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And one more suggestion, this time about a specific item the collar of captivity.

Collar of captivity (Type: Accessories Collar):

Uncommon; Durability: 20 (change to: 70); Damage –10% (change to: 5% chance to destroy a normal item or equip a new cursed item; if all slots have cursed items: transform into spiked collar of captivity); Uncurse: Reach level 3 of prisoner 

The collar looks like the most sturdy cursed item so far and should have an higher durability (if that has any effect?). The damage reduction effect does fit a collar particularly well. So my idea was, how about the collar being an item to accelerate the prisoner curse. That would also give the player an incentive to prioritizeremoving the collar. If removing cursed item before the curse is completed is a game mechanic at all. What do you think, would such an effect fit into the game?

Durability protects against item destruction by enemies. Enemies cannot equip an item before the current equipment part is destroyed (or the slot is empty). Of course, enemies also don't destroy equipment from their "region set", so the prisoner set for the Ratkin. So it would have the effect of making the item harder to destroy (and potentially replace) in other regions. But yeah, higher durability would make sense.

I like the concept of the item having a chance of destroying items, or equipping other ones. Although I'll need to do some testing whether it's balanced. It's certainly possible to implement. And damage reduction is always a safe, albeit boring, thing to put on cursed equipment.

Currently there's no mechanic for removing cursed equipment early, since the curse (in this case, reach level 3 of prisoner) applies immediately. But it might be a fun mechanic, where you have to hope the curse doesn't set in before you can uncurse the equipment at the guild.

Thank you for the answer. I think a way to escape cursed items would be really nice. Mostly because I like to see damsels to struggle in their restrains. It looks so cute and sexy.