D2PLUS← BackACCURSED RITUALS
D2PLUS Alpha V1.1 · Horadric rites

Accursed

Risk a unique for a stronger one. An Accursed ritual can add one or two bonuses—or turn your item into a rare.

Use a Ritual Sigil made from all seven Elder Gems. Choose a unique you can afford to lose: the outcome is permanent.

Accursed Ritual Sigil

Performing the ritual

1. Make a Ritual Sigil

Put one Elder Amethyst, Elder Diamond, Elder Emerald, Elder Ruby, Elder Sapphire, Elder Skull, and Elder Topaz into the Horadric Cube. Transmute to create one Accursed Ritual Sigil. All seven gems are consumed.

2. Prepare your unique

Put one eligible unique and one Ritual Sigil in the Cube. Transmute once. This prepares the attempt; the unique and sigil remain in the Cube.

3. Finish the rite

Transmute the same unique and sigil a second time to resolve the outcome. The sigil is consumed. You receive either your unique with new bonuses and the Accursed label, or a newly rolled rare of the same base item.

The two presses are intentional. The first stores the random outcome on the item; the second applies it. Preparing again cannot change the stored result.

Every attempt has the same odds

25%Becomes a rare
The unique is lost
40%One bonus
Original unique kept
35%Two bonuses
Original unique kept

That is a 75% chance to retain and enhance the unique. Magic Find, character level, game difficulty, and player count do not alter these odds. There is no guaranteed-success streak or way to choose the bonus.

The possible bonuses

Your item's base type chooses its pool. Wands, staves, and Sorceress orbs use the caster pool; other weapons use the weapon pool. Armor, rings and amulets use defensive and utility pools. Jewels use reduced values. Each row has a 5% chance per attempt, or about 6.67% of successful attempts. Values roll within the shown range.

Caster weapons
Possible bonusBonusesChance per ritual
Faster Cast Rate +10–15%15%
Life +30–4015%
Faster Hit Recovery +20–25%15%
Faster Run/Walk +12–15%15%
Physical Damage Reduced +4–6%15%
Strength +12–1615%
Dexterity +10–1415%
Mana +20–3015%
Faster Cast Rate +8–10% + Mana +15–2025%
Faster Cast Rate +5–8% + All Resistances +8–1025%
Strength +8–10 + Dexterity +8–1025%
Life +20–25 + Mana +15–2025%
Physical Damage Reduced +3–4% + All Resistances +6–825%
Faster Cast Rate +5–8% + All Resistances +6–825%
Faster Hit Recovery +10–15% + Life +15–2025%
Other weapons
Possible bonusBonusesChance per ritual
Increased Attack Speed +12–15%15%
Enhanced Damage +35–50%15%
Crushing Blow +8–12%15%
Deadly Strike +8–12%15%
Physical Damage Reduced +4–6%15%
Strength +12–1615%
Dexterity +10–1415%
Mana +20–3015%
Increased Attack Speed +8–10% + Enhanced Damage +20–30%25%
Crushing Blow +5–7% + Deadly Strike +5–7%25%
Strength +8–10 + Dexterity +8–1025%
Life +20–25 + Mana +15–2025%
Physical Damage Reduced +3–4% + All Resistances +6–825%
Increased Attack Speed +8–10% + All Resistances +6–825%
Faster Hit Recovery +10–15% + Life +15–2025%
Armor
Possible bonusBonusesChance per ritual
All Resistances +12–1615%
Life +30–4015%
Faster Hit Recovery +20–25%15%
Faster Run/Walk +12–15%15%
Physical Damage Reduced +4–6%15%
Strength +12–1615%
Dexterity +10–1415%
Mana +20–3015%
All Resistances +8–10 + Life +15–2025%
Faster Hit Recovery +12–15% + Faster Run/Walk +8–10%25%
Strength +8–10 + Dexterity +8–1025%
Life +20–25 + Mana +15–2025%
Physical Damage Reduced +3–4% + All Resistances +6–825%
Faster Cast Rate +5–8% + All Resistances +6–825%
Faster Hit Recovery +10–15% + Life +15–2025%
Rings and amulets
Possible bonusBonusesChance per ritual
All Resistances +12–1615%
Life +30–4015%
Faster Hit Recovery +20–25%15%
Faster Run/Walk +12–15%15%
Physical Damage Reduced +4–6%15%
Strength +12–1615%
Dexterity +10–1415%
Mana +20–3015%
All Resistances +8–10 + Life +15–2025%
Faster Hit Recovery +12–15% + Faster Run/Walk +8–10%25%
Strength +8–10 + Dexterity +8–1025%
Life +20–25 + Mana +15–2025%
Physical Damage Reduced +3–4% + All Resistances +6–825%
Faster Cast Rate +5–8% + All Resistances +6–825%
Faster Hit Recovery +10–15% + Life +15–2025%
Jewels
Possible bonusBonusesChance per ritual
All Resistances +6–815%
Life +15–2015%
Faster Hit Recovery +10–12%15%
Faster Run/Walk +6–7%15%
Physical Damage Reduced +2–3%15%
Strength +6–815%
Dexterity +5–715%
Mana +10–1515%
All Resistances +4–5 + Life +7–1025%
Faster Hit Recovery +6–7% + Faster Run/Walk +4–5%25%
Strength +4–5 + Dexterity +4–525%
Life +10–12 + Mana +7–1025%
Physical Damage Reduced +1–2% + All Resistances +3–425%
Faster Cast Rate +2–4% + All Resistances +3–425%
Faster Hit Recovery +5–7% + Life +7–1025%

Which items can be Accursed?

Good to know

Can I use uniques I already own?

Yes. Eligible existing uniques can be used. Their existing stats remain on success; merely updating to Alpha V1.1 does not reroll saved gear.

How do I recognize the result?

Successful items gain a violet Accursed tooltip label along with their new bonuses. The inventory artwork keeps its usual color. Per-item recoloring is not part of this implementation.

Does failure give the same unique back as a rare?

It gives a new rare of the same base item type and preserves the source item level. The rare gets its own randomly generated affixes. It is not the original unique with its name changed.

Why are there two transmutations?

The ordinary game Cube applies this chance through a prepared item state. Keep the unique and sigil together and transmute again to complete the attempt. A prepared item remains prepared after saving.

How should I test it?

Start with spare uniques. Test a weapon, armor piece, jewelry, and jewel; check both the preserved unique and rare outcomes. The separate Accursed test characters include supplies so you can experiment without risking your main equipment.