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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).