Summary
It’s nice to have a whole church of loyal followers praying to the woolly divinity of their Dear Leader, butCult of the Lambisn’t all about enjoying the adulation of devoted cultists in a grassy pasture. Sooner or later, the Lamb has to embark on a Crusade to find resources, discover new places, and defeat the bad guys, and the power of the Red Crown means they have some magical help.
Every time the Lamb steps into a dungeon, they are given two random items. One is a physical weapon and the other is a magical power, otherwise known as aCurse. There are four different categories of Curses, and they are ranked according to how powerful they are, with a higher number reserved for more advanced parts of the Crusades.

Updated July 17, 2025 by Kristy Ambrose:There have been some updates and changes to Cult of the Lamb since it was originally launched. The Sins of the Flesh update was one of the most expansive, and it included a new type of currency,buildings, crafting options, and some new weapons and skills for better, more advanced Crusading.
That includes the selection of Curses that the Lamb can use on their journey. This is the power the Lamb can wield in addition to their weapons and consists of a ranged or AoE ability, and they can pick them up while Crusading.

Once the Lamb has the power of Return, which means they can Focus at some point during the Crusade and return to their base, they can use this power to exit the Crusade and return later if they don’t like the choice of weapons or Curses. Without this power, the only way a Lamb can change to a different curse is if they cross a weapon-swapping room in the dungeon or find Kudaai, the weapon vendor who appears randomly in dungeons.
5AoE Damage
Includes Both Damage And Knockback Power
These surround the Lamb with Divine Power and have several adverse effects on enemies, including damage over time and knockbacks. They’re the most useful in more advanced points of the dungeons when the Lamb has to face more enemies.
All of these are useful for crowd control and AoE, so ranking them is a matter of opinion and is based entirely on one’s build.

4Poison And Particle Trails
Battlefield Management And Damage Over Time
Not all Curses come from above or below. These are the ichor and oil-based Curse attacks that leave sticky trails to slow enemies down or poison them. Tarot Cards and Ancient Relics also grant similar powers.
Hold down the Target button to aimthese before throwing them. Their effects last for two to three seconds and you can combine it with a variety of melee attacks.

3From Beneath
Control The Environment
All of these Curses seem to recall the powers of the Underworld, invoking tentacles, whirlpools,and other horrors from the ocean depths. They combine well with any of the weapons but make more sense with a melee build with their long reach.
They do variations of area-of-effect damage and erupt in either lines or circles, and some of them open up the floor to either suck in targets or release ghostly minions to aid the Lamb.

2Fiery Projectiles
A Classic Tool For Ranged Damage
These are the classic, ranged “magic missile” type spells that throw various kinds of projectile damage at enemies. They deal fire and holy damage and seek enemies automatically rather than needing to be charged, but aim and line-of-sight are still required for some of them.
This category of Curse inCotLhas the longest range, so they combine better with melee or short-range weapons. RPG players will recognize abilities that look like Magic Missle or Fireball that do both direct and AoE damage.

1Extended Weapon Reach
Augment And Improve Existing Abilities
These give the Lamb’s choice of weapons a more extensive range, and they vary more widely than other categories. The variety of abilities granted by these Curses include deflection, possession, and a longer and wider range, and weapons can be charged by holding down the X button for greater power.
This works to give smaller weapons a better hit chance and make ones withan already long reach even more brutal.