What Is Curse? Effects and How to Lower It
Higher Curse increases your chances of encountering Jammed enemies and reduces room rewards in Enter the Gungeon — knowing which items carry Curse helps you weigh whether they are worth holding.

Curse is a hidden stat in Enter the Gungeon that accumulates when you hold certain items or weapons. The higher your Curse, the more dangerous your enemies become and the harder your run gets.
The sections below follow the order effects → Jammed enemies →
Lord of the Jammed → how to reduce it → where it comes from. The first four explain what Curse does to a run; the last one is the full source list, meant to be used as a lookup table.
What Curse does
Each point of Curse increases the chance of encountering Jammed enemies, up to 50% at Curse 10. At Curse 7 or higher, Jammed Bosses can appear. At Curse 10, the
Lord of the Jammed begins appearing on every floor and cannot be killed.
Each point of Curse reduces room reward drop chance by 1%; chest fuse chance increases by 5% per point, and
Mimic chest chance increases by roughly 2.1% per point. The chance of receiving ammo on room clear also scales up with Curse (×0.05 per point, ×1.5 at 10). At Curse 1 or higher, you can enter the Black Market without 100 coins.
Jammed Status

Jammed is a special status that enemies can have when your Curse is high enough. Jammed enemies glow red and are significantly more dangerous than their normal versions.
- Health becomes 3.5× the normal value plus 10, capped at 175 × the floor's health scaling multiplier
- Move and shoot 50% faster
- Cooldowns reduced by 33%
- Contact damage is one full heart, and enemies that normally have no contact damage gain it (armor still absorbs only 1 point as usual)
- Drop more money on death
Keybullet Kin and
Chance Kin can be jammed too, and drop two items on death
Jammed Boss
Jammed Bosses can appear when Curse reaches 7 or higher — they gain roughly 20% more health plus a flat 100 bonus, and every attack they land deals a full heart of damage, not just contact damage.
Lord of the Jammed

The
Lord of the Jammed spawns once your Curse reaches 10. It cannot be killed by any means — bullets and explosions have no effect — and it chases you relentlessly, swinging its scythe and firing a ring of 12 bullets around itself. If you still have 10 Curse on the next floor, it reappears as soon as you switch guns or pick up ammo or an item.
- It deals no contact damage and can be walked straight through — only its scythe and bullets hurt you
- When you teleport, it has to catch up and will not attack until it reaches you
- It can still attack during cutscenes, so skip boss intros and talk to as few NPCs as possible
- All merchants (including the Black Market) stop selling while it is present; the moment your Curse hits 10 the shop's wares become unpurchasable even before it appears, so buy everything else you want before picking up a high-Curse item or stealing
- To stop it: dropping below 10 Curse prevents it spawning on the next floor, but it keeps following you on the current floor until you take the elevator
How to reduce Curse
- Drop any cursed item or gun (restores that item's Curse value)
Shrines - Cleanse → Curse set to 0
Shrines - Dice "Cleansed" result → Curse −10
Where Curse comes from
The three lists below cover every source of Curse, and the values simply add up. To estimate the Curse of a given build, add the items and guns you are holding to any actions you have taken.
Actions
- Buy from
Cursula +2.5 - Give a gun to the
Witches +2 - Smash a
Mirror or open a cursed chest +3.5 - Steal from a shop +1
- Let
Badge's officer die +2 - Use
Spice (first time +0.5, each subsequent use +1) - Get Synergies - Cormorant +3
- Break a cursed pot (each) +1
Shrines - Ammo +3.5
Shrines - Fallen Angel +1.5
Shrines - Dice Cursed result +5
Shrines - Hero sets Curse to 9
Items
Blood Brooch +1
Bracket Key +1
Big Boy +1
Cursed Bullets +1
Holey Grail +1
Katana Bullets +1
Knife Shield +1
Lament Configurum +1
Scouter +1
Shelleton Key +1
Blank Bullets +1.5
Elder Blank +2
Sixth Chamber +2
Yellow Chamber +2
Guns
Boxing Glove +1
Huntsman +1
Shellegun +1
Stone Dome +1
Unicorn Horn +1
Wood Beam +1
Casey +2
Fightsabre +2
Excaliber +2.5
Finished Gun +5