Cult of PiN Blessings & Curses
High-impact Act rewards and the curses that rewrite the rules.
After Acts you often choose a Blessing — or endure a Curse / table trait that stays for the run. Thirty-two Blessings and a pool of curses/traits mean literacy beats greed.
Blessing priorities
Take defenses when spare balls are low, Ritual power when missions are clean, and boss-centric bonuses when you are racing bonus tables.
Curse triage
Inverted flippers are trainable; some economy curses gut your shop. Prefer pain you can mechanically overcome.
Synergy with Glyphs
Do not stack identical fantasies. If a Blessing already multiplies Rituals, spend mana elsewhere (Glyph Tier List).
Traits mid-run
Table traits can change gravity rules or bumper behaviour for the rest of the run. Re-plan cradle lines immediately.
Related
Difficulty Guide · Act VI & Endless · Missions & Rituals
Blessing anti-synergy watchlist
Avoid stacking three fragile greed effects when spare balls are already low. Avoid Ritual power if you have not fired a Ritual yet this Act.
Curse training grounds
Inverted flippers can be practised on purpose for one Act on easy difficulty. Economy curses cannot be practised — they just starve you. Prefer trainable pain.
Trait communication
If you stream or share runs, say the trait name when it appears. Viewers learn faster, and you force yourself to read.
Easy without curses
Hotfix #6 removed Curses from Easy. Medium is now the first real Curse classroom. Ball Save’s narrower window also changes how strongly that Blessing ranks for spare insurance.
Curse classroom
On Medium, take the first Curse you can mechanically solve (inverted flippers you can re-learn) over economy curses that delete shop agency. Blessings that extend boss timers or spare stability climb when you enter Acts under-levelled. Ball Save is still good — just not a panic blanket for every drain in the window.
Page takeaway
Easy has no curses; Medium is the classroom. Prefer mechanically solvable curses over economy deletes. Ball Save still helps, but only the first ball in its window.
Easy classroom versus Medium classroom
Hotfix #6 removed Curses from Easy. Medium is the first real Curse lesson. Prefer pain you can mechanically solve — inverted flippers you can re-learn — over economy curses that delete shop agency. Ball Save still matters but only protects the first ball lost in its sixty-second window, so it is insurance, not a panic blanket for every drain.
Take defense Blessings when spares are low, Ritual power when missions are clean, boss-centric bonuses when you are racing bonus access. On Medium, refuse economy Curses unless you already understand shops. Easy will not teach Curse literacy — that is the point of the Hotfix #6 classroom split. Table traits mid-run can rewrite gravity; re-plan cradle lines immediately. Related: Difficulty Guide.
Anti-synergy watch
Do not stack a Blessing that already multiplies Rituals with Glyphs that only multiply the same fantasy. If Ball Save is offered when you already have spare-positive Glyphs, take a boss timer instead. On Easy you will not see Curses — graduate to Medium when cradle is automatic, not when you are bored. Related: Act VI & Endless. On Medium, name the Curse out loud before the next plunge. If you cannot explain how you will play around it, reroll your ego and pick a mechanically solvable pain next time. Easy will not practise this muscle.
Blessing timing versus greed
A defense Blessing with two spares left is often correct even if a score Blessing looks rarer. Greed kills runs at boss devour, not at the Act I shop. Ball Save’s narrower window means you still need not to drain twice in a minute. Easy will not show you Curses; schedule Medium on purpose to learn the classroom.
Frequently Asked Questions
Quick answers to the most common questions.
How many Blessings exist?
Thirty-two Blessings at 1.0.
Should I ever take a curse willingly?
Only when the alternative is worse for your build plan.
Do curses last the whole run?
Many do — read the prompt carefully.