Using a Hotspot
Curses and sorcerers inside get +10 CEP every 2 turns.
Hotspots can run dry. Use up every point and it dissipates as natural CE flow returns.
When enough CE pools in one area, a Hotspot forms: a large zone where natural CE flow is greatly boosted. This is where curses are born.
Using a Hotspot
Curses and sorcerers inside get +10 CEP every 2 turns.
Hotspots can run dry. Use up every point and it dissipates as natural CE flow returns.
Hotspot Grades
| Grade | CE stored |
|---|---|
| Small | 200 CEP |
| Medium | 400 CEP |
| Large | 600 CEP |
| Immense | 800 CEP |
| Gargantuan | 1,500 CEP |
Every curse starts as a Cursed Womb in a hotspot, slowly absorbing CE (faster over time). When it has enough, it emerges. Total CE absorbed sets its Grade and CE Level.
CE gained (real-life days)
| Days as a Womb | Gain |
|---|---|
| Days 1 – 2 | +10 CEP / day |
| Days 3 – 4 | +20 CEP / day |
| Day 5 | +50 CEP |
| Day 6+ | +100 CEP / day |
Grade on emerging
| CE absorbed | Grade |
|---|---|
| 10 – 100 | Grade 4 |
| 101 – 200 | Grade 3 |
| 201 – 400 | Grade 2 |
| 401 – 699 | Grade 1 |
| 700+ | Special Grade |
Your CE Level is always Cursed Spirit (the CE you absorbed), and you start with 0 CEUP / 0 CTUP.
| Grade 4 | Grade 3 | Grade 2 | Grade 1 | Special Grade | |
|---|---|---|---|---|---|
| 1A | 2S | 3A | 8S | 18C | |
| 6 | 13 | 18 | 50 | 109 | |
| Average | Average | Average | Above Average | Gifted | |
| CE Output | Extremely Poor | Poor | Poor | Amazing | Maximum |
| CE Control | Lv 1 | Lv 1 | Lv 3 | Lv 3 | Lv 5 |
| RP2RP Recharge | Lv 1 | Lv 1 | Lv 3 | Lv 3 | Lv 4 |
| Complete Recharge | Lv 1 | Lv 1 | Lv 3 | Lv 3 | Lv X |
| Cursed Technique | — | — | Innate | Innate | Innate |
| CT Power | — | — | Grade 2 | Grade 1 | Special Grade |
| CT Range | — | — | Medium | Medium | Medium |
| CT Efficiency | — | — | Extremely Poor | Extremely Poor | Remarkable |
| Extensions | — | — | Up to 2 | Up to 2 | Up to 4 |
CT Class is your choice: General, Shikigami or Support.