What This Does
The curse tracker is the sidebar on the left plus the four pools further
down the page. It reads your current level, player count, game mode,
difficulty, and whichever enemies you have marked active, and shows you
exactly which curses are actually available to pick in a real Nullscape
run at that combination of settings. Every curse you click gets added to
the Active Curses list in the sidebar, and the sidebar keeps a running
Medal Payout total based on whichever medal curses you currently have
selected.
How To Use It
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1Set your level
Type your current in-run level into the CURRENT LEVEL box at
the top of the sidebar. Nearly everything else on this page
checks against that number, so it is worth setting first.
Curses and enemies each have their own unlock level, and the
pools below will only show what you actually qualify for
unless you turn on Show All Curses (Greater Curses are the
one exception - more on that further down).
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2Set your player count and game mode
PLAYER COUNT and the GAME MODE buttons (Solo, Duo, Party,
Party+) affect which curses are allowed. A couple of curses,
like Mart Infection and Deadly Melody, are turned off entirely
in Solo. Your player count also feeds into the Medal Payout
math and the Shop Upgrade Calculator's prices, so it is worth
keeping accurate even if you never touch a curse.
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3Pick a difficulty
Standard and Extreme show you the exact same curse pool -
Extreme only changes prices over in the Shop Upgrade
Calculator, it does not touch curses at all. Casual is the
one that matters here: a handful of curses (things like
Bigger Tripmines, More Tripmines, Minefield, Barotrauma, and
the greater curse Run) are disabled outright on Casual and
will not appear no matter what. Switching difficulty never
removes a curse you already picked under a different one, it
only changes what you are able to add going forward.
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4Mark your active enemies
Down in ACTIVE ENEMIES, click whichever enemies are currently
active in your run. This unlocks every curse tied to that
enemy. A few enemies show a small badge in their own corner
because they need another enemy active first - Voidbound Baby
needs two Babys, Voidbound Guardian needs a Guardian - and
Baby and Husk specifically can be clicked again after that to
stack up to two active at once (some curses, like Husk
Express, actually require that second stack).
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5Browse the pools and click to add a curse
Scroll down to see four pools: Medal Curses at the very top
for anything that pays out a bonus, then Global Curses, Enemy
Curses, and Greater Curses. Under the default settings, only
curses you actually qualify for right now appear at all -
anything you are missing a level, an enemy, or a curse for
simply is not in the list yet. Click a card once to add that
curse to your run; clicking it again does nothing unless the
curse allows more than one stack (shown as a small "x / max"
readout on the card).
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6Manage what you picked
Everything you add lands in the ACTIVE CURSES list in the
sidebar, with Greater Curses listed first, medal curses
second, and everything else after that. Use the search box
there to filter that list down by name (it only filters what
you have already added, it does not touch the pools below),
click the small × on an entry to remove just that one,
use RESET RUN to wipe your level, difficulty, enemies, and
curses back to a fresh run, or use REMOVE ALL CURSES to clear
only the curses while leaving your level, mode, and enemies as
they are.
Reading A Curse Card
Every card in the pools below can carry a few small badges depending on
the curse. Most of these lock badges only ever appear once you turn on
Show All Curses - normally a curse you cannot use yet just is not shown
at all, it does not sit there dimmed. Here is what each badge means when
you do see one.
No badge. Every requirement for this curse is currently met, so clicking it adds the curse to your run.
Beacon Mirage
Beacon Mirage
Level 25
Level badge. Tells you the level you need before this curse can be picked. Global and Enemy curses only show this with Show All Curses on; Greater Curses show it any time you are below their level, with no toggle needed.
More Tripmines
More Tripmines
2 / 2
OWNED
Owned badge. Shows on a curse you have already fully selected or maxed out. With Unlock All Curses on, a card showing this badge is still clickable - clicking it again removes the curse instead, which is faster than hunting it down in the Active Curses list.
Bigger Blast
Bigger Blast
1 / 2
Enemy badge. Shows which enemy needs to be active first, occasionally with a count for curses that need two of that enemy. The small text near the bottom shows current stacks against the maximum for curses that allow more than one.
Burning Bouquet
Burning Bouquet
Requirement badge. Violet instead of red. Means the curse needs another specific curse active first, not an enemy. A curse like Jackpot, which needs High Roller or Tweaked Odds, shows two of these side by side instead of one - having either curse active is enough, you do not need both.
Reward badge. Only appears on medal curses and shows how much this one is currently adding to your Medal Payout total.
Greater Curses Work A Little Differently
The other three pools hide a curse completely the moment you fall short
of any requirement. Greater Curses do not follow that rule for level: as
long as an enemy-type Greater Curse's required enemy is active (and
nothing else about it is blocked, like an exclusive-group conflict), it
always shows up in the pool, even far below the level it unlocks at - it
will just sit there dimmed with a level badge until you actually reach it,
instead of disappearing and reappearing later. This is intentional: it
lets you see and plan around Greater Curses well ahead of time without
needing to flip on Show All Curses just for that one pool.
Mutually Exclusive Curses
A handful of curse pairs can never both be active in a real run, and the
tracker enforces that. Examples include High Roller / Tweaked Odds,
Lap 2 / Fragile Gifts, Mart Infection / Mart Slide, Closer Husk / Further
Husk, and Ballet of Blades / Blade Bombardment. Picking one side normally
makes the other side disappear from its pool entirely, the same as any
other unmet requirement.
With Show All Curses on, the blocked side still renders so you can see it
exists, dimmed like anything else you cannot currently pick - but it will
not carry a lock badge explaining why, since the reason is not a level, an
enemy, or another curse. A dimmed card with no badge at all almost always
means it is either exclusive-locked by something you already picked, or
disabled for your current game mode.
With Unlock All Curses on, this exclusivity check is skipped entirely
(this is the one dependency Unlock All does not enforce), so you can
actually select both sides of a pair at once for planning purposes, even
though that would never be possible in an actual run.
Show All Curses, Unlock All Curses, and Hide Medal Curses
Three switches sit above the pools and control how much you see.
Show All Curses reveals every curse in every pool, even
ones you do not currently qualify for, so you can plan several levels
ahead instead of only seeing what is available right now.
Unlock All Curses only does something once Show All
Curses is switched on, and stays disabled until then. It lets you
actually click and select those normally locked curses with no level,
enemy, curse, or exclusive-group requirement enforced. It never overrides
a curse's own hard cap though: a curse already at its own maximum stack
still cannot be added again, and a curse disabled for your current game
mode (like Mart Infection in Solo) still cannot be selected either.
Hide Medal Curses hides the dedicated Medal Curses
section at the very top of the page. Curses that pay out a medal do not
disappear when you do this, they just show up in their normal Global
Curses or Enemy Curses section instead, still highlighted and still
carrying their reward badge, so you never lose track of which ones are
worth a bonus.
Medal Curses And Medal Payout
Curses marked with the cyan and pink highlight pay out a medal bonus
while they are active. The MEDAL PAYOUT number in the sidebar, just
under the difficulty buttons, adds together a base amount plus the value
of every medal curse you currently have selected, scaled up by your
player count. Each medal curse's own reward badge shows the specific
slice of that total it is responsible for.
If you would rather keep a medal curse's payout without living with its
downside, open it in the Active Curses list and press Purify. Purifying a
curse marks its entry gray and drops its actual effect out of your run,
while still counting toward your Medal Payout. The tracker also shows the
Golden Gift price you would pay to purify it in an actual run. Press
Purify again on a purified entry to undo it and go back to the curse
being fully active - just note that if you had stacked the curse more
than once before purifying it, un-purifying brings it back at a single
stack, not the higher count it had before.