Curse

Сurses are a type of temporary debuff. Curses are split into two categories: Hexes and Marks.

Mechanics
Curses have a limited duration, but can be refreshed by applying a curse again.

Monsters and maps can have modifiers that make them (or monsters inside of them, in the case of maps) hexproof or immune to curses.

Curses are split into two categories: Hexes and Marks.

Hexes
Hexes are spells which apply the curse in an area of effect.

Hexes have reduced effectiveness against bosses and certain unique enemies. Act and map bosses, Conquerors of the Atlas, Incursion architects, Immortal Syndicate members, Breachlords have. Sirus, the Shaper, the Elder, and Shaper and Elder Guardians have.

Hexes can be turned into an aura by linking it with either or.

Hexes can appear as modifiers on equipment and maps, which applies the Level 1 version of the curse on the specified target. Increased curse effect listed on the modifier is relative to the Level 1 version of the curse.

Doom
If the Hex was self-cast, the curse will gain Doom over time. Doom increases the effectiveness of the curse (1% per Doom). Maximum Doom is capped at 30 by default. Each Hex has its own Doom counter.

Marks
Marks are spells which apply the curse to a single target. By default, applying a Mark to another target will expire the previous Mark debuff.

Only one Mark from any source can be active at all times. Even with increased curse limit, you cannot Mark more than one enemy or apply multiple different Marks at once.

Curse limit
By default, one curse can be active at a time on a creature. While a curse is active, applying a different curse will expire the oldest curse.

While multiple hexes can be stacked with increased curse limit, marks are still restricted to one target. For example, with +1 curse limit, you can have two Hexes or a Hex and a Mark on one target, but not two Marks.

Curse limit can be increased with the following:
 * Whispers of Doom
 * Occultist's Malediction or Ascendant's Occultist
 * A Hunter-influenced body armour with mod: or a body armour with Delve drop-only prefix
 * or a Precursor's Emblem with
 * or
 * (only at gem level 5 and higher)
 * An amulet with the corrupted implicit
 * (only at gem level 5 and higher)
 * An amulet with the corrupted implicit

This allows for a theoretical maximum of 10 curses on an enemy at one time.


 * causes socketed hexes to ignore the curse limit.
 * applies curses on block which ignore the curse limit.

In addition, increases the maximum number of curses you can have on yourself.

Curse priority
There are a few rules when it comes to the interaction between multiple curses.


 * Only the last player to curse has their maximum number of curses used.
 * Player A has a curse limit of two and Player B has a curse limit of one. Every time Player B casts a curse on an enemy after Player A, he replaces both curses because he reduces the limit from two to one.


 * Increasing the curse limit does not stack across players.
 * If Players A and B both have a curse limit of two and both run two double blasphemy auras, the enemy will only suffer from the two last applied curses.


 * Curses applied via Blasphemy count towards the active curse limit. Curse auras also take priority over curses applied via casting, and will override those curses if they exceed the curse limit.
 * If multiple curses are triggered at the same time from one player, they are applied according to the trigger order.
 * Curse on Hit from corruption implicits are always applied after Curse On Hit Support gems.
 * With multiple Curse on Hit corruption implicits the trigger order might be relevant again.
 * With multiple Curse on Hit corruption implicits on the same item (e.g. Hands of the High Templar gloves, double-corrupted items), the earliest alphabetically-named curse has highest priority, up to the curse limit.

Curses as map mods
There are several map suffixes that cause players to be affected be a certain curse. They do not count against your curse limit, so you can be affected by one or more curses in addition to them, although they do not stack with the same curse applied by monsters. Minions are unaffected by these curses. They affect the entire area and cannot be permanently removed, although immunity to curses will suppress them while it's active. The effect of the curse varies depending on map tier, with higher tier maps having a increased effect.

Active gems
There are curse skill gems usable by players. When a player or monster is cursed, a curse icon will appear over their heads; the icon is the same as depicted on the skill icon. The Silence curse is used by monsters only.

A list of active skill gems with the Curse gem tag

A list of active skill gems with the Hex gem tag

A list of active skill gems with the Mark gem tag

Support gems
A list of support gems with the Curse gem tag

A list of support gems with the Hex gem tag

A list of support gems with the Mark gem tag

Unique items
The following unique items affects curses, hexes and/or marks:

Passive skills
There are passive skills that grant curse bonuses.

Radius for curses
These passive skills grant increased area of effect radius for curses.

Cast speed for curses
These passive skills grant increased cast speed for curses.

Duration for curses
These passive skills grant increased duration for curses.

Effectiveness of curses
These passive skills grant increased effect magnitude for curses.

Additional curses
These passive skill raise the active curse limit by one.

Cluster Jewel passive skills
The following Cluster Jewel passives are related to curses:

Miscellaneous
Curse passives that do not fit into other categories:

Keystone passive skills
The following keystone passive skills are related to curses:

Ascendancy passive skills
These Ascendancy passive skills affect the player's curses.

Version history

 * All curse skills have been reworked and are now divided into two categories: Hexes and Marks.
 * Hexes apply a curse in an area and, when manually cast, apply an amount of Doom per second to cursed enemies up to a maximum. Doom increases the effect of the afflicted curse and stacks additively with modifiers to increased Curse effect.
 * Marks apply to a single targeted enemy, and only one enemy can be marked by you at a given time. Monster rarity no longer affects the efficacy of Marks. Monsters deep in the Azurite Mine (Delve) also no longer reduce the efficacy of Marks on them.
 * Additions to the number of curses you can inflict on enemies apply cumulatively to both Hexes and Marks, but do not modify the number of enemies you can have Marked at any given time. Thus, you can have an enemy that is affected by both a Mark and a Hex, but you can't Mark an enemy with two Marks, nor can you Mark two different enemies.
 * Items and enemies which previously reflected Curses will now only reflect Hexes.


 * Added several new Curse- and Aura-centric notables.


 * Bosses which previously had 60% or 80% less effect of curses on them now have 33% or 66% less effect of curses on them respectively. This includes map bosses, Incursion architects, Betrayal targets, Breachlords, Shaper, Elder and others.
 * Modifiers which previously affected the Cast Speed and Duration of Curses now instead affect Curse Skills (including the Curses and ).


 * Bosses that had a reduced effect of curses on them now have a multiplier rather than a reduction. Over time, more and more curse effect has been made available to players. With the boss curse effect reduction being additive, the increased curse effect available to players overwhelmed it. and  arguably still trivialise most bosses.


 * Monsters that cast curses which lower player resistances should now do so less frequently. The curses now lower resistances less in Normal and Cruel difficulties.
 * Rogue Exiles no longer reduce the effect of player curses cast on them.
 * Map bosses, meanwhile, reduce the effect of player curses cast on them even more than before.

Map Bosses now have 60% reduced curse effect (up from 50%). Act bosses now have 70% reduced curse effect (up from 40%). Rogue Exiles now have 50% reduced curse effect (up from 0%).
 * }