Cursed Companions Wiki

Cursed Companions Wiki

Cursed Companions Items Guide

Items in Cursed Companions shape whether your team extracts treasure or dies to friendly fire. Equipment gates voice commands — healing wands, spell torches, teleport stones. Treasures add power with curse tradeoffs. Version 1.0 introduced seven new equipment pieces including the Jabber Walkie, Gaslighter, Death Wand, Plan B, and Dance Scepter. This guide catalogs every major item with effects, risks, and mode recommendations.

Item Catalog

Spellbook

S · Equipment

Effect: Shows daily-changing spell phrases for your run

Essential for every dungeon run. Spell phrases rotate each day, so check your spellbook at the start of every expedition.

Risk: Carrying it may assign an extra curse word

Healing Wand

S · Equipment

Effect: Heal teammates with voice healing phrases

The backbone of team survival. Phrases like healing incantations restore ally health when spoken aloud.

Risk: Healing phrases change daily

Spell Torch

A · Equipment

Effect: Light torches, defeat Mannequins, open Grumble Chests, identify dangerous doors

Upgraded in recent patches with broader utility. Say torch-lighting phrases to illuminate dark corridors.

Risk: Attracts sound-sensitive monsters

Jabber Walkie

A · Equipment

Effect: Long-range team communication

Community-named walkie-talkie from Act III. Communicate across distances, but curse words still trigger through it.

Risk: Forbidden words hurt teammates over walkie range

Gaslighter

A · Treasure

Effect: Automatic spell torch without voice commands

A treasure that acts as an automatic torch. Perfect for players with mic issues or noisy environments.

Risk: Still attracts certain monsters

Death Wand

B · Equipment

Effect: Universal kill weapon

Kills indiscriminately — monsters and teammates alike. More likely to eliminate friends than foes.

Risk: Extremely dangerous in co-op

Plan B

S · Treasure

Effect: Auto-revive on death by sacrificing itself

A one-time safety net introduced in 1.0. Sacrifices its own existence to automatically revive you.

Risk: Single use per item

Respawn Dice

A · Consumable

Effect: Roll for a chance to respawn via the Dark Queen

New in 1.0. Roll the dice and test your luck — win and you respawn, lose and you stay dead.

Risk: RNG-based, not guaranteed

Teleport Stone

A · Equipment

Effect: Teleport to random dungeon location

Speak the teleport phrase to relocate instantly. Useful for escape, risky in monster-filled zones.

Risk: Random destination

Ice Wand

B · Equipment

Effect: Freeze enemies temporarily

Crowd control tool for tight corridors. Pair with team focus fire.

Risk: Limited charges

Stink Potion

B · Consumable

Effect: Repel or distract monsters

Throw to create a diversion. Useful when retreating with treasure.

Risk: May affect teammates nearby

Dance Scepter

C · Equipment

Effect: Blast musical hits while dancing

A silly Act III item that plays music during combat. More style than substance.

Risk: Noise attracts monsters

Golden Chicken

C · Treasure

Effect: Temporarily alters your voice when carried

A humorous voice-altering treasure. Troll your friends or confuse monsters.

Risk: Voice change may affect recognition

Heavy Dumbbell

C · Treasure

Effect: Temporarily alters your voice when carried

Another voice-altering item from Act III. Changes how the game interprets your speech.

Risk: May interfere with spell casting

Crown of Curses

C · Treasure

Effect: Adds one extra forbidden word

High-value treasure that comes with a painful trade-off: one additional curse word to avoid.

Risk: +1 forbidden word

Curse Remover

A · Consumable

Effect: Remove curse wounds from yourself or allies

Critical for long runs. Accidentally triggered a curse word? The Curse Remover fixes the damage.

Risk: Limited supply per run

Shopping and Hub Economy

Only one player shops at a time in the hub. Queue spellbook purchases first on new days. Gunther in Act III trades treasures for gold — see monster database. Gold milestones unlock skins via achievements like Dragon's Hoard at 10,000 gold.

Curse-Risk Items

Crown of Curses, Death Wand, and voice-altering treasures (Golden Chicken, Heavy Dumbbell) demand team consent. Review forbidden words before equipping. Curse Remover consumables offset mistakes — buy extras for long runs.

Build Planning

Turn catalog knowledge into loadouts via equipment builds and value rankings on the treasure tier list.

This section expands on community-tested patterns from version 1.0 co-op lobbies. Teams that treat voice clarity as a loadout requirement — not an optional setting — extract more treasure, die less to friendly curse triggers, and reach Act III without burning out on repeated Antoinette wipes. Use the linked guides on this wiki as a field manual alongside the in-game H guidebook, which updates dynamically when you encounter new monsters or die to unfamiliar mechanics.

Procedural dungeons mean no two runs share identical layouts, but systems stay consistent: spell phrases rotate each in-game day, forbidden words punish careless speech, shop access is single-player at a time, and the day-end countdown kills anyone who misses quota. Internalize that loop before chasing achievements or Traitor Mode lobbies. Cursed Companions rewards groups who debrief after wipes honestly — mechanical mistakes, communication slips, and technical mic failures need different fixes.

When public Steam matchmaking feels empty, the official Discord remains the healthiest place to find eight-player co-op or sixteen-player Traitor sessions. Pair external text chat with in-game proximity voice so curse officers can spell out forbidden words without speaking them. Streamers should enable speech-to-text captions for VOD clarity and use Enter text-to-speech when room noise makes open mic unreliable.

Frequently Asked Questions

What is the most important item?

The spellbook — it shows daily spell phrases required for every run.

Which item adds extra curse words?

Crown of Curses and some cursed treasures add forbidden words.

What is Plan B?

A 1.0 treasure that sacrifices itself to auto-revive you once.

Is the Death Wand worth it?

Rarely in co-op — it kills teammates as easily as monsters.

How do I get the Jabber Walkie?

Found in Act III content during dungeon exploration.

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