Curse of the Dead Gods – Gameplay Guide (Basic Useful Tips and Tricks)

This guide will show you basic gameplay tips and tricks for Curse of the Dead Gods.

Gameplay Guide


I shall provide some enlightenment on your journey through the forsaken temple depths that lay ahead. I will be spoiling boss fights, mechanics, and possible builds, if you are okay with that feel free to proceed below.


Each game starts with you choosing a room to start in, there is a total of 7 rooms excluding boss rooms, I´ll quickly go over what each one contains.

Weapon room

Three waves of enemies, starting with simple to defeat working up to elite enemies in the later waves, in harder runs, the third part of the map is basically made up of all elites. Killing them all unlocks the weapon shop in the room.

Relic Room

Contains a relic shop at the end, pay heed that the later rooms do not have the shop at the very end, but about 80 % of the end, with a room fight after them, so make sure to not miss them along the way.

Treasure rooms aka Gold Coins

It might seem like its about gold but its actually about treasure all around, which means these maps contain lootable sarcophagi, usually two, later on possibly only one, which yield random drops of relics or weapons. These rooms contain the biggest amount of breakable walls, which hide gold or treasures behind. Breakable walls are destroyed with either enemy projectiles, renegade swings, the explosive urns you can trigger, trap projectiles, or possibly some heavy weapons.


Appears only once per boss, on normal runs its always right after boss, on hard run its randomized. Serves as a healing room at the cost of corruption, 10 corruption per use. I’d like to advise to avoid these rooms and learn to play without them, the best use they have is to give you a stack of grace of the temple for + 2 dexterity as you dont take any damage when passing through.


A bowl of gold sitting in the middle of the room, your task is to defeat the enemy wave ASAP to gain the most of the gold as it slowly disappears after you start the battle. If there are traps in the room make sure to use of them as they can make the fight much faster.

Blessings room

A room which contains a buff shop at the very end, I advise to go through these rooms as you can always afford their blessings, and even if not the corruption cost is only 40 at most for a possibility of 250 hp and 10 % damage boost. A steal if you ask me.

A “?” room

A randomized room, can be anything from the above mentioned.

Boss room

Self explanatory, big red skull.

I’d like to mention that not only treasure rooms contain breakable walls, keep on lookout for them.

Weapon Types

You start each game with the same machette and the same gun, but in the right hands these two weapons can easily take you to the second boss, at which you should really upgrade though, unless you want a long boss battle.

The weapon types you can find are:


  • Swords – They possess a combo string which always ends with a critical hit at the end.
  • Maces – Kinda slow, three hit string, no crit at the end.
  • Claws – Fast attack speed, lower damage, you can close in on distanced enemies, the charge attack is meh, all around decent though, especially because of the mobility.


  • Pistols – A really good secondary if you always perfect shot, fast, good range, AOE off-hand combo.
  • Daggers – If they have poison attacks and decent damage its not a bad weapon, otherwise I´d stay away, you can dodge hits with their off hand combo.


  • Spears – Long reach, Aoe charge attack, good for clearing lurkers.
  • Two handed hammers and swords – Share the same jump charge attack, slow, but hard hitting, good for punishing renegades I suppose.
  • Bows – As pistols they can perfect shot, some make their shots pass through all enemies so its good if you have enemies lined up.

The heavy weapons, as well as ranged weapons, expend one stamina point per attack, so pay mind to that.

Combat & Enemy Types

I’ll briefly talk about the light here. You should learn to play in the dark, the possible damage buffs you get in the dark are far better than light offers, and it wastes time to light stuff up. If you learn the map variations and their trap placements you won’t really need the light, except for, of course, the god-forsaken shadow word, god help you if you get that curse.

I´ll go over the enemy types here and how to approach them.


The first enemy you see usually, contrary to their look you should keep them close, their charge attacks from distance have a much bigger range than their standing sweep which makes it a real pain to dodge when there is a lot of enemies around. They only have two attacks and a roar, either the charging sweep or the standing one, the same applies to the Elite Lurker.

Sacrificed Virgins aka mages

Basically the pesky guys who throw the shadow orbs at you. You can dispatch them at the very end with the full machette combo and then a perfect shot behind you. Their behavior is to throw orbs at you, or use their shadow explosion if you are really standing on their toes. After they take a full string combo they always teleport behind you. Their orbs extinguish light sources when they hit them. Elite version shoots three shadow orbs in a cone instead, otherwise they are the same.


The big guys with the big hammer or whatever that thing is. They have two attacks, a three hit combo ending with a ground slam which stuns all enemies present, or a forward double spin. I dont know if it’s their tracking but these guys are my bane so I just keep them as the last alive, dodge behind them after baiting out their three hit combo and hit them from behind, rinse and repeat until they die. Take note that their swings destroy pretty much everything that is destroyable – traps, walls, pillars, light sources, so if you have shadow word dont let them swing near your light source. Elite version is red instead of blue and hits faster and recovers faster as well.

Guardian Eyes

The pesky flying eyeballs with the hard hitting explosive laser, they have rather high health pools, but no more than one guardian eye can attack you at the same time. You can bait them to damage themselves if you position them near a pillar or explosive urn and hide behind it since their own blasts harm them. You can use their shots to light up light sources as well. You can also parry their shots if you feel like it to speed up the process of killing the Elite versions, which only boast a higher health pool and more damage.


The tall red guy which heals enemies that are injured. If no enemy is injured or if he is the last one alive, he proceeds to spawn a lurker periodically. After he takes a full combo string he teleports behind you. He tends to teleport towards injured enemies if they are far. The Elite version has much more health and spawns Elite lurkers periodically, make him your priority.


You wont be seeing them until after the first boss. They have two attacks, either leap at you from range in a straight line, or spin and hit you with their tail if you are near them. The Elite version has increased health pool by a lot, is bigger and is red by color.

Curse bats

Spawned from dead enemies, 2-3 spawn from a slain enemy. They run away from light, but approach you in the dark, after standing near you for some time they´ll try to attack you. They can be killed in one hit, but their numbers are annoying and they ruin the Sacrificial sword last enemy critical hit trigger.

In combat, you can either dodge or parry attacks. Dodging at the last moment is called perfect dodge and refunds one stamina point by default. Parrying melee hitting enemy refunds one stamina point, makes them vulnerable, which means they take a bit more damage and stuns them briefly, parrying ranged hits does not affect the enemy.

You can also take corruption damage from shadow sources or some elite enemies. The mage hits inflict corruption by default, but Elite lurkers do as well.

Greed mechanic also gives you about four seconds by default to chain hits and kills to increase the greed counter by 1, each greed counter increases the next enemy’s gold worth by 50% – Therefore should you chain-kill 10 enemies and have a greed counter of 10, the 11th enemy killed will be worth 500% more gold.


You get a curse each time your corruption meter reaches 100, or 120 if you wear a certain blessing. Each room traversal costs 20 corruption by default.

The curse you get is random, apart from the fifth one, which makes you rapidly bleed until your health reaches 1 Health point, so make sure to not get there. Curses can be lifted after killing a boss, if you only have one active, it´ll clear it, if you have more it´ll let you choose which one to lift.

I´ll go over the curses here.

Shadow Word

Probably the worst one you can get, normal enemies are invisible in dark unless they attack, for some reason this applies to elite lurker as well, or maybe it’s just the summoned one. The need to constantly set enemies on fire to see them if there are no light sources around is really dangerous and tedious later on.

Dark Swiftness

Probably the second worst, even if it might not seem so, let me explain. Dodging makes you intangible, basically giving you longer invincibility frames, but you do not get perfect dodge stamina refunds anymore, this is very problematic in boss fights as you have to ration out your combos more carefully and it takes a longer time to deal with the bosses. There is a bigger issue though, and that is if you dodge with dark swiftness it puts out your torch for a brief moment, so if you have to go through layers of traps and suddenly everything goes dark its gonna really hurt you unless you have memorized every trap layout on every map. Dark swiftness also destroys projectiles that hit you when you dodge into them, without you taking any damage, therefore you can take hits for traps if the projectile would otherwise destroy them.

Mortal Harvest

Small urns and such around the map drop a bit of health, that you can consume for a bit of corruption in return. It doesn’t really affect you much.

Blinding Greed

All gold that is on the ground has a timer when you spot it after which it disappears, the gold on the ground is worth a bit more though.

The taken damage lose the gold curse

You lose gold equal to health lost, but all health damage taken is reduced by 25 %, I suppose if you had a shield with 10 % damage reduction and got this prior to a boss fight it might not be so bad, otherwise, it’s rather bad for you.

The trap trigger curse

Makes all traps trigger themselves sequentially, doesn’t really affect you, it’s still easy to jump over the traps, apart from one or two rooms.


Some light sources cannot be lit up and extinguish any light source in their vicinity. Does nothing really, unless you have shadow word with it, at which point all I can say is RIP.

Volatile Remains

Enemies killed by fire attacks explode after a short delay. Again, unless you have a fire attack weapon you won’t really pay it any heed, and even then just dodge.

Blessings & Divine Favors

On your excavations, the enemies and bosses will drop spectral skulls which are used as a currency in the game lobby. Higher difficulty runs drop skulls more often.

You can spend your skulls for blessings, which you can carry up to three of at once, or divine favors, which allow you to re-roll a shop’s offers. Divine favors are not expendable so don’t worry about that seemingly high price, every run you are given as many divine favors as you have unlocked in the lobby, if you have four divine favors, every run you will be able to reset the shops that many times.

Possible Builds

Now it depends on which way you want to go, either avoid corruption or accept it. I tend to stay away from corruption because I don’t want to risk Shadow Word or Dark Swiftness, but unless you get these two you´ll be fine pretty much.

I´ll briefly go over the three stats here:

  • Constitution – each point adds 50 health flat.
  • Dexterity – each point adds 2 % of damage to all your attacks.
  • Perception – each point gives 4-5%? more gold gain from all sources.

As for the possible builds

If you can, try to get health when passing through doors relic, as thats a really some S tier healing, especially if you get that 15 % one. This one should take care of all your healing needs if you learn to do the rooms without taking any, or little damage.

If you run grace of the temple which adds 2 dexterity for perfect rooms (not taking any damage) it should take care of most your damage troubles so you can run pretty much all weapons, I only tend to stay away from maces because I am not really sure what they should be excelling at, apart from the jewel mace which is the only weapon that provides light source passively, or so far I´ve seen.

If you want some ridiculous damage I advise the grace of the temple and getting + 45 % damage with fire attack relics, paired with a fire weapon. Just look at this.

Still though, the best build I always try to go towards is the Sacrifical sword which makes you do critical hits against the last enemy present, guess what, the bosses are alone in their rooms, see where I am going with this? If you get increased crit damage relics and healing on critical hits the bosses get shredded super fast, I think I killed the second one on hard in under a minute. The healing on crits also makes you stay at full health in normal rooms most of the time.

Boss Fights

I´ll briefly go over how I deal with the bosses, you can use any weapons pretty much, shouldn’t make any difference in most cases.

First Boss aka the guy who chucks jaguars at you

He does only two things – Summon a Jaguar periodically, or throw a spear at you, the spear can either be one, or he throws two in succession. The spears can be parried if you don’t feel like dodging. His summoning circle inflicts damage and corruption so stay away from it when he summons.

The way to deal with him is quite simple, when you enter the room, he already has one Jaguar present and summons another one, stand in front of the summoning circle to bait the first Jaguar to leap at you, then when the second spawns you can take them both out with melee hits. First get rid of the jaguars, then proceed to hit the boss, its a simple loop. You can get two combo strings on the boss after dodging his thrown spears, after which he summons another jaguar, rinse and repeat.

Second Boss aka flame whip lady and the dark feathered guy

The first phase, the flame one, always starts with her pointing at you and summoning the orbs which you can destroy by hitting, and she detonates by hitting with her whip. Therefore when you run in you can always take a combo string on her. Her only second attack is the whip 1-2. The second phase, either triggered when you deal about 30 % of hp damage or periodically, detonates all the orbs placed and makes her switch with the shadow guy. He either does 1,2,3–4 combos, or he teleports to the middle and then charges at you with a swing, after dealing enough damage they will switch again.

The strategy is simple, when you run in go straight to hitting her, then lure her where there are no orbs and dodge her whip, combo string her again, until she switches with the shadow guy. Try to keep him close so he initiates his 1,2,3–4 combo, dodge through him after the third hit after a short delay and hit him from behind, sometimes you might be slightly further away from him but even if he turns around and you hit him from the front he´ll still get stun locked by the combo so don’t really worry about it, they´ll proceed to switch again, the once more, and you ought to end the fight after seeing the shadow guy a second time.

Third Boss aka the flame Jaguar

It has some huge health pool and hits hard. It has more attacks than previous bosses as well as changing arena. The arena will periodically switch from non-burning to having a burning outer layer, or the burning middle part. If the boss steps into the fire he gets enhanced and next time he detonates it will be much bigger radius than his normal detonation, also his attacks inflict burn in that form, which you shake away by dodging. His first attack is one huge sweep in front of him, his second is 1-2 sweep in front of him, the third one is leaping at you from afar and body slamming the ground in the area, his fourth is detonation, which is rather small unless he is burning, but make no mistake it hits like a truck regardless, his burning detonation does 900 + burning damage. His last attack only tends to appear if he is roughly at 50 % or below and its a charge 1-2-3-4 swing, he traverses over half the arena while sweeping in front of him like a lunatic.

You should try to make him stay away from the fire as he gets more dangerous after he is set aflame, but other than that stay close to him, dodge his sweeps behind him and hit him, that’s basically all there is to it, but it can get rather chaotic if you are stuck on the middle four squares and he blaze detonates himself, I haven’t tried but perhaps the detonation is parable.

by Sharethepain

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