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“Make no mistake about it, sins are shackles.”
Anonymous, Snakeeyes

Curses are intangible powers highly prevalent in the Destroy the Godmodder series. Throughout Destroy the Godmodder and Destroy the Godmodder 2, they were seen as concepts used in godmodding that project negative effects onto the Battlefield, affecting the Anti-Godmodders and their entities. Typical examples include the Curse of Repetitiveness, Curse of Entities, and Curse of Charging. Curses don't qualify as entities because they're abstract, and as such, can't be destroyed directly. The Curses of low-level godmodders can be, but only through suitably abstract methods.

The Curse of Repetitiveness, arguably the most common Curse, makes it so an attack will never work more than once against a godmodder and that the more a certain attack, item, or entity is used, the weaker it will get. Pro-Godmodders are affected by this to a negligible extent, but the entities the godmodder summons aren't. In fact, they will get stronger with each summon.

Following DTG2, however, the definition was expanded massively. Curses are now seen as abstract symbols that command an entire concept, with godmodding being only one use of their power. Other Curses include the Aspects of Homestuck and the symbols on Bill Cipher's Zodiac. Some beings, such as the Order, are named after a Curse, and they have complete mastery over their respective symbol. It is seemingly possible to obtain the Curses of such entities and use them yourself.

Description Edit

As Curses aren't actual tangible objects, they are very rarely seen directly, with only images of them existing (or just the direct results of their power). Some Curses, such as the aforementioned Curses of the Order, are typographical symbols, and are able to held, where they are described as barely existing, and are typically colored in such a way that they blend into the background of the webpage. The Scribe has been shown to burn these Curses onto his skin and gain mimics of their power. It is unknown if the same can be done with every Curse.

Whoever holds a Curse is capable of commanding the entirety of its power, as the powers are directly tied to the Curse itself. For example, any Time player in Homestuck has complete mastery over time, and anyone with an Octothorpe has mastery over ink. In the case of the Zodiac, which is dictated entirely by Curses, it seems that these Curses control who the people they represent are, as evidenced by Snakeeyes' description of them.

As shown in Destroy the Godmodder 0rigins, it seems that Curses can only be destroyed by incredibly abstract means, such as manipulating the typographical symbol of the Curse into another symbol so that it loses the original power it held. It is unknown if this works for every Curse.

List of Curses Edit

Destroy the Godmodder 2: Operator! Edit

  • Curse of Repetitiveness: Prevents use of a particular tactic or entity too many times.
  • Curse of Anti-Charging: Prevents the creation of charges.

Destroy the Godmodder S: Acolyte! Edit

  • Curse of Charge Sterility: Prevents the creation of charges.

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