Cult of the Lamb Curses Guide

A curse in Cult of the Lamb
Crusade / Curses

The Red Crown's Fervour-powered spells, split into six families that range from screen-clearing fireballs to a two-second invincibility button.

Types: 6 familiesCast with: FervourEquipped: One at a time

Curses are the closest thing to a panic button in a crusade, and one of them literally makes you invincible for two seconds. They are the Red Crown's spells, cast whenever you have enough Fervour, and the right one can turn a losing room around instantly.

They come in six families. According to the wiki, every curse belongs to a type such as Fireballs, Blasts, Slashes, Splatters, Tentacles, or Teleport, and you can only equip one curse at a time.

Their power scales with your build. The wiki specifies that curse damage multiplies with your Fleece, Tarot cards, and the curse's own level, so a curse you invest in keeps up with your weapon.

This guide covers how curses and Fervour work, all six types with their default curse, the strongest picks to equip, and how to unlock the rest.

  • What they are Curses icon Fervour-powered spells, one equipped at a time.
  • How many types Fireballs icon Six families, from Fireballs to Teleport.
  • Best pick Divine Guardian icon Divine Guardian, two seconds of invincibility.
  • How to unlock Doctrines icon Curse Doctrines from Sermons, plus special unlocks.

What Curses Are

Curses are spells the Lamb casts using Fervour, the energy you build up by attacking during a crusade. Per the wiki, only one curse can be equipped at a time, so your choice is a real commitment for the run.

They sit alongside your weapon. A curse is the ranged or utility half of your loadout, pairing with whatever Weapons icon weapon you carry, and it is cast by the Red Crown icon Red Crown.

Their damage scales with your whole build. According to the wiki, curse damage multiplies with your Fleece icon Fleece, your Tarot Cards icon Tarot cards, and the curse level, so an invested curse never feels weak.

All 6 Curse Types

Every curse belongs to one of six families, and each family has a default curse plus several unlockable variants. The table below lists the six types with the starting curse the wiki assigns to each.

TypeDefault CurseWhat It Does
Fireballs icon FireballsFlaming ShotPiercing fire bolts you can hold to make explosive.
Blasts icon BlastsDivine BlastClose-range bursts that knock back and damage.
Slashes icon SlashesDeath's SweepChargeable devastating melee sweeps.
Splatters icon SplattersIchor ThrownAimed projectiles that spread damaging black Ichor.
Tentacles icon TentaclesTouch of TuruaEruptions of tentacles or elemental pillars.
Teleport icon TeleportGodly StrideEscape tools that blink you to a safe spot.

Within each family the variants change the effect, not the delivery. Per the wiki, a Blasts curse can knock back and freeze (Divine Blizzard), poison (Divine Blight), or burn (Divine Pyre), while a Slashes curse can freeze, burn, summon ghosts, or possess enemies.

The Best Curses

Divine Guardian is the standout for survival. Per the wiki, it grants two seconds of invincibility and deflects projectiles back as damage, which makes it a defensive reset in tough boss phases.

The Enfolding does the same thing while repositioning you. According to the wiki, this Teleport curse blinks you to a safe spot and gives three seconds of invincibility, so you escape and stall a bad situation at once.

For raw offense, seeking and crowd control win. The wiki notes Hounds of Fate fires projectiles that hunt enemies down, while Divine Blizzard freezes crowds, both of which stack well with a Weapons icon legendary weapon that needs a moment to land its combo.

Build Tip

In practice a defensive curse like Divine Guardian or The Enfolding outperforms a damage curse on hard bosses. Your weapon already carries the damage, so the curse slot is best spent buying yourself invincibility frames.

How to Unlock More

Most curses come from Sermons. According to the wiki, curse variants unlock through the Curse Doctrines chosen during Doctrines icon Doctrines, including Curse of the Horde, Occultist, Tundra, Necromancer, and Beguiler.

Each Doctrine adds a curse to several families. The wiki specifies that Curse of the Tundra, for example, grants the freezing curse in the Blasts, Slashes, and Tentacles types at once, so one unlock touches multiple families.

A few sit outside Sermons. Per the wiki, Burning Curses and Teleporting Curses are their own unlocks, which is how you get burning options like Divine Pyre and every Teleport curse icon Teleport curse.

Common Mistakes

  1. Treating the curse as pure damage. Your weapon does the killing. A defensive curse like Divine Guardian often saves more runs than an offensive one.
  2. Never leveling your curse. Curse damage scales with curse level, so an unleveled curse falls behind a leveled one fast.
  3. Hoarding Fervour. Fervour only builds by attacking and does not carry between rooms, so cast curses freely rather than saving them.
  4. Ignoring status curses. Freeze and possess effects control crowds. Against swarms, a Blizzard or possession curse can be stronger than raw damage.

Curses FAQ

How do curses work in Cult of the Lamb?

Curses are spells cast with Fervour. Per the wiki, you build Fervour by attacking during a crusade, then spend it to cast your equipped curse, and only one curse can be equipped at a time.

How many curse types are there?

Six. According to the wiki, the curse families are Fireballs, Blasts, Slashes, Splatters, Tentacles, and Teleport, each with a default curse and several unlockable variants.

What is the best curse in Cult of the Lamb?

Divine Guardian for most players. Per the wiki, it grants two seconds of invincibility and deflects projectiles, while The Enfolding offers a similar invincibility plus a teleport escape.

How do you unlock more curses?

Through Doctrines. The wiki explains that curse variants unlock via the Curse Doctrines chosen in Sermons, such as Curse of the Horde and Curse of the Tundra, with Burning and Teleporting curses as separate unlocks.

What is Fervour used for?

Casting curses. Fervour is the resource that powers every curse, built up by attacking enemies during a crusade, and it does not carry over between rooms.

Do curses scale with damage?

Yes. The wiki specifies that curse damage multiplies with your Fleece, your Tarot cards, and the curse's own level, so an invested curse keeps pace with your weapon.

Can you have more than one curse?

No. Per the wiki, only one curse can be equipped at a time, so choosing your curse for a run is a meaningful decision.

Which curse gives invincibility?

Divine Guardian and The Enfolding. The wiki notes Divine Guardian gives two seconds of invincibility, and The Enfolding gives three seconds of invincibility along with a teleport.

More Cult of the Lamb Guides

Curses are one half of your crusade loadout. These guides cover the weapons they pair with, the Doctrines that unlock them, and the cards that make them hit harder.

Sources

Game data and screenshots adapted from cult-of-the-lamb.fandom.com, used under CC BY-SA 3.0. Original content remains the property of the wiki contributors and Massive Monster and Devolver Digital.