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How do Cursed High's four systems fit together?

The Cursed Raid feeds all of them. Grade Coins drop at 90% and roll six Sorcerer Grades; Cursed Finger 1 drops at 0.1% with a 1,000-kill pity and unlocks finger 2 at 0.08% with 1,250; Overtime is one of six Binding Vows at 0.01% with a 10,000 pity. Twenty fingers, three vow slots and a Rank cap of 35 are the long game.

Zone 9 · Update 5

Anime Breaker Cursed High

Cursed High is Zone 9: the first new zone after Ghoul City, and a zone whose systems are built around pity ladders rather than a single drop. It adds six Sorcerer Grades, twenty Cursed Fingers, six Binding Vows and its own raid. This page is about the order to do them in, because three of the four are gated behind each other.

Zone
9
after Ghoul City
Sorcerer Grades
6
rolled with Grade Coins
Cursed Fingers
20
one at a time
Binding Vows
6 → 3 slots
max Lv 10

The four systems, and the order they unlock

Everything in Cursed High feeds the same two things: Grade Coins and Cursed Fingers. The raid is the only source of both, so the first useful thing you do in the zone is not the card pack — it is the raid, and the raid is why the zone's pity counters matter more than its drop percentages.

  1. 1Break the wall and enter

    The zone is gated the same way as the other eight. The arrival badge is the only in-game statement that the zone exists, and it names it Zone 9: Cursed High.

  2. 2Unlock Sorcerer Grades

    A one-off Gold cost unlocks the grade system. Two recordings read that dialog differently — 1Dc in one, 10c in the other — so confirm the number on your own screen before paying.

  3. 3Farm the Cursed Raid for Grade Coins and finger 1

    Grade Coins drop at 90%, which makes the grade roll the fast layer. Finger 1 is 0.1% with a 1,000-kill pity, which makes it the slow one.

  4. 4Collect fingers in order, not in parallel

    Finger 2 only enters the pool after finger 1 is owned, at 0.08% and a 1,250-kill pity. Each later finger follows the same unlock-then-farm pattern, so there is no way to farm two at once.

  5. 5Add Binding Vows as they drop

    Overtime is 0.01% with a 0/10,000 pity, and it is one of six. Vows level while you play and unlock up to three slots, so the raid you are already running is also the place the vow track advances.

The Cursed Raid drop table

The raid panel is where the zone's whole progression is visible at once: the finger ladder, the vow roll, the title chase and the passive coins. Read the pity column as the real cost, because the percentages are small enough that the pity ceiling is what most accounts will actually reach.

DropRateWhat it is for
Gold · Raid Shard · Ring of Curses100% · 90% · 90%The floor of every run.
Grade Coin90%The currency that rolls Sorcerer Grades.
Cursed Finger 10.1% · pity 0/1,000Unlocks Cursed Finger 2 in the same drop pool.
Cursed Finger 20.08% · pity 0/1,250Only appears after finger 1 is owned.
Overtime (Binding Vow)0.01% · pity 0/10,000One of six vows; the only one whose rate we could read.
King of Curses (title)0.01% or unread · pity 0/10,000 or 0/20,0002x Energy and 1.75x Gold; one recording reads 0.01% and a 10,000 pity, the other an unread chance and 20,000.
Fluid Coin / Weapon Passive Coin30% eachPassive currency that feeds other systems; the Titan Passive Coin appears on the same panel without a readable rate.

The percentages and pity counters are panel readings from two recordings published on 17 October 2026. Where they disagree — the King of Curses chance and pity — both readings are printed rather than one being chosen.

The 20 October build added three more systems

Update 5.5 did not add a zone; it added three progression tracks inside Cursed High. They sit beside the four systems above rather than replacing them, and two of them use their own currencies.

Cursed Defense

A wave mode that costs one Cursed Defense Key to enter. Enemies come in waves, the result panel prints stage, damage, kills and time, and the payout is Cursed Shards, talismans and zone coins. Its kill counter also feeds the Cursed High enemy training task.

Cursed Talismans

Seven slots, five stat types and a fusion ladder that eats duplicates. Four slots are open; the last three cost 1,000, 2,000 and 3,000 Emeralds. Talismans only drop from Cursed Defense.

Cursed Training

Three mentors — The Strongest, Special Grade and Boogie Woogie — with three skills each, ten levels per skill and a 30-point mastery bar. Every task is an action you already take: clicking, merging, spinning, opening boxes or killing zone enemies.

Sorcerer Grades: the fast layer

Six grades roll from Grade Coins, and each grade carries an Energy multiplier: the roll shown on screen was Grade 3 at +1.1x Energy. The card pack beside it is a separate system with its own pity: 49Dc Gold per spin and a Legendary pity of 0/500, with Zenin Outcast, Cursed Vessel and Kyoto Brawler among the heroes shown.

What to spend first

Grade Coins come at 90% from the raid, so grades are the part of the zone you can finish without a pity grind. Spend them before you spend Gold on the card pack, because the grade multiplier applies to everything you do in the zone afterwards.

Where the card pack fits

The Cursed Card pack is the hero layer, not the zone. Its 0/500 Legendary pity is cheap compared with the finger ladder, so it is a good place to put spare Gold while the raid cooldowns run.

What else the 17 October build changed

  • · Rank cap 30 → 35. The zone is the first content that needs the extra five ranks.
  • · Rank cap 35 → 36, then higher. The 24 October build moved the top rank again: one recording shows Lvl 35 with Lvl 36 as the next step at 6.31E-suffix Energy, and another shows a 36 to 37 step at 158E. The 20 October recording still showed 35 as maxed, so the cap moved with the 24 October build rather than with this zone's own patch.
  • · Currency storage 250,000 → 1M on the map currencies, including Portal Coins, Pirate Shards, Magic Coins and Cloud Coins.
  • · Raid kills count toward map kill quests. The 375,000-kill Global Quests can be fed from inside the raid.
  • · Magic Companions no longer need a manual unlock. The QoL pass removes that step.
  • · World Pack [Cursed High] costs 450 Robux or 5,000 Emeralds and contains Zenin Outcast, Cursed Vessel, the Inventory Curse accessory and 100N Gold.

The hidden boss on the roof

Break the wall, cross the schoolyard and go to the roof of the main building. Two recordings show the fight there and both count it as the zone's hidden boss; neither opens a panel that names it. Its drop is the Inventory Curse, a body accessory with six tiers from Common to Secret, which is stated by the in-game update log.

The same rule as every other zone applies: the boss is not signposted, and nothing on the map marks the roof. Read the secret boss index for the eight named routes and their drop panels.

What this page does not claim

  • · The Sorcerer Grades unlock price. The two readings disagree between 1Dc and 10c Gold.
  • · Finger rates and pity for fingers 3 to 20. Only the first two were shown, and the ladder raises the pity rather than repeating it.
  • · The King of Curses chance and pity. One panel read an unread chance at 0/20,000 and the other 0.01% at 0/10,000.
  • · How Binding Vows gain experience, and which levels open the second and third slot.
  • · The name of the zone's hidden boss, even though two recordings show where it stands.
  • · The theme as the game's own description. Jujutsu Kaisen is what creators call the map; the badge only says Cursed High.

The 17 October build also added the seasonal Halloween 2026 map, which is not Zone 9: it has no arrival badge and its own timed boss. Keep the two separate when you plan a session.

Cursed High questions

Break the wall that gates it, the same barrier pattern every zone uses. The zone arrived in the Update 5 build in mid-October 2026 and its arrival badge, Zone 9: Cursed High, is the only place the developer names it. Nothing in the game tells you what the map is built on; creators call it the Jujutsu Kaisen map, and that label is theirs rather than the game's.

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