Abyssal Terrors
Curse
Curse comes with Abyssal Terrors. With 20 Curse, 14.3% of enemies and 4.3% of items you find are cursed. A cursed item's good effects are multiplied by 1 + (40% + 2% per wave up to 20, ±30% at random) and its bad effects divided by the same, so a wave 10 curse adds about 58%. 4 items and 1 characters give Curse.
What the game says
Enemies have a 14.3% chance of being cursed. Enemies become stronger and drop more materials when cursed. Items and weapons you find also have a 4.3% chance of being cursed, making them more powerful.
Chance by Curse
Enemy curse chance = 100 × (1 − 1 ÷ (1 + Curse ÷ 50)) ÷ 2; item curse chance = 15% × (1 − 1 ÷ (1 + Curse ÷ 50)).
| Curse | Enemies cursed | Items cursed |
|---|---|---|
| 5 | 4.5% | 1.4% |
| 10 | 8.3% | 2.5% |
| 20 | 14.3% | 4.3% |
| 50 | 25.0% | 7.5% |
| 100 | 33.3% | 10.0% |
| 200 | 40.0% | 12.0% |
How much a cursed item is boosted
| Found on wave | Lowest | Average | Highest |
|---|---|---|---|
| 1 | +10% | +40% | +70% |
| 5 | +18% | +48% | +78% |
| 10 | +28% | +58% | +88% |
| 15 | +38% | +68% | +98% |
| 20 | +48% | +78% | +108% |
How this is worked out
dlcs/dlc_1/dlc_1_data.gd: curse_item, _get_cursed_item_effect_modifier and _boost_effect_value_positively (good effects × (1 + boost) rounded up, bad ones ÷ (1 + boost) rounded down, neutral ones unchanged; weapons' damage is boosted too); utils.gd get_curse_factor. Constants from dlc_data.tres.