If an item is known to be cursed, the item's background will be red and the description box will give the information: "You can feel a malevolent magic lurking within this item."
You can discover if the item is cursed by using a Scroll of Identify, an empowered Scroll of Remove Curse via the Unstable Spellbook, or by simply equipping it (be prepared to deal with the negative effects).
You can use a Scroll of Remove Curse to lift the curse off from one selected artifact, weapon, armor, wand, or ring. All other items will remain cursed.
You can also use a Scroll of Upgrade to weaken curses. This will allow the item to be unequipped, but will only sometimes negate the negative effect of the curse, with the same chance for removing an enchantment or glyph. However, a Scroll of Upgrade used on a wand, ring, or an armor or weapon with a weakened curse will always cleanse the curse.
Drinking from a Well of Health with cursed gear equipped will cause all curses on equipped gear to be cleansed regardless of how much gear equipped is cursed.
A Wand of Transfusion has a 10(level+3)% chance to remove a curse from an item if the wand is used to zap the item. This can be done by throwing the item, and then targeting and zapping the item. If successful, it will show the typical remove curse animation.
Exhausting weapons take great effort to use, and will periodically weaken the wearer as a result.
This has a 1/15 chance of inflicting the Weakened debuff upon the wielder for 5-20 turns, reducing Strength by 2. This can cause weapons and/or armors to become too heavy, spelling doom for the wielder. Weakness can be removed by drinking a Potion of Healing or stepping on a Dreamweed.
Displacing weapons are infused with chaotic teleportation magic, possessing the ability to warp enemies around the floor randomly.
This curse can be more irritating than harmful to the user, for all it does is teleport the enemy away with a 1/12 chance while doing 0 damage on that hit. At best, it can get the user out of a dire situation, but at worst it can cause a Thief to get away with important items such as Scrolls of Upgrade and Magical Infusion.
Elastic weapons aren't able to deal any damage, but can send enemies flying back short distances.
Every strike from an Elastic weapon will do 0 damage but will also send the target back two spaces. If the second space is already occupied, the enemy will be paralyzed for 1 turn and take 1 damage. This can chasm kill, and it is highly recommended you abuse this as much as possible if you do not have other sources of damage, for that will be the only way you will be able to kill anything with the weapon itself.
This curse is especially harmful to the user when fighting flying enemies. Flies are especially lethal, for they will still split upon taking 0 damage, effectively causing them to multiply until they eventually wear down the helpless hero.
Friendly weapons are best suited for pacifists, occasionally triggering magic that makes it impossible to fight.
This has a 10% to inflict the Charmed debuff on the user for 9-15 turns and the enemy for 3-5 turns, preventing the user from attacking them with melee attacks while also preventing the enemy from attacking the user by any means. However, wands and ranged weapons can still be used.
Anti-entropy curse works against the forces of the universe, pulling energy away from the attacker and into the wearer. This briefly freezes the attacker, but sets the wearer on fire!
This is arguably the most outright harmful of all of the armor-based curses, for while it freezes the target, it will also set you on fire, making it extremely harmful to the user. Not only that, but if the user is fighting in a grassy area, it will often be lethal.
This has an extremely high 1/8 chance of activating.
Armor of corrosion is capable of bursting with corrosive fluid, coating everything in the area with sticky acidic ooze.
This curse has a 10% chance of causing every character within 5 tiles of the user, and including the user, to become afflicted by Caustic Ooze. This can be easily mitigated by the user by shattering a potion on top of them or by stepping in water, and when this is successfully done it can be extremely helpful, especially when in crowded rooms, causing all those mobs to eventually succumb to Ooze damage. Otherwise, it is extremely lethal, for you will die with those mobs.
The curse of displacement attempts to move the wearer to safety when they are attacked. It is a bit too effective however, randomly teleporting the user around the level.
This is probably the most desirable of the curses, as its "negative effect" is teleporting the wearer on hit, which can potentially save them from certain doom. However, it can also make the situation worse by teleporting the user into another room with enemies.
The metabolism curse directly converts satiety into health when the wearer is injured, providing a boost of healing, but quickly causing starvation.
This has a 1/6 chance of instantly healing 4 HP at the cost of 10% of the wearer's max hunger if they are not starving. What is so terrible about this curse is that despite the pathetic healing, the hunger cost is massive, causing the user to starve after only ten activations. A Horn of Plenty can mitigate this, for 1 charge will cancel out the hunger loss.
Armor cursed with multiplicity contains dangerous duplication magic. It will sometimes create a mirror image of the wearer, but is equally likely to duplicate the attacker!
This armor has a 1/20 chance of duplicating either the wearer or the attacker. This is much more harmful than helpful, for while the hero duplications are merely Mirror Images that disappear after a successful attack or upon taking damage, enemy duplications are completely new mobs. This cannot activate in favor of enemies that are bosses, minibosses, statues, or mimics.
Armor of overgrowth is covered in various blooming plants. While this effect certainly looks interesting, it does nothing for defence, and these plants will randomly activate in combat!
This has a 1/20 chance of causing a random plant to activate underneath you, excluding Starflower and Blandfruit. While this can certainly be helpful if that plant is Fadeleaf, Earthroot, Sungrass, or Dreamfoil, it can also be harmful. This is especially true with Firebloom and Sorrowmoss, and Blindweed activation can be extremely hazardous to the Mage, Huntress, and Freerunner classes. Freerunner will also especially dislike Stormvine.
Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defence. Even worse, the added size makes moving through doorways very difficult.
This causes the user's movement speed to be reduced by 2/3 when moving through doors, making doorway warfare effectively impossible and punishing you for attempting it. Instead of surprise attacking the mob on the other side, they will effectively surprise attack you.
Zapping a wand will determine if the wand is cursed or not. Zapping a cursed wand will randomly select from a pool of various effects, ranging from teleportation to crashing the game with a "Cursed Wand Error." There is a chance that zapping a cursed wand will curse equipped, uncursed items, possibly adding negative effects to them.
Hint: If there is no other chance of surviving a very dangerous situation, it is worth zapping a cursed wand, hoping it could prove advantageous. It can also be very entertaining to do.