Enigmatic Legacy is a Minecraft mod that adds dozens of magic relics, rings, charms and scrolls, most of which go into your Curios slots rather than your armor. It’s built around exploring, since the best pieces come out of dungeon chests, End Cities and boss kills rather than a crafting grid, and a lot of them come with a catch attached.

The first thing you’ll notice is the two items you spawn with. Every new player gets an
Enigmatic Amulet with their name engraved on it, and a
Ring of the Seven Curses sitting in their hotbar. The amulet is a safety net you’ll want on straight away, but the ring is a much bigger decision, and it’s the part of the mod most people come looking for help with.
This guide covers the 1.20.1 Forge version of the mod, 2.30.1, which is the newest release and the one most modern modpacks use. Enigmatic Legacy is Forge only and needs Curios, Patchouli and Caelus installed alongside it. Most of what’s here also applies to the older 1.19.2 and 1.18.2 builds, although a few numbers have moved around between versions.
Ring of the Seven Curses
The
Ring of the Seven Curses is the main item in Enigmatic Legacy, and the one everyone asks about. You start with it in your inventory, but it only starts working once you put it in one of your ring slots. The problem is once the Ring of the Seven Curses is on, you can’t take it back off again in survival, so it’s worth knowing what it does first.
As the name suggests, the ring gives you seven curses, but you also get seven blessings back in return. The bigger reason to wear it though is that a lot of the items in the mod need it, as they can only be crafted or used while you have the ring on. So most people do end up wearing the ring at some point, even if it’s not straight away.
| The Seven Curses | What it does |
|---|---|
| Pain | You take double damage from every source |
| Neutral mobs | Neutral creatures turn hostile within 24 blocks, and can find you through walls up close |
| Armor | Your armor is 30% less effective |
| Weakness | Monsters take 50% less damage from you |
| Fire | Once you catch fire, you keep burning until you put it out |
| Soul | Every death tears out a Soul Crystal, lowering your max health |
| Insomnia | You can’t sleep in a bed |
On top of those, you also take double knockback, which catches a lot of people out near ledges. Wild Wolves, village Iron Golems, Piglins and even Bees will come for you, although your tamed pets and golems you built yourself leave you alone. Endermen within 32 blocks that can see you will also pick fights now and then, even if you never looked at them.
| The Seven Blessings | What you get |
|---|---|
| Looting | +1 Looting level |
| Fortune | +1 Fortune level |
| Experience | +400% experience dropped by mobs |
| Enchanting | +10 Enchanting Power at the Enchanting Table |
| Special drops | Unique drops from some creatures, like Nefarious Essence from the Wither |
| Ender access | Works as a Ring of Ender, so you can open your Ender Chest anywhere |
| Cursed relics | You can craft and use the mod’s cursed items |
The blessings are strong, but it’s the last one that matters most. Things like the
Twisted Heart, the
Emblem of Bloodstained Valor and the
Scroll of a Thousand Curses can only be made or used by someone wearing the ring. The Enchanting Power bonus is also better than it sounds, since it lets you hit level 30 enchants without a full ring of bookshelves.
Should You Put the Ring On?
If you’re new to the mod, it’s usually better to wait until you’ve got decent gear, a few hearts of armor and a way to put out fire. Double damage with weaker armor means an early Creeper or a pack of Wolves can kill you very quickly. Once you’re comfortable in Diamond or Netherite gear, the extra Looting, Fortune and experience start paying for themselves.
The other thing to know is that the ring tracks how long you’ve worn it. The very best items in the mod, the Abyssal Artifacts, need you to have worn the ring for at least 99.5% of your total playtime. So if you’re planning on going after those, it’s worth putting the ring on early and keeping it on, because the time you spend without it counts against you.
How to Remove the Ring of the Seven Curses
There’s only one way to get the
Ring of the Seven Curses off in survival, and it isn’t easy. You have to die in the Nether, in the middle of a big lava lake, while you’ve got an
Unholy Stone in your inventory. If you do that the ring gets destroyed for good, but it costs you another Soul Crystal on top of the normal one.

The lava lake part is checked quite strictly. The game looks at a 7 by 7 area around where you died, from a few blocks under the surface to a couple above it, and all of it needs to be lava or air. A small pool or the edge of a lake won’t count, so the big lava seas at the bottom of the Nether are the safest bet.
The Unholy Stone isn’t easy to make either. It needs a
Nether Star, two
Lava Buckets, two
Prismarine Crystals, a
Stone block, two Nefarious Essence and a
Twisted Heart. Both the Nefarious Essence and the Twisted Heart need you to be wearing the ring to get, so you can only really make the Unholy Stone once you’ve already put the ring on.
Soul Crystals and Dying With the Ring
The Seventh Curse is the one that actually hurts long term. Whenever you die with the ring on, a
Soul Crystal is torn out of you and dropped where you died, and each one you’re missing takes 10% off your max health. The crystal doesn’t despawn, so you can always walk back and pick it up to get that health back.

On default settings you can only lose nine crystals, after which they stop dropping, so the ring can’t permanently kill you unless a modpack changes the config. Losing a few still stacks up fast though. With three crystals gone you’re down to 14 health, and with double damage from the First Curse that doesn’t go very far.
If you’ve lost track of where you died, the
Wayfinder of the Damned is a compass that points at your nearest Soul Crystal. It’s one of the cursed items, so you’ll need the ring on to use it, which isn’t an issue since you’ll only be losing crystals if you’re already wearing it.
Enigmatic Amulet
The
Enigmatic Amulet is the other item you spawn with, and it’s a lot friendlier than the ring. It goes into your charm slot and gives you a small bonus based on its color, which is picked at random for each player. The amulet is also engraved with your name, so in multiplayer you can always tell whose is whose.
| Amulet color | Bonus |
|---|---|
| Red | +1.5 Attack Damage |
| Aqua | +15% sprinting speed |
| Violet | +15% chance to deflect attacks |
| Magenta | -25% gravity |
| Green | +25% mining speed |
| Black | +10% lifesteal |
| Blue | +25% swimming speed |
The color bonus is nice, but the real reason to keep it is what happens when you die. If the amulet is equipped or just sitting in your inventory, it summons an Extradimensional Vessel that holds all your items, your experience and any Soul Crystal you dropped. You can walk back and grab everything, and since it never despawns there’s no timer to worry about.

The vessel isn’t locked to you by default though, so on a server another player could pick it up first. It’s still much better than having your gear scattered around and burning in lava, and it pairs really well with the ring, since it means a death under the curses only costs you the trip back.
Amulet of Ascension and The Testament of Contempt
The Enigmatic Amulet can be upgraded twice, although neither recipe shows up in the recipe book. Both are normal shaped recipes in a Crafting Table, so you just need to know the layout. The
Amulet of Ascension gives you all seven color bonuses at once, while The Testament of Contempt keeps your whole inventory when you die.
| Amulet | Top row | Middle row | Bottom row |
|---|---|---|---|
| Amulet of Ascension | Amethyst Shard, Astral Dust, Amethyst Shard | Etherium Ingot, Enigmatic Amulet, Etherium Ingot | Dragon’s Breath, Heart of the Cosmos, Dragon’s Breath |
| The Testament of Contempt | Nefarious Essence, Heart of the Abyss, Nefarious Essence | Netherite Ingot, Amulet of Ascension, Netherite Ingot | Twisted Heart, Nether Star, Twisted Heart |
The Testament of Contempt is one of the Abyssal Artifacts, since it needs a Heart of the Abyss from the Ender Dragon. With it on, your items stay in your inventory when you die, although you still lose your experience and a Soul Crystal. It also slows down and weakens any creature you look at, which is surprisingly handy in a fight.
Cursed Relics
Once the ring is on, a whole new set of items opens up. Most of them start with the
Twisted Heart, which can only be crafted by someone wearing the ring. It needs a Heart of the Earth, which you’ll find in Overworld dungeon chests, mineshafts, strongholds and temples, plus a
Ghast Tear,
Blaze Powder, Redstone and an
Eye of Ender.
The other key material is Nefarious Essence, which only drops from the Wither when it’s killed by someone wearing the ring. You’ll get between one and four per kill, so plan on fighting the Wither a few times. Four of them around a
Netherite Ingot with Ghast Tears makes a Nefarious Ingot, which the endgame cursed weapons use.
The
Heart of the Guardian is a 1 in 5 drop from the Elder Guardian, and it turns Guardians neutral while you carry it with the ring on. It can also enrage a monster you’re looking at, so that it turns on the other monsters around it. That’s a fun trick in an Ocean Monument, and the ring gives you extra loot from every Elder Guardian too.
Emblem of Bloodstained Valor
The
Emblem of Bloodstained Valor is a charm that gets stronger the more health you’re missing. For every percent of your health that’s gone, you get 1% more attack damage and attack speed, plus half a percent of movement speed and damage resistance. At low health it turns you into a very dangerous fighter, which suits the ring’s double damage quite well.
It’s crafted from a Twisted Heart, a Netherite Ingot, a Golden Sword, Crimson Fungus, Blaze Powder and Ghast Tears. It does take up your charm slot though, which is where the
Enigmatic Amulet goes, so you’ll need to decide whether the lifesaving vessel or the extra damage matters more to you.
Scroll of a Thousand Curses
The
Scroll of a Thousand Curses rewards you for wearing cursed gear. It gives you 4% more attack damage, 7% more mining speed and 4% more health regeneration for every curse on the items you have equipped. Stacking Curse of Vanishing and Curse of Binding on your armor can push those numbers quite high, as long as you’re happy living with the downsides.
It goes in your scroll slot, and it counts the curses on everything you have equipped, including your Curios. The Ring of the Seven Curses counts as seven on its own, so you start at +28% damage, +49% mining speed and +28% regeneration before a single cursed piece of gear, which makes it a great scroll for any ring wearer.
The Twist and The Infinitum
The Fourth Curse means monsters take half damage from you, which is a real problem in long fights. The Twist and The Infinitum are two swords that ignore that curse completely, and they also deal extra damage to bosses and players. The Twist is the first step, and it’s upgraded into The Infinitum once you’ve got a Heart of the Abyss.
The Infinitum is one of the best weapons in the mod. It adds lifesteal and heavy debuffs on every hit, and while you’re holding it there’s a chance that damage which would otherwise kill you won’t. The catch is the Heart of the Abyss, since you’ll need to have worn the ring for nearly your whole playthrough before the Ender Dragon will drop one for you.
The Infinitum can also take most normal sword enchantments, so a Sharpness or Looting book on top makes it even better. If you’re not planning on the Abyssal Artifacts at all, The Twist on its own is still a big upgrade for a ring wearer, since it fixes the Fourth Curse for every fight you use it in.
Spellstones
Spellstones are powerful relics that go into their own Curios slot, and you only get one of them at a time. Each one gives you a strong set of passive abilities, some have an active ability on a keybind, and every single one comes with a weakness. They’re found as rare extra loot in specific chests, so you’ll usually find one when exploring the right kind of structure.
| Spellstone | Where to find it | What it does | Weakness |
|---|---|---|---|
| Heart of the Golem | Dungeons, mineshafts, village armorers, temples, strongholds | +4 armor, or +16 armor and toughness with no armor on | Magic damage |
| Angel’s Blessing | Village temples, desert and jungle temples | Dash in the air, no fall damage, 50% projectile deflect | Wither and void damage |
| Blazing Core | Nether fortresses, bastions, ruined portals | Fire immunity, short lava immunity, burns attackers | Underwater creatures |
| Will of the Ocean | Underwater ruins, shipwreck and buried treasure | Breathe, see and swim freely underwater | Fire damage |
| Eye of the Nebula | End Cities, stronghold corridors | Teleport behind a target, magic damage bonus | Any damage while in water |
| Pearl of the Void | End Cities (rare) | No hunger, immune to status effects, withering attacks | Slower natural regeneration |
The
Heart of the Golem is the one most players find first, since it turns up in ordinary dungeons and mineshafts. If you’re wearing the ring it’s worth a lot, because the +16 armor it gives with empty armor slots helps make up for the Third Curse. The
Blazing Core is also a great pick for ring wearers, since its fire immunity cancels out the burning curse completely.
Rings, Charms and Scrolls
Not everything in Enigmatic Legacy is cursed, and a lot of the everyday relics are just really useful. Most of them start from an
Iron Ring, which is a simple craft from four
Iron Ingots and four Iron Nuggets. You get two ring slots from Curios by default, so you’ll have room for one of these alongside the Ring of the Seven Curses.
The
Magnetic Ring pulls in dropped items within 8 blocks, and holding Shift turns it off for a moment when you don’t want it. The
Dislocation Ring is the upgrade, and instead of pulling items it collects them instantly from up to 16 blocks away. Either one is great for mob farms and mining trips, and they don’t need the ring at all.
The
Ring of Ender lets you open your
Ender Chest from anywhere, either through a button in your inventory or a keybind. If you’re wearing the Ring of the Seven Curses you already get this, which frees up the slot for something else. The Charm of Treasure Hunter and the Emblem of Monster Slayer are two more good charms, one for mining and one for combat.
Etherium Gear
Etherium is the mod’s endgame metal, and it’s found in End City treasure chests as
Etherium Ore. You smelt the ore in a Furnace or a Blast Furnace to get an
Etherium Ingot, and it’s worth checking every End City you pass, since you’ll need a good few ingots for a full set of tools and armor.
Etherium tools mine a 3 by 3 area, and you can hold Shift to mine a single block when you need to. The armor is invisible while you’re wearing it, which surprises a lot of players the first time. With the full set on, dropping below 40% health puts up a shield that gives you 50% damage resistance, reflects projectiles and knocks back anything that hits you.
The
Etherium Broadsword is the weapon of the set, while the Etherium Scythe is really a farming tool that harvests crops and tills land in a wide area. None of the Etherium gear needs the ring, so it’s a good goal for anyone who has reached the End, and it pairs well with the
Majestic Elytra, which also uses Etherium Ingots.
Unholy Grail
The
Unholy Grail is one of the rarest items in the mod, turning up very occasionally in Overworld structure chests like dungeons, mineshafts and strongholds. It isn’t used up when you drink from it, but what it does depends entirely on whether the Grail thinks you’re worthy. For almost everyone, drinking from it is a terrible idea, and the tooltip even warns you not to.

If you drink from it normally, you get hit with Wither III, Poison II, Nausea, Weakness II, Hunger III and Slowness all at once. To be worthy you need to be wearing the
Ring of the Seven Curses and have eaten The Forbidden Fruit, which is found in Bastion chests. Eating the fruit means you’ll never feel hunger again, although any regeneration you get becomes weaker.
For a worthy drinker the Grail flips around completely. You get Regeneration III, Absorption II, Resistance II, Strength II and Speed, and they last long enough to carry you through most fights. Since it’s reusable, a worthy player can drink from it before every boss fight, which makes it one of the best rewards for committing to the ring.
Revelation Tomes and Knowledge Points
While looting you’ll come across three kinds of old books, the Tattered Tome in the Overworld, the Withered Tome in the Nether and the Corrupted Tome in the End. Right-clicking one reads it, giving you a chunk of experience and some Knowledge Points. The End tomes give the most of both, while the Overworld ones give the least.
Knowledge Points unlock entries in
The Acknowledgment, the mod’s guide book, before you’ve actually found the items they describe. That’s their whole job, so they don’t gate any recipes or relics. If you’re following the book to plan your progression it’s worth reading every tome you find, but you won’t miss out on anything by ignoring them.
Tips
Keep the
Enigmatic Amulet in your inventory even if you swap its charm slot for something else. The vessel works as long as the amulet is anywhere on you, so you still get your items back after a death. That’s the single most useful thing the mod gives you early on, and it’s easy to lose if you drop it in a chest.
Before you put the
Ring of the Seven Curses on, sort out fire. Fire Resistance potions, a
Blazing Core or the Bulwark of Blazing Pride all stop the burning curse from killing you, and without one a single Blaze fight can go very wrong. A Water Bucket in your hotbar is a cheap backup, since stepping into water still puts you out.
If you’re aiming for the Abyssal Artifacts, don’t take the ring off and on to make early game easier. The 99.5% rule counts all of your playtime, so even a couple of hours without it early on can push you under the limit for good. Either commit from near the start of a world, or accept that the Heart of the Abyss won’t drop for you.
Mob farms and the ring go together really well. The extra Looting, Fortune and experience stack with everything else, and a
Magnetic Ring or
Dislocation Ring in your second ring slot saves a lot of walking. Just keep the farm somewhere the neutral mobs can’t reach you, since Endermen and Piglins will happily come looking.
You have to die in a large Nether lava lake with an
Unholy Stone in your inventory. The ring is destroyed for good, and you lose an extra Soul Crystal. In Creative mode you can just take it off like any other ring.
Every new player spawns with it in their hotbar, alongside the Enigmatic Amulet. It isn’t equipped automatically unless a modpack turns on the Ultra Hardcore config option, so it’s up to you when you put it on.
For most players it is, once they have good armor and a way to deal with fire. The extra Looting, Fortune and experience are strong, and a big part of the mod’s best gear can only be crafted or used while you’re wearing it.
It summons an Extradimensional Vessel where you died, holding all of your items, your experience and any dropped Soul Crystal. It works whether the amulet is equipped or just in your inventory, and the vessel never despawns.








