For this project you should have first completed project "1 Normal Item" and have been successful in generating that item.
You will now be making a Unique Item.

1.Make a full copy of your Item. Make sure the first line of the new copy is right below the last line of the old copy.

2.Rename the template and doc to add the fact it is unique.
example:
[t:template,n:your_item_here_unq]
	doc = "your_item_here_unq";

3.add these three lines to the [common] block:
		allow_modifiers = false;
		rarity = unique;
		base_screen_name = "your base items screen_name";

example:
	[common]
	{
		allow_modifiers = false;
		screen_name = "Claw of Kajj";
		base_screen_name = "Short Sword";
		rarity = unique;
	}

4.add a [magic] block to your item. this is best done through copy pasting from another item.
example:
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_generic;
				value				= 1;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "claw_of_kaji";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_claw_of_kaji;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 7;
				description			= "+<value> Min Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_source_percent;
				value				= 0.20;
				description			= "+20% Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				//custom_effect		= "melee_damage";
				//custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
				//					  ?weapon_ffx		= ffx_spell_damage_bonus_sword;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 5;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 10;
				min_value_ceiling	= 20;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

5.Find the alterations you want using the enclosed alterations.txt file and add them to your item.
  for the easiest time only use alterations that have values and similar data.
  it is best to edit the alterations that are already there. just take out the parts that your alteration doesn't have.
  ever alteration block must have:
			[*]
			{
				alteration			= ;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}

6.Add the lootdrop indicator line to your weapon.
  copy and paste this line before the last }
	[loot_drop_indicator]{}

7.Erase all of the pcontent block except for the [base]
example:
	[pcontent]
	{
		[base]
		{
			item_level = 12.0;
		}
	}

8.Change the item_level to = the item level of your unique. Usually this is the base item level of your item.

9.Generate your item in Dungeon siege 2 mod to see if it works.
go into dungeon siege 2 mod
type
~
give #your_item_here_unq ///this should be the name of your item that the computer recognises.
~

10.Now you should have a brand new unique to play with.