourceful Rat's Lair, Forge, and Bullet Hell, certain enemies are guaranteed to be jammed regardless of curse.
* Even enemies that are normally completely harmless, such as chickens, popcorn (the small enemies sometimes left after defeating Poopulons) and the tiny blobulin spawned after killing Blobulord, can be jammed and will deal contact damage if jammed.
* At the above-mentioned rates:
	+ All chests will have fuses at 20+ curse.
	+ All chests will be Mimics at 47+ curse.
	+ The player will receive no rewards for clearing rooms at 100+ curse.
* Coolness and curse are not related (unless the player has the Sixth Chamber), and do not cancel one another out, with the notable exception of room rewards, where each point of coolness increases the chance and each point of curse decreases the chance
* It is possible to have negative values of curse by dropping a cursed item after using the Cleanse shrine.
	+ Using the cleanse shrine with less than 0 curse will pay you 5  for each negative point and set curse back to 0 again.
* Cursed items emit black smoke-like particles before being picked up.
	+ The particles can be temporarily stacked and made more dense by slowing time with the Super Hot Watch or even simply by pausing the game.
* In Exit the Gungeon, jammed enemies will only appear if the player has a high enough combo (above 10).
* Jammed enemies are similar to The Binding of Isaac's champion enemies, being a different color, doing a full heart of damage, and dropping bonus rewards.