The curse debuff was stored on enemies via dot-runtime.ts but the
amplification was never applied to incoming damage. Added curse
magnitude check in applyEnemyDefenses (combat-tick.ts) that multiplies
incoming damage by (1 + magnitude) for each active curse effect.
- Curse amplification applied BEFORE dodge/barrier/armse defenses
- Multiple curse effects stack multiplicatively
- Non-curse effects (burn, freeze, etc.) are ignored for amplification
Also updated spire-combat-spec.md Known Gaps table to reflect:
- Melee defense bypass fixed (issue #285)
- Curse amplification now implemented (issue #286)
Added 9 regression tests in curse-amplification.test.ts.
All 957 tests pass (50 test files).