
Every run in Nullscape forces you to pick a Curse, and making the wrong choice can end your run before it ever gets started. In this Nullscape Curse Tier List, I’ve ranked every regular Curse (and covered Greater Curses) based on how manageable they are, their curse value for the Altar of Purification, and how they impact your survival odds. Whether you’re a first-timer or grinding high-level runs, this guide cuts straight to what you need to know.
Here’s a quick breakdown of the curse types before we dive in:
| Curse Type | Description | Appears When |
|---|---|---|
| Regular Curses | Standard debuffs, selected every even level | Level 1+ |
| Enemy Curses | Tied to specific permanent enemies in the run | Enemy-dependent |
| Greater Curses | Rare, extremely powerful debuffs | Replace regular curse shops |
| Divine Curses | Chaos Shop exclusive, highly dangerous | Chaos Mode only |
Curses in Nullscape are ranked here from easiest to manage (S-tier) to run-ending nightmare (D-tier). This tier list covers both regular curses and enemy-specific curses updated for Patch 5.
Lower Gravity — Available from Level 1, this curse reduces your gravity via a pink coil. Experienced players adapt easily, and the Advanced Gravity Coil upgrade virtually nullifies it entirely. Top pick when you see it early.
Savory Ring — Increases golden gift yield by 0.15 and spawns random enemies when collapse begins. The gift boost often outweighs the enemy risk, especially in coordinated teams.
Scattered Gifts — Gifts and trip mines spawn within a small 2-stud radius. Annoying but manageable with good positioning and map awareness.
Random Spawn — Teleports you to a random location at level start. The only real danger is spawning over a trip mine or falling before the map generates — rare but possible. Low threat overall.
Beacon Mirage (Level 5) — Fake beacons appear across the map while the real beacon moves to a random spot. Annoying but readable with experience. Curse value of 300, making it worth purifying mid-run.
Bigger Tripmines (Level 5) — Trip mines grow by 0.5 studs. Stackable up to twice, which doubles the hazard. Manageable in early runs but dangerous late. Curse value: 200.
Weaker Jump Pads (Level 1) — Jump pads lose 25% power, grapple points lose 40%. Disrupts vertical movement significantly. Learn the new jump heights and it becomes second nature.
Tweaked Odds (Level 5) — Cannot run alongside High Roller. Activates both a buff and debuff from the Altar of Fate. Results vary widely, but the net outcome is often survivable.
Fragile Gifts (Level 5) — Cannot stack with certain curses. The Beacon opens early: when all tiles collapse, 40% of gifts are collected, or all tiles disappear. Since Patch 5, this is less punishing — full tile collapse now auto-summons the Beacon rather than ending the run outright.
High Roller (Level 5) — Cannot run alongside Tweaked Odds. Greatly amplifies buff and debuff effects from the Altar of Fate. The swings are extreme — can massively help or completely destroy your run.
More Tripmines (Level 5) — Doubles the number of trip mines. Stackable twice, quadrupling them at max. Survivable with careful pathing, but increasingly dangerous at high stacks. Curse value: 150.
Conga Line — Husks form a chain and move in patterns. Manageable with awareness; dangerous when ignored. Curse value: 200.
Husk Express — Husks move faster. Simply forces faster decision-making and sharper positioning. Curse value: 200.
Jackpot (Level 8) — Adds one enemy every five levels (up to 8 temporary enemies). Enemy types cycle from your current pool. Low immediate threat but compounds heavily in long runs.
LAP 2 — The highest curse value in the game at 400 points. After Patch 5, this curse slows tile collapse during a Rush but increases golden gifts by 75%. Good for small teams struggling to collect enough gifts — but in full lobbies, it can make collection overwhelming. High value = priority removal via Altar of Purification.
Mart Slide — Curse value of 330. Marts (a specific enemy type) gain a sliding attack that’s difficult to dodge without experience. Very punishing for new players. Prioritize purification if it appears.
Nothing? — Curse value of 325. Deceptively named — it’s one of the most disorienting curses in the game. Exactly what it does is kept vague intentionally, which makes preparation nearly impossible for new players.
Barotrauma (Level 8) — Increases mine explosion power. In dense levels, a single mine chain can end your run. Curse value: 125, but the actual danger is far higher than the value suggests.
Minefield — Mine count and spawn rate surge to extreme levels. In a full lobby, the map becomes nearly impassable. Purify immediately — no exceptions.
Bloodier Meat — Curse value of 300. Flesh enemies become dramatically more dangerous. If Flesh is already in your run, this escalates the threat to near-unmanageable levels for most players.
Blade Carousel (Curse value: 290) — Rotating blades appear throughout the level. Combined with any tile-collapse curse, the damage rate is relentless. Extremely punishing on smaller or irregular maps.

Greater Curses replace the regular curse shop and offer only two choices instead of three (the middle pedestal is removed). They are permanent and cannot be removed by the Altar of Purification.
| Greater Curse | Effect | Difficulty |
|---|---|---|
| Convergence Rain | Bar fills when rain touches you — 100% = instant defeat | Very Hard |
| Void Implosions | Implosions appear when 90%+ gifts collected; seeing one kills you | Extreme |
| Baby Rush | All Babies become Enraged when Rush starts | Hard |
| Razorbloom | Lands on your head; screams until it kills you if not stopped | Hard |
| Enemy Doubler | Triples enemy count instantly upon selection | Manageable |
Pro Tip: During Greater Curse voting, you only get two options. If both choices are D-tier, consider re-rolling — you start each run with 3 re-rolls, gaining one more every 7 levels.
The Altar of Purification removes your highest-value curse first. Here are the top curses by value — prioritize these for removal:
| Rank | Curse | Value |
|---|---|---|
| 1st | LAP 2 | ~400 |
| 2nd | Mart Slide | ~330 |
| 3rd | Nothing? | ~325 |
| 4th | Bloodier Meat | ~300 |
| 4th | Beacon Mirage | ~300 |
| 5th | Blade Carousel | ~290 |
| 6th | Deadly Melody | ~280 |
| 7th | Burning Bouquet | ~250 |
| 8th | Pacifier | ~230 |
| 9th (tied) | Concussion, Springloaded, Bigger Tripmines, Husk Express, Conga Line, Shotgun, Bigger Blast | ~200 |
Lower Gravity is widely considered the easiest curse to manage, especially for experienced players. Savory Ring is also a strong pick early since the gift yield boost often offsets the enemy spawn risk.
Minefield and Blade Carousel are consistently the most run-ending regular curses. For Greater Curses, Void Implosions is the most dangerous, instantly defeating any player who sees an implosion after 90% of gifts are collected.
The Altar of Purification removes the curse with the highest curse value from your active curses, costing Golden Gifts based on that value. It adds a random enemy to the run in exchange. It becomes available at Level 14 and has an 8-level cooldown.
No — Greater Curses cannot be removed by the Altar of Purification. Choose carefully during Greater Curse voting, and use your re-rolls if both options are severe.
As of Patch 5, there are 50 obtainable curses and 14 removed or unobtainable ones, for a total of 64 documented curses in the game.