Enchants

Cursed Enchants

Seven high-risk enchants — big multipliers with a real drawback, removable for Auctoritas.

Cursed enchants are the high-risk arm of the enchant system: bigger multipliers than any normal enchant of the same tier, in exchange for a real, active drawback. Every curse triggers during ordinary play — on block breaks, procs, or death — not in some corner case you can avoid.

All seven cursed enchants cap at level 10, and each can be stripped from your profile for a flat Auctoritas fee. They are tracked separately from your pickaxe enchants and apply account-wide.

The Seven Curses

Cursed EnchantBenefit (per level)Curse (per level)Removal (Auctoritas)
Void Pact+50% Denarius per level10% chance per level to lose 5% of your Denarius on block break5,000
Blood Mining+30% Auctoritas rate per levelLose 1 heart per 100 blocks mined, per level4,000
Chaos Surge+20% all rewards per level5% chance per level to drop your entire inventory on death6,000
Dark Fortune+40% crystal drop rate per levelRandomly teleport 10 blocks in a random direction on proc, per level5,500
Soul Drain+25% XP per levelCannot eat for 30s after proc (hunger effect), per level4,500
Temporal Rift15% chance to instantly break nearby blocks per level3s mining-speed penalty after proc, per level6,500
Infernal Pact+60% Denarius per level2% chance per level to be set on fire for 5 seconds7,000

Reading the Trade

  • Infernal Pact is the raw income king (+60% Denarius/level, +600% at max) — its fire chance is spectacular but survivable. The classic first curse.
  • Void Pact pays nearly as well (+50%/level) but the Denarius-loss proc compounds with your balance — the more you earn, the more each proc hurts.
  • Chaos Surge boosts everything including itself, but the inventory-drop risk makes it lethal in PvP and the PVP Mine. Never stack it before a dungeon run.
  • Temporal Rift and Blood Mining are the utility picks — area-break chance and token rate, with curses you can play around.

Curses scale with level too. A level-10 curse procs at ten times the level-1 rate or severity — the benefit column and the curse column grow together. Removing a curse costs a flat 4,000–7,000 Auctoritas regardless of level, so an experimental level-1 dip is cheap to undo.

How You Get Them

Cursed enchants are not sold in the regular /enchant shop — they are applied through server events and staff systems, which is also why their power level is allowed to sit above the normal catalog. If one lands on your profile, the table above is your contract: exact benefit, exact curse, exact removal price.