Tier List

Dig Haunted Items Curse Level vs Relic Rarity

Higher curse means higher risk and higher reward — if you haunt instead of panic-selling.

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Curse and Rarity

The official Dig Haunted Items pitch is one sentence: items increase in rarity and curse level, and higher risk means higher reward. Players mix those two words together and then sell the wrong piece. Rarity is the Index name. Curse is the power tag that the Haunting Table cares about. This page splits the axes so you can read a pickup in two seconds.

Read it next to the relic tier list and the Tier List Hub. Gold spent on the table should follow this board, not a hunch.

Rarity ladder

From the live description and Index badges:

  1. Common — filler, mandatory once for the Index.
  2. Uncommon — slightly better stands, still sell duplicates.
  3. Rare — default museum food.
  4. Epic — front-row if it looks unique.
  5. Forbidden — top band. First copy is always keep.

Names in Shop and toasts may add mid-steps (uncommon, legendary-style labels). If the client shows an extra word, treat anything above Epic as S until we log it. Do not invent a sixth band that the Index does not use.

Curse as a multiplier

Curse is not a second Index. Two Commons with different curse tags are still one Index name. The cursed copy is the one you haunt. High curse can:

  • Raise sell gold even before the table.
  • Raise visitor interest after you display the haunted result.
  • Consume table time, which is the real risk: a bad roll can feel like you burned a Rare.

Low-curse Forbidden still beats high-curse Common for the Index because the name is rarer. High-curse Common can beat low-curse Rare for income after a successful haunt. That is the whole trick.

Combined tiers

  • S — Forbidden any curse; Epic with high curse.
  • A — Rare with high curse; Epic with low curse.
  • B — Rare with low curse; Uncommon with high curse (table candidate).
  • C — Logged Common, any curse, if you refuse to haunt it.
  • D — Dirty anything you will not spray. Curse does not apply while mud is still on the model.

Spray first. Judge second. The clean guide is not optional flavor text.

What “risk” actually is

You are not fighting a boss. The risk is economic:

  • Time spent spraying a high-curse brick that sells for nothing.
  • Table cooldown spent on a piece you should have sold.
  • Inventory space while a Forbidden waits in the forest for someone else in the six-player server.
  • Selling a high-curse Common you still needed to log.

If a listing or script promises “remove curse risk,” it is selling a fantasy. The table is the official risk tool. Use it on A and S pieces, not on D junk.

Practical rules

  1. If the Index is missing the name, keep it even if curse is zero. See the Index checklist.
  2. If curse is high and rarity is Rare+, haunt before you display.
  3. If curse is high and rarity is Common, haunt only when you already logged the name and you can afford a miss.
  4. If curse is low, display the first copy and sell extras.
  5. Never haunt your last copy of a unique model until the table result is in the backpack.

Luck timers and curse

A luck code raises the chance of high rarity more than it paints curse tags. During a timer, hunt Forbidden first, then worry about curse on the walk back. Do not waste a 10-minute window standing at the table. Dig, then haunt after the buff ends.

Shovel luck from the shovel tier list works the same way: it feeds rarity. Curse still rolls on top.

Museum translation

Visitors do not read this wiki. They look at the stand. A haunted Epic on the front path out-earns a line of low-curse Commons even if those Commons took an hour to collect. Rebuild the wing using the museum guide whenever you promote a piece from B to A after a table roll.

Online co-op will not share curse tags. If a friend yells that their skull is “super cursed,” that is their inventory. Dig your own dirt.

Keep this page open the first week. After you have the Use a Haunting Table badge, you will start seeing curse as a number instead of a vibe — and the upgrade planner will finally make sense.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is curse the same as rarity?

No. Rarity is the Index name. Curse is the risk/reward tag the Haunting Table uses.

Should I haunt Commons?

Only after they are logged, and only if the curse tag is high. Otherwise sell. See relics.

Does a luck code raise curse?

Treat luck as a rarity booster. Haunt after the timer, during how to dig sessions.

What is the top rarity?

Forbidden. First copies are keepers regardless of curse.